Shag Solomon

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Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

Hey guys, glad to see the game still kicking!


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

Hey everyone, sorry for stepping away for a while.

It sucks to say this after stubbornly keeping Eternal Lies going for three years, but I don't think I can keep running the game. I just haven't been having a lot of fun running pbp games lately and my job hasn't given me a lot of open time to update the game. Given that the GM sets the pace for the game I think it will grow less fun for everyone if I try to tough it out.

I'm glad to have gotten to play with all of you, however long or short we've played together and thank you all for taking a chance on a relatively obscure, niche game like this. Sorry for dropping the game so abruptly like this, you're all great players and I hope you had fun while it lasted.


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

Hey everybody, sorry for my absence.

I haven't been having much fun running my pbp games anymore and my job hasn't left me with a lot of opportunities to update. I'm sorry to drop the game so abruptly, especially since Vrog and mishima joined so recently but the DM sets the pace so much with games like these and if I'm not feeling it, I think the game will end up being listless and lame until it just ends anyway.

So, I will mark the campaign as dead so you can use your aliases for new games. Again, sorry about calling it quits and thank you all for playing as long as you did.


Zdravko and Heroiel can join in! The party is in the middle of a battle, so we can either decide that you happen upon them while they're fighting off the Titanspawn or we can wait to introduce you until they've finished the fight one way or another.


Both look good Vrog and mishima. I'm going to keep recruitment open over the weekend to see if anyone else is interested; it seems like our rogue is ghosting as well so I'll open a third slot on the off chance anyone else wants in.


You can roll or take average +1, whichever is better. You will begin with 1st level starting gold/equipment. There isn’t a big need to buy fresh gear in 5E, in my experience.


You can use the standard array instead, yeah.


Setting race adjustments post.

A Player's Guide to the Scarred Lands and the Fangsfall Peninsula


Thread Necromancy!

I'm re-opening recruitment for this Scarred Lands campaign as we've had some drop-outs. So I'm looking for a tanky character and/or an arcane spellcaster to compliment the current team.

The team currently consists of a half-elf bard, a human cleric, an asaathi (snake man) ranger and a halfling rogue.

Character creation information is below- I will re-post further info from back in the thread as well.

We are looking for a tank (barbarian, fighter or paladin most likely) and an arcane caster (sorcerer, wizard or warlock). Characters are 3rd level, as will be your new character.

Story so far: The party has retrieved the Ring and Dagger of Spiragos, a fallen Titan, from the Chasm of Flies north of the Fangsfall Peninsula. Given that the artifacts are taboo and possessed of a certain malevolence, they need to bring them back to Fangsfall and discover how to destroy them.

Resources considered: The 5E Player's Handbook, the Scarred Lands Players Handbook (if you have it) and Xanathar's Guide are in use right now and I'm open to considering options from them.

Character Creation:

Ability Score Generation As a change of pace, I'd like to do 4d6 drop the lowest for ability score generation. If you prefer not to use that, I'm fine with using the point buy method or ability score arrays from the PHB. No stats can be over 18 at level one.

Races Dwarves, elves, halflings, half-elves, half-orcs and humans allowed. The Scarred Lands setting has some adjustments for the core races to give them some setting flavor, which I will detail shortly (mostly as a list of swaps or additions to the SRD descriptions). If you have the Player's Guide and want to play a Redeemed Slitherin or Asaathi character, I'll allow them as well. We'll use the variant human abilities on the SRD since I think that gives humans a boost in terms of uniqueness (and this means we'll be using feats in this campaign).

Classes Core classes and options from the Scarred Lands Player's Guide are allowed as appropriate and we can re-skin things as necessary if there isn't a suggested analog in the campaign setting.

Alignments Any good or neutral alignment is accepted.

I'd like a brief background on your PC, their personality and what brings them to the Fangsfall Peninsula if they aren't originally from there. To work best with the adventure trilogy you should be the type of character that's willing to retrieve Titan artifacts in the interest of destroying them (you don't have to immediately feel that way, but it will help keep the adventures on track while we're playing and prevent "why would my character do that" situations from cropping up).


Halek the Ranger:
Level 1 Good Ranger (Human)
He hunts with his sharp eyes, his bald head reflecting the torchlight and his lithe body clad in grey and blue camouflage clothing.

Stats Str 13 (+1) Dex 16 (+2) Con 12 (-) Int 9 (-) Wis 15 (+1) Cha 8 (-1)
HP 20 (8+Con)
Armor 1
Base Damage d8

Gear Current/Max Load 7/24 (11+Str)
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 load)
2 Bundles of arrows (6 ammo, 2 weight)
Hunter's Bow (near, far, 1 weight)
Short sword (close, 1 weight)
Adventuring gear (1 weight)

Starting Moves

Hunt and Track (Wis)
When you follow a trail of clues left behind by passing creatures, roll+WIS.
✴ On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴ On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end

Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head
✴ 10+: As 7–9, plus your damage
✴ 7-9: They do nothing but stand and drool for a few moments.
Arms
✴ 10+: As 7-9, plus your damage
✴ 7-9: They drop anything they’re holding.
Legs
✴ 10+: As 7-9, plus your damage
✴ 7-9: They’re hobbled and slow moving.

Animal Companion
A young hippogriff named Runt (Halek is very creative).
Ferocity +1 Cunning +2 1 Armor Instinct +1
Strengths Fast
Training Fight humanoids, fight monsters, search
Weaknesses Flighty

Command
When you work with your animal companion on something it’s trained in

and you attack the same target, add its ferocity to your damage
and you track, add its cunning to your roll
and you take damage, add its armor to your armor
and you discern realities, add its cunning to your roll
and you parley, add its cunning to your roll
and someone interferes with you, add its instinct to their roll

Human When you make camp in a dungeon or city, you don't need to consume a ration.

Good Endanger yourself to combat an unnatural threat.

Halek was a junior marine in the Sable Company in Korvosa when Queen Ileosa took the crown and subsequently dissolved the company. Rather than turning in his badge and watching the city crumble, he stole the hippogriff foal that he was training and fled for Kaer Maga where he shaved his head to throw off the pursuit he believes is coming. The anarchic city doesn't exactly appeal to him, having practically been raised in the military back in Korvosa, so he gravitated toward the Duskwardens despite the fact that it would take him underground and away from the skies. Still, it's a respected job, he doesn't have to talk to people that much and he sees the value in it.

(If the animal companion choice is a problem, I can adjust.)


Daniel Penfold 351 wrote:
Are you still looking for players?

We are full up at the moment, but I'll let you know if the situation changes.


Count me in as interested. I love Kaer Maga and I've done a little bit of DW. I'm interested in rolling either a ranger that works with the Duskwardens or maybe a Bloatmage.


Consider me an interested vote as well! I'm mulling over a similar campaign myself with the Mere of Dead Men series from Dungeon magazine converted to 5E.


thejeff, if you're down to jump in you're welcome to make an alias and join us as well.


thejeff wrote:

I'm definitely interested. I've never played Trail, but I've played a lot of Call and it's been on my radar as something to check out for awhile now.

Since I lack the rules, maybe Dr. McConnel? A Professor is always fun to play.

She could be tracking down the location/myth of Chichén Xoxul for pure research reasons or just down in Merida on an unrelated Mayan research project.

That's what I was thinking with the character too. Welcome to the game! I'm happy to answer any questions you may have.


Sounds great! That plan sounds reasonable- since everyone else has put points from their misadventures into other stuff, you can just add a point in Languages for Spanish and a point into Oral History.


All I'm looking for is someone that's willing to post a few times a week at least, post in character and have fun. If you find you don't like the system or something isn't working for you (and this goes for any and all of the games I run with anyone I play with) please don't hesitate to speak up and let me know. I'd rather try to work things out for you than have you drop out if I can help it.

It's also helpful to skim the gameplay thread to get an idea of what's been going on- I will post a more in-depth summary of events so far as I have a chance, but the general recap above is pretty accurate I think.

Feel free to move points around on the characters and take whichever you like, though the things to remember are that * marked skills are profession skills, so taking points out of those might be more hassle than they're worth and you should only spend points from Investigative abilities in the Investigative category and the General abilities in the General category. Fleeing skill points are also a little weird, so let me know if you want to reassign those and I'll help you figure it out. If you have an idea of what skills you would like to have more of, I can also give you a few points to bring you up to speed.

Maybe Cora King spent a lot of time in libraries during her rough adolescent years and picked up a few things, including a desire to travel financed by her criminal activity and she's looking to go to Chichén Xoxul to find artifacts to fence back in the States?

For the system itself, I found this cheat sheet to be pretty helpful.


Pre-Gen 4: Fr. Carl Meinardus, Clergy:
Fr. Carl Meinardus
Drive: Duty
Occupation: Clergy
Occupational Benefits: You have access to church records that the rest of the public doesn’t by using Theology or Reassurance. This does not include access to secret archives, such as the “Z” Collection in the Vatican Library, but a Keeper may allow it with a sufficiently large spend.

If you are dressed as a priest or otherwise identify yourself as such, once per game session you may refresh any Interpersonal ability pool by talking to a member of your faith (but not a fellow Investigator).

Pillars of Sanity:
• Unwavering belief in God, his son Jesus Christ, and the Holy Spirit
• The intrinsic good of humanity
• For everything there is reason and purpose

Sources of Stability:
• Mrs. Sloane, a trusted confidante in your former parish with whom you most certainly did not have a romance
• The Archbishop of Boston
• Fr. Simon, who leads your former parish
• Jessica Meinardus, your spinster sister

Background: When life as a parish priest didn’t work out, the Archdiocese of Boston had another plan for you. Your new vocation is to travel to various towns in New England and investigate claims of miracles, ghosts, and demon possession. Where they got the idea you’d be good at this, you’re not quite sure. Perhaps you showed some aptitude at seminary when you performed that emergency exorcism in the neighboring dorm room. Perhaps they’re just trying to get you out of the small town where the parishioners have begun to spread unjustified rumors about you.

Personality: You had planned for a life behind the altar and in the confessional, not one on the road. You’re always calm, patient, and courteous. You are serious about your new mission and have given it careful study, but you often find that the claims you investigate have more to do with the people making them than any suspected paranormal causes. It’s always been your ability to listen paired with careful contemplation that has led to any success you’ve had.

Academic Abilities: Accounting 0, Anthropology 1, Archaeology 1, Architecture 1, Art History 1, Biology 0, Cthulhu Mythos 0, Cryptography 1, Geology 0, History* 2, Languages 2 (Aramaic*, Latin*), Law 0, Library Use* 2, Medicine 0, Occult 2, Physics 0, Theology* 2

Interpersonal Abilities: Assess Honesty* 2, Bargain 0, Bureaucracy 0 {1}, Cop Talk 0, Credit Rating 2, Flattery 1, Interrogation 0, Intimidation 0, Oral History* 2, Reassurance* 2, Streetwise 0

Technical Abilities: Art 0, Astronomy 0 {1}, Chemistry 0, Craft 0, Evidence Collection 1, Forensics 0, Locksmith 0, Outdoorsman 0, Pharmacy 0, Photography 0

General Abilities: Athletics 2, Conceal 2, Disguise 0, Driving 0, Electrical Repair 0, Explosives 0, Filch 0, Firearms 0, First Aid 5, Fleeing 6, Health 12, Hypnosis 0, Mechanical Repair 0, Piloting 0, Preparedness 4, Psychoanalysis 4, Riding 0, Sanity 10, Scuffling 4, Sense Trouble 7, Shadowing 0, Stability 12, Stealth 5, Weapons 0


Pre-Gen 3: Dorothy Astor, Author:
Dorothy Astor
Drive: Curiosity
Occupation: Author

Occupational Benefits: During adventure downtime for your character, you can refresh one Academic pool point up to four times per game session by reading, checking your notes and files, and the like, as long as you have time and access to reasonable and relevant resources.

Pillars of Sanity:
• Anything that can be written down can be understood
• The social fabric provides shelter from the storms of life
• God’s physical landscape of beauty and goodness

Sources of Stability:
• Travis, your opportunistic publisher.
• Micah, your brother.
• Cromwell, your aging mentor, an author of popular fiction.

Background: It started as a joke, really. Books about the supernatural and the occult — readers would just eat them up. Mix a few folk tales, your mom’s superstitions, and the tiniest bit of research, and you were writing one best seller after the next. You never claimed they were to be taken seriously. And then the correspondence started happening. Readers began writing letters to you by the truckload, so convinced that you held a kernel of truth about the afterlife or South American curses. They believed you. They corroborated your stories with anecdotes of their own. Of course you always took them at face value; you didn’t want to insult them. And they weren’t all children or particularly simple. Graduate students — even professors — started quoting you in their papers. You started to believe you were on to something. What’s more: you couldn’t really prove you were wrong. Someone in a newspaper called you the leading authority on mysticism the other day. There’s no going back now.

Personality: Although you have an unfettered and romantic imagination, you are uncomfortable in most social situations, with increasing discomfort arising from increasing formality. You take your social cues from those you admire intellectually, which does not always advance your best interests and probably explains your spinsterhood. Even so, you spend little time worrying about your social status, because time spent away from your writing and correspondence is all too often time wasted.

Connection: Walter Winston was one of your most dedicated readers. He began corresponding with you after your second book. An anecdote of his, concerning some sex cult, ended up in your third book. Come to think of it, much of your research for your first series was really just things you picked out of his letters, changed some names, and embellished on. That Walter himself never really picked up on this was a surprise to you; he probably just thought they were similar tales that worked to confirm his own. The letters stopped coming back in 1924, but you still sent him a gratis copy of every volume of the next two series you wrote.

Academic Abilities: Accounting 0, Anthropology 1, Archaeology 1, Architecture* 2, Art History 1, Biology 0, Cthulhu Mythos 0, Cryptography 1, Geology 0, History* 2, Languages* 2 (French, Spanish), Law 0, Library Use* 4, Medicine 0, Occult* 2, Physics 0, Theology 0 {1}

Interpersonal Abilities: Assess Honesty* 2, Bargain 0, Bureaucracy 0, Cop Talk 0, Credit Rating 1, Flattery* 2, Interrogation 0, Intimidation 0, Oral History* 2, Reassurance 1, Streetwise 0

Technical Abilities: Art* 2 (writing, drawing), Astronomy 0 {1}, Chemistry 0, Craft 0, Evidence Collection 0, Forensics 0, Locksmith 0, Outdoorsman 0, Pharmacy 0, Photography* 2

General Abilities: Athletics 2, Conceal 3, Disguise 0, Driving 0, Electrical Repair 2, Explosives 0, Filch 4, Firearms 1, First Aid 0, Fleeing 6, Health 8, Hypnosis 0, Mechanical Repair 4, Piloting 0, Preparedness 0, Psychoanalysis 4, Riding 4, Sanity 10, Scuffling 1, Sense Trouble 6, Shadowing 0, Stability 10, Stealth 4, Weapons 4


Pre-Gen 2: Dr. Louise McConnel, Professor:
Dr. Louise McConnel
Drive: Scholarship
Occupation: Professor

Occupational Benefits: Using Bureaucracy allows you access to restricted library stacks, private and government archives, and research institutions as long as you can prove your academic credentials (a Credit Rating of 3+).

Pillars of Sanity:
• The warm blanket of accumulated and known human history
• The satisfaction of a good work ethic
• The firm trust you put in the physical laws of nature

Sources of Stability:
• Robert Herbenshire, head of the Department of Archaeology at Columbia
• James McConnel, your father, a pastor back home in Virginia
• Trudy Robins, a former student and now your best friend

Background: To say that it hasn’t been hard work would be a lie. Your meteoric rise — from graduating top of your class at Smith to obtaining your professorship at Columbia in only a few short years — may appear inspired and lucky to some. But they haven’t been there for the grueling hours hunched over the library table. They haven’t seen the meticulous research, the reading, rereading, and tight analysis of every document. They haven’t accompanied you to digs in the hot sands of Syria. That you’re now on track for publication and tenure is simply the trajectory of all that work. Who wouldn’t have something to say after learning everything you’ve learned? Perhaps, someday, a young woman will pour over your books at the library.

Personality: The people of the past have always been better friends than anyone living now. They tease you with little hints of their forgotten lives. They play games and leave clues. It’s easy to get lost in the books and sketches and artifacts. Your ability to cope with the living is primarily geared towards teaching. If you know about it, you can go on for hours about it. It’s all this business of flattery, faculty politics, and idle chatter that leaves you in the dark.

Academic Abilities: Accounting 1, Anthropology* 2, Archaeology* 4, Architecture 1, Art History 1, Biology 0, Cthulhu Mythos 0, Cryptography 1, Geology 0, History* 2, Languages* 2 (Greek, Latin), Law 0, Library Use* 2, Medicine 0, Occult 1, Physics 0 {1}, Theology 1

Interpersonal Abilities: Assess Honesty 0 {1}, Bargain 0, Bureaucracy* 2, Cop Talk 0, Credit Rating 3, Flattery 0, Interrogation 0, Intimidation 0, Oral History* 2, Reassurance 0, Streetwise 0

Technical Abilities: Art 0, Astronomy 1, Chemistry 0, Craft 0, Evidence Collection 1, Forensics 0, Locksmith 0, Outdoorsman 0, Pharmacy 0, Photography 0

General Abilities: Athletics 2, Conceal 0, Disguise 0, Driving 3, Electrical Repair 0, Explosives 0, Filch 0, Firearms 0, First Aid 4, Fleeing 8, Health 11, Hypnosis 0, Mechanical Repair 3, Piloting 0, Preparedness 3, Psychoanalysis 0, Riding 0, Sanity 10, Scuffling 4, Sense Trouble 8, Shadowing 0, Stability 11, Stealth 4, Weapons 3


Pre-Gen 1: Cora King, Criminal:
Drive: Adventure
Occupation: Criminal
Occupational Benefits:
When making a Conceal or Shadowing test, you may spend points after rolling the die. For every 2 points you spend after rolling, increase the die result by 1. However, you may only do this if you are undistracted and not being directly observed, and never during a contest. Describe what almost went wrong and how you barely caught it in time.

Pillars of Sanity:
• The fundamental value of a human life

• Your personal code of decent living: Assume the best, prepare for the worst, and never shoot someone in the back

Sources of Stability:

• Charlie, your on-and-off mentor and boyfriend

• George Sullivan, a former cop who’s now your parole officer

Background: You were 16 when the Crash happened. With your father’s suicide, you were an orphan. No home, no family, there was only the street. Rummaging through trash bins and picking pockets was a welcome alternative to prostitution, and you took to it with everything you had. A year later, you met Charlie and started running simple cons, beginning to pull in the kind of money you could live off of. On the day you turned 21, you held up a bank… all by yourself. And when you told people about it afterwards, they wouldn’t believe you. Even that son-of-a-b%+~& Charlie wouldn’t believe you.

Personality: You feel alive when you’re doing things. Real things, things that matter, things that make a difference. Most people wouldn’t know something that matters from the hole in their… well, you know. You don’t dislike people; you just wish that the so-called “civilized” ones could get a glimpse of how all the stuff that they think is so important — their fancy silverware and their black shoe polish and their precious daily routine — just doesn’t matter. At the end of the day, everyone’s just got their life and what they do with it. You aren’t going to waste yours, that’s for sure.

Academic Abilities: Accounting 0, Anthropology 0, Archaeology 0, Architecture 0, Art History 0, Biology 0, Cthulhu Mythos 0, Cryptography 0, Geology 1, History 0, Languages 0, Law 0, Library Use 0, Medicine 0, Occult 0, Physics 0, Theology 0

Interpersonal Abilities: Assess Honesty 1, Bargain* 2, Bureaucracy 0, Cop Talk 1, Credit Rating 2, Flattery 2, Interrogation 0, Intimidation* 2, Oral History 0, Reassurance 1, Streetwise* 3

Technical Abilities: Art 0, Astronomy 0, Chemistry 0, Craft 2 (specialties unspecified), Evidence Collection 0, Forensics 0, Locksmith* 3, Outdoorsman* 2, Pharmacy 0, Photography 0

General Abilities: Athletics 8, Conceal 2, Disguise 0, Driving 2, Electrical Repair 0, Explosives 3, Filch 0, Firearms 8, First Aid 4, Fleeing 0, Health 12, Hypnosis 0, Mechanical Repair 0, Piloting 2, Preparedness 3, Psychoanalysis 0, Riding 0, Sanity
8, Scuffling* 6, Sense Trouble* 8, Shadowing* 4, Stability 8, Stealth* 4, Weapons 0


The year is 1937 and a team of professional investigators has been assembled to track down and thwart a global cult! Under the patronage of wealthy heiress Janet Winston-Rogers, the medium Amadeus Ra, renowned physician Dr. Evelyn Malley and tough as nails P.I. Freddy Elliott have crossed the globe digging out the drug-running debauched followers of The Thing With A Thousand Mouths.

After losing companions to the rigors of travel, madness that destroys mortal minds and heroic self-sacrifice our heroes are in need of aid as they set out into the Yucatán jungles in search of answers! Do you have the grit to survive the trek? The brains to separate the truth from the lies?

Do you have the willingness to post regularly and adapt to a game system that isn't super well-known but I find to be a great system for Play By Post games?

Recruitment

Eternal Lies has been going for a little over two years now, but we've had a lot of player attrition- surprisingly not due to PC turnover but either because a Cthulhu game isn't up everyone's alley, people didn't like the rules system or plain old RL issues.

So I'm looking for one or two more players that can step into this campaign either with their own characters or some of the pre-generated characters that I have available. Previous experience with or interest in the Chulhu Mythos are a plus, as is experience playing Call of Cthulhu or Trail of Cthulhu- but they are not prerequisites. Being able to post a few times a week at least is a prerequisite, however.

Trail of Cthulhu rules, the basic concept:

Trail of Cthulhu is unique in that it works with the GUMSHOE system, made entirely for investigative games. Player characters have pools of points in two different categories: Investigative skills and General skills.

Investigative skills are used to acquire clues and are never rolled. If you have the relevant skill, you can get the necessary clues to move the mystery forward. Points spent from Investigative skills provide extra benefits or make the PC look particularly smart or competent.

General skills are rolled using a d6 against a difficulty number. Typically the difficulty is 4 but it may be higher or lower depending. Points in general skills are spent to add points to the d6 roll.

Player characters have a Health stat to reflect their physical resilience and Stability and Sanity stats to reflect their mental fitness. Stability is a measure of how your character keeps their cool in the moment- characters with low stability tend to panic in extreme situations, characters with high stability are flinty or desensitized. Sanity reflects how close your character is to coming permanently unwound from the things they've learned about the universe they once thought they knew.

Stability is regained in between "cases" or "chapters" by spending time with friends and family or with the use of the Psychoanalysis General skill during time in the field. Sanity almost never comes back once it's gone. In some cases, Stability can be regained by following a character's Drive, their reason for taking on dangerous cases and investigating mysteries.

What's Happened So Far (Briefly)

The team has started in the U.S., traveling from Savannah, Georgia to Los Angeles gathering information on the Cult and its Nectar drug trade. Following clues gathered from the LA cult mastermind's journal (after destroying a giant mouth belching forth the hedonistic Nectar drug), the team headed to the island of Malta and dispatched the European and North African Nectar distribution hub. They learned that the Cult's alien god has a body located under a "Devouring Mountain" on Earth that opens to reveal its form when the stars are right. Identifying the correct location of the Devouring Mountain has become the investigators' only hope of permanently destroying the cult. After time spent following leads in Mexico City, the team is currently in the city of Mérida in the Yucatán Peninsula preparing to follow the Mexico City cult leader's expedition to a place called Chichén Xoxul where the cultist had hoped to learn more about the The Thing With A Thousand Mouths than what the LA cult leader was telling him.

Who We Need

In narrative terms, an Archaeologist or Professor of Anthropology/Archaeology, an adventurous Dilettante out for a thrill in the jungle or a criminal tomb robber would fit most easily into the expedition to Chitchén Xoxul, but almost any PC could work. The only lacking skills that may be particularly useful down the line would be Oral History and Explosives; beyond those two skill gaps, almost any sort of character is welcome. Campaign clues point to a cult cell in Bangkok and one of the cult's founding members from 1924 disappeared into the deserts of Ethiopia long ago- connections to those locations whether through language knowledge or personal experience could also prove helpful.

Recruitment will stay open until we have at least one definite new player. Pre-generated investigators will be posted soon. Join us, we're all mad here!


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

I'm currently writing up a new recruitment thread. I'm going to take a look at what skills may be missing here and see what gaps we need to fill.


Thank you all for your great submissions! I think I will take Daniel Stewart's Brother Theodor. Keep an eye out here and if another slot opens up I will let you know.


Daniel Stewart wrote:

Here is the crunch for my submission..will work on the fluff this weekend. Thanks

** spoiler omitted **

How's that fluff coming? I'd like to make a selection soon.


I think normal starting equipment is what we'll go with for 2nd level PCs- we haven't found that much treasure so far, so you won't be far off from the rest of the party.


Recruitment re-opened:
Our cleric has dropped out, so I'm looking to replace them. Open to a Cleric or Druid PC, non-evil alignment. Character will come in at 2nd level, 4d6 drop the lowest rolls for stats, arranged as you like. No stats above 18 after racial adjustments; if you go above it or you have a stat lower than 5 you can take points from your highest and add them to your lowest.

PHB/SRD class options or Scarred Lands setting options- I've put together a brief google doc player's guide about the setting and adventure area:

Scarred Lands Player's Guide

The party is currently crossing the Devil's March to reach the Chasm of Flies, reputed to hold relics of the Titan Spiragos the Ambusher based on a map given to them in Creagfort. They have taken a detour to deal with a necromancer hunting slaves in the region.

A few ideas for finding the rest of the party:
- You were likewise hunting down the necromancer marauding across the March when you find the party.

- Your party followed another map to the Chasm of Flies and the rest of your adventuring group met a grisly end.

- You may take on the role of the escaped slave the party recently rescued; perhaps the goddess Tanil has favored him and spontaneously regenerated his severed tongue.

- The party's mysterious contact that gave them the map has sent you into the March to assist them on the quest.

I don't have a deadline for new submissions in mind, but the sooner the better assuming the website cooperates.


Tollo is equipped! And rejoice grognards, he has a ten foot pole!

Ten-Foot:
Tollo "Ten-Foot"
Halfling Rogue 1
AL CG Size Small
Init +4 ; Perception +5
-------------------------
Defense
AC 16 (+3 armor, +2 dex, +1 size)
hp 8 (-1 Con, +1 Favored Class)
Fort 0, Ref +5 , Will 0
-------------------------
Offense
Speed 20 feet
Melee +0 short sword (1d4, 19-20/x2); +0 dagger (1d3,19-20/x2)
Ranged +2 light crossbow (1d6,19-20/x2, 80 feet) 30 bolts
Special Attacks Sneak Attack +1d6
--------------------------
Statistics
Str 10, Dex 15 , Con 9, Int 13, Wis 8, Cha 8
Base Atk 0 ; CMB -1 ; CMD 11
Feats Deceitful
Traits Dirty Fighter (+1 damage while flanking), Reactionary (+2 on initiative)
Skills Acrobatics* +7(+8), Bluff +5, Climb* +5(+6), Disable Device +6, Disguise +5, Knowledge (Dungeoneering) +5, Perception +5, Sleight of Hand +6, Stealth +9 (+10)
Modifiers
Languages Common, Halfling, Goblin
SQ Small (+1 AC, -1 CMB and CMD, +4 Stealth), Fearless (+2 saves vs. fear), Halfling luck (+1 all saving throws), Keen Senses (+2 Perception checks), Sure-Footed (+2 Acrobatics and Climb), Trapfinding
Equipment Small light crossbow, 30 bolts, small dagger, small short sword, studded leather armor, thieves tools, disguise kit, backpack, bedroll, grappling hook, rope (50 ft. hemp), sack (2), waterskin, piton (5), trail rations (10 days), torch (10), flint and steel, 10 foot pole, explorer's outfit
Money 13 gp 5 cp


Starting Funds: 4d6 ⇒ (6, 6, 2, 5) = 19
190 starting gold

I'll buy equipment shortly, but here are the stats for my halfling rogue, Tollo "Ten-Foot".

Backstory: Tollo hails from a merchant family in Isger. The middle of seven children, Tollo is easily the ugliest and most abrasive of the lot and quickly found himself sidelined in the family business, despite his skill for embellishment. With little else to do, he took up work in a mercenary company as a scout specializing in infiltrating goblin encampments (he already half looks the part and learned the language- why not use it?) and reporting tactical information. It was serving as a mercenary that got him his unfortunate nickname "Ten-Foot" after a fellow soldier rejected his romantic overtures saying,"I wouldn't touch you with a ten-foot pole!" The rest of the company naturally found this hilarious and he's been stuck with the nickname ever since. After a near death experience when his cover was blown, his company signed him up for caravan duty far to the east in Qadira where he's met the rest of the party.

While Tollo can be abrasive, he does genuinely want to help people most of the time and is quite loyal to his friends. He can't help but embellish the truth sometimes, but that's just because he likes spinning a good yarn is all. Honest.

Ten-Foot:
Tollo "Ten-Foot"
Halfling Rogue 1
AL CG Size Small
Init +2 ; Senses , Perception
-------------------------
Defense
AC
hp 8 (-1 Con, +1 Favored Class)
Fort 0, Ref +5 , Will 0
-------------------------
Offense
Speed 20 feet
Melee
Ranged
Special Attacks Sneak Attack +1d6
--------------------------
Statistics
Str 10, Dex 15 , Con 9, Int 13, Wis 8, Cha 8
Base Atk 0 ; CMB -1 ; CMD 11
Feats Deceitful
Skills Acrobatics +8, Bluff +5, Climb +6, Disable Device +6, Disguise +5, Knowledge (Dungeoneering) +5, Perception +5, Sleight of Hand +6, Stealth +10
Modifiers
Languages Common, Halfling, Goblin
SQ Small (+1 AC, -1 CMB and CMD, +4 Stealth), Fearless (+2 saves vs. fear), Halfling luck (+1 all saving throws), Keen Senses (+2 Perception checks), Sure-Footed (+2 Acrobatics and Climb), Trapfinding
Equipment


Branding Opportunity wrote:
James Keegan wrote:


I'll take a minute to think up a good PC for these incredibly epic stats.
hey, with racial adjustments, you could get up to a 15!

That's true! I'm considering a rogue nicknamed '10 foot pole', as in "I wouldn't touch you with a 10-foot pole".


Stats: 4d6 ⇒ (1, 4, 5, 3) = 134d6 ⇒ (3, 2, 4, 6) = 154d6 ⇒ (1, 4, 3, 2) = 104d6 ⇒ (1, 1, 1, 4) = 74d6 ⇒ (1, 5, 4, 4) = 144d6 ⇒ (1, 2, 2, 4) = 9

12, 13, 9, 6, 13, 8

I'll take a minute to think up a good PC for these incredibly epic stats.


I would be interested and would be down for Labyrinth Lord, Swords and Wizardry or another old school system.


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Alright, I've slept on it and settled on six PCs:

  • Xar-Nixx, Ganjus Elf Cleric (scranford)
  • The Unchained, Half-Orc Barbarian (Radavel)
  • Lhienne, Halfling Rogue (spinningdice)
  • Djal, Half-elf Bard (Dreaming Warforged)
  • Iliberos Kuskyn, Elf Necromancer (Storyteller)
  • Zukham Ssalaras, asaathi ranger (Jam412)

Thank you all for your submissions and enthusiasm, were I a man with less sense and more spare time I would start a second game to take more of you. I'll have a discussion thread up shortly and a gameplay thread started soon.


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Submissions closed!

Thanks everyone for submitting PCs, it's going to be tough to make a call. I'm going to think it over, read the adventures again and come back with my choices by tomorrow.


Durnim Hornblower wrote:

Here's Jubal's submission: Charduni dwarf former Wizard's apprentice and future Eldritch Knight

His childhood is sketchy, because I'm not terribly clear where the Charduni dwarves still dominate.

Also, I need to select two languages beyond Common & Dwarven and would appreciate suggestions.

thanks

It's useful to know Titanspeech (the language of Titanspawn) mostly for plot reasons. Otherwise, Infernal might be good for a Charduni dwarf to know since devil summoning does occur in Chardun's faith. Never hurts to pick another racial language like Elven, Orcish or Slitherin either.

The Charduni still hold a nation of their own in the southern continent of Termana but it is vastly diminished from their once continent-spanning empire.


Rankev "Power" Davis wrote:

Excellent! =D

(Oh, ah, here is the alias I'd be submittin'.)

** spoiler omitted **

Alchemist is fine. I'm a little on the fence about allowing it to boost the healing elixir, but I think I'll allow it. It's a pretty benign bonus and mostly just serves to extend the adventuring day.


Atlas2112 wrote:

Well hell I better get in on this train while the gettin' is good. =)

** spoiler omitted **

That is only barely above average. Alright I guess I'll take it.

Gonna submit a (variant) Human Wizard Evoker.

** spoiler omitted **

I'll allow the spoiler spell, since 1st level characters are pretty fragile and we only have one divine spell caster.


As a reminder:
The window for submissions closes on Monday, September 4th.

And here's the list of PC submissions so far:

  • The Unchained, half-orc barbarian (Radavel)
  • Rook, human arcane archer fighter (Daniel Stewart)
  • Djal, half-elf lore bard (Dreaming Warforged)
  • Lhienne, halfling rogue (spinningdice)
  • Iliberos Kuskyn, forsaken elf necromancer (Storyteller Shadow)
  • Finn Starr, human Stone Sorcerer (Vrog Skyreaver)
  • Theren Lhoril, ganjus elf college of swords bard (Madcaster)
  • Zukhan Ssalaras, asaathi ranger (Jam412)
  • Hazdan Fourtoe, halfling fighter (Throg Sophas)
  • Xar-Nixx, ganjus elf cleric of Belsameth (scranford)

I believe that's everyone so far, let me know if I missed you somewhere in there.


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

Yes, you should be fresh (besides Sanity and Stability if you lost more than what your Sources would heal).


18 after racial adjustment.

If you're going above the cap or if you have a stat below 5 you can move two points from your highest stat to your lowest stat.


Hazdan Fourtoe wrote:
Throg here Hazdan is finished 100%.

Unfortunately, I have capped starting attributes at 18, so the 20 Dex is too high.


Zukhan wrote:
James Keegan wrote:
Zukhan wrote:
James Keegan wrote:

Character Creation

Ability Score Generation As a change of pace, I'd like to do 4d6 drop the lowest for ability score generation. If you prefer not to use that, I'm fine with using the point buy method or ability score arrays from the PHB. No stats can be over 18 at level one.

Is the 18 cap before or after Racial Adjustments?

Zukhan is going to be an Asaatthi Unearthed Arcana Ranger that guides refugees through the swamplands on the peninsula.

After racial bonuses, since rolling up a 20 on 4d6-L is a little suspicious. :)
Haha, I thought it might have been in reference to the point buy.

Ah, right. That's fair.


scranford wrote:
James Keegan wrote:
scranford wrote:

Following is the beginning of my Elven Cleric.

Still have to clean things up, add spells, and racial adjustments since Hero Lab doesn't put these things in the BBC profile, and D&D Beyond doesn't have this output available yet. and write background... but wanted to see if approval was good for now.

Xar-Nixx
** spoiler omitted **

Looks fine to me- what background did you take?
Took Sailor. Was thinking about Pirate, but Xar never really bought into the whole pirate thing... and in many ways still doesn't miss the sea.

Sounds good. I don't have my PHB at the moment but I will do a once over for everybody once I do.


scranford wrote:

Following is the beginning of my Elven Cleric.

Still have to clean things up, add spells, and racial adjustments since Hero Lab doesn't put these things in the BBC profile, and D&D Beyond doesn't have this output available yet. and write background... but wanted to see if approval was good for now.

Xar-Nixx
** spoiler omitted **

Looks fine to me- what background did you take?


Loup Blanc wrote:
James Keegan wrote:
Loup Blanc wrote:
Would I be allowed to use the Hexblade option for Warlocks from Unearthed Arcana? I don't know if it would be fitting for the setting--it seems like it could be--but it seems very interesting. Alternatively, the Bladedancer tradition for Wizards is interesting, although I'd like to even just have access to the spells that were introduced with them.
I'll allow the Hexblade- I'm going to look at ways I can make it fit the setting better. Do they have to take the Raven Queen as a patron?

No, I don't believe they do. The Hexblade is their patron for the sake of the class feature, but presumably beyond that they could worship whatever power they wanted. It mostly boils down to them dealing with some sort of cursed weapon or a spirit inhabiting one, I believe. Don't know if that helps with having it fit the setting.

** spoiler omitted **

It could work in the setting- I would suggest re-skinning the Raven Queen or Archfey to be the Jack of Tears, who is the immortal and fey master of the Carnival of Shadows. The Carnival arrives in a port, bringing festivities and amusing horror... and making pacts. Perhaps your character followed a trail of blood into an alley and brokered a deal with a Shadow Jester for his present powers.

Spoiler:
A half-elf with a Forsaken elf parent would be good- I could imagine them growing up spoiled as they're seen as the last hope for the race but also dealing with the heavy weight of that expectation, especially if they aren't taking to the magical arts or other expected avenues, hence leading to the warlock pact.


Zukhan wrote:
James Keegan wrote:

Character Creation

Ability Score Generation As a change of pace, I'd like to do 4d6 drop the lowest for ability score generation. If you prefer not to use that, I'm fine with using the point buy method or ability score arrays from the PHB. No stats can be over 18 at level one.

Is the 18 cap before or after Racial Adjustments?

Zukhan is going to be an Asaatthi Unearthed Arcana Ranger that guides refugees through the swamplands on the peninsula.

After racial bonuses, since rolling up a 20 on 4d6-L is a little suspicious. :)


spinningdice wrote:

Lhienne Halfling Rogue, in Draft. still a work in progress. Built using 2-part backgrounds from Scarred Lands Book, but if you don't want to use them I'll swap back to a standard one.

Radavel, if you're happy linking up backgrounds, I'm happy to do so. Lhienne used her talents to hide out of the way until you defeated the beast and we've been companions ever since?

Looking good, two-part background is fine with me.


Loup Blanc wrote:
Would I be allowed to use the Hexblade option for Warlocks from Unearthed Arcana? I don't know if it would be fitting for the setting--it seems like it could be--but it seems very interesting. Alternatively, the Bladedancer tradition for Wizards is interesting, although I'd like to even just have access to the spells that were introduced with them.

I'll allow the Hexblade- I'm going to look at ways I can make it fit the setting better. Do they have to take the Raven Queen as a patron?


Yup! First level!


Vrog Skyreaver wrote:
Having looked through the options, would you allow the Stone sorcerous origin for Sorcerer?

Yup, that one's fine. Sorcerers are often seen as being tainted by the blood of Titans- whether that's true or not. Titans most likely associated with stone and metal are Golthagga the Shaper or Thulkas the Father of Fire. Or your association with Stone could be from an ancient connection to the imprisoned dao genies.

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