Hello all! Apologies once again for my extended absence. Got kicked in the head by life once again. That said, making a slow comeback to the boards here, starting with participating in the games I'm playing in. Those games , such as this one, where I'm GM will take me a bit more time to return to. Appreciate your patience, looking forward to gaming with you again in the near future. Al
Hello all! Apologies once again for my extended absence. Got kicked in the head by life once again. That said, making a slow comeback to the boards here, starting with participating in the games I'm playing in. Those games , such as this one, where I'm GM will take me a bit more time to return to. Appreciate your patience, looking forward to gaming with you again in the near future. Al
Hello all! Apologies once again for my extended absence. Got kicked in the head by life once again. That said, making a slow comeback to the boards here, starting with participating in the games I'm playing in. Those games , such as this one, where I'm GM will take me a bit more time to return to. Appreciate your patience, looking forward to gaming with you again in the near future. Al
Albion, The Eye wrote:
Indeed, cutoff time is midnight tonight EST. @Lapyd: appreciate the submission summary!
@everyone who asked : The campaign will be set in golarion. Diamond Lake is situated some distance to the east of Magnimmar, north of the Mushfens. Here's the intro blurb I put on the campaign tab:
Not that things haven't changed, Magnimmar has become the largest city in Varisia, it's half million citizens dwarfing it's old rival Korvosa! Elsewhere, Galt has sorted out it's internal struggles and has become a power to tend with, having conquered Taldor and with new ally Molthune, marches on Cheliax. @rdknight Let's say the events of The Curse of the Crimson Throne occurred some 5 years ago. Ilesosa was de-throned and the Grey Maidens' disbanded and dispersed. @Karda Ang: In this case, we'll replace the class feature Weapon Finesse with the URouge feature, Finesse Training. @CrisisChild: Sorry, that looks way to overpowered...even for an Age of Worms campaign!
This is my own official recruitment thread, so I'm not continuing to use GM Slayde's For fairness, keeping his original recruitment options.
Posting Expectations
Character Creation
ABSOLUTELY NO 3PP. Using 3rd-party material will automatically disqualify your submission. MY CHANGES:
Also, in the interest of fairness, I'll allow anyone who submitted a character earlier to make any modifications or to even submit a new character. I'll give everyone until this Friday, the 26th of June to make modifications or submissions.
Thanks for your patience, as always! As you debate the relative merits of warning the Sterhaurs, you remember that you passed through their lands on the journey to Middenheim. They were safely ensconced within the strong walls of their castle as the Chaos hordes burned and destroyed their subject's lives and homes. So, to warn them would be to backtrack right into the army of Beastmen you were fleeing from! The old woman dies quietly , a look of satisfaction on her face. As her body goes still and begins to cool, you notice her satchel lying at her side, most of its contents spilled...herbs and twigs, a few bottles and other odd and ends...what looks to be the corner of a book or tome peeks out from the satchel's opening.
Sorry guys, I was sure I had posted... Stepping through the ruin of many shattered pieces of beautiful glassworks, all can hear the unmistakable sound of goblin laughter coming through the far door. Opening the door, reveals the central hall of the Glassworks, with the door directly opposite the source of the goblin's mirth, occasionally interspersed with the shatter of glass.
Spitting blood as she speaks , Granny says "Them damned Sternhaurs, burned this village and my family...they deserved a fate worse than death...and I finally delivered it!" she says with satisfaction, before laying back, coughing up more blood. " I'm done for ....if'n yer set ta kill me , get it over with . Either way, quit yet yappin' and left me die in peace .
Archpaladin Zousha wrote:
I think I'll stay with Golarion.
As they walk and work to dodge Natalya and Thashara's frivolity , Bescalie explains, "The Commander leads all of the Dragon Legion's efforts in this area....focused here at Spurhorn...hence the besieging forces below. Tomorrow , he and a council of others will hear your story and deliberate on your offer to assist us. Until that time, you are a guest...with no other obligations. The Commander is fair and just, and an excellent tactician!" she says with no small amount of pride. As you walk, other soldiers call out to Bescalie, and cheer at her responses. She explains, "They are glad at the possiblity of the help you might provide. We are strong, but the enemy has gathered a formidable force below." As Natalya and Thashara's 'fight' progresses, several soldiers gather to do what soldiers do...begin to wager on the victor. That is until their commanders notice and shout them back to their posts. Ultimately, the far end of the keep is reached and Bescalie opens the door at the base of the tower there. Walking down a torch lit corrider, she opens another door to reveal a sparse room, furnished simply, with a number of bunk beds arranged about the perimeter. "This will be your quarters while staying at Spurhorn. I will allow you to get settled, then I will return to show you how to get to the mess hall and baths." She pauses before leaving, allowing for any other questions. Samuel's examination of the fortifications reveals : walls are 30ft high, 10ft thick, crenellated, patrolled regularly by crossbowmen. Eight squat towers/bastions ring the fortress/ 40ft high, manned by ballistae, ballista and a dragonkin. The central keep has walls 30ft high, four towers reach 40ft, while the other 60ft ( you are quartered in the base of this tower). Along the eastern walls, two large door lay open, with dragonriders and their mounts continually flying in and out.
Grannie Moesher lays on the ground near the now quiessent fire, embers still popping occasionally, rising up into the evening air. She cackles and laughs as the group approaches, exlaiming "Yes...come...end it! As I have ended it for those damned Sternhaurs...damned them all! HEHEHHEHHEHHEH...cough....cough..." She spits blood, Constanza's bolt must have nicked her lung.
Once everyone is either transformed or merely provided the magical ability to fly, Bescalie nods and says, "Follow me and keep close. When we reach the battlements, we will be challenged. Allow me to speak , then we will land." Vaulting up onto Efrixes's broad back, she checks her gear, then waits for Natalya to do the same. Then with a nod to the rest, Efrixes bounds up into the air, wings beating mightily. The confident flying of the draonkin is mirrored, badly, by the uncertain aerial maneuvers of the ensorcelled flyers. However, the flight path taken by Efrixes is straight and true, and therefor relatively easy to follow. As the group flies over the invader's encampment a few shouts rise up as well as some missiles, both magical and not, but all fall ineffectively to the rear of the formation of fliers. Spurhorn's walls loom tall and imposing as the group matches the level of it's battlements. There, outlooks notice the approaching group and raise an alarm. Immediately, a number of soldiers mill about purposefully, manning arbalests and other war machines. Bescalie hauls back on Efrixes' reins calling out in her own language what must be an answer to the challenge that had been shouted out from the battlements. A relaxing of the soldier's demeanor signals their acceptance of her answer, and with a burst of speed Bescalie leads the group to a open area on the top of Spurhorn. Several nearby dragonkin call out greetings to Efrixes and he answers in kind. A number of important looking soldiers advance and question Bescalie in their language. She's obviously explaining the situation, as the others look over your group with some skepticism. Finally one of them barks an order at a subordinate, who quickly walks away, entering the stronghold proper. He turns to you and in Draconic says, "Bescalie vouches for you, but you must explain yourself to the Commander. We will house you in the keep and you'll have an audience with Commander Pharamol in the morning." he then snaps of a sharp salute, turns on his heel and marches across the courtyard , shouting orders. Bescalie smiles, and says, "Welcome to Spurhorn." Spurhorn. X marks your landing spot, the arrow where you'll be housed.
The glass clatters and shatters as it breaks, ringing across the street! Each of you, perhaps not Sergyn , cringe and look about, expecting someone to come running, but luck is on your side and it seems no one noticed Sergyn's vandalism. Looking into the reception area, many of the display items look to have been dashed upon the ground, pieces of colored glass scattered. Interestingly, the display items on the higher shelves are undisturbed.
Hey guys Again apologies for my delay in getting this started. Just a quick primer/reminder on how good ol' AD&D works. As there are no skills per se , I'll do what I used to do back in the day.
For now we'll do combat as written: 1 determine surprise
In regards to combat, I'll roll both surprise and initiative, then you'll decide what to do and post accordingly.
Weapon speed and spell casting time are in effect. So , if you're casting a fireball spell that takes 3 segments to cast, that guy with
Thought it doesn't matter right now, remember henchmen and hirelings are a thing. For the first 3 levels I'll forgo any training requirements, but after that as your character grows in skills and abilities you'll have to spend
Time management while dungeoneering will be important. Torches and spells run out. Wandering monster checks etc. :)
I'm sire I'm forgetting somethings, but that's the main things I can think of now. Ah...the nostalgia washes over me! :)
Again apologies for not getting this up and running sooner... And behold, gaze upon the mighty realm of Oerth, a land forged through the inexorable ebb and flow of history—a stage where mighty nations have risen to glory and fallen into shadow, their fates intertwined with cataclysmic forces of overwhelming power and the clandestine manipulations of secret, malevolent cabals. Observe the slow, inexorable decay of The Great Kingdom, a once-unassailable titan now succumbing to the corrosion of its own corruption, as countless others before it. Across the land, a multitude of nations surge forth—either to cast off the yoke of tyranny or to supplant what has come before. Through every valley and mountain, spirits of virtue and vice clash and contend, each seeking to steer the course of destiny—both theirs and the world's. At this very moment, bands of daring adventurers, or perhaps those driven by a fervent sense of duty, march forth into the myriad reaches of the land—seeking fortune, seeking justice, or battling to banish evil from the land’s ancient soils. Our gaze is drawn to one such band, forging their path along a rugged, windswept coast high above the tumultuous waters of Jerlea Bay—nestled within the enigmatic region known as the Hold of the Sea Princes. Having completed their rites of passage—whether through tutelage under a venerable sage, or through the hardships of the unforgiving streets—these courageous souls have come together beneath the banner of Lord Tugeer. A scion of the true Sea Princes, born of noble blood and unwavering resolve, he aspires to elevate the lot of his subjects. With promises of modest reward, he has forged a fellowship of them—his Troubleshooters—each one destined to venture into uncharted or
And so, your group has been tasked with travelling down the coast road in the far Western reaches of Lord Tugeer's principality. You have passed through a number of small towns, eking a life between the hard coast and the nearby mountains, a spur of the majestic and terrible Hellfurnace mountain range. From the map provided by Lord Tugeer's viceroy, there seems to be but one village left. The map shows the road continuing, but just the one village, with , interestingly the symbol for a fortification some distance past the village. Thus buoyed by the prospect of your task's completion nearby, your feet and legs grow lighter for a time, before the plodding march resumes. Feel free to introduce yourselves, chat or whatever...
Joanna:
No overstepping detected!
Indeed , curtains are drawn for big orders, but mainly the forging area on the beach side of the building ( the top side on the map ). The reception and display windows are usually open during the day. However, you do remember there are a number of skylights on the roof which don't have any coverings. You haven't heard of any big orders lately. Knocking on door elicits no response, even with the coded knocks from Tsuto's letter. A villagers wanders by as you knock, commenting, "No answer? They're working on something big, maybe?" before continuing on.
Thanks for hanging in there guys... Constanza's bolt flies true, striking the figure by the bonfire in the shoulder, spinning them about. A painful shriek is uttered by the figure, and they it speaks, "No! I must have my revenge!". The voice makes you realize that the figure was in fact Granny Moesher! Staggering, she flings a handful of something into the fire which explodes in intensity, you can feel the heat from where you stand! Granny falls back, cackling weakly, gazing up at the rising flames. The other cavorting figures, dogs, or perhaps wolves all scatter and run away, panicked. A terrible sound comes from the flames, a tearing , gnashing sound beyond anything you've heard. From within the flames, a figure seems to emerge from the very air itself....a Demon! Wreathed in wings of flame it soars into the night sky, disappearing towards the South. The fire immediately dwindles to mere embers, and all you can hear is Granny's gasping laughter...
Thanks for hanging in there guys... A purpose determined, the group walks quickly through town towards the Glassworks. On the way, all can see that the factory seems to be in operation, as is usual, plumes of smoke billowing from it's tall smoke stacks. However, upon nearing the factory, they see that all of the windows facing the street have their curtains drawn. Trying the three sets of doors, one to the loading area, one to the display area and the last to the reception areas....all are found to be locked! The outside of the glassworks. The display room door is the top most, reception in the middle and loading is the bottom most door...the white blocks. the blue blocks are the curtained windows.
Hey guys, thanks for hanging in there...I'll move us along Bescalie nods, "Flying is better, but there are ways along the ground we can take. It will be most of a day's travel, so I suggest we wait until morning to set out..." After a nights sleep in the Hut, the group sets off following Bescalie and EFRIXES across the valley. They lead the group through the mountains, keeping mainly to sections allowing cover from the native trees. Occasionally, an overhead patrol of the Drakeland forces flies high overhead, and all are grateful for the protection of the trees. Finally, Bescalie leads the group up a tall ridge, stopping so that she can just see over the top, gesturing with her hand, "Spurhorn...and the invaders." Peeking over the ridge, across a deep valley , you see a formidable stone fortress perched atop a steep sided bluff. Arrayed at the bottom of the bluff are the camps of the invading Drakeland forces. Bescalie turns to you and says, "From here , we must fly." Feel free to describe any preparations you make at the Hut, or and questions you wanted to pose to Bescalie on the journey overland."
Bescalie also follows the conversation, her expression a bit more perplexed than Samuel's, "There is no other way in , climbing the cliffs or by flight. If you wish, Efrixes is strong enough to carry one more..." she says, then answers Samuel, "The Drakeland patrols are often comprised of whatever they have that can fly: frost drakes, smaller versions of full-sized dragons, summoned creatures they sometime make use of, and of course dragonkin, like my friend Efrixes."
Bethana nods at Marbyn's observation, "Indeed...a half-brother! " she says conspiratorially, "You see, his birth caused quite a stir around these parts...he's a half-elf! And Ameiko's parents are both human! so it was obvious that old Lonjiku, Ameiko's father, wasn't the boy's father, and his rage at his wife's indiscretion was the talk of the town for months! Atsuii, Ameiko's mother, never revealed who the father was, and it's a testament to Lonjiku's stubbornness that they remained married. Tsuto was shipped off to the Turandarok Acadamy here in town, ignored by his father and forbidden visits by his mother. Ameiko visited him in secret. That changed when about 6 years ago, they had a big fight in which Tsuto struck Ameiko. I dunno what the fight was about, but it was about then then Ameiko when off from Sandpoint for a year, galivanting about as an adventurer. She returned five years ago for her Ma's funeral. Tsuto was very vocal about his theory that Lonjiku had pushed Atsuii off the cliff to her death, and there was another fight at the funeral. Longjiku almost broke Tsuto's jaw with that cane of his. After that Tsutu cursed his father and left Sandpoint. Ameiko was never able to track him down after that!"
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