Staunton Vhane

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96 posts. Alias of Dennis Harry.



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Shadow's Status

We are live. I will begin filling out the Campaign Tab.


Shadow's Status

Beautiful Talingarde is in chaos. From rumors of a jailbreak from Brandescar Prison to the rumors of the fall of the Watch Wall, the Shining Paragon of Virtue and Law is becoming tarnished by Wickedness.

The Mitrans and King Markadian V might call them rumors, but they lie! In fact, a horde has descended from the Borderlands and the fighting has raged at Lorringsgate, Ambryl and Tarrington Fields. What’s worse, there are rumors of a Knight of Alerion who has turned on the Realm and is committing atrocities against the very people he was sworn to protect!

Such instability breeds chaos and in chaos there is opportunity. While the Religious Monarchy sees blind fealty to Mitra as the most wholesome and just path forward, many believe that this rigidity of thought and action are just as bad if not worse, than the teachings of other, more forbidden powers. Thus, does the cult of Asmodeus begin to rise from obscurity.

Mephistopheles has spent his life in the Realm persecuted for the crime of being born, and yes perhaps he did commit Sedition in Eldridge, but wouldn’t you? For his crimes they attempted to send him to Brandescar, but the wagon in which he was sent never arrived. He was rescued by a mysterious patron and given assistance by the Iraens to hide in the wilderness of the Caer Bryr. The Druids of the woodlands were distant but aided him nonetheless believing, quite naively, that he was persecuted based on his appearance alone. Thus, they pester him not on his path towards Farholde or perhaps they are simply happy to be rid of him? Either way, the mysterious figure Tiadora has directed him towards this city on the northwestern side of the realm promising great rewards should he arrived there in a timely manner.

Malleck of Alerion knows all too well the persecution of the Mitrans. For several weeks he has been rotting inside the prison walls of Matharyn for having the audacity to utter the name of Urgathoa. Perhaps, the claim of Desertion has some ring of truth to it, but it is likely a trumped up charge, at least that’s what Malleck convinced his guard Alathea. She believed Malleck’s honeyed words and noble family should count for something… but now she lies at the bottom of Cambrian Bay while Malleck is free. If only he had thought to seduce her, but alas no, it was his shadowy visitor Tiadora who informed him that a great prize awaited him in Farholde and that sympathetic Alathea was the weak link in the chain that bound him.

Lady Elliaria has been a long-standing agent of the Cardinal. Her secrets are embedded within her very flesh and bones, indeed, she is not what she appears to be. For what seems like an eternity she has waited to become “activated” and serve her true higher purpose. A nighttime visit from Tiadora has finally illuminated the way. Although she must travel to a back-water town like Farholde to establish “family trade business”, soon with the rise of her Lord, all towns shall be equal, in their subservience to the one true God, Asmodeus.

Clyde is no threat to anyone, he is a gentle giant. His meats are the finest meats in any city in which he travels, just don’t ask him where he hides his herd of cows! Yes, Clyde has spent several years roaming Talingarde putting his talents to good use. With the recent chaos in the realm, the voice in the well has set him on a new path, one in which he will no longer have to hide his true nature, one where the real him can be and will be embraced. That mangy cat that first came to him so long ago claimed that her name was Tiadora, it was always Tiadora. And Tiadora had a new place for him to travel to ply his wares, Farholde.

Tih has been outcast since Mama and Papa met their fate at the hands of the ever so accepting Mitrans. She made them pay and pay and pay. Recently though, the Witch Hunter came too close for comfort, yes the village paid the price for his overzealousness, but it could have just as easily been her fur that was singed. While considering where to go next, she was confronted by a human woman, her first thought was to kill her like she did so many others, but this one was different. She resisted Tih’s charms and claimed to understand and yes even sympathize with Tih! This woman, Tiadora by name seemed to know Tih’s sad tale and promised that if she joined with Tiadora’s patron, her anger and vengeance would replay one thousandfold. How could the Kitsune refuse?

Tiadora has provided you all with the same instructions, once you reach Farholde you have been instructed to meet with a contact in that city Sir Jack Balin, and if he cannot be located, you should pay a visit to Baron Vandermir. Farholde is the furthest northernwest colony of Talingarde. This small city is a backwater, largely isolated from its parent nation by distance and danger. Feel free to introduce your arrival to the city as you see fit.


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This will be the new thread for Eberron.

The PCs will start at Level 5, the current level of the one carryover character from my prior iterations of Eberron, Gauntlet. The IN for all PCs will be as Mercenaries working Mickey P.

There should be 4 of you here and possibly a 5th joining. I will not be recruiting for this game.

As with ALL of my games, run what you like, I allow all Pathfinder and ALL 3rd Party supplements, if you're going to do something REALLY outside the box, do let me know.

As we are in Eberron, Races and Classes and Options from that setting are encouraged.


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Way of the Wicked Recruitment

Background on Talingarde:

What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.

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Character Creation

1) Starting at 6th Level.

2) 25 point buy

3) All core races are allowed, as well as Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Ifrit, Kitsune, Orc, Oread, Sylph, Tiefling, and Undine.

4) All classes are allowed, and all archetypes. Unchained versions of core classes are also on the table.

5) Content from all Paizo books are allowed.

6) Two traits. You may take a drawback to gain a third trait. (You can select but are not required to select a Crime from Way of the Wicked as the game has moved beyond the prison break scenario).

7) Starting wealth as a 6th level character.

8) All characters must be LE or NE. No CE exceptions. Your character should be interested in Asmodeus as you will need to execute a contract to serve him, essentially in the opening set of scenes.

9) All PCs gain +2 Skill Points per Level. Not using Background skills per se, these are bonus skill points.

10) Hit Points are max a 1st level. Thereafter, each level you may choose either 1/2 HD +1 OR you may choose to roll HP. Once that choice is made, you have to stick with it, though I will allow 1 free re-roll if you get a 1 on the first try.

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There is currently one PC carrying over from when I ran the AP several years ago. We are picking up where we left off. The new PCs have been recruited by a woman named Tiadora and selected for their unusual interest in and (most likely secret fealty to) Asmodeus. The PCs will arrive in Farholde for the start of the game and have been instructed to meet with a contact in that city Sir Jack Balin, and if he cannot be located, they should pay a visit to Baron Vandermir.

Farholde is the northernmost colony of Talingarde. This small city is a backwater, largely isolated from its parent nation by distance and danger.

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I don't love long recruitments so I will close this out by April 18th and get selection completed no later than April 20th.

I will be taking 5 submissions. The PC carrying over from the prior run is an Anti-Paladin 5/Vigilante 1.

Let me know if you have any questions.

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If Interested - Crime Traits:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be. However, you, unlike your comrades, escaped before being sent to Brandescar Prison.

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.


This will be a mash up of Carrion Crown and Strange Aeons, starting in Ustalav, moving to Ravenloft and at some point, moving back to Ustalav.

Pathfinder 1E rules.

Character Creation

1. 25 Point Buy.

2. Max HP at 1st level (roll OR 1/2+1 per level thereafter).

3. Background Skills.

4. Automatic Bonus Progression will be utilized. Bonuses start at Second Level.

5. Skill unlocks will be used.

6. Two Traits. You may also pick up a Drawback to "buy" a third trait.

7. Hero Points Character Gain 1 Hero Point Per Level each time they level capping at 5 (i.e. at 6th level you gain 5 more). Characters can carry over unused points.

House Rules for Hero Points:

Hero Point Mechanics:
1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Optional rules mostly in the form of New Feats for Hero Points:

Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),

Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),

Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),

Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),

Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),

Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).

8. Legacies. The player must select one of the following Legacies:

Reniers, or
Godefroy

The other choices were already selected.

Depending on what you pick will grant you bonuses at the start of character creation. I won't list the bonuses so character creation will be a bit more interesting as you have no idea what you get depending on what you pick. These Legacies will also grant bonus Feats (my choice) at 5th and 10th level.

9. Weapons of Legacy. I will be using the Weapons of Legacy rules (modified) to transform one of your weapons or other items depending on the class selected into an item that gains magical abilities with you while you level.

10. I will be using Fear, Horro, and Sanity. Sanity pools will be a characters Intelligence+Wisdom+Charisma

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While I allow all official and third party splat books, if something seems a bit mechanically OP'd I reserve the right to veto.

All classes are fine. Most races are fine, though if you want to play a Goblin or an Orc (a race that would receive hostility in a majority Human settlement let's discuss).

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All PC's will have either adventured with, been a student of, or met (in whatever manner you wish to described it in your background) the esteemed Dr. Rudolph van Richten of Lepidstadt University. The Doctor has spent a lifetime researching foes of the living, specifically the Undead (though he has tackled other horrors of Ustalav as well). After a lifetime of research as well as adventuring, he has retired to Ravengro, his home city in Ustalav to be with his daughter Kendra as his wife recently passed away. Some of you may have met Kendra (up to you in your background) or just heard about her in passing from the Doctor.

Characters can start within Ustalav or an area near Ustalav in Golarion, but not within Ravengro. You can also know one another if you wish.

You receive from him a missive requesting your urgent assistance.... in fact, the letter is the opening post in Gameplay.

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I've been private recruiting this for a while so the first person to create a build will be chosen as the final PC in the game.

The Party currently consists of:

1) Aasimar(Angelblooded) Bloodrager.
2) Human Holy Gun.
3) Half-Elf Inquisitor (Royal Accuser / Sanctified Slayer).
4) Half-Orc (Pyro) Kineticist 1 / VMC Sorcerer (Orc).
5) Human Pharasman Cleric (Ecclesitheurge).
6) PC Build in Progress a Fighter or Rogue/Swashbuckler.

There may, or may not, be a 7th PC, this makes YOUR PC the 8th PC.

---

Thank you for your interest.


Shadow's Status

As with the Venice game, everyone is starting with a Human, your concept is important. Spend at least a little bit of time considering this and post a brief history based on your concept for me.

Note that I'd prefer that you keep any discussion of interactions between your new PCs and your old Pcs as non-existent in your background. They will be there in the shadows as it were and I'll reveal that as part of the opening scene.

Character Creation Guidelines:

Pre Embrace

Attributes - 7/5/3
Abilities - 13/9/5
Backgrounds - 5
Virtues (each virtue starts with 1 point) - 7

Max Trait Rating 3.

Post Embrace

Disciplines - 4 (Clan Only)

Backgrounds - 5 (more)

Freebies - 15 (You may only select 1 non-clan Discipline and it must be approved by me first).

Max Trait Rating 4.

Miscellaneous

You may select up to 7 Flaw points. You may select some flaws during Human creation (if appropriate) but the Freebies generated will be spent post Embrace.

You may also select up to 10 points in Merits (obviously only freebies can be used to purchase these) again choices must be approved by me.

Generation

As some of you have chosen to be embraced by your prior characters this will be a LOW generation game. No Backgrounds should be spent on Generation, as I will choose your sires, I will set your generation. To offset the imbalance (and there will be an imbalance as Lou will be starting out at 5th generation) I will award extra freebies to the players who are higher generation. No one will start out lower than 7th.

Starting Location

Initially we will be starting in Liechtenstein. Unlike the Venice game, this game will explore some of the surrounding cities/countries.

Your humans can be from anywhere you want, so long as they have either moved to or are planning to go to Venice.

For the moment of course, this is a closed game. I might consider 1 or 2 new PCs. We will see once we finally get started likely months and months from the date of this post.


Shadow's Status

Vaduz - LIECHTENSTEIN The Year of Our Lord 1444

The date is April 4, 1444. It is a time of chaos and death. The New World has not yet been discovered, and the Old World is awash in blood. The Crusades have come to a disastrous end for Christendom. The final Christian stronghold in the Holy Land fell 150 years ago, and subsequent Crusades have been utter failures. Suffering deep humiliation, Christendom turns inward. Like a trapped animal desperately gnawing on its own flesh, it unleashes a torrent of new Inquisitions, attempting to purge itself of unwanted elements.

The Italian Renaissance has not yet reached the dark heart of Europe, and the Protestant Reformation is still almost a century away. As the Holy Roman Empire declines, the Turkish Empire ascends. The Moslem religious wars meet with triumph and solidify the Turks’ power base in the Holy Lands. In 1453, less than a decade after this story occurs, the Turks topple the Eastern Orthodox Church and capture Constantinople, the holiest city in Christendom. They will be indirectly aided by the calculating indifference of a Western papacy eager to see the fall of its only rival for authority over the Christian world. From the newly seized holy city, the Turks will threaten all of Europe: a land devastated by Hundred Years’ War and the Black Death.

But that is still 10 years away. For now, in 1444, Western Europe is a fool’s paradise, and people enjoy a false sense of security.

People such as yourselves.

It seems that the efforts you have made in life have gotten you noticed! You each receive an offer that you cannot refuse, an invitation to a dinner with a wealthy and powerful Earl. The print is beautiful, this must be the movable type print that has become such the rage the last few years. The invitation reads:

The Honor of Your Company is Most Requested for a Late Dinner at the Home of
LORD CLAUDIUS GIOVANNI
EARL OF LIECHTENSTEIN
The Fourth Day of April
The Year of Our Lord 1444
A Couch Will Be Sent Round to Collect Yu and Provide All Necessary Traveling Arrangements for the Feast.
Do Not Arrive Early


Shadow's Status

My friend, my dreams have been strange as of late. Yes, I know, we have spoken of my dreams many times over the years, but these dreams are vivid, so much more vivid than the ones I described to you in the past. I am beginning to believe that when I dream, I am not merely dreaming, but traveling. Often to dark places... I have been journaling for months about these things that I have seen. Much of it will seem like fanciful fiction to you. To many perhaps. Maybe it is these lands so infused with darkness and negative energy from the centuries under the yoke of the Whispering Tyrant that my dreams are often of the dead, the undead. Much of it connected to the past of Ustalav. A past I believe may go farther back than anyone has ever suspected. I believe I will need help, more help than Kendra can provide. I need you my friend to come to me. I… I can say no more in this letter.

Your friend, Doctor Rudolph van Richten
4711 AR, Ravengro, Ustalav


Shadow's Status

Discussion Thread.


The PC builds using V20 rules:
Attributes - 8/6/4
Abilities - 17/12/7
Disciplines - 7 (you can spend 1 point on non-Clan Celerity/Fortitude/Potence if you so choose)
Backgrounds - 8
Virtues - 7
Freebies - 22
Merits up to 7 points
Flaws up to 7 points
Starting Generation 12th (you can go as low as 7th)
[PCs take 1 Ritual per dot in Thaumaturgy including Paths - so if you take a 4 Thaumaturgy and 3 Movement of the Mind - you take 2 1st, 2 2nd, 2 3rd and 1 4th level Ritual].

Starting Year 1910.

Your history is not terribly important but feel free to draft one if you wish, you can be from anywhere in the world as the PCs will be assembled in Vienna at the start of the Chronicle. If you wish to take a non-Clan Discipline besides the physical ones, that will need to be in a Background and make sense.

For Thaumaturgy ANY Path can be primary. Blood Magic (traditional Thaumaturgy) can be secondary or you don't have to take it at all if you don't want to.

[Period specific skill TBD].


Shadow's Status

The Inner Sanctum - Tremere ONLY.


Shadow's Status

Warlocks. Wizards. Magi. Usurpers.

There are many names outsiders use to refer to Clan Tremere. Despite the distrust of much of our “Kindred” brethren towards us, in less than 1,000 years we have become indispensable to the dominant Sect, the Camarilla. Our organization and our versatility are our strengths. It is through the Pyramid that we find enlightenment and protection. Though our enemies are varied and powerful so are we. As the Seven pledge loyalty to our Leader and Founder, so too do we…

I, hereby swear my everlasting loyalty to House and Clan Tremere and all its members. I am of their blood, and they are of mine. We share our lives, our goals and our achievements. I shall obey those the House sees fit to name my superiors, and treat my inferiors with all the respect and care they earn for themselves.
I will not deprive nor attempt to deprive any member of House and Clan Tremere of his magical power. To do so would be to act against the strength of our House. I will not slay nor attempt to slay any member of the House and Clan except in self-defense, or when a magus has been ruled outlaw by a properly constituted tribunal. If a magus has been ruled an outlaw, I shall bend all efforts to bring such magus to justice.
I will abide by all decisions of the tribunals, and respectfully honor the wishes of the Inner Council of Seven and the wishes of my superiors. The tribunals shall be bound by the spirit of the Code of Tremere, as supplemented by the Peripheral Code and interpreted by a properly constituted body of magi. I have the right to appeal a decision to a higher tribunal, if they should agree to hear my case.
I will not endanger House and Clan Tremere through my actions. Nor will I interfere with the affairs of mundanes in any way that brings ruin upon my House and Clan. I will not, when dealing with devils, or others, in any way bring danger to the clan, nor will I disturb the faeries in any way that should cause them to take their vengeance on the House and Clan. I also swear to uphold the values and goals of the Camarilla, and I will maintain the Masquerade. Insofar as these goals may conflict with my goals, I will not pursue my own ends in any way that would endanger the Masquerade. The strength of the House and Clan Tremere depends on the strength of the Masquerade.
I will not use magic to scry upon members of the House and Clan Tremere, nor shall I use it to peer into their affairs. It is expressly forbidden.
I will train only apprentices who will swear to this code, and should any of them turn against the House and Clan, I shall be the first to strike them down and bring them to justice. No apprentice of mine shall be called magus until he first swears to uphold the code. I shall treat my apprentices with the care and respect that they earn.
I concede to my elders the right to take my apprentice should it be found that my apprentice is valuable to an elder's work. All are members of the House and Clan and valuable first to these precepts. I shall abide by the right of my superiors to make such decisions.
I shall further the knowledge of the House and Clan and share with its members all that I find in my search for wisdom and power. No secrets are to be kept, or given, regarding the arts of magic, nor shall I keep secret the doings of others which might bring harm to the House and Clan.
I demand that, should I break this oath, I should be cast out of the House and Clan. If I am cast out, I ask my brothers to find and slay me that my life may not continue in degradation and infamy.
I recognize that the enemies of the House and Clan are my enemies, that the friends of the House and Clan are my friends, and that the allies of the House and Clan are my allies. Let us work as one and grow hale and strong.
I hereby swear this oath! Woe to they who try to tempt me to break this oath, and woe to me if I succumb to such temptation.

-------

The Year of Our Lord Saturday December 31, 1910 – Vienna - Austro-Hungarian Empire
The Prime Chantry

You arrive on this cold wet night trudging through a mix of snow and rain hampering visibility. Ahead, the “public entrance” of the Prime Chantry beckons. The electric lights make the cobblestoned streets that lead to St. Rupert’s Church glow as if illuminated by magic. Your Regent stated that an Elder of the Clan had a “special assignment” well worth the long travel to arrive here…

St. Rupert’s Church


Shadow's Status

The Discussion Thread.

Dot in Gameplay from the previous thread:

Venice by Night - V20 Vampire the Dark Ages

Delete that dot, of course, so you appear on the Character and Player list but don't clutter up the Gameplay thread :-)

No Recruitment Thread as this is a closed game.


Shadow's Status

Venice - The Year of Our Lord 1309 – Thursday April 3, 1309

Doge Pietro Gradenigo has put down the rebellion that nearly toppled his leadership. The Mortals have settled down as the fighting resulted in a swift decisive victory for the Doge and his allies. Despite excommunication, Venice will not bend to the demands of Pope Clement.

In the shadowy world of the Cainites though, Disaster has struck!

The nascent Camarilla “Inner Circle” has been scattered by the very same Hunters that the Camarilla was formed to blind Mortal eyes to. The architect of this sect and the Prince of Venice, Narses the former Archbishop of Nod, has been slain. It is not known yet who else has been reduced to ashes or if they have merely fled. What is clear, is that the Elders who did escape in many cases did so by sacrificing the very same Childer they claimed to hold so dear…

From this catastrophe Narses has been replaced by a triumvirate of his Childer Magdalena Castelucci Borcellino , Alejandro “the Prince in Exile”, and Lord Leopold Valdemar. Chosen by a mysterious Cappadocian, Lord Bion, hand-picked by the shadow essence of the Dead Prince himself. Will those Elders remaining in the city fall in line or seize this opportunity to stake their own claim to the powerful city of Venice? Can the Cainites remaining afford such a War with the Inquisition so close at hand?

The Childer of the “Inner Circle” who have remained behind in Venice stand to gain much by successfully navigating the dangers posed by these Hunters. The Final Death stalks the canals of the city by day and by Night though as one of their own has betrayed the Cainites. Sir Dunstan Füller of Clan Brujah must be destroyed at all cost.


Contemplating running a Chronicle where the PCs are all comprised of a single Clan. Cannot start the game till the Spring but I caught the bug tonight and figured I would throw this out there and see who was interested.

Could be Giovanni Chronicles IV (Giovanni) or maybe a chapter in the Ventrue Chronicles (Ventrue) or another Clan (probably no supplement at all) entirely. I'll let the PCs (assuming I get any) pick.

I'd run any period from Dark Ages through Modern, nothing before Dark Ages though as that would require too much heavy lifting on my part and I could not spare the time for that plus I have another game I want to bring out of Torpor here on the Boards around the same time.


Shadow's Status

And Discussion is open!

Waiting for the last two players to post in Gameplay and I will move us along.


Shadow's Status

Little is known of the history of the first human civilization, other than the sad story of its destruction. Myths tell of an ancient war between the Azlanti and a race known as the serpentfolk. The Azlanti are said to have driven their enemies off the face of Golarion and into the Darklands. In the war's final battle, Savith, an Azlanti hero beheaded the serpent god Ydersius in the Darklands realm of Sekamina. It is also rumored that exiles of Azlant founded the empire of Thassilon. Whatever the truth of that Myth, recent rumors of the discovery of a "Lost Island" in the Arcadian Ocean fuel rumors that Azlant has been re-discovered...


Shadow's Status

Alone in the shared Haven you hold down the fort.

You feel a bit restless as the group asks you to track down a lead on the Hunter Michael Standdown on your own. It was one thing to confront him with a group but alone? That may be another matter entirely.

As you consider whether to dial the Native man's number, you feel a presence behind you. You turn and it is a spirit, the spirit that your Sire can send out on long range trips, somehow.

It speaks in its unsettling disembodied voice, "It has been some time since you phoned home..."


Shadow's Status

The group is headed into Gary tonight to find that Hunter. You head into Gary too but you are not sure what you want to do. One thing is for sure though, those Licks are cramping your style! Boooring!

Time for some fun...

What now?


Shadow's Status

With a free night, you opt to head once again to the Tremere Chantry. Nicolai was receptive to your return to increase your own knowledge of the secrets of the Clan.

As you arrive at the front walkway to enter, you see a car down the street flash its lights at you.

Do you approach the car or enter the Chantry?


Shadow's Status

Finally, you manage to steal a nice ride from some Kine square who has no business riding a Harley. As you hurtle down the road, you see in your rear view a group of bikers who are gaining on you fast. Are these friends of that Mortal or something else?

Do you slow down and let them catch up, or speed up? If you decide to speed up, make a Dexterity+Drive roll DC Variable.


Shadow's Status

Alone in your room, you feel a pull, as if you must get up and go!

Do you spend a Willpower point to resist or go with the feeling?


Shadow's Status

The Discussion Thread.


Shadow's Status

Venice The Year of Our Lord 1309

Pope Clement's excommunication has come to pass. Doge Pietro Gradenigo is beset politically by his foes within the Great Council. Open Rebellion may burst into the streets any moment and the unrest is palpable.

For the Cainite residents of the city it is business but not as usual.

A Grand Conclave has been called by Elder and Neonate alike seeking to end the so called War of Princes which has waged since the fall of Constantinople to the Fourth Crusade.

This open warfare of the Cainites has allowed large numbers of humans across civilization to discover the existence of Vampires among them. Something not seen since the fall of the "Second City" city of Vampire myth. The Silence of the Blood has been tattered though not shattered.

Through these tatters have stepped Mortals that Hunt the Hunters! An Inquisition by the Church which has uncovered and led to the death of many Cainites, mainly Neonates. Regardless, this conflict has alarmed even the Elders who are wise enough to see the dangers presented by mass awareness of the existence of their Childer.

Thus, from the Ashes of War, a new body politic has been formed. The Camarilla. A sect created to protect and nurture all Cainites from the eyes of Mortals and each other, or has it?


I am seeking a player to play Lord Thomas Havelyn in a Way of the Wicked campaign. I altered the NPCs background a bit to have been married to a woman who was part Tiefling who worshiped Asmodeus secretly. Once she was discovered she was executed and the execution gave Lord Havelyn mixed emotions about Mitra and the Kingdom of Talingarde in general. These feelings were pushed aside until the arrival of the characters at Balentyne where one of the current characters Soren Marsailles is the spitting image of his dead wife and coincidentally was born the day after his wife was executed. Havelyn took this as a sign from Asmodeus and converted to the cause of the characters which led to the sacking of Balentyne at the end of Book I.

As an NPC, he was a Level 2 Aristocrat and Level 7 Paladin.

The characters are only Level 5 currently so I wish to have a new players run him as 5th level to match the current PC power level. I'd like to see him as a Cleric of Asmodeus or an Anti-Paladin but will entertain other interesting ideas as well. I allow all Third Party and Pathfinder classes.

You can either use a 25 point to make new stats or accept his stats as listed in the Book:

Strength 18 - Dexterity 12, Constitution 14 - Intelligence 12 - Wisdom 14 - Charisma 16.

You will begin with the following equipment:
+1 Dastardly Full Plate,
Masterwork Heavy Steel Shield,
Masterwork Longsword ("Balinger" an heirloom sword which has a Holy Symbol of Mitra built into the cross guard),
Masterwork Dagger (adorned with gilding which marks him as a Knight of Alerion),
Headband of Alluring Charisma +2 (already include din the stats above).
A Leatherbound Book Detailing the Family Tree of the Havelyn's (reading from it allows those who hear it the effects of Bless that lasts for 2 hours once per week if they are followers of Mitra - he will not part with it as it is still a family heirloom), and
900 Gold.

You will receive 2 Traits.

He is Human so his race will not change but a conversion to a half-fiend template I would consider as time moves on in the game.

I am a DM who took over for a prior DM so the builds are a bit of a compromise. At first level, the character is Gestalt. At 5th, 9th, 15th, and 19th I am allowing the PCs to swap out taking a Feat at the level to take another Gestalt Level.

My posting rate is relatively slow these days just an FYI.

Any takers? I'll leave this open for the next 10 days to see if there is any interest. Thanks.


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RECRUITMENT NOW OPEN for Eberron - Echoes of the Past

A Sharn based campaign.

This will be a Pathfinder game.

Eberron Pathfinder Conversion

Builds:
Starting at 3rd Level.
Traditional Eberron Races are (obviously) allowed.
25 Point Buy.
We are using Background skills.
Max HP at 1st Level. Roll or 1/2+1 HD thereafter.

If you wish to use a supplement just ask.
Yes Psionic Characters are welcome (Ultimate Psionics).

A brief Background 2 paragraphs max is fine.
Two Traits (from any book including Campaign Traits unless they are tied to the core of that Campaign and would make little sense here).

You may take a single Drawback to gain another Trait.

Each character will receive a bonus Feat of their own choice over and above the base level 1 Feat which must be selected at character creation.

I will use a Hero Point system of my own devising.

Starting with 4,000 GP.

Current party consist of an Elven fighter, a Warforged Fighter/Investigator, a Human Wilder.

Recruitment will be open until August 17.

I am Recruiting for 2 Slots.


Shadow's Status

The new Campaign thread with shiny new Discussion thread!


1 person marked this as a favorite.
Shadow's Status

Sharn - City of Towers - 998 YK - Fifteenth Day of Dravago - The Dig Site

EE Re-Roll - 1d20 + 6 ⇒ (3) + 6 = 9

EE manages this time to strike his foe and guts the creature and it gasps falling to the ground dropping its battleaxe to the floor in a clang.

Taryn steps into the next four armed creature his face bordering on fury.
Earthbreaker Attack 1d20 + 7 ⇒ (20) + 7 = 27 - Damage 2d6 + 6 ⇒ (1, 5) + 6 = 12.

The Earthbreaker comes down in an overhead swing splattering the creature its bows falling at the feet of Taryn.

Jiri grunts, "Damn, don't damage those bows, I think they're the first special things we've found down here. They came from the south. I'd wager that's where we should go next".


3 people marked this as a favorite.

The Games People Play:

1. v20 Dark Ages - Bloodlines

2. Star Wars Legacy Era - Tempest Feud - Empire in Exile

3. Star Wars Legacy Era - Tempest Feud - the Sith Empire

4. 5E Ravenloft - Ill Met in Kartakass

5. Call of Cthulhu 5/6E

6. Way of the Wicked AP

7. Hell's Rebels AP

8. Skull & Shackles AP

9. Rise of the Runelords AP

10. Eberron - Echoes of the Past - Secrets of Khorvaire

11. Eberron - Echoes of the Past - Secrets of Sharn

12. Hell's Vengeance AP.

13. By Fang, Fur, Claw, Feather, and Scale! - A Classic Greyhawk Lycanthrope Pathfinder Campaign

14. When Will You Rage!? - A 2nd Edition Modern Werewolf the Apocalypse Campaign

15. DRAGONLANCE - LEGENDS OF THE THIRD DRAGON WAR

16. Strange Aeons AP

17. Shattered Star AP

18. Gamemaster Zimovat Vyetyer's - Reign of Winter

19. Vampires of Golarion - The Quest for Eternal Night a Second Darkness AP

20. Vampires of Golarion - Shadows of the Darklands a Second Darkness AP

21. Council of Song - DM Guild Master's All Bards Council of Thieves AP

22. Discover the Lost Continent! DM Decemvirate Emissary's The Ruins of Azlant AP

23. Forged in Steel - Chicago & Gary by Night - A Second Edition Vampire the Masquerade Story

24. Forged in Steel - Milwaukee by Night - A Second Edition Vampire the Masquerade Story

25. The Magnificent 7 - All Gunslingers Kingmaker/Iron Gods

26. Wanderers of the Waste

27. Tyrants of Zhentil Keep - A Forgotten Realms Pathfinder Mythic Campaign

28. Discover the Lost Continent! DM Ruins Master's The Ruins of Azlant AP

29. Discover the Lost Continent! DM Ends of Golarion's The Ruins of Azlant AP

30. Furry Fury - All Familiars PbP

I have no opening at the moment. Just setting up the thread.


Shadows Status

And here is where we all go down the rabbit hole when need be!


Shadows Status

The City of Greyhawk - 581 CY

It's Three Dragon Ante Night at the University of Magic Arts, or at least Bunnicula called for a late, late game! He has been acting erratically since his Master, Bucknard, disappeared under mysterious circumstances two years before. Still, being around him gives you all hope that one day all of you will, like he, be away from your Humans. They aren't that bad sort, at least not for Humans. Still freedom you all yearn for it...

Of course, the damn Bunny is late, again, so you start the game and will either deal him in later or restart when he arrives.

You, each one of you, feel a pull from your Masters' as if asking Where are you!?. However, you've a LOT of gold on this pot with your current hands each looking favorable for the win!

Anaxian ignores his Master Rary, Tekumsah La'Awethikah ignores his Master Otto, Zizi The Masterless ignores her Master Jallarzi, Whisper Heart Sliver ignores her Master Otiluke, Eirish Carb'Ombe ignores his Master Drawmij, Trakas Aeramirdal ignores his Master Nystul, Silvertail ignores her Master Bigby, and finally Fidget the Raccoon ignores his Master Tenser.

Each of you feels a sense of irritation from your Masters but what can you do? Excuses will be made and this too shall pass. After all, it is 3 am what could these Human Wizards' want a THIS Ungodly hour?

Everyone roll d20, let's see who wins this hand shall we? Let's say you each have in the pot 10% of your remaining Gold post purchases.


The OOC thread.


Little is known of the history of the first human civilization, other than the sad story of its destruction. Myths tell of an ancient war between the Azlanti and a race known as the serpentfolk. The Azlanti are said to have driven their enemies off the face of Golarion and into the Darklands. In the war's final battle, Savith, an Azlanti hero beheaded the serpent god Ydersius in the Darklands realm of Sekamina. It is also rumored that exiles of Azlant founded the empire of Thassilon. Whatever the truth of that Myth, recent rumors of the discovery of a "Lost Island" in the Arcadian Ocean fuel rumors that Azlant has been re-discovered...


The OOC thread.


Little is known of the history of the first human civilization, other than the sad story of its destruction. Myths tell of an ancient war between the Azlanti and a race known as the serpentfolk. The Azlanti are said to have driven their enemies off the face of Golarion and into the Darklands. In the war's final battle, Savith, an Azlanti hero beheaded the serpent god Ydersius in the Darklands realm of Sekamina. It is also rumored that exiles of Azlant founded the empire of Thassilon. Whatever the truth of that Myth, recent rumors of the discovery of a "Lost Island" in the Arcadian Ocean fuel rumors that Azlant has been re-discovered...


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I have been playing in a Dragonlance campaign utilizing the Age Of Mortals 3.5 Edition SuperAdventure series starting with Key of Destiny continuing into Spectre of Sorrows and finishing with Price of Courage.

Age of Mortals Campaign

Unfortunately our beloved DM has been out of contact for nearly two months.

We would like to continue the campaign and are looking for a DM willing to assist us.

The group could also use a 5th player, preferably a Fighter or Fighter/Cleric.

The Pathfinder rules have been utilized with Dragonlance 3.5 Prestige Classes, Spells, and Feats legal but no Third Party Products.

Currently we are in Book II, Spectre of Sorrows having just escaped from the Coral Citadel and about to confront the BBEG of that chapter in a battle on the Surf.

Dragonlance: Heroes of a New Age - Campaign Thread

The Current PC and Player Roster Consists of:

Alathea of Solace 9th Level Human Cleric of Zivilyn - Storyteller Shadow,
Athola 9th Level Afflicted Kender Rogue (Acrobat) - DarkOne the Drow,
Gabriel, the Just 9th Level Human Dual Talented Knight of Solamnia/
Paladin of Kiri-Jolith - Ashe, and
Terevalis Unctio of House Mysti Human Black Robed Wizard (Necromancer) 6/Renegade Hunter 3 - Jason Rodarte.

Our 5th player has not posted in a while so I believe we lost him thus the need for a replacement front liner.

The four current PCs are diligent posters and we would very much like to complete what we started.

Thank you in advance for stepping in and helping us out!


Shadow's Status

The Sith Empire Discussion thread. A real discussion thread :-)


Shadow's Status

Endregaard - Mid-Day 6 - Tel Bollin

The Scimitar lands near the wreckage that was a spaceship. The Hutt is not here nor does the ground reveal that any sort of Hutt like creature was moving about nearby.

A quick search of the area reveals a few things of interest. The dead body was dressed in Jedi Robes, his style of lightsaber was old, a pre-Sideous Jedi Order build. However, the kyber crystal was removed as the blade casing itself was damaged in the explosion. The droid is, or was, a Jedi Training Droid. Its head was removed as was the arm and one leg, the rest of it is so much scrap metal. Finally, a set of footprints, one foot being dragged leads away from the woods and end in the grass several dozen meters from the destroyed ship. You surmise that there was a speeder here that was flown away. It seems that at least one crew member of this ship was injured but survived!

The navicomputer on the ship was intentionally destroyed by a lightsaber, nothing is recoverable, well, unless you wish to spend significant time here trying...

Praxis cracks his neck, "No Hutt here. We should probably get a move on..."


Shadow's Status

The Empire in Exile Discussion thread. A real discussion thread :-)


Shadow's Status

Droxu – The Cignet System - Popara the Hutt's Space Barge

Vago puts up his big Hutt mitts, pulls you all aside and replies in Basic, "Dengar, Dengar, Dangar, how can I pay you that many credits when you brought me four crates of spice? The payment agreed upon was for a ship full of spice.

You can certainly tell Popara what I said but I can refute it, who do you think he will believe, me or you?

Tell you what, you risked yourselves and saved Mika so I'll give you 40,000 credits - 10,000 credits per spice crate recovered.

If you go back to Endregaard and get the balance of the spice, I'll pay you the balance of the Credits". He crosses his arms making it clear that he'll not budge on the offer.


3 people marked this as a favorite.

Playing in 20+ games and running 26 (soon to be 27) is time consuming. Outside of the boards I have a fairly busy work schedule and of course a life!

Often I find that if I fall behind in updates, I need to make time to simply update a Discussion Thread to inform the PCs of a particular game that I am either going to be posting later in the day or week or will be on a break form the boards for one reason or another.

To save time updating so many damn threads I am going to open this thread and link all of my DM aliases (and PC aliases) to this thread to inform people as to status.

Of course if people feel the need to ask other questions outside of PbP feel free to do so but mainly this will be a thread dedicated to ensuring that my PCs know my status and to assure everyone that even though I may have some absences away from the boards (or particular games) this thread will always be up to date with my status.


RECRUITMENT IS OFFICIALLY RE RE REOPENED for Star Wars - Saga Edition - The Tion Cluster Gambit

Legacy Era Star Wars Saga Edition campaign set a few years before the events of the Dark Horse Comic Book Series Star Wars: Legacy.

The character I am looking for will be a 9th level Sith OR a Sith Empire Agent.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

Starting Credits - 1st level max x5 to start.

You will be starting with another new PC.

I am looking for ONE PC. First come, first served on this one. I need a player relatively quickly as I want to move into Book II within the week and want that PC to come in when the existing group transitions into Book II.

The current roster has two Sith and a Noble. The other new PC is a soldier with Heavy Weapons training.

Thank you for your interest!


Shadow's Status

The Discussion thread!


Shadow's Status

Zhentil Keep was the first human city to be built on the northern side of the Moonsea, and it has become the richest and most powerful habitation in the area, rivaling Suzail and the cities of Sembia. It has been called, at times, Thargate Keep, because it stands between the eastern Heartlands to the south and Thar.

There can be no understanding of Zhentil Keep without understanding its groups. The first thing any scholar of the Keep must know is the difference between the Zhents, the Zhentilar, and the Zhentarim.

Zhents are citizens of the Keep, those who live and work and dwell and die in the city. Their toil is fodder for those who rule them.

Zhentilar are the swords and spells of Zhentil Keep, the soldiers and mages that are the armies of the Zhents. Their work is that of Empire, they seek to dominate lands both near and far for their own glory and the glory of their masters.

Zhentarim are the undisputed masters of the Keep, even if their rule is from the shadows of the power structure of the city.

Lord Chess Calkontor and the Council of Lords may rule in name but those in the know are well aware that the true might pf the city resides with the Zhentarim, the Black Network. Their goal is much more subtle than that of the Zhentilar, they seek to dominate all trade in Faerun and they do so the same way they rule Zhentil Keep, through the shadows.

Those who wish to be something more than a Zhent or a Zhentilar know that they must rise through the ranks of the Zhentarim, they must become members of the Black Network...


I play as this PC in this campaign.

For some reason, this Game is not listed in my Current Campaigns tab. Is there perhaps a glitch here? I play and run dozens of campaigns and have never had this issue before.

The Game does show as dotted in my Focused Messageboards view.

Thank you for the assistance Paizo team!


Shadow's Status

Alright, go ahead and DOT in and let's discuss how to or whether to tie the PCs together or whether to have you all meet in the Last Stop and start our adventures there.


Shadow's Status

The Past

In the year 4709 War came to Nirmathas. The hobgoblin horde that invaded the land was resisted by a group of brave heroes whose names have been lost to time. After all, who remembers heroes whose actions led to… this? And can they really be considered heroes after all? The Mana Wastes seem a quaint curiosity, the Worldwound a land of order compared to the disaster that befell what was once Nirmathas, Ustalav, Lastwall, and portions of the Hold of Belkzen. This blasted wasteland produces nothing, nothing natural anyway.

Perhaps the greatest fall-out from “the Apocalypse” as the Bards now call it, was the destruction of the Wards that held Tar-Baphon in his prison. The Whispering Tyrants greatest foes’ were all but wiped out from the face of Golarion by the blast. Still, the Lich was in no rush to confront those who remained. Instead he gained strength in secret – the Orcs, the Hobgoblins whose dreams of Kingdom came crashing down on them, and of course the living dead the number of whom proliferated astronomically due to the devastation wrought by the Invasion.

From tragedy though there is also opportunity, many from Nidal, the Riverlands and even Cheliax began to descend on the Wastelands also known as “the Waste” to pick the corpse of the Nations that were. It was a group of these interlopers in 4720 that discovered the return of the Whispering Tyrant forcing his hand in what would one day be known as “the Waste War”.

The strength of Lastwall by this time had been slowly whittled down by the Whispering Way agents who manipulated the creatures known as the “Mutants” to expend the strength of the Clerics on these foes. Thus, the Counties of Ustalav that remained fell under assault by the forces of the Tyrant with little effective resistance. By day the Orcs and their Hobgoblin generals fought the armies of man. By night Vampires with powers heretofore unseen struck behind enemy lines. The Tyrant though would not settle on Ustalav alone this time, now he sought to conquer east to the Lake of Mists and Veils if not beyond.

Thus, did the Tyrant make a significant tactical error. By 4730 Ustalav was once again conquered and renamed by the rest of the surrounding lands the Terror. Once the denizens of the Terror pushed east, the people’s of Numeria and the Riverlands pushed back.

The burgeoning Kingdom of Freedom recognized the danger before the Tyrant began his eastward push through their spymaster Ursula who made a most unusual contact within the Terror itself. The Council of Freedom approached the city of Torch now long known for its famous forge fires. With the strength of Lastwall spent they argued, if the devices known as firearms could be produced on a massive scale, it may well turn the tide against the forces of the Tyrant, which Freedom argued were coming. The Council of Torch agreed but informed the leaders of Freedom that it would take a significant investment to create such a large number of forges and hire and train enough blacksmiths and gunsmiths to run it, an investment that the Technic League would not finance.

Karl Medyved assured the Council of Torch that it could be done. Councilor Medyved approached old King Noleski Surtova of Brevoy whom he had known since childhood and convinced both the King and the Brevoy Royalty of the seriousness of the danger, by bringing a traitor from the midst of the Whispering Tyrant with him! At this time, the name of the mole was not yet known. Resources in hand, the people of Torch began to increase the size and number of forges to craft guns and ammunition as well as the craftsmen to create even more wondrous firearms.

When the Whispering Tyrant’s forces came east, the Free peoples were ready for them. Though not as effective as the powers of the divine, the firearms still proved the measure of the evil forces due to their increased destructive capacity. Their range allowed for less casualties than traditional melee weapons and therefore less corpses for the Necromancers of the Way to turn against the forces of Light, well forces of the Gray. Moreover, the Androids were able to guard at night against the night raids of the Vampires in a way human sentries never could, especially with the spy network of Freedom providing intelligence prior to nearly every strike.

By 4740 the forces of the Tyrant were pushed fully into the Terror and the ranks of the Hobgoblins and Orcs mostly broken. This did not of course come without great loss of life and resources. Much of the youth of Freedom, Brevoy, the northern River Lands, and the residents of Torch were lost to the War. The Technic League and Kevoth Kul abstained from the War thus the power of Starfall was not with the “League of Nations” which had developed out of necessity.

Fighting through the Terror was agreed upon by the League and encouraged by the remnants of Ustalav to put an end to the Tyrant once and for all. The remnants of Lastwall’s divine heroes rose once more and it was their arrival at the Moot that swayed the vote to take the fight to Gallowspire. By 4752 the seminal moment of the battle came when arrayed on the field of battle around the Gallowspire, the forces of the League along with the leader of Lastwall’s remaining clerics and Paladins looked into the sky and saw a massive meteor hurtling towards them all!

Suddenly the meteor stopped in mid-air and there it remained and has remained ever since. The undead of the Gallowspire held as the Vampires who could not fight by day surged onto the battlefield now that the meteor blocked the effects of the hated sunlight and the League’s forces were broken. Since that day, the Terror and much of the eastern Waste has been turned over to the Tyrant and his former allies, the Council of Eternal Night.

According to the spy who history has revealed as Ilnerik Sivanshin, a former Legendary Pathfinder member of the Council of Thieves’ and former holder of a seat on the Eternal Council, the Tyrant was forced from his body in an effort to stop the meteor that was sent by the Council to destroy him. It seemed that the Council was determined to destroy the Tyrant and his forces along with his foes in one fell swoop! Ironically, in order to save himself and his fiefdom, the Lich saved many of his enemies as well.

Once the Tyrant stopped the meteor, Ilnerik in a letter to the League, claims that he slew the wizard who had the knowledge of the magic of the Starfall and took that knowledge with him into wherever he is currently hiding as the Council of Eternal Night has placed a bounty of one million gold upon his head for his betrayal.

Thus, the War of the Waste ended in a stalemate. Tar-Baphon was once more trapped utilizing his magic to prevent yet another Armageddon and the League was forced to quit the Terror as the Land of Eternal Night was simply too dangerous for the living to enter on a sustained basis.

The Council of Eternal Night both won and lost. It gained a fiefdom that until the suspended starfall is dealt with cannot be invaded but it has also lost the advantage that it had for millennia, the secret of its existence. Of course, dealing with the Starfall will once more release the Whispering Tyrant from his self-imposed prison so none are in a rush to do so…


Recruitment is OPEN once again for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Ventrue

You will start as Mortal.

All I need is a concept to start with. I'll give this a week to see who appears interested.

This is a LONG running game, 10,000 posts. However, prior knowledge of the Chronicle is not necessary or quite frankly even desirable as you should not know anything of what has already taken place anyway.


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As announced in multi-game recruitment thread III, I will be starting an Evil Forgotten Realms Campaign.

The PCs can start from any FR 3.5 Region they like (and select a single Regional Feat from that Region as part of the character creation process). Gameplay will begin in Zhentil Keep in the Year 1357 the Year of the Prince.

25 Point Buy.

All Faerun Races are an option. As we move forward, it will be tougher to be an Orc or Hobgoblin, just a warning. I'll convert 3.5 Races to Pathfinder upon request.

Background Skills.

2 Traits and 1 Drawback.

All PC's will begin as 0th level utilizing one of the following FR "Kits".

Each PC has a few changes of clothes within reason - a Commoner should not have Noble clothing for example.

Each PC MAY roll % dice. If your result is 90% or higher, you will also have access to Psion Wilder abilities - TBD.

Peasants:

All peasants begin play with 50 GP.

1) Woodsman – d8 HP, +1 Fortitude saves,
Special: Tracking, ANY Simple Weapon, ANY Light Armor,
Feats: Simple Weapon Proficiency, Light Armor Proficiency,
Skills: Climb, Handle Animal, Knowledge Nature, Survival, Swim. 3+Int.

2) Warrior – d10 HP, +1 Fortitude
Special: +1 Base attack, ANY Martial Weapon, ANY Medium Armor,
Feats: Martial and Simple Weapon Proficiency, Light and Medium Armor Proficiency,
Skills: Climb, Intimidate, Perception, Swim. 2+Int.

3) Adept – d6 HP, +1 Will saves,
Special: 2 0th Spontaneous Arcane spells Known usable 2x per day, Kit Alchemy Crafting,
Feats: Skill Focus – Knowledge Arcana,
Skills: Knowledge Arcana, Spellcraft, Use Magic Device. 2+Int.

4) Craftsmen – d6 HP, +1 Reflex saves,
Special: 2 Ranks in starting Craft, Artisan's Tools,
Feats: Skill Focus – Craft,
Skills: Appraise, Craft, (Knowledge pertaining to particular Craft may also be class skill). 6+Int.

5) Cut Purse – d6 HP, +1 Reflex save,
Special: Backstab 1d6, Thieves' Tools, ANY Simple Weapon,
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Skill Focus Sleight of Hand,
Skills: Acrobatics, Bluff, Sleight of Hand, Knowledge Local, Perception. 5+Int.

6) Commoner – d6 HP, +1 Fortitude saves,
Special: +1 Strength, +1 Constitution,
Skills: Handle Animal, Survival, Swim. 6+Int.

7) Friar- d6 HP, +1 Will saves,
Special: 2 0th Spontaneous Divine spells Known usable 2x day, Wooden Holy Symbol of Order,
Feats: Channel Energy 1d6 3x day OR Improved Unarmed Strike
Skills: Diplomacy, Heal, Sense Motive. 2+Int.

Nobility:

All Nobles begin play with 200 GP.

1) Expert – d6 HP. +1 Will saves,
Special: 2 Ranks Profession, "Appropriate Tools of Trade", Bardic Knowledge,
Feats: Skill Focus – Profession,
Skills: Perception, Profession, (Appropriate skill(s) to reflect Profession). Knowledge (specific to Profession). 4+Int.

2) Squire – d8 HP, +1 Fortitude saves,
Special: +1 Base Attack Bonus, Double starting gold, ANY Martial Weapon, ANY Medium Armor,
Feats: Simple and Martial Weapon Proficiency, Heavy Armor Proficiency, Knight Training (allows multi-classing as a Paladin/Anti-P w/ no penalty),
Skills: Handle Animal, Knowledge Nobility, Ride. 2+Int.

3) Apprentice – d6 HP, +1 Will saves,
Special: Spellbook, 2 0th level Arcane spells per day usable 2x day (must memorize), 1 Magic Item valued at 500 GP or less.
Feats: Skill Focus – Spellcraft,
Skills: Knowledge Arcana, Knowledge Planes, Spellcraft, Use Magic Device. 2+Int.

4) Acolyte – d6 HP, +1 Fortitude, +1 Will,
Special: Initiate Feat, 2 0th level spells per day usable 2x day (must pray from cleric list), Silver Holy Symbol of Order, Select One Oracle Revelation (Regardless of Class selection, the Revelation powers grow with the PC),
Feats: Simple Weapon Proficiency, Skill Focus – Knowledge Religion,
Skills: Diplomacy, Heal, Knowledge Planes, Knowledge Religion. 2+Int.

5) Merchant – d6 HP, +1 Reflex,
Special: Triple Starting Gold, 2 Ranks Appraise, Reduced Cost (pay 75% of list price for YOUR goods),
Skills: Appraise, Bluff, Diplomacy, Perception, Sense Motive. 3+Int.

6) Gleeman – d6 HP, +1 Reflex saves,
Special: Masterwork Instrument, Fascinate (Bardic Performance 4+Cha Mod per day), ANY Simple Weapon
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Skill Focus - Perform,
Skills: Acrobatics, Perform, Diplomacy, Knowledge Local, Perception. 6+Int.

7) Noble – d6 HP, +2 Will,
Special: +1 Base Attack Bonus, Call in Favor (# of favors increases as you level), Quintuple Starting Resources, Drawback - Rival, ANY Martial Weapon OR ANY Exotic Weapon,
Feats: Taunt (see General Feats) OR Exotic Weapon Proficiency, Quick Draw OR Fast Talker feat,
Skills: Diplomacy, Knowledge Nobility. 2+Int.

Once the characters reach first level, at that point you may begin selecting classes. Those classes will be chosen irrespective of the abilities gained as part of the Kits.

I will be utilizing Skill Unlocks.

The Campaign will take the PCs to 20th + at least 2 Mythic Tiers.

I'll be taking 5-7 PCs.

One PC MUST be a follower of Bane who converts to the Worship of Cyric. There is no need to take the Friar or Acolyte Kit for this concept just an FYI.

Recruitment will end on July 2nd. As I have another game to get going mid-month.