You find yourselves in the friendly, for The Shackles, town of Lilywhite and discover there is a celebration in full swing. It is impossible to avoid the festivities and you find yourself drawn out onto the streets, either joining in the fun, or unable to get any piece because of it and resigning yourself to.
Serving as a refuge for followers of Cayden Cailean, the town is known for being a bit less cutthroat than most other settlements in the Shackles, and because of this it often attracts those just starting out in their buccaneering careers. Lilywhite has avoided being sacked by ruthless captains who might take the town for an easy mark thanks
to a well-known myth: any captain who pillages the town disappears, along with her ship and crew, never to be seen again.
The town curves along the shoreline of Motaku Isle, spreading across bridges to a few small islands sitting in the deep-blue bay. Small, well-made wooden buildings ring the harbor. Festive flower and palm-frond garlands hang from various buildings, bridges, and statues. Vessels of varying shapes and sizes jam nearly all the town’s long piers, and the great number of ocean-going ships lying at anchor render the outer harbor nearly impassible. Throngs of revelers, many wearing masks, carouse through the town while singing and drinking from frothing tankards.
Please make an entry post, making a brief note of how long you have been in Lilycove and a description of your characters appearance. Ideally do a bit of interaction with the festival, buying foods, listening to bards, or gambling on the various stalls - see the spoiler for rules.
Gambling:
Feel free to design your own entertainments, coconut shys, ring toss, knife throwing, pin the rapier in the merchant's arse - the merchants being played by a bent over scarecrow with two watermelons for a bum. You may choose to gamble up to 200gp on a single d100 roll which I will make representing all of your gambling 1-25% loose it all, 26-55% loose half, 55-80% win half again, 80-95% double your money, 95-100% double your money and a special prize. If your description is particularly awesome I may award a bonus to the d100 roll. Feel free to make up cheerful piratical NPCs and even interact with each other if it feels appropriate - though do not go out of your way to force it you will be gathered together shortly :)[/ooc]
Welcome aboard all :) I'll let you introduce yourselves OOC as you wish, say as much or as little as you are comfortable with.
I apologize in advance for being a nitpicky pedantic SOB, and for likely being a bit stricter than most PBP GMs. Practically this means that unless you have let me know you will have difficulty posting for some reason I will be picky about that per day posting requirement, and about consistent short posting.
As much as possible I would like the gameplay thread to be readable like a story; this means OOC text should be properly formatted so it shows up blue, and anything OOC over a sentence or two should be put inside a spoiler. If anyone is unsure of how to do that check the "How to format your text" button under the post box.
Gameplay posts should be written in third person, and character thoughts should be in italics.
In this thread, aside from standard chat, questions, etc., I would like you to take a look at your fellow characters and decide how your character would likely react to them. This is not meant to be a binding thing, but I do think it is helpful to reflect upon how you might view them to inform your gameplay posts.
If there is also anything you would particularly like to occur in the game, such as an NPC from your background to crop up, to find a particular item, to have a romantic interest, etc. I do not make any promises about such things, but if I can find a satisfying way to work them into play I will try to do so.
Full disclosure this will be my 2nd game as a GM, and will have a slightly lower priority than the first. I would still anticipate making a minimum of 1 post per day, but if I have a long day and am struggling, etc., this game will be more likely to get a quick sorry I'm exhausted post.
Paizo wrote:
Legendary Treasure!
Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?
Plunder and Peril consists of 3 linked adventures which should take players from 4th to 7th level. If we manage to get that far and the group are still interested, all being well, I would be happy to continue on - but this being PBP that is a long way off!
Recruitment will continue until July 30th with Midnight eastern standard time being the deadline, I will make my decision on the 31st and play will begin on the 1st of August.
This game has a minimum posting requirement of 1 per day, including weekends. If you do not feel you can meet this requirement please do not apply. Of course occasional missed days, preferably with notice, will be fine, but if it becomes even semi regular I will warn then boot from the game.
the town of Lilywhite, a pirate-friendly settlement constructed around two small islands sitting in the only deep-water cove on Motaku Isle. The sections of Lilywhite away from the mainland are connected to each other and the mainland with numerous wooden bridges. The water in the inner and outer harbors is deep enough that even larger ocean going vessels can safely dock along the town’s piers.
Serving as a refuge for followers of Cayden Cailean, the town is known for being a bit less cutthroat than most other settlements in the Shackles, and because of this it often attracts those just starting out in their buccaneering careers. Lilywhite has avoided being sacked by ruthless captains who might take the town for an easy mark thanks to a well-known myth: any captain who pillages the town disappears, along with her ship and crew, never to be seen again.
Selection Criteria:
Writing Quality, as demonstrated in your background. You may present this as you like, but excessively short or long background will generally be less likely to be selected.
Character Umph, even brilliant writing will struggle to elevate a tedious character, is your character someone you would want to read about? This does not mean your character has to be flamboyant, there are many flavours of interesting.
Ties to Golarion, and specifically the Shackles, and reasons for being present. I would like to feel that your character is from Golarion, not any generic fantasy setting, and either from The Shackles, or has a good/believable reason for being there.
Level Appropriateness, does your background give a reasonable explanation of how you became a 4th level character? Do your exploits feel right for your level? Fair bit of wiggle room, but you should have likely faced some adversity, but not slain anything outrageous for your level, etc.
I do not care about party composition, if the best characters are all archers, or all healers they will be selected.
Character Creation:
Characters begin at 4th level
Alignment any none evil, and nobody who will steal from or attack comrades without significant provocation. I quite enjoy friction between PCs finding it stimulates RP, but the players must be civil and preferably discuss arguments, etc., to ensure they do not get out of hand, etc.
Any Paizo Material* **
15 Point Buy
HP Max at 1st half hit die +1 after, and for all Animal Companion and Eidolons hit die.
*Summoners must use the Unchained Summoner Spell list, and the Pounce evolution becomes a 2 point evolution that requires the Summoner to be 5th level to select; Or you may play an Unchained Summoner as written.
I believe the Summoner needed a power down, but dislike the limitation on freedom of choice with the eidolon, which is my favourite thing about the class.
**The Synthecist Summoner archetype is not allowed.
Races Core and Tengu only - please bear in mind I am unlikely to select multiple Tengu.
2 traits, and you may take a 3rd if you select a drawback - expect the GM to ensure your drawback will not be constantly sidestepped though, and a drawback that will not hinder your build will be denied.
Starting Gold is 6000gp
Background Skills are in use, please ensure you are using them for flavour purposes rather than to make your character stronger.
You may craft if you have the appropriate feats, or the ability to create the item by taking a 10. You may have crafted any mundane item you have the skill for and could take 10 to create. For magic items you may have spent 3 days between each level crafting. So 3 for Wonderous Item, 9 for Scribe Scroll, etc.
If I have forgotten to include anything, please let me know and I will rectify accordingly, please put questions in OOC format :)
Not sure I am posting this in the right place? If not I would appreciate it if anyone could point me in the right direction :)
On a game in the games forum I had finally rolled a nat 20 on an attack roll, followed by a natural 1 on another attack roll, was very excited and happy about it - very tough encounter. Looked back at the thread and the rolls had changed to 2 natural 1s and the next trial roll I made was also a natural 1, odds of 400 to 1 make me suspicious something is up.
I am certain I rolled a natural 20, I did a stupid little dance, I remember being surprised about the 20 followed by a 1. I had the post up in preview for ages waiting to submit it. The game has a rule where natural 20 crits do not need confirming and are much better than the norm.
And yet I cannot understand how or why it would be altered? Normally I would shrug and try to move on, but it is a very dangerous combat, with genuine TPK possibilities. Is there anyway to see if there was a problem with the dice roller?
Very frustrating, and any suggestions or advice would be greatly appreciated. I don't really want to ask the GM to take my word as I would not be comfortable doing so in his place.
The day after the recruitment, you receive a message and a small coin purse from a young guard, with a large adam's apple and bulging eyes; Who tells you the Patrol Captains have decided to hire you to participate in the Hopeknife ceremony's tug-o-war, before hurrying away.
Trunau Natives or K Local DC 15:
The young guard is Lurry "Bedshot" Clomes, a boy famous for bed wetting and the winner of the previous Harvest Festival's archery contest, his current nickname is a marked upgrade. A shy oft bullied young man who does not say much, but is gaining a reputation for acting sensibly and deftly under pressure.
Almost all of Trunau’s seven hundred odd citizens have gathered in the Commons, the large amphitheater in the centre of town. The merriment is already under way with several long wooden tables heavily loaded with food and drink - being genially guarded by four off duty guardsmen - one whom is large of girth, familiar to Brin, and already has blueberry jam smeared across his lower lip.
Jubilation fills the evening air in contrast to Trunau's normally staid atmosphere, for it is the twelfth birthday of the Chief Defender’s youngest daughter, Ruby, and the townsfolk have been preparing all day for the ceremony and festivities to follow. The throng of cheerfully noisome spectators quiets as the weathered town leader, Halgra of the Blackened Blades, takes the stage and begins to speak.
“Thank you all for joining us this night. I take immense pride in my responsibility as Chief Defender, especially when it comes to the honor of the hopeknife ceremony. It is always a great privilege to bequeath Trunauan youths their hopeknives as they come of age.” Halgra stops speaking long enough to open an ornamental case and retrieve a slender, ornately decorated dagger hanging from a silver chain.
“But tonight is a special occasion, for the recipient of this hopeknife is none other than my youngest daughter.” Once again, Halgra pauses, but this time she turns to talk to the child beside her.
“Ruby, by the traditions of our town, you have come of age. This hopeknife represents your responsibilities as an adult and defender of Trunau. You must be willing to use it on yourself, your fellow Trunauans, and your family — even me, should it come to that. It will be a far quicker death than that which the orcs will offer, and providing it is your duty. Do you swear to guard Trunau from all comers, and to use your hopeknife only for its intended purpose?” Ruby — dusky skinned, black haired, and painfully shy — nods her head in response to her mother’s question.
“If the orcs come, and there is no other option, this is where you cut — here, here, and here.” Halgra demonstrates which arteries to sever while Ruby watches. When she is finished, Halgra sheathes the hopeknife and places the necklace around Ruby’s neck before turning back to address the crowd.
“Tonight, Ruby becomes a full member of our community! Let us welcome her, and celebrate her passage into adulthood! Trunau forever!” The crowd echoes Halgra’s last words in unison, signalling the end of the ceremony. Once Halgra finishes her speech, the townsfolk waste no time transitioning to the ceremony’s more light hearted festivities
Rodrik and Kurst Grath, accompanied by four guards drag a thick rope up onto the stage and Rodrik steps forward pointing an accusing finger at Ruby and bellowing melodramatically, "Not so fast! If you want to prove yourself to be a worthy citizen of Trunau you will need to prove yourself to us the dashingly handsome townsguard in a tug-o-war!"
Up on the stage the guardsmen are mugging for all they are worth making muscleman poses and blowing kisses, with the exception of Kurst who is covering his face with a hand and shaking his head. The crowd boo and hiss them in a good natured fashion, and it is clearly a familiar and much loved tradition.
Rodrik bellows, "You may choose five people to help in your inevitable defeat!" Despite his theatrics, and dark tone Rodrik clearly cannot keep the grin from his face, and the nervous Ruby smiles back at him before turning to search the crowd,
"Errr, I call upon, um, Cromwin? And, um, Zove? Also, ah, Murry? Maurie? And Brin of the, was it Heart? And Grook?" She stammers, seeking out each of you in turn with large moist eyes and a quavering finger.
"You heard the Lady get on up here!" Rodrik calls, laughter in his voice.
Welcome aboard all :) I'll let you introduce yourselves OOC as you wish, say as much or as little as you are comfortable with.
I apologize in advance for being a nitpicky pedantic SOB, and for likely being a bit stricter than most PBP GMs. Practically this means that unless you have let me know you will have difficulty posting for some reason I will be picky about that twice per day posting requirement, and about consistent short posting.
As much as possible I would like the gameplay thread to be readable like a story; this means OOC text should be properly formatted so it shows up blue, and anything OOC over a sentence or two should be put inside a spoiler. If anyone is unsure of how to do that check the "How to format your text" button under the post box.
Gameplay posts should be written in third person, and character thoughts should be in italics.
In this thread, aside from standard chat, questions, etc., I would like you to take a look at your fellow characters and decide how your character would likely react to them. This is not meant to be a binding thing, but I do think it is helpful to reflect upon how you might view them to inform your gameplay posts.
Recruitment will continue until June 30th with Midnight eastern standard time being the deadline.
I would like this game to be slightly faster than the norm, with a minimum post requirement of 2 per day. If you do not feel you can meet that posting level please do not apply. Special circumstances aside, for which advanced notice would be appreciated.
Please download and read the Giantslayer's Player's Guide, which can be found HERE.
This is an IC recruitment thread. Please try not to initiate conversations with other PCs, ideally I would like to get a feel for your character by one or two several paragraph posts. Generally speaking this would be one post describing your arrival, and a follow up post where you interact and respond to the NPCs.
Please keep OOC comments in OOC brackets, and display your characters statistics either in an alias profile, or inside a spoiler.
Selection Criteria:
Writing Quality
Ties to Golarion and reasons for being present.
last and least Party Composition - only as a tie breaker.
Character Creation:
Any Paizo Material* **
15 Point Buy
HP Max at 1st half hit die +1 after, and for all Animal Companion and Eidolons hit die.
*Summoners must use the Unchained Summoner Spell list, and the Pounce evolution becomes a 2 point evolution that requires the Summoner to be 5th level to select; Or you may play an Unchained Summoner as written.
I believe the Summoner needed a power down, but dislike the limitation on freedom of choice with the eidolon, which is my favourite thing about the class.
**The Synthecist Summoner archetype is not allowed.
Races Core Only, Half Orcs should note that they can expect to be treated with prejudice - Trunau is specifically listed as being racially intolerant towards half orcs, although there are a number of quite prominent half orcs in town. Not to discourage half orcs, just to warn what they can expect. If you choose to be from Trunau the town's racial break down is 620 humans, 50 halflings, 40 half orcs, 20 dwarves, 15 half elves, 10 gnomes, and 25 other.
2 traits, one of which must be a Campaign Trait from the Giantslayer Player's Guide, and you may take a 3rd if you select a drawback - expect the GM to ensure your drawback will not be constantly sidestepped though.
Starting Gold take best of Class Average or 150gp.
Background Skills are in use, please ensure you are using them for flavour purposes rather than to make your character stronger.
You may craft up to 3 items, prior to the game staring, to do so you must be trained in the craft skill, or have the Scribe Scroll feat.
If I have forgotten to include anything, please let me know and I will rectify accordingly, please put questions in OOC format :)
You are in the small settlement of Trunau, one of the few human settlements in the otherwise Orc dominated Holds of Belkzen. At some point in the morning you were approached by a middle aged armored man, neatly bearded face tracked with smile lines, who you either knew as, or who introduced himself as Patrol Captain Rodrik Grath,
"Going to be hiring a few folk, for a task at tomorrow's Hopeknife Ceremony, its nothing dangerous, should even be a good time. If you are interested swing by the Longhouse around noon, I'll only be hiring four, but even if you are not chosen there will be a drink and as much porridge as you can eat in it for you. If it works out well I might even be able to find you a position in the Guard after, if that is something that might interest you. Pay is a gold piece and as much as you can drink and eat at the festivities, plus some good will from the whole of Trunau I should think. Well, hope to see you there."
Giving you no opportunity to reply he smiles and strides purposefully off.
When you arrive at the Longhouse you find the doors open, and are ushered inside by a couple of guardsmen, who appear to be smoking pipes and chatting rather than guarding.
Half Orcs:
The guards eye you coldly, and only begrudgingly point the way.
The Longhouse is a large building and you enter into a spacious wooden hall, filled with long tables. Rodrik sits at one table besides a man who must be a relation given their strong resemblence, the two men seem of an age, but Rodrik carries himself with confidence while the second man appears careworn and apprehensive by contrast,
"Ah, you made it, come on over. Have you met my brother Kurst?" Rodrink calls, motioning for you to take a seat across from them on a wooden bench,
"Now the job is a simple one, tomorrow a girl reaches adulthood and receives her Hopeknife. After the ceremony we like to play a game of tug-o-war with us guards versus the newly minted adult and we are looking for some reliable types to join in the fun, and give the girl a chance of beating us. Don't worry about being big and burly, you just need to put on a good show, none of us want to embarrass her on her day, but obviously it looks better if it is as real as possible. That's pretty much it, then we celebrate."
"Half the reason I've asked you is that it is good to get to know folk who might help protect Trunau. So I would like to know what you care to share about yourselves, where are you from, can you handle a weapon, what are your plans. That sort of thing, but only what you don't mind sharing of course, this isn't an interrogation, but a meet and greet - right Kurst?"
"Ah, that is right, we are a small town constantly on the brink in these harsh lands, so every person counts - even if you are only passing through."
Rodrik raises a mug to his lips and takes a sip, "Well? Tell us about yourself..."
If you are a half orc they eye you coldly, and exchange dark glances before begrudgingly pointing the way.
No need to roll for the duration of Gather Information in this instance, assume you have time to make a single check.
K. Local or Diplomacy Gather Information DC 5+:
“The hopeknife is more than a weapon—it’s a
symbol. To Trunauans, earning your hopeknife is
a mark of your place in the community. When you
earn your hopeknife, it means you are wise enough
to make adult decisions, old enough to know what
it means to fear, and strong enough to protect your
neighbors, even if it costs you your own life.”
K. Local or Diplomacy Gather Information DC 10+:
“Even though she’s the Chief Defender’s daughter,
Ruby has to pledge to uphold the Standing Vow in order to receive her hopeknife, just like the rest of us. She must agree to hold Trunau against all comers and to never forfeit her homeland willingly. That is the Vow.”
K. Local or Diplomacy Gather Information DC 12+:
“Rumor has it that Rodrik Grath is next in line for the position of patrol leader after his old man Jagrin retires. Jagrin’s a good commander, but he’s getting old, and it might be time for some new blood in the militia’s leadership.”
K. Local or Diplomacy Gather Information DC 15+:
“Shame about the graffiti all over town. The militia’s got better things to do than clean up youngster's messes, but even stranger is how long it lasts. Try as one might, soap and water don’t do a thing to those marks!”
K. Local or Diplomacy Gather Information DC 18+:
“Have you read Rodrik Grath’s latest work, ‘The Other Side of Contempt’? He’s our own home-grown writer. It’s a controversial poem, but that’s what makes Rodrik’s writing so strong — he’s not afraid to push limits.”
K. Local or Diplomacy Gather Information DC 22+:
“Rodrik Grath is slated to replace his father as patrol leader, but from what I hear, he’s more concerned with his poems and plays than with militia matters.
He’s diligent, don’t get me wrong, but I’m not quite sure either of the Grath boys is ready to lead the town’s defense.”
Key Locations in Trunau you might know or see:
You can find a Map of Trunau in the link under my profile.
A. Commons: This open-air amphitheater lies in the center of town, and has a stone f loor and raised stage at its southwest end. The Commons hosts militia training, school lessons, important ceremonies, and other festivities.
B. Ramblehouse: Many of Trunau’s half ling residents live in the Ramblehouse, a boardinghouse that is also the town’s sole inn.
C. Longhouse: Trunau’s largest building, the Longhouse contains a huge common room for meetings, barracks for the town’s unmarried militia members.
D. Brinya Kelver’s Lodgings: This boardinghouse provides lodging for several of Trunau’s residents who don’t possess property of their own in town, including the half-orc weaver Brinya Kelver.
E. South Tower: This tower forms the southern anchor for the first of Trunau’s inner walls, which separate the plateau holding inner Trunau from the main gate at ground level.
F. Sanctuary: When Trunau’s old church of Iomedae — now known as the Plague House (area H) — was burned by marauding orcs, Iomedaean missionaries built this new temple inside the town’s walls. Although the Sanctuary’s priests are careful to stay out of government and politics, some Trunauans question how much of the cleric's loyalties lie with Lastwall rather than Trunau.
G. Clamor: Officially called Morninghawk’s Fine Steel, Clamor is Trunau’s smithy. Virtually all metalwork in the town, including the crafting of hopeknives for its citizens, falls under the purview of the half-orc councilor and smith Sara Morninghawk.
H. Plague House: Also known as the Burned Church, this old, burnt-down ruin outside Trunau’s walls is the subject of numerous horror stories—most Trunauans avoid the place, believing it to be haunted.
I. Flame of the Fallen: To prevent orcs from desecrating their remains, Trunau’s dead are burned in a pyre here; the pyre also serves as a beacon during times of siege.
J. Commons Beacon: One of several beacons used during orc attacks, this pyramid of wood and kindling is kept built near the Commons (area A), ready to be lit quickly in the event of an orc raid.
K. Inner Gates Beacon: Another pyramid of wood and kindling stands in the inner quarter (area L), just before the gates to the town’s upper quarter.
L. Inner Quarter: Walled and gated at either end, this slope climbs between Trunau’s lower quarter and the stone plateau of Bloodmarch Hill 40 feet above, forming a choke point and killing ground for invaders assaulting the town.
M. Hopespring Beacon: Yet another pyramid of wood and kindling stands in lower Trunau near the town’s water source, the Hopespring (area O), ready to be lit as a beacon should the town come under attack.
N. Barterstones: These broad, flat slabs of stone outside the town proper host an open-air market where a significant portion of Trunau’s
trade occurs.
O. Hopespring: This fresh and reliable spring wells up from deep within Bloodmarch Hill before cascading in a small waterfall down to the town’s reservoir in lower Trunau. Trunau draws all of its fresh water from the Hopespring, whose existence is the reason the town was founded here in the first place.