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![]() Hey, all. Congrats on making the cut. For combats, I'm going to try running the maps on The Forge. If you don't have one already, please make an account. Also, for mech tokens, drop a link here so I can get them made up. Take a look at Retrograde Minis to start. They have a lot of customization and you can export the image. Let me know if you have any questions. Go ahead and dot the gameplay thread so you add the game to your list. Gameplay for real will be up soon! ![]()
![]() The deck of the light carrier is warm and humid, a welcome change after the dry cold of stasis. Dim, recessed lighting glows a gentle amber to let your eyes adapt to seeing once more. The stasis headache is a miserable bastard—you’ll have to reassess your hydration cocktail, shout at the autodoc for that one—but tea and a seat will help For now, you are the only one awake on this deck. The artificial dawn is yours to enjoy. You pad barefoot from your roomette to an observation blister, find a couch, and sit. The dome above you populates, void blooming across an opaque hexagonal feld like ink dropped on a blank page. Space. You sit alone on a soft, semi-gimballed couch, the vacuum of space projected around you. Your gut twists and the old fear sends a bolt of adrenaline to the back of your throat, but it passes; you know you’re still inside the observation blister. A jade and white disk hangs on the velvet feld above you. Hercynia. Big as a dinner table. What do you know about the place? Not much, and the packet was slim: early testing ground for the mechanized chassis, hostile local fauna, isolated for centuries before being forgotten, rediscovered and snapped up by a high-risk firm with a few other colonies under its belt. Apparently there was a local indigenous population that the hi-ri colonists didn't know about, which led to some legal tangle between SSC and Union. A mess, in other words. An emerald mess. You order the ship to play the sound of rain. You lay back upon the couch, tea on your chest – it’s still a little too hot – and float, surrounded by stars. You’ll be there in a few days. Around you, the others are waking up. Systems organic and synthetic cycling to life. Some of you might not return to this little ship. Maybe you’ll die down on that world. But right now you have the sound of rain. The hush of broad fronds rasping against their neighbors. The background hiss of air. The comfortable gravity. Peace. Your slate pings in your pocket. The amber light floods the periphery of the blister. Your aurals hum a notification tone. Ah well. Time to go to work. Welcome to my recruitment for No Room for a Wallflower, the first official campaign for the Lancer RPG by Miguel Lopez and Tom Parkinson Morgan. For those unfamiliar, it is a game about mechs and those that pilot them, set in a distant future where humanity lies upon the precipice of a golden age. It combines tactical combat with deep customization options when piloting the mechs and rules-light narrative play when outside of the cockpit. If you're interested, but don't have the rules, there's good news! The player rules are completely free and found HERE. Unfortunately, the setting details are locked behind the paid version, but I've "condensed" them into a document that can be found HERE. Fair warning, it is nearly 30 pages (not including ToC and key terms), but the original is almost 100, so I think I did an alright job. Lancer also features an excellent character builder, which is completely free and found HERE. No Room for a Wallflower assumes that the PCs are members of a team of mech pilots bound for Hercynia, an isolated colony world in the fourth ring of Union space. They have been assigned a task by a local Union administrator: they are to respond to a distress call from the world, after which they will be relieved and commended once a nearby Union patrol-group arrives in-system. The reason the PCs are chosen for this task is that they happen to be the closest asset to Hercynia at this time, but what the PCs actually represent is up to the players. The book offers three possible hooks. They are as follows: Union Auxiliaries: First Response Team:
The player characters are Union auxiliaries deployed as a first response team, part of a light company sent out on long patrols. Often seen as boring, low-action assignments, these patrols see small units of experienced auxiliary pilots embarking on tours through frontier territories in order to be present in cases of need. These units are meant to be flexible, with a wide portfolio of diplomatic and tactical freedoms afforded to them. Auxiliaries are members of the Union Navy; as such, they exist within and are subject to a military chain of command. Their commanding officers report to Union officials, and any fallout arising from their conduct is subject to full review by Union.
As part of a Union auxiliary peacekeeping force, the PCs are beholden to strict rules of engagement. Union forces may not fire first and must prioritize the protection of people above corporate interests. Further, the PCs have received implied and explicit orders to prioritize de-escalation, preserve life to the best of their abilities, and seek peaceful resolutions to conflicts. If the PCs break these rules of engagement, they will face disciplinary action when the greater Union force eventually arrives in the system. While on Hercynia, they are considered Union’s representatives with the expectation that they comport themselves accordingly. The rewards received by Union auxiliary groups are likely to be less material than those received by mercenary or corporate groups. These characters probably have moral or ethical imperatives to assist those they encounter. Corporate Operatives: Landmark Colonial Crisis Response Team:
Landmark Colonial fields a number of small, standing CRTs tasked with running rapid, surgical, and asset-oriented ID and retrieval missions on Landmark-administered colony worlds. These are distinct from the company’s much larger and much rarer crisis response missions, which are raised only in response to acute threats, composed of thousands of soldiers and mechs, and intended for long-term occupation and world-building.
CRT operatives are multi-role fighters from a myriad of professional backgrounds, typically retired or discharged professional soldiers, private security, or ex-mercenaries. Their teams are outfitted by Landmark’s armory, which has fleet contracts with SSC, IPS-Northstar (IPS-N), and General Massive Systems (GMS). The higher-ups usually frown upon the use of HORUS or Harrison Armory (HA) gear on Landmark missions, although CRTs are largely autonomous and rarely interact directly with executives. As Landmark personnel, CRT members are subject to Landmark’s internal discipline first, local law second, and Union justice third. Landmark fiercely defends its CRT personnel and covers for them unless doing so is likely to severely harm the company. CRT mission debriefings are rarely shown to anyone outside Landmark management. The command structure of CRT teams typically involves two people: an offsite commanding officer patched in through the CRT’s comp/con unit and a legal consultant who acts as that commander’s executive officer. As members of a Landmark CRT, the PCs have a number of corporate-approved objectives: secure the colony’s NHP casket and any backups, secure essential personnel and equipment, and ensure accurate data collection. All other costs and casualties can be recouped. Unless they somehow implicate management in egregious violations of local and Union law or disobey their orders, Landmark will likely consider the actions of a CRT to be justified. Mercenaries: Mirrorsmoke Mercenary Company:
The Mirrorsmoke Mercenary Company (MSMC) is one of the largest active mercenary corporations in the galaxy, offering a wide portfolio of services available at the lowest sustainable bid. Some companies go lower, but after a certain point you’re buying corpses. MSMC might be a cheap option, and it might come with a few deadbeats, but it’s gonna get the job done and done final.
As MSMC contractors, the PCs come from a wide range of backgrounds and levels of training. MSMC detachments are made up of everyone from disgraced operators through to purchased inmates looking for redemption, refugees looking for citizenship to individuals down on their luck and in need of a new start. Whatever their origins, all MSMC personnel have their old identities wiped from the record and replaced with callsigns, after which they are placed under the command of MSMC officers—career mercenaries who have signed on for additional tours with the company. Each MSMC detachment is overseen by a commanding officer, advised by a legal officer, and
The rules of engagement governing MSMC detachments are complex, spanning public relations, legal liabilities, and operational considerations. PR guidelines are clear: don’t harm or assault civilians, don’t destroy property, do get a favorable review from the client—in this case, Landmark Colonial. The operational rules are less concrete. In some cases, they might align with best PR practices, although there are often off-the-book understandings between clients and commanding officers: Sometimes civvies get hurt, and sometimes the property a detachment was supposed to protect winds up damaged or destroyed. But hey, the primary objectives were all completed, right? And not too many got smoked? Mark it a success. All’s well that ends well. If you're interested in playing, please put the three in the order you'd like to play. At 5 pm on Friday, if it's clear which option has the most support, character submissions can begin. More details on that will be posted on Friday. Thanks for any consideration! ![]()
![]() Hello! I'm checking to see if there's any interest in a Lancer RPG campaign here on the Paizo boards. If you don't know what it is, Lancer is a self-described "mud and lasers" RPG about science-fantasy mechs and the people that pilot them. The game swings between rules-lite narrative sequences when out of the mech and crunchy tactical combat with deep customization when inside. If you're interested, but don't have the rules, there's good news! The player rules are completely free and found HERE. Lancer also has an excellent, free character builder called COMP/CON If you're interested, but have questions, just ask me here. There is also a helpful Youtube channel that explains a lot of the lore and mechs found HERE. ![]()
![]() I have to give up a few of my games and my Wrath of the Righteous group wants to continue playing, so I'm reaching out for a potential hero. Originally two separate campaigns combined into one that I inherited, the group currently has 8 players and are towards the end of the first book. The group is great and committed though! ![]()
![]() A player of mine has created a polearm bodyguard style character for my Curse of the Crimson Throne campaign, but he's frustrated that enemies can get inside his reach, where he has to move to hit or trip them. To that end, he's written a homebrew feat and asked me if he could use it. I'm generally inclined to support this sort of thing, but he's the sort of player that could take a mile if given an inch in character creation, so I thought I'd bring it here and see what Paizo's top minds had to say. Nimble Grip: Your quick hands and martial experience allow you to adapt your fighting style with spears and polearms in order to effectively engage enemies who close the distance.
Prerequisites: Dex 15, Combat Reflexes, Weapon Focus with reach weapon, base attack bonus +5. Benefit: You threaten adjacent targets with a reach weapon for which you have the Weapon Focus feat. Attacks of opportunity made against adjacent targets while using this feat suffer a -4 penalty. Additionally, you continue to threaten enemies within your extended reach even after attacking adjacent opponents during your turn. Normal: Characters wielding reach weapons do not threaten adjacent squares, and if they use another form of attack against adjacent foes, they cease threatening at range until their next turn. ![]()
![]() I am looking for a couple more players for my ongoing Ironfang Invasion campaign. We've recently finished the first chapter of the first book, but a few players have left for different reasons. About the Campaign:
The party consists currently of a halfling hunter, a half-elf rogue, and a hobgoblin kineticist. The halfling and half-elf are refugees from the Nirmathi village of Phaendar. They were enjoying a town festival when a large force of hobgoblins and other monsters attacked from a stone tower that spawned from the earth flying the banner of the Ironfang Legion, an infamous mercenary army with a history of butchery. Surprised and overwhelmed, the heroes gathered what townsfolk they could and fled into the nearby forest, after destroying a bridge to prevent any quick pursuit.
Since then, they've set up a camp and are exploring the surrounding wilderness. Near their camp sits an overgrown orchard tended by a hobgoblin with strange powers, with her own reasons for hating the Ironfang. The Phaendarans weren't ready to trust any hobgoblin however, so to prove her good intentions, the kineticist attacked a hive of wasps preventing the refugees from gathering apples for their continued survival. And that's basically where we are now. Character Creation:
Submissions should:
- Be level 2 - Use the 20 point buy - Be non-evil - Use any official race and class - Have max HP at 1st, 1/2+1 HD going forward - Have two starting traits; one should be a campaign trait - Have average starting wealth for a level 2 PC - Have a brief character description and backstory I'm willing to consider any build, but things like front-liners and full casters will get slightly more consideration based on the party's needs. Player Expectations:
- Committed players who can ideally post once a day. - If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed. - Don't be a jerk. - I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair. - Applicants should be decent writers with a commitment to role-playing. - You have read the Ironfang Invasion Player's Guide and are at least somewhat knowledgeable about Golarion. Game Style:
- We'll be using Roll20 for combat, so if accepted, please make an account. - I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. For example: all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update). - I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you. Recruitment Applications and Timetable:
If you're interested, post either an alias or with all relevant information in a post. Recruitment will last for one week, ending on Saturday, 7/14, at midnight EST. I know it's a short period, but since I'm only looking for a couple people, maybe three, and I don't want to delay the game any more than it already has. After closing, I will select a short list of applicants I like and present them to the players. Good luck and thanks for applying! :) ![]()
![]() A stone's throw from the southern Fangwood Forest, Phaendar is a small town nestled along the bank of the Marideth River. Trade comes through the town over Phaendar Bridge, the only suitable place to traverse the swift, rapid-coursed river for 50 miles in either direction. The town of 400 residents rarely sees any excitement, making the Market Festival a major source of news, entertainment, and revenue. The 2-day affair, held once every 3 months, gathers farmers and herders from across the Nesmian Plains, as well as woodcutters from the nearby Fangwood and prospectors from the Hollow Hills, to trade for supplies and raw materials. Even traders from the “big city” of Tamran make their way from hundreds of miles away to the event, swelling the town’s population to half again its normal size. Indeed, many come solely to hear Aubrin the Green — the retired Chernasardo Ranger-turned-Caydenite cleric — recount bawdy tales of adventure from her youth. You find yourselves gathered for such a telling at the Taproot Inn, a two-story building built out of green-stained timber and capped with a pine shake roof. A wooden statue of a rearing grizzly bear guards the front door. Ownership of the Taproot changes often as proprietors struggle or grow bored. It currently belongs to Jet, a recent transplant to Phaendar of mixed Shoanti and Varisian descent, with twin black braids, black eyes, and a distinctive teal scarf worn around her waist. Outside, the celebration continues, as raucous shouts carry on the night air. Warmed by the firelight after a long day, any levity comes as a welcome reward to the rough, earthy souls of this riverside trade town. “So there I am, thinking, when will I ever be able to talk to a bear again? So before the grizzly can stand back up, I turn to it and say, ‘All I need is the honey. You can keep the bees!’” The room erupts into laughter as Aubrin finishes her winding story and takes another drink from her tankard. “But it’s fine now. All’s good. She named a cub after me. Someday I’m going to have to check in on little Ow Oh Gods That’s Too Many Bees.” Aubrin gives a little mock bow before heading over to the bar. Other members of the crowd begin to share their own boasts and jokes. Now is your opportunity to meet, greet, and do a little roleplaying before the adventure begins in earnest. ![]()
![]() A stone's throw from the southern Fangwood Forest, Phaendar is a small town nestled along the bank of the Marideth River. Trade comes through the town over Phaendar Bridge, the only suitable place to traverse the swift, rapid-coursed river for 50 miles in either direction. The town of 400 residents rarely sees any excitement, making the Market Festival a major source of news, entertainment, and revenue. The 2-day affair, held once every 3 months, gathers farmers and herders from across the Nesmian Plains, as well as woodcutters from the nearby Fangwood and prospectors from the Hollow Hills, to trade for supplies and raw materials. Even traders from the “big city” of Tamran make their way from hundreds of miles away to the event, swelling the town’s population to half again its normal size. Indeed, many come solely to hear Aubrin the Green — the retired Chernasardo Ranger-turned-Caydenite cleric — recount bawdy tales of adventure from her youth. You find yourselves gathered for such a telling at the Taproot Inn, a two-story building built out of green-stained timber and capped with a pine shake roof. A wooden statue of a rearing grizzly bear guards the front door. Ownership of the Taproot changes often as proprietors struggle or grow bored. It currently belongs to Jet, a recent transplant to Phaendar of mixed Shoanti and Varisian descent, with twin black braids, black eyes, and a distinctive teal scarf worn around her waist. Outside, the celebration continues, as raucous shouts carry on the night air. Warmed by the firelight after a long day, any levity comes as a welcome reward to the rough, earthy souls of this riverside trade town. “So there I am, thinking, when will I ever be able to talk to a bear again? So before the grizzly can stand back up, I turn to it and say, ‘All I need is the honey. You can keep the bees!’” The room erupts into laughter as Aubrin finishes her winding story and takes another drink from her tankard. “But it’s fine now. All’s good. She named a cub after me. Someday I’m going to have to check in on little Ow Oh Gods That’s Too Many Bees.” Aubrin gives a little mock bow to the gales of laughter from the crowd before heading over to the bar. Other members of the crowd begin to share their own boasts and jokes. Now is your opportunity to meet, greet, and do a little roleplaying before the adventure begins in earnest. ![]()
![]() As the Ironfang Legion carves out an empire of monsters from the nations of Nirmathas and Molthune, our heroes must flee their hometown of Phaendar as it burns, saving any lives they can! ----------------------- Expectations
----------------------- Game Style
----------------------- Level: 1 Ability Scores: 20 point buy Alignment: Non-evil Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table. Classes: Anything Paizo, all archetypes available. HP: Max at first, then 1/2+1 Traits: 2 traits, one must be a campaign trait. Starting Gold: Average ----------------------- To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Good luck and thanks for applying! :) ![]()
![]() Welcome all and congratulations on making it! A couple of things we should cover before we begin the game in earnest: 1. I noticed that a few of you have Belhaim in your background. I failed to mention this in character creation, but a significant portion of the adventure involves getting acquainted to the area and its population, so it would be best if your past with the town is changed or left out entirely. 2. We should talk about how you all know one another. I have a pretty basic "you were all hired by a caravan to act as guards" story to begin, but we should establish if you all came by the job as individuals or not. ![]()
![]() Hey, everybody! Congratulations on being accepted. Just a little information about me. I'm 28, I live in Michigan, and I'm a brewer by trade. I've been running games since junior high and my favorite color is clear. I'm free to post almost all the time, particularly in the evening. Weekends will be slower, but I'll still try to get stuff up. In the mean time, feel free to introduce yourselves as much as you feel comfortable doing. Patron Creation Here are the keywords that you seven selected for your patron: By this Axe I Rule
That's an awfully wide range of purviews for one deity, so we need to narrow it further. Please pick three of the keywords from this list. Whichever three get the most selections will be the three defining aspects of your benevolent patron. Feel free to explain your picks. ![]()
![]() 260 OE - Quartzoath Manor, Summermount Doled Quartzoath's study is richly appointed, as befits a high-ranking member of Abadar's faith. A wide oak table is surrounded by seven sumptuous leather armchairs. A flagon of wine sat on the table, accompanied by a wheel of hard cheese and a loaf of bread. When you enter, Doled gestures for you to sit from behind a desk that appeared to be carved from solid stone. Bookshelves line the wall behind him, polished wood glinting from the hearthfire. The wizened dwarf sits before you dressed in a simple black and silver robe, white-gloved hands folded as if in prayer. His eyes move from the parchment laid on his desk to the seven dwarves in front of him. When he speaks, his voice is solemn. "Welcome, friends. Pray help yourselves to my bread and wine. We have much and more to discuss. And I fear the hour grows late." Doled takes a deep breath. "Do you know the story of the fall of Dammerhall?" ![]()
![]() Hey, everybody! Congratulations on being accepted. Just a little information about me. I'm 28, I live in Michigan, and I'm a brewer by trade. I've been running games since junior high and my favorite color is clear. I'm free to post almost all the time, particularly in the evening. Weekends will be slower, but I'll still try to get stuff up. In the mean time, feel free to introduce yourselves as much as you feel comfortable doing. Patron Creation Here are the keywords that you eight selected for your patron: Depravity
That's an awfully wide range of purviews for one deity, so we need to narrow it further. Please pick three of the keywords from this list. Whichever three get the most selections will be the three defining aspects of your dark patron. Feel free to explain your picks. ![]()
![]() Cold blue light suffuses the Baroness's audience chamber, seeping from braziers filled with incense. Demonic visages, chiseled from black and crimson stone, leer from all angles at the room's occupants. The Baroness lounges on her throne in the center, flanked by a pair of stern guards. Below, the sounds of the kobold slaves of Vothys toiling in the pits mingles with the occasional yowl of a shaokyri, a drow hunting leopard. The Baroness dresses in glittering mithral chain mail, with black metallic boots, gauntlets, and corset. Her enchanted blade, Khazid'hea, leans against the throne, softly glowing with pale light. Behind her are her advisers, Tethyr Quoll, the captain of the guard, and Andaria, the Baroness's lesser-born half-sister and resident poison expert. A handful of simpering nobles stand and sit around the room, fellow exiles from Taaryssia, watching adopted children of the Baroness with interest. Amongst them, somewhere unseen, is the Baroness's assassin, Zethra Morgus. “I have an errand for you," The Baroness begins, the trace of a smile showing on her face. "The svirfneblen 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." "My generosity does not cease there. I have gift for you. These jewels summon forth elementals from the Plane of Fire 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 children,” she says with a smirk. A pampered courtier presents you with a small chest containing three fist-sized rubies and three potions. "This errand should be simple enough even for you. Do this and return to me. Unless you have any questions, you are dismissed." ![]()
![]() Throne of Night: Dark Frontiers Long have you lingered in this frontier outpost, forsaken and forgotten. Born from the same mother on the same unhallowed day, your birth was seen as a sign from the demon lords who hold sway over drow society. You were destined for some great purpose. What that purpose is, who can say? But ever since your birth, you have been feared by those in power in drow society. It was this very fear that caused the destruction of your house. In the benighted city of Taaryissia, the capital of the drow empire, rivals to your house conspired to eliminate your family in a single night of violence and betrayal. They almost succeeded. In her final moments, your mother spirited you away to the farthest, more remote corner of the empire, to save your lives and preserve your destiny. When at last you were summoned before the Baroness, Lady Satha of Vothys, immediately you knew it was a trap. But would you dare disobey her summons? And so you put your head into the noose. At least she was brief. This place is called Vothys. The baroness of this outpost was not eager to receive such an obviously divine band of children, but a pact sworn to your mother required that she keep you and raise you as her own children. But drow parenting is cruel. The baroness made sure to inflict upon each of you daily the right of her rule and your place in the world. In Vothys, you learned that the only allies you have are each other. In Vothys, you came of age. The baroness recognizes this and seeks to use you to reclaim her place in Taaryssia. She builds an army and has put you in charge. Her first target is a deep gnome town with slaves and resources aplenty. She plans to use this as a springboard for her campaign, but there is one serious flaw in her plan: you intend to betray her. The Baroness plots against you even if you do not yet understand her schemes. But there is even opportunity here if one is cunning. Enslave the deep gnomes, yes, but they will be your slavesm not servants of the Baroness. Once Fasturvalt is yours, you can return to Vothys and thank the Lady Satha properly. The time has come to be forsaken no longer.With this first conquest, you will build for yourself a Throne of Night. Lords of the Azathyr Campaign Theme: Campaign Theme: The Throne of Night campaign is an exploration/kingdom building campaign set in a massive section of the Underdark known as Azathyr. Starting Level: PCs will start at 1st level.
In addition to this, you may use one of your traits to select an optional Ability Score Trait. These are to make drow more versatile for character construction and replace the usual drow racial ability score modifiers: +2 Charisma, +2 Dexterity, -2 Constitution. 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 Power You are a follower of a wicked 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 your family, your cult, or perhaps the sheer joy of killing. Benefit: +2 Strength, +2 Dexterity, -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 Classes: All classes except gunslingers, ninjas, samurai, and vigilantes are permitted and a few classes require some special considerations. Clerics, Inquisitors and Oracles are permitted but the available gods are restricted to the demonic pantheon. Druids are permitted but face some unique challenges in an underground campaign. Normally common components such as mistletoe or berries will be hard to find. Animal companions who can operate in the dark (such as dire bats or giant beetles) will have an edge over more typical choices. Also the cave druid archetype is a good choice to make this class more viable. Rangers will find that Humanoid (elf) and Aberration are solid choices for their favored enemy. Sorcerers of any bloodline are permitted. Elemental (earth) sorcerers are a particularly good choice. Side note: I'm not sure how the occult classes will work with the game, so please sell me on them. Traits: Three traits, including one of the following Campaign Traits. Drow Campaign Traits:
These traits are specific to “Throne of Night” and any drow may take them if traits are being used.
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. Stolen Treasure Before you were sent out on your mission by the Baroness, you managed to steal a piece of magical or well-made gear from her armory. 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 a drow, your vision is impressive. Benefit: You gain Darkvision 180 ft. Memories of Taaryssia Though 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. Past of character creation for Throne of Night involves the creation of a custom patron deity. This patron can be a major influence in the game or a minor role-playing device. Its impact is up to us. In order to begin this process, please include two of the following key words and phrases in your application. Patron Keys:
Assassins
Demons and the Might of the Abyss Depravity Devils and all the Powers of Hell Elemental Earth Elemental Fire Enchantment Makes Slaves of the Weak Ice Magic as Cold as My Heart Necromancy Nobility Number Seven Prowess in Battle Scorpions Serpents Shadows Spiders Trickery Vampirism Vengeance War and Conquest Also, include the following information in your profile: 1) Appearance
ROLE-PLAYING CONSIDERATIONS A band of chaotic evil drow is anything but a typical adventuring party. Almost all the usual elements that tie together a PC group are missing from these black-hearted villains. You aren’t friends. You aren’t bound by any ethical constraint or moral limitations. You aren’t here to save the world or restore their people. So why do they work together? With the drow, solidly establishing this at campaign start is critical. Seven Siblings:
Every one of you shares a memory of your priestess mother. As young children, she conducted bizarre blood rituals. She later told you that the purpose of the rituals were both to make the seven stronger but also to place a curse upon any of the siblings who dared harm their brothers or sisters. Is the curse real or merely a tactic by their mother to unite them? So far none of the seven siblings has been willing to test the truth of this.
But what is certain is that there is something strangely divine about the you. Whenever all seven of the siblings fight together, you are automatically under the effect of a bless spell. At fifth level, this upgrades to prayer (these spells always count as being created by a caster equal to the PCs average level). The Seven Siblings campaign solves several problems inherent with a chaotic evil campaign. You have a reason to work together and not betray each other at every turn. When you work together, you are definitely stronger. Further, drow society has made you outcasts. The fear and jealousy of your fellows means that you have only each other. Every other drow is a potential enemy, but the seven siblings know that they are in this together. Scions of a Lost House:
You are all that remains of House Vytharia. In a single night, all your family had built was cast down and destroyed. You were lucky to make it out of the city alive. The Baroness has impressed upon you the importance of concealing your family name. If the rulers of Taaryssia were to discover your survival, they would send assassins to close the book on House Vytharia forever. POSTING CONSIDERATIONS You will be expected to post at least once every 48 hours. I will endeavor to hold myself to the same standard. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will consider you on "standby" for the amount of time specified. If anyone disappears for 7 straight days without posting or leaving notice you will be killed off without hope of resurrection. DEADLINE I will be selecting 5-7 wicked and cunning drow (I will alter the number of siblings based on the number of good applications). Recruitment ends on 11/22 at midnight EST. Good luck! ![]()
![]() Throne of Night: Dark Frontiers This is the last chance for your people. For two hundred years, the dwarves have been scattered and leaderless. The dwarf holds are all but gone – conquered by invaders or overrun with outsiders. For decades now, the dwarves have mingled with the kingdoms of men. The humans have treated you well enough. They respect dwarven craft and tenacity. But with every passing year, the dwarves dwindle. Your tongue goes unspoken. Your ways are forgotten. Will there come a time when to be dwarven is merely another way of saying a short, bearded man? It was not always so. Once the greatest empire in the all the world was dwarven. Once the majestic kingdom of Dammerhall was where all roads converged. The whole world came to pay tribute to the dwarven high king and his mithral throne. And then calamity. The great mountain-city burned with black flame for three days. All the bridges into Dammerhall collapsed. All the gates were sealed. The only survivors were those who by chance were outside the city. For two centuries dwarves have tried to retake Dammerhall and discovered what really happened that dark day. And for two hundred years, they have failed. The remaining dwarven holds, once vassals to Dammerhall, fell to squabbling about who should rule the dwarves. Weakened by division, many dwarf holds were overrun by orc or dragon. Some signed treaties with the realms of men, all but forfeiting their autonomy. And most disgraceful, some holds fell because of civil war where dwarf turned upon dwarf. But there is yet hope. It is said that there is another way into the sealed city – a dark road beneath that goes through the uncharted depths of the earth. This expedition will be the one who will find that hidden road. This expedition will reclaim Dammerhall and restore dwarven glory, dispelling two hundred years of disgrace. You have found an entrance into the darkness. Rumor speaks of a deep gnome village known as Fasturvalt where dwell the elusive svirfneblin, the deep gnomes. The first step is clear – Find Fasturvalt and secure a guide. Nothing will stop you in your quest. Nothing will stay your hand. This is your hour. This is the moment when the dwarven diaspora ends and where dwarven glory begins anew. In the realms below, you will make for yourselves and your people a Throne of Night. SONS OF DAMMERHALL Campaign Theme: Campaign Theme: The Throne of Night campaign is an exploration/kingdom building campaign set in a massive section of the Underdark known as Azathyr. Starting Level: PCs will start at 1st level.
In addition to this, you may use one of your traits to select an optional Ability Score Trait. These are to make dwarves more versatile for character construction and replace the usual dwarven racial ability score modifiers: +2 Constitution, +2 Wisdom, -2 Charisma. Ability Score Traits:
Clever Hands
You are born artisan, cunning and quick with your hands. Whether you have chosen to use these gifts for noble pursuits or becoming a thief does not matter, you are mistrusted regardless by your fellow dwarves. Benefit: +2 Dexterity, +2 Intelligence, -2 Charisma Respected Speaker You are a rare dwarf who is both eloquent and a born leader. Your words are given extra consideration amongst your people. However, by dwarven standards you are physically inept. Benefit: +2 Charisma, +2 Wisdom, -2 Strength Scholar of the Ancient Ways You are a learned dwarf, well steeped in the ancient lore of your people. However, all this focus upon book learning has kept you away from more physical pursuits. You are thus small and sickly by dwarven standards. Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution Trickster and Singer Dwarves have a reputation as being a stolid, humorless people. But there are few dwarves, usually fine singers and storytellers, who are given leeway for being charismatic and quick of hand and wit. Of course, these brash tricksters are still often in trouble. Benefit: +2 Charisma, +2 Dexterity, -2 Wisdom Warrior of Legend You were born for war. No one matches your prowess in battle, but alas also no one matches your recklessness. Benefit: +2 Constitution, +2 Strength, -2 Wisdom Classes: All classes except ninjas, samurai, and vigilantes are permitted and a few classes require some special considerations. Clerics, Inquisitors and Oracles are permitted but the available gods are restricted to the dwarven pantheon. Druids are permitted but face some unique challenges in an underground campaign. Normally common components such as mistletoe or berries will be hard to find. Animal companions who can operate in the dark (such as dire bats or giant beetles) will have an edge over more typical choices. Also the cave druid archetype is a good choice to make this class more viable. Rangers will find that Humanoid (elf) and Aberration are solid choices for their favored enemy. Sorcerers of any bloodline are permitted. Elemental (earth) sorcerers are a particularly good choice. Side note: I'm not sure how the occult classes will work with the game, so please sell me on them. Traits: Three traits, including one of the following Campaign Traits. Dwarven Campaign Traits:
These traits are specific to “Throne of Night” and any dwarf may take them if traits are being used.
Anvil Heart You were born in a forge and for you, such places will always be home. You are the heir of a long tradition of dwarven craftsmanship. Benefit: You receive a +2 trait bonus to one craft skill involving metal-working (for example, blacksmithing, weaponmaking or armorsmithing). That skill is always a class skill for you. Cast Iron Stomach There is little you cannot gain sustenance from. Benefit: +2 trait bonus versus ingested poisons or drugs and “get along in the wild” survival skill rolls that are trying to find food for you receive a +2 bonus. Dwarven Nobility Within your veins flows the true blood of dwarven nobility. Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Heir of Dammerhall You have a direct claim to the title of High King of Dammerhall and the royal Tarnhammer clan. Of course without possession of Dammerhall and the crown, scepter and sash of the High King this title is only symbolic. Still it earns you great respect amongst other dwarves. Benefit: +1 trait bonus to Diplomacy skill checks made when dealing with dwarves. Also if you take the Leadership feat, gain a +1 trait bonus to your Leadership score as long as all your followers are dwarves. Impressive Beard Your beard invokes nothing less than awe and respect amongst your fellow dwarves. As a cultural bias, they tend to trust your word perhaps more than they should. Benefit: +1 bonus to both Bluff and Diplomacy skill checks made with dwarves. Keeper of Songs You know by heart an impressive repertoire of old dwarven songs. When you sing them, your fellow dwarves are inspired by your tales and may even sing along strengthening your bardic magic. Benefit: +1 bonus to Perform (sing) skill checks when dealing with dwarves and a +1 trait bonus to Perform (sing) checks on any bardic performance when dwarves are present. Legendary Drinker Your ability to hold your liquor is almost without equal. In fact, you feel nowhere as at home as in a bar with your fellow dwarves enjoying fine dwarven ale. Benefit: You are never sickened by drinking alcohol and a night spent in a bar restores you hit points equal to your level. Old Money Your family possesses great wealth. Benefit: Your starting cash increases to 900 gp. Relic of the Dwarven Smithy You possess a weapon forged in the foundries of old Dammerhall. Benefit: You begin the campaign with a free masterwork melee weapon of dwarven construction. It is missing a gemstone from a socket. If that gem were restored, the weapon would likely become magical. Scholar of Dwarven Lore You know much of the rich history of your people and can recall it without a moment’s hesitation. Benefit: You get a +1 trait bonus to all Knowledge checks that deal with dwarven matters. Secrets of the Dwarven Brewers You are privy to the secrets of the dwarven brewers of old. You can, with the right equipment, make beer of legendary quality. Benefit: You receive a +2 trait bonus to Craft (Brewing) skill checks and Craft (brewing) is always a class skill for you. Past of character creation for Throne of Night involves the creation of a custom patron deity. This patron can be a major influence in the game or a minor role-playing device. Its impact is up to us. In order to begin this process, please include two of the following key words and phrases in your application. Patron Keys:
Arcane Magic is an Abomination
Arcane Magic is our Greatest Tool Beauty Blacksmiths and Metalworkers Bravery Brewing By this Axe I Rule Elemental Earth Fortune Favors Us Glory Honor Knowledge Law and Tradition Liberate the Enslaved Mercy and Healing Prowess in Battle Secrets beneath the Mountain Songs and Stories The Rightful High King Travel and Exploration Also, include the following information in your profile: 1) Appearance
ROLE-PLAYING CONSIDERATIONS Typically, a party of adventurers in any fantasy adventure campaign is a band of diverse wanderers thrown together by fate who in time become close friends and together manage to accomplish great things. Playing in an all-dwarven campaign allows you an opportunity to change that fundamental dynamic and play a different sort of party. Here are a few suggestions that can make for an interesting departure from a typical adventuring party. We Are Royalty:
You are all that remains of the Tharnhammers, the once great house of the High Kings of Dammerhall. In the blood of their veins flows the royal claim to rule all dwarves throughout the realms. Once the characters have been selected, we will establish who is related to who and the order of succession. Who should be king first? If one of the you dies who is next in line for the throne? Are some of the dwarves here not full blooded members of the royal house, but instead more distant relations or household retainers? Rather than dictating what it means to be dwarven royalty, I will let the you discover that on your own.
As not just any family, but a royal family, the you will have all the intricacy of normal familial relations with the additional pressure of dynasty and destiny. Will you succeed in reclaiming your lost birthright or are you destined to be the last of your royal name? We Are Our Peoples' Last Hope:
One very important theme in the “Throne of Night” Explorer’s campaign is that the dwarves are a scattered people in decline. The calamity of the destruction of Dammerhall has been a blow that has all but destroyed this proud race. The widespread, fast-breeding, energetic race of men now seems poised to become the world’s true masters. The grandeur of the dwarves fades with every passing year. Their great sagas are but tales to be told...
You are the last chance to change that fate. If you cannot find a way to restore dwarven glory, then no one will. Your quest ultimately is not about a place. Dammerhall is just a ruin. Instead the real heart of this quest is to build once more a powerful, independent dwarven realm. The world has not seen such a thing in a hundred years. This mission cannot be accomplished in the surface realms. The myriad kingdoms of men are too entrenched. The dwarves have neither the will nor the numbers to fight against humanity. Instead, if there is to be hope, it must come from below. Within the underworld, there is space enough for the dwarves to thrive and rebuild. The task will not be easy, but it is, with courage and resolve, at least possible. The dwarves have not yet sung their last song of glory. Dwarven Xenophobia:
One thing that you must determine on your own is how willing you are to make allies. It seems natural that a party of good-aligned dwarves would naturally be friendly to allies. And in in the underworld, there are some potentially very bizarre allies to be made indeed.
But in fantasy literature, there is also a deep tradition of dwarves being a mysterious and xenophobic people who trust only their own kind. Adopting this position can make for some interesting role-playing situations and conundrums. Yes, the dwarves may need allies in their quest to reclaim Dammerhall. But can they overcome their own petty mistrust and bigotry to work together against a common foe? POSTING CONSIDERATIONS You will be expected to post at least once every 48 hours. I will endeavor to hold myself to the same standard. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will consider you on "standby" for the amount of time specified. If anyone disappears for 7 straight days without posting or leaving notice you will be killed off without hope of resurrection. DEADLINE I will be selecting 5-7 fine and mighty dwarfs. Recruitment ends on 11/22 at midnight EST. Good luck! ![]()
![]() I have a desire to GM a PbP game and the role-playing possibilities of Fire Mountain Games' "Throne of Night" seems really intriguing. For those of you that don't know, this is a 3rd-party campaign that amounts to Kingmaker in the Underdark. I've decided that I would like to run a group of all dwarves or all drow. For the drow, you would be septuplets, exiled from your house and left to die in the Underdark. For the dwarves, you would be family as well; the remnants of a dying royal bloodline questing to find your ancestral homeland. I think it sounds amazing and I was wondering if people would be interested in playing it. If you are, please include if you'd rather play dwarves (good guys) or drow (bad guys). (PS. I am aware of the adventure path's troubled history. Thankfully, due to the pace of a PBP and my own 15 years of GM experience, I'm confident that the game will run smoothly.) ![]()
Current Map
![]() Congrats and welcome to the game! Take a moment to discuss some things between yourselves. Specifically, what you bring to the table, your relationships with each other and the NPCs mentioned in the Player's Guide (remember that you've all been together on this boat for at least a week or two), and whatever else you want. ![]()
Current Map
![]() The first thing you is aware of is the heat. Your vision is black and you hear nothing but a distant, dull roar, but you know that it's hot. And you are thirsty. Your lips are parched and dry, and why does your mouth taste of salt? These questions become less clear as more of your senses return. The darkness vanishes into blinding sunlight and that dull roar turns into the sound of waves rolling into the shore. Through a pounding headache, you recognize the feeling of sand against your back, cold water lapping at your feet, and a strange pressure on your foot. Then, suddenly, a sharp pain lances through that foot, jarring you completely awake. You are on an unfamiliar beach surrounded by the rest of your fellow passengers. The sun is bright and hot, with seagulls pinioning above in a clear sky. Your gear is stacked in a haphazard pile next to you, but most worryingly of all, a chitinous creature the size of a dog sits on your legs, trying to chew its way through your boot. ------ The scene: you are wearing what your character would bring to dinner. I leave it completely up to you if this means you're wearing a weapon of sorts. Around you lays a wide assortment of debris: you can pick up a 'club' - a piece of sturdy wood - as a move action. On a role of 1 the improvised club breaks, but otherwise it functions as a regular club. The combat: Map will be up tomorrow on Roll20, but just play TotM for now. Please make sure that you have an account. There are three sea scorpions and currently they're poking Adornis, John, and Karathiel. Their prodding and poking woke these three up, but the screams of pain and perhaps a bit of fear woke up the rest of the players. All players may act now. Remember: standing up provokes an AoO! You can do this while using total defense OR after grabbing something to defend yourselves. ![]()
![]() Shipwrecked on the notorious island of Smuggler's Shiv, our heroes uncover a secret that could lead to unbelievable riches—or a swift death. ----------------------- Expectations
----------------------- Game Style
----------------------- Level: 1 Ability Scores: 20 point buy Alignment: Non-evil Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table. Classes: Anything Paizo, all archetypes available. HP: Max at first, then 1/2+1 Traits: 2 traits, one must be a campaign trait. Starting Gold: Average ----------------------- To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. A deadline for recruitment will be forthcoming. Good luck and thanks for applying! :) ![]()
Current Map
![]() Congrats and welcome to the game! First game post will be up tomorrow, but in the meantime, take a moment to discuss some things between yourselves. Specifically, what you bring to the table, your relationships with each other and the NPCs (remember that you've all been together on this boat for at least a week or two), and whatever else you want. ![]()
Current Map
![]() Dot here. First gameplay post will be up tomorrow. In the meantime, head over to the Discussion thread and talk about the relationships your characters have. ![]()
![]() Shipwrecked on the notorious island of Smuggler's Shiv, our heroes uncover a secret that could lead to unbelievable riches—or a swift death. ----------------------- Expectations
----------------------- Game Style
----------------------- Level: 1 Ability Scores: 20 point buy Alignment: Non-evil Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table. Classes: Anything Paizo, all archetypes available. HP: Max at first, then 1/2+1 Traits: 2 traits, one must be a campaign trait. Starting Gold: Average ----------------------- To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. Recruitment will be open for a week (until May 26th midnight EST). Good luck and thanks for applying! :) ![]()
1st & 2nd Floor Map! 3rd Floor Map!
![]() Hey, everybody! Sorry about the delay. Had a busy, busy day. Hope to get the campaign up and running soon! ![]()
![]() Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited. Character Creation: The following are allowed options for character creation/building. 1. The Players Handbook - 5th Edition
We will be using the standard point buy from the rulebook for character creation. You must select one of the backgrounds from the available from the above books (soldier, criminal, etc). No character may be of any evil alignment. Character Creation (Roleplay): A complete character application will include all of the following 1. The character background - Not to be confused with the background selection in the PHB, this is a written history of the character. All backgrounds will require the character to be a member of a newly formed adventuring company. The relationships of your characters will be determined after selection. 2. All characters will have an Ideal, Bond and Flaw as per normal D&D 5e character generation. The lists in the PHB are guides, you may invent your own. 3. You receive the normal starting equipment as per your class and background selected. Maximum hitpoints at 1st level. 4. Not related to your character, but please include your timezone in your app. 5. An alias for your character. Anything beyond this may help, but is not required. Expectations on Posting: Ability to post a minimum of one time every weekday is required. Player expectations: I am looking players who understand several simple and fundamental things about DnD or roleplaying games in general. If you do not agree with my view on these issues, this is not the game for you. 1. Don't be a jerk. 2. Don't stall the game because your character needs special attention. 3. Try to interact with your fellow players as much as possible. It will keep people involved and increase participation. I'll be taking 4-5 players, depending on the quality of submissions. Recruitment ends at midnight EST on 4/14. Thanks and good luck to everybody that submits! ![]()
![]() It is spring of the year 1137 of the Imperial Calendar, the ninth year of the reign of Toturi I, Lord of the Seven Hills and Master of the Chrysanthemum. A fresh spring breeze carries the scent of cherry blossoms to you from a nearby orchard. To the south, just visible on the horizon, is the splendid tower of Shiro Sano Kakita, the ancient seat of the Kakita family. Ahead of you is the village of Tsuma, a modest-sized city located next to a minor river, and home to one of the major dojos for the Kakita Dueling Academy. Here, the best and brightest young samurai of their generation have competed for the title of Topaz Champion, to bring glory and honor to their Clan. This is the first year the test has been held in over a decade, and though fate denied you the opportunity to take part, you have been sent by your Clan to assist those who can. Tsuma is a modest city of about 1,200 people – essentially a very large village. Located in the peaceful Crane lands, it has neither walls nor a military garrison. There are no formal embassies maintained by other clans, since most only have business within the city once per year. The largest structure in the village is the Kakita Dueling Academy, a sizable compound of buildings and gardens, linked under a shared roof and protected by a high stone wall… the only fortification in Tsuma. You arrive by land, as do most samurai, and the path to Tsuma is crowded by samurai, mounted and on foot, noblewomen in palanquins, and an assortment of peasants of all stripes. Please place yourself in the scene, including a description of your character. Your ward is with you. ![]()
![]() The year is 1137. Four years ago, Rokugan faced the forces of the Lying Darkness at Volturnum. With the return of the Empire’s ancestors through Oblivion’s Gate, the Shadow was defeated, though at great cost. Many of these spirits chose to remain in the mortal realm, to help Rokugan recover from the grievous wounds dealt by the Empire’s enemies during the War Against the Darkness. Emperor Toturi I, himself a returned spirit, has made every effort to reintegrate the other spirits into the modern Empire. The major conflicts over the last decade have taken their toll, and Rokugan has been long in rebuilding. But the Empire’s foes have been biding their time as well, and the reign of Toturi is not as secure as most believe… Konnichiwa! This is the recruitment for my new L5R campaign. Theme:
This campaign should run the gamut of samurai settings, from courtly intrigue to open battle, but the core of the game will revolve around a central concept: bushido and the inherent contradictions of life in Rokugan. Expect situations where there seems like no good choice and prepare to face the benefits and repercussions for your actions. Setting Considerations:
The first adventure will be set in Tsuma for the first Topaz Championship in a decade. I know, I know, I can hear the groans already: why must every L5R game begin with a Topaz Championship?
Fear not, friends. The conceit here is that instead of participants, each of you will be visiting Tsuma to assist and guide the young samurai of your Clan. You are their sensei, friend, or parental figure. It will be up to you to decide that when I release the list of contestants shortly. Character Creation:
Players should follow the guidelines of the Core rulebook of Legend of the Five Rings 4th Edition in the creation of their characters, with a few caveats:
1. The Tamori Family and Shugenja School in the Dragon Section are named "Agasha" for purposes of this campaign. Additionally, while the Family bonus remains the same, the School bonus becomes Intelligence, and the School has an Affinity for Fire and a Deficiency for Water. They receive Sense, Commune, Summon, 3 Fire, 2 Earth, and 1 Air for their spells. All other mechanics of the School remain the same (Technique, Skills, Outfit, etc). 2. The Kitsune are not a Mantis Clan Family. 3. The Agasha family of the Phoenix have recently been renamed "Gennai." 4. All Spider clan schools and paths, the Kenku swordsman school, the Ikoma Lion's Shadow school, the Enlightened Madness Disadvantage, the Asako Henshin Basic School, the Shosuro Infiltrator Basic School, and the Shosuro Actor Basic School are not be allowed. Sample Character:
This is what I expect in an L5R character. Obviously, you'll be starting at Rank 1, but I'm looking for similar attention to detail in backstory and personality. Feel free to use the format. :)
NAME: Kitsu Mihime
AIR 2 (Awareness 3; Reflexes 2)
INITIATIVE 5k2
Health/Wounds x2 Healthy (+0) 10
TECHNIQUES Eyes of the Ancestors - You may make a Spell Casting Roll (as though casting a Water spell) against a target's Willpower x 5. If successful, you learn all the Spiritual Advantages or Disadvantages that individual possesses. By spending a Void Point, you may negate any one Spiritual Advantage an opponent possesses for a number of minutes equal to your School Rank. You also gain a free raise on any spell with the Battle keyword. ADVANTAGES Ally (Kanimoto 1/4), Ancestor (Kitsu), Crafty, Social Position (sodan-senzo), Servant (budoka) DISADVANTAGES Infamous, Lechery SKILLS Battle 1
EQUIPMENT Fine kimono, tabi, geta, traveling pack and scroll satchel; fine wakizashi; 4 koku, 50 bu and 50 zeni; writing implements; and a servant (Hoji) with a few "essentials" in a basket-backpack A FEW ESSENTIALS Three spare changes of clothes, Unicorn leather boots, nunchaku from Mihime's "ass-kicking" phase, a bottle of shochu, wrapped tea set, bandages and a splint, gift box, wind chimes, door wedge, a sharp chain for sawing, opium pipe, flint n' tinder, spare hair picks and combs, Akodo's Leadership with doodles in the margins, and candy from a Crane baby Why remember so many rules when there is only one? Never be caught.
HISTORY Mihime's Family Mihime has memories of a time before she was seven years old, when her parents treated her no differently from her brothers. Dim memories. Once she was taken to the hall of ancestors and proved she could hear their voices, everything changed. Since then, there has not been a single thing asked of Mihime. No more chores, no more punishments when she was bad, no more admonitions to treat her brothers nicely. Instead, her childhood was a long chain of castles as she was taken around to every Kitsu family and made to show off her gift, while dozens of adults gave her things and told her how
Mihime's brothers complained that she was spoiled, and privately, she'll concede that she probably was, but the ancestors speak and the Lion obey. That's just the way it works. The Fortunes know that. Besides, her brothers didn't understand that it was not all rice-candy and silk kimonos. There were constant lessons, the entire lineage of the Kitsu family to memorize, creepy and arrogant dead people to speak to, and the constant knowledge and snide looks that said she still was not good enough. As a half-blood, her gift will
Mihime's Rebellion Mihime wasn't about tot stand for that. For a clan called the Lion, there sure are a lot of sheep in it. She met Kanimoto, a scrappy Mantis kid, the clan kept around for the prodigy duels, at her first Winter Court, and the pair made sure to always keep things interesting when the Matsu and Akodo got snotty. When a pack of Akodo ridiculed him about his lineage, Mihime faked the voice of his ancestors so he had the right to demand a duel. He did the rest, and
Mihime's teachers berated her afterward about the clan all standing together, but she could smell their cowardice and scapegoating ten ri away. It struck her as typical Lion: they bow and scrape before their ancestors, then turn and spit on their own children. Why would they expect this pattern to ever stop? As she grew older, the command structure of the clan chafed constantly. Mihime was playing middle child between the Lion
Becoming a Magistrate Mihime has escaped the trap of marriage...for now. And it wasn't easy. Pulling favors with a Dragon magistrate she had carefully arranged to coincidentally meet at Winter Court, she got her to convince her parents and lord to get her a position as a
Working under Kitsuki Fumiko. Yeah. The peasant. But, though it's hard for Mihime to admit it out loud, she thinks the Dragon's presence has been good for her. Mihime has changed since she became a magistrate. For once, she found things more important than herself. She likes solving problems, she likes the gratitude of people whose lives she actually saved. It's great... and there's one less ancestor out there. She can still hear the ancestors, but now, Mihime can find it in herself to ignore what they tell her, and once or twice, she's lied to them and thought it worked. She's getting praise for the job she did instead of the blood in her veins, she's had a chance to train with bushi, to fight bandits and travel all over the map. Recruitment will last for a week. Depending on who applies, I might take everybody or have to cut a few out. Sorry this took so long to get up. Had a crazy couple of days. ![]()
![]() I'm in the mood for some piracy. What about you? For years, I've wanted to run a sandbox pirate game. Now that my plate is (mostly) clear, it feels like this is something I can commit to. Character Creation Rules Starting Level: 5th Gestalt Races: Most Paizo races are allowed. Stay away from the harder sci-fi stuff, like aliens and androids though. 3PP stuff will be accepted on a case by case basis, ie. you make it, and I'll make a decision. Classes: All Paizo is allowed. 3PP stuff will again be accepted on a case-by-case basis. Ability Scores: Focus and Foible, setting a score to 18 and another to 08 before modifiers. Then, after that, distribute 16 points on a one-for-one basis among the other scores as you wish, which are by default set to 10, before modifiers. HP: Max HP per level. Skills: Normal skills + 2 background ranks per level. Feats: Bonus feat at 1st and 4th level, and every four levels after that. Traits: 1 Trait + 1 Campaign trait from Razor Coast, Freeport, or Skull & Shackles. You may take a drawback for an additional trait. Alignment: No NE or CE. Fluff: Please include a background for your submission, including a description of appearance and personality. I'm looking for characters that seem particularly appropriate for the setting. Final Notes: This campaign has its fair share of mature content. If that isn't your thing, this might not be the game for you. I'm planning on integrating Freeport into this setting, but I don't have the books yet. I'll write up a post on eagle's eye view of the setting later. ![]()
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![]() "In the earliest days, when the gods shaped the heavens and the earth, light flowed through the spheres into the world and all things were new. The gods made the genies, the first people, and were very pleased with themselves. The genies built a grand city of gold and gemstone and placed it at the convergence of the four elements, naming it Mudawwarah Al Jin. All was at peace. Until He came. Rovagug, the Rough Beast, saw the creation of things, and at first he smiled, for he was newly risen as well. But then he gazed upon the land, and felt an itch to scratch the stones, to see what was inside a genie, one of the gods' first creations. His thousand feet must have claws of adamantine for a reason, and like a jackal with a bone, Rovagug tore and chewed and howled and spit, as if the earth were his to despoil. The other gods looked on, and spoke the first divine anger. “How dare he destroy what we have made? Why does he kill and claw and break the shining harmonies of creation? We must stop him.” The gods spoke to Rovagug of peace. He ignored them, and vomited forth the bones of a forgotten race. The gods spoke to Rovagug of beauty and the harmony of new-made creatures. He ignored them, and tore open the sky with stones hurled from the heavens, setting fires across the world. The gods tried to pull Rovagug away as he climbed towards Mudawwarah Al Jin. He turned and snapped at their hands. His teeth ripped the robes of Sarenrae, and shattered the shield of Abadar, and devoured the weak among the gods’ servants. The gods’ new rage made their former anger seem as nothing; they gathered their strength and fought Rovagug in a fury, and they were all cast down. No fury can stand before wrath, and nothing can destroy destruction." - The Song of Sulymon The call had gone out. "By order of the Pactmasters, Almah Roveshki is to reclaim the village of Kelmarane, and is seeking Mercenaries to join her." Though each of you possess different motivations for the journey, you find yourselves uncomfortably acquainted, a consequence of the week long journey through the scorched Katapeshi scrublands. You ride the camels of a man named Garavel. He is your employer and the majordomo of Almah, an ambitious merchant princess with ties across the Inner Sea region. The caravan has traveled steadily for days, with little sign of stopping for anything other than camp. Cacti and low shrubs inundate the land around you, thriving in the relentless dry heat of the Katapeshi sun. In distance to the west, the Pale Mountain looms on the horizon. You know that somewhere at the foot of that great peak is your ultimate destination: the abandoned town of Kelmarane. With a lantern jaw and short black hair, the dashing Garavel looks more like a swordsman than an accountant and business expert, although that is all the enigmatic man claims to be. He wears a scimitar at his belt, but most attempts to speak with him are quickly shut down with polite yet firm detachment. The man says what needs to be said on a subject and little more. Perception DC 15:
Once, when attempting to engage Garavel in some sort of conversation, you caught a glimpse of a strange metal bolt protruding from the left side of the man's head underneath his ubiquitous white keffiyah. Known as a Pactmaster's favor, a sign of his direct servitude to the mysterious Pactmasters of Katapesh and magical curb on his emotions while he engages in important matters on their behalf. All this means, of course, is that you've all had opportunities to speak to the rest of your bizarre company as you see fit. You have some time to introduce yourselves to your traveling companions, describe yourself, and get to know each other. I'll post again tomorrow, so you have until then to chat it up. ![]()
![]() This is the recruitment thread for my version of Paizo's Legacy of Fire. As explained in the interest thread, I'll also be using the City of Brass Boxed Set from Necromancer Games. I typically take 4-6 players, depending on the number and quality of submissions. Character Creation Rules:
Player Expectations:
Completed Submissions MUST Include:
Submissions will be open until midnight EST, October 18th. If you have any questions, feel free to ask! |