Bullseye

Jezebeth Marcoul's page

5 posts. Alias of BigBenClockTower.




A woman lay on the floor exposed, weakly trying to pull herself up while salvaging what scraps of her clothing were left. In front of her, a large number of lightly armored individuals were trying to fight against a woman in a full suit of metal armor, wielding a hammer as large as she was. This woman's hair was an unmistakable pink color, bright and magical, and her laugh was boisterous and incredibly loud.

"Bwahahaha~! Ahahahaha~! Bandits! Hear me! Your villainous participation in slavery and its trades will end today!"

The voice was like a slide whistle, but the woman lying on the floor couldn't help but smile as she reached for her glasses, for the level of bravado was being matched with a level of skill she hadn't seen before.

After what seemed to be far too long, the last bandit fell, and the woman with the pink hair tossed the weapon aside, walking now over to the fallen woman. Crouching down, she extended a hand to the bespectacled woman.

"Hi, friend~! Just call me Marcie! You're safe now... Let's get you out of here, okay?"

Though she could still feel the grime of the past several weeks, the bespectacled woman stood up, using the pink haired woman's hand and body in full as a stabilizer.

"... ... ..."

She adjusted her glasses, finding herself falling out of consciousness again.

"Bwahaha~! It's okay, no need to talk right now. Just rest. I'll get you out. I promised someone a long time ago that I'd do so."

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Awaking from her short nap, the woman with glasses rubbed her eyes and climbed out of her bed. She had the dream again, a reminder of the situation she had been in, and of the woman who had been there to save her. She sighed, and walked to the window of her room, looking out at the city as people went by. The location was elevated, and she was thankful for it, as the view was always reassuring. Looking out over the city, she spied the central palace. That was where the Crown-Princess stayed, and where the center of power for the nation was.

Whenever she had that dream, she always found herself looking to the palace. She never knew why, but perhaps that was the fate of an Oracle, to see things and not understand any of it.

Inside a room at a high point inside that very palace, unaware of any observations of its grandeur, a maid bowed.

"Crown-Princess, I have been informed by the soldiers patrolling outside the city that four travelers matching descriptions you gave have been sighted near the city."

The Crown-Princess smiled, a very bold smirk on her face as she turned and pointed a finger at the maid.

"Excellent! Be sure to prepare the audience chamber at once! My throne must be free of blemishes, and I want the best treatment for those four while they are visiting me! Now hurry! They'll be inside the city soon."

As the maid left, the young princess turned to look out of her spire's window, quickly addressing another servant.

"Montgomery, pen a letter to the leader of Respite. The Guildmaster. She owes my mother a favor for taking the map. It's time I called upon that favor now. You know what to write."

As the servant bowed and left to go and pen the letter, the princess proceeded onto her balcony, to overlook the city.

"So, it begins. All is aligning with the prophecy the high priest has been speaking of. He told me there would be four heroes whom defied all odds against them, and they'd be the ones to take this map, this map left to my mother many years ago by that strange adventurer. Though my mother no longer rules, I do, and this map has been passed to me. My high priest tells me that the map is connected to the state of the world as it falls ever more into disrepair. Seeing what I have seen so fervently in my own dreams, I've no reason to disbelieve him.

I am Crown-Princess Estelle Brione, and this is the city of Elssel, the capital of my domain. A jewel of Arenstone, and one of the cities within built almost entirely out of the Etherstone that we are famous for, it is a city home to many guilds and taverns, thanks to the proximity we have to the Blackened Steps, a large and wide expanse of land filled with untold dangers and treasures. Coupled with the renowned welcoming of all cultures that my fair and just laws ensure, Elssel remains a bustling hub of merchants and citizens.

Within these walls, however, not everything is clean. Organizations operating outside of the laws, and their boundaries, are numerous, and collaborations with the very unscrupulous Zero to the east by those groups have made the city a dangerous place. Their existence confirms my dreams, and my high priest's claims.

In the wake of this, I can only trust that the rumors are not enough to deter the group of four uniquely chosen individuals, each bearing an important letter stamped with my signet. Whether they realize they are special, or figured they were just another nobody, none of them know what will be coming in the near future, not even as all four, brought by their own lives and backstories, find themselves standing together, just inside of the city walls with the front gate closing behind them, and the city full of opportunity before them.

All they know of each other is each other's names, and perhaps a bit of their stories and capabilities, but what is unmistakable is that all four hold a letter of summons from the Crown-Princess of Arenstone, that is, I, Estelle Brione, and that they are all requested to see me, together. The world's continued existence will hinge on them, for that is what the high priest has foretold, and what I have personally born witness to."

MERCENARIES OF RISAL: THE MILLENNIUM RITE

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Elssel Square District
The four of you find yourselves standing at the south end of a smaller district in the city of Elssel, with a letter of summons each in hand. The main travel hub for the city, the Square District provides direct access to carriage trains, horses, and boats. The front gate provides the way out of the city, and plenty of smaller general good stores dot the main streets. It was quite busy at the current time of day.

Immediately apparent is the large gate down the street directly north of where you stand, the imposing stone gates bearing a thin silver tint over their beige exterior, and guarded by two warriors armed with halberds. Each was fully armored, and looked rather stoic. Signs seemed to indicate it was the way to the Palace, which itself could be seen over the walls.

To the right, a popular tavern, The Book and Mug, seemed to be busy, with a line outside the door, to the distress of a few young barmaids trying to keep those waiting entertained. They seemed to be offering those waiting free samples of the local specials, and plenty of shot glasses of whatever the latest brew was. There was also access to one of the side streets in the city that would take you further into the Square District. Beyond that street, houses stood nondescript.

To the left, a small general storefront with arranged wears was run by a small green humanoid boasting a wide face, pointed ears, and sharp teeth in a smile mixed with beady red eyes. The wares looked to be of a decent quality, despite the vendor's appearance, and his sign advertised a sale of 20% off all purchases for all "Tribe Members". There was also a street leading further into the Square District. Beyond that street, more wooden arrangements with people talking among each other beside and between the houses standing there.

North Exit: Palace District
West Exit: Square District Westside
East Exit: Square District Eastside
South Exit: Elssel Outskirts

DC 5 Lore: Elssel OR DC 10 Knowledge: Local OR DC 20 Perception:
There are more shops here than meets the eye; most of the stalls in this district are generally unmarked, as the actual merchants typically set up shop in the Market District instead. Aside from The Goblin's Horde, Hroar's Finest and Grabby Goods both operate at stalls here on the left past the street, unmarked, as well as Skeever's Shanty to the right past the street, an unmarked pub operating out of what looks like a standard house.


This is the Discussion thread! Talk about the Campaign and ask me questions here, as well as discuss your characters and other stuff. General OOC chatter.

Discord Link: https://discord.gg/VVru2DP

Use the Discord channel to get quicker communications from me, as I can access it any point of the day (instead of being limited to my computer).


Hello everyone! I am BigBenClockTower (just call me Ben), and I have been away from roleplaying for a while now. I used to try and run campaigns, but work and school had kept me occupied far too much to properly run a game, and most of them died off.

However, I have finished with one of those since, and now I have time available to actually run something, and I am eager to get back into it. So I am looking for players interested in a homebrewed setting I've worked on for years now. In particular, I'm looking for between two and four players. The game will be primarily played out on these forums, and will work as a usual play-by-post game. For any scene involving tactical movements or actions, we will use Roll20. Any descriptive text related to the actions taken in a tactical encounter should still be posted on the forums.

The setting is a continent known as Iteria, though this adventure takes place specifically in the region of Risal, a region steeped in history. The players will be joining a Mercenary Guild early on in the story, and will go through a plot involving trinkets said to unlock the road to an ancient artifact when brought together. Maybe they'll even come to run the guild at a point!

My campaign is one-hundred percent new player friendly, and is story / character focused. If you're interested, and I hope you are, I've put the required reading below.

Starting Level: 5
Races: Core and Featured Races are allowed. Uncommon Races require my approval.
Classes: Core, Base, and Hybrid Classes are allowed. Use the Unchained variant of the Class where available. Templates require my approval.
Ability Scores: Use a 20 Point Buy. No Ability Score can surpass 18, or be less than an 8, before Racial Modifiers are applied.
Alignment: Any non-Evil Alignment is allowed. Lawful and Neutral Evil Alignments require my approval, and Chaotic Evil is not allowed.
Traits / Drawbacks: Take any two Traits. These choices should be flavor / fluff focused, so be ready to justify your choices if asked about them. You may take a third Trait if you take a Drawback. The Drawback should be flavor / fluff focused, so similarly be ready to justify your choice if asked about it.
Deities: Any official Deity is allowed, especially for flavor / fluff, but you cannot be more than one step away from the chosen Deity's Alignment.
Wealth: You will each start off with 5,250gp to spend. Any remaining gold will be pooled, and put towards the initial funding for the Guild Hall (and extras) you will receive early in the story (the more saved, the better, obviously).

Additional Rules: Variant Multiclassing, Automatic Bonus Progression, and Background Skills are all in effect. Anything Occult related is not allowed. A slightly modified version of the Downtime rules will be used for the construction, operation, staffing / membership, and upkeep of your Guild Hall; these will be expanded upon when the need arises (which will be later on in the story). Lastly, Third-Party Content is disallowed.

Special Note 1: Alignments are treated loosely, and not as any kind of hard rule. Lawful Evil can do good things, as readily as Chaotic Good can do evil things. I look at the character's motivations and morals to determine if they are acting in their Alignment or not. Do be ready to justify an act if someone (myself or another player) is concerned.

Special Note 2: Magic Items and Firearms within this setting are less common than they are normally, when compared to base Pathfinder expectations. Treat any of either that you find as though they are irreplaceable (that is, with great care). Expect higher prices as well on many of them.

As to setting information, I am compiling some Google Documents that will be filled with setting information that I can link here (suffice to say they are not entirely finished, and will be amended here when available). I'm leaving a lot of it out of this post as text so as to avoid clutter. However, while awaiting the documents, please do ask questions! I'd love to answer any you may have about the setting, especially if it helps build the character.

When posting a character, please include the following: A backstory, statblock, and a description. Additionally, include a short scene of your character, doing whatever they would be doing right before being given a letter of summons by a mysterious and playful Gnome courier who calls herself Trick.

Remember, ask questions! I'll be recruiting until I get up to four players, or a couple weeks passes. I'll check this thread every few hours, so expect a reply pretty swiftly. Thanks for any interest!


Backstory
Almost 500 years ago, in the land of Cerven, a bustling town that prospered. This town was also the centerpiece of Arenstone, a nation that celebrated all people as equals, where trade and lifestyles collided to form a thriving culture. However, there came a time when tragedy struck the town. What was later described as a cataclysm to end all cataclysms struck the town and the people within. Darkness blotted out the sun, and one of the most violent storms the nation of Arenstone ever saw assaulted the town. It did not take long, and soon, the town fell off the map, wiped away in but one night.

Hundreds of years passed, and the town fell into what became modern fairy tales, a legend spoken of even as a new town, Newpost, was built in its spot. Of course, as is always the case, word spread that the legend, the fairy tale, was in fact very real. The ancient town and its many treasures were an object of fascination that brought many from far and wide to see if the stories were true. A new group of mercenaries set up shop in Newpost, eager to investigate the mysteries, and see if they could find out the truth behind this treasure.

---

Hey everyone, this is a reboot of my Capstone of Iteria setting that I am ready to try and run again. It is quite different in some ways, but much the same in others. I will gladly welcome back any past player who was in the game before life came and stopped me from running it for a season.

You guys will all start as adventurers / mercenaries who have met each other already, and are founding a Mercenary Guild (you guys can choose the name together!) in Newpost, Arenstone. You guys have a map gifted to you by the Crown-Princess of Arenstone, who gave it to you as a welcoming item, since she had no use of it herself (she doesn't buy this hidden town and treasures thing).

The map itself needs to be brought to the Capstone, a structure supposedly located within the local church building dedicated to all religions (as per Arenstone's local laws concerning equality), so that it will reveal the methods to find this treasure. Though she doesn't believe it, it is yours to do with as you see fit.

As this is your Mercenary Guild, you guys will be able to hire and fire any other adventurers / mercenaries you decide should join or not, you can store / retrieve items so long as space is available, and you can request of the Crown-Princess permits to add on to, or redevelop existing parts of, the Guild. Just be wary that it will cost money to do these many of these things, so balance your personal spending with Guild spending.

Alongside figuring out the mysteries of the rumors and the map you hold, there will also be various other contracts you guys can take for extra goods, money, and potentially allies.

---

Character Creation:
For those of you who are creating a new character, they should be built as follows...

-Anything on the d20pfsrd site is welcome. Templates that are not the Skeletal Champion or Zombie Lord must be run by me, as does any 3rd Party material. Basically, for everything, if you have to ask about it, run it by me.

-Guns are Emerging, but still rather Rare. If you happen to have (or obtain) one, treat it as irreplaceable.

-3.5 content will not be allowed for this Campaign. Memorizing the d20pfsrd site was enough of a headache for me, so I don't need to memorize 3.5 too.

-Each character starts at Level 3, being slightly seasoned, and has 3000 in Gold to spend as they see fit. They get a 20 Point Buy and 2 Traits of their choice as well. Gold not spent gets added to the pool that determines the Guild's starting funds, so don't spend all of it if you can help it. Coins weigh nothing.

-First Hit Die is free; roll for each additional Hit Die. You can reroll each die a single time, but must take the second result, whether it is better or worse.

-There are no Hero Points. Experience and wealth may also be awarded outside of encounters and without regard of character level if events warrant it.

-There are no weight, height, or age restrictions, so don't worry about those for your characters. Those of you who want younger or older characters, don't bother with templates and specialty rules. Stat them as normal.

-Alignment isn't an issue here, but will be enforced slightly. Characters should act somewhat closely to their regarded alignment, but must remain a character above all else. Don't follow the exact wording with Alignments (unless the character works that way), but use them as a guide for overall behavior.

-You may run an Evil Alignment provided you talk it over with me first. "Rawrimmadestroyall!!11!" Chaotic Evil isn't cool, but some other forms of Chaotic Evil may lead to some great RP opportunity, so it's case by case. You will be expected to at least play nice with the rest of the party, regardless of alignment.

The following should help with some setting info to make backgrounds.

The Places and Races of Cerven:
Iteria is a large planet, but most of its civilization is located on the continent of Cerven.

Primary Nations [Nation General Alignment]
Arenstone - [LN] - A veritable nation that abides by laws to a near extreme, but does so justly. One of only two nations to be considered a pinnacle of equality among all, they boast a wide variety of churches, shops, and other such things thanks to this. Any race can be found here, and many of the half-kinds are welcomed warmly compared to other places.

Zelnite - [CN] - A barbaric nation primarily dominated by Humans who view strength as the best representation of advancement. They despise the Elves of Arcadia, with whom they share a border, and look disfavorably on other non-Humans.

Arcadia - [LG] - A peace promoting nation populated primarily by Elves who view the pursuit of knowledge as being the most important thing in life. They despite the Humans of Zelnite, with whom they share a border, for their barbaric ways.

Netherwell - [LE] - The other nation known for its equality, Netherwell is also considered to be a true Necropolis; a thriving state of Undead. The equality here is less bound by laws, and more enforced by the enforcement of laws that prohibit infringement on freedoms, as hypocritical as many feel that is. The Undead are also known for their friendliness, and many other races, especially half-kinds, but sans Fae, live in the nation.

Craterwall - [N] - The reclusive nation of Dwarves, who often sell themselves out as mercenaries to the other nations. Many Dwarves take a liking to travel, if only to share their amazing craftsmanship in their weapons and armor. Very proud, most of them dislike other people.

Feyfaire - [CG] - A charming nation of Fae and their allies in nature, the relative carefree natures they have about the world around them often leaves their nation in trouble much of the time. They severely dislike the Undead of Netherwell, for past incidents no one really understand or knows the specifics of. Gnomes call this nation their home, even if many leave to go on their curious missions.

Wildlands
The Wildlands are plentiful unexplored locations, often sweeping and full of surprises. That said, there are a few more notable locations that show signs of having been large scale war zones in the distant past. Ratfolk, Goblins, Catfolk, Tengu, Kobolds, and Orcs, can be found in these areas, whether in wandering tribes or organized villages.

Cratered Expanse - A large cratered expanse that was the site of a large battle in the past. The sheer number of craters present, along with the close proximity to Arenstone borders, lead many to believe that the cataclysm began here.

Wasted Steppe - A large and wild steppe that was the site of a large battle in the past. It has held up quite well, and is mostly intact, despite its supposed history.

Blackened Steps - A large field filled with curious blackened stairs that suggest past volcanic activity. Said to be the site of a large battle in the past, the stairs' relatively untouched state is a worrying alarm for some scholars.

Mountain Regions
The rugged and unforgiving mountain ranges are few in number, but they offer some of the most difficult tests of endurance anywhere in Cerven. Oreads, Strix, Hobgoblins, and Nagaji, can all be found in these areas, alongside less civilized races.

Travail Mountains - The largest and most notable range of mountains, they occupy the sole peninsula that connects Ascension Valley to the rest of Cerven, and are the most difficult range to trek across, with many deaths being attributed to the mountain range. The highest point in Cerven is located here, called Competition's Peak.

Calamity Passage - A valley path that is the sole road through two mountain ranges that connect Craterwall to Arenstone. It is a pathway notorious for the many slavers and marauders that prey on caravans and adventurers traveling between the nations.

Memory Falls - A large and mystical area that surrounds the Tower of Ascension that is filled with large sweeping valleys and waterfalls and rivers everywhere. It is said that one must wash themselves of all their memories here before they can attempt the Tower's challenges, where success equals assuming divinity and becoming a God or Goddess.

Forested Areas
The forests of Cerven are peaceful, if lively, places most of the time, but a few of them happen to have far darker secrets hidden among them. One even serves as the continental Criminal's Run. Grippli and Vanara are normally found here along with less civilized races.

Gallows Forest - This forest is perpetually dark, perpetually foggy, and is one of the most unpleasant places to be at any point during the year. Located to the west of Netherwell, most of the ground is swampy marshland, and difficult to traverse. Convicted criminals are dropped off into the center of the forest, and earn their freedom if they can escape. Some explorers brave the forest by themselves for a challenge...

Arcadian Forest - A large swath of forests that surround Arcadia to the north and to the east, these forests are notable for having never been developed in, despite the development that has happened everywhere else. Hunting is plentiful and easy to do here, and the forest is well-lit compared to most of them, making it an easy place to traverse.

Aquatic Zones
The named parts of the oceans and lakes that exist in Cerven, these zones are treated all as one and the same for the most part. They are home to Gillmen, Merfolk, and other aquatic species.

Sea of Bones - This part of the ocean is off the southern coast of Craterwall, and contains many circulating currents that trap the remnants of ships and crew that were ravaged by the Treacherous Waters to the east. Given the trapped debris and bodies, it got its name, and the name stuck.

Zero Sea - The murky waters off the coast of Zero Island are covered by a rolling and thick fog that messes with any traveler's sense of direction, often resulting in ships "disappearing" with no explanation. Because of these conditions, no exploration of the Island that lies within has ever been done.

Treacherous Waters - An area of waters to the east of Netherwell occupied by a permanent raging storm that has been recorded as having been around for well over a century. Braving these waters is said to be a fool's errand, but many sailors and daredevils attempt to go in and out as part of a dangerous game, where their life is the stake.

"Inletland" - A small slum-like region of land half sunk into the shallow waters created by the currents surrounding the Sea of Bones, it is a trading village and a place for the outcasts of all kind to gather. They also scavenge off of any floating material that the Sea of Bones brings.

Darknight Islands
Islands experiencing a bizarre state of permanent dawn or dusk depending on which half of each Island you're standing on. The Drow, Fetchlings, Duergar, Svirfneblin, and Wayangs all live on these isles.

Noir Island - The largest of the Islands, boats here can go anywhere you want them to. Befriending the local populace, though difficult, can go a long ways towards also acquiring rare goods.

Islands of Zem
Three small islands so aligned around a central volcano that there is an almost spiritual bent to it all. The natives here are more spiritually inclined than most are, and many of the greatest preachers and clerics have been made here at one of the many schools for the subject. Kitsune, Undine, Sylph, Suli, Ifrit, and Vishkanya are all found here in varying numbers.

Zero Island
A lone island unexplored thanks to the Zero Sea's terrible conditions. It is rumored that great challenges with even greater treasures lie on the island, but no one knows for sure, and few dare to try. Many Aasimar, Tieflings, Changelings, and Samsaran, feel a connection to the island for unknown reasons.

For your character sheets, go ahead and throw them on Myth-Weavers or make a PDF of your favorite character sheet. I'll also accept ".por" from Hero Lab files (the preferred option, but do it your way).

Ideally, prior knowledge of the Pathfinder System would be a plus here, but new players are welcomed as well, as we'll all be friendly. That's right. No jerks in my Campaign. Period.

So with all this said, I hope I covered all angles. If you come up with questions I didn't cover here, ask me, so I can answer. I hope you all want to play as much as I do! Hopefully life will let me finish it this time. XD

Thanks!

-BigBenClockTower


Monacoria, Arenstone. One of the largest cities in the neutral state, and home to a surprisingly small number of Mercenary Guilds, with only two having any prominence (if only because of their relative oddities more than anything of skill).

Spectrum is the first of these two guilds. A steadily growing grouping of local thugs and miscreants, they use Requests to fund ends that no one truly knows of, but most assume are definitively underhanded. Some even say they truly believe that the Capstone myth is a real truth, and that they seek it's power.

This leaves them directly at odds with the other group. A group calling themselves the Nultoh Trio. Working as a group of three, they think Spectrum is up to no good, and seek to find out the truth behind their operations. Oddly, while they registered as an actual Guild, they don't recruit anyone, leaving their numbers small.

This leaves an open playing field for the newest Guild to open it's doors...with a special request to see the Crown-Princess at the Castle (located within Monacoria proper) after they survey their building and move their things inside.

Your Guild Hall:
Formerly a Guard Barracks Building, the place has been cleaned up nicely before you arrive. It consists of three rooms, one large enough to stuff close to sixteen bunk beds, one just the right size for about ten storage chests, and one main hall that is spacious, with ample room for tables and chairs.

To fill these rooms, six beds made of very finely crafted stone have been provided (along with a mattress and sheets), as have six individual storage chests (of stone naturally). Additionally, one stone table and six stone chairs have already been provided as well.

A fireplace rounds out the decor, as bland stone walls and floor otherwise make up the place. It was never designed to be fancy however.

The Cobblestone District:
The area your Guild Hall is placed in is conveniently located in the Central Square. Across the way is the entrance to the Castle (flanked by Guards), and a single Bulletin Board stands in the middle of the square, with a single Guard sitting at a small table, filing papers and keeping track of notes, right next to it. The square is populous right now, and it's all hustle and bustle. Occasionally, a Guard on patrol walks through the area as well.

Walking down the street on either side leads to a good amount of shops. Major ones of interest that seem to be more than trinket stores are Wizard's Eye, a prominent Magic Store Chain with a shop in every major city, Hard as Stones, an Arenstone exclusive blacksmith who builds with the plentiful stone Arenstone can access, and Boryll's Junk Hut, a General Goods store that boasts the largest inventory and store size throughout Iteria (located only in Arenstone).

Additionally, the main square also allows easy access to the Magna Gician Magic Academy, the finest magical school in the land, and the Monacoria EtherMail Center, where anyone can send magical messages to others with the right codes or a few gold pieces.

In your possession, you have a letter of requested presence from the Crown-Princess herself, for it was included when the deeds were issued for the building to your group.


For the OOC stuff, and for questions and general player conversation about the game's events, NPCs, character actions, etc, this thread will do. Fire away!

I'll add this note to Campaign Info, but it'll also be posted here for clarity: you guys have the option of starting your Mercenary Guild in Arenstone (my original plan), or, you guys can work out some other location for your Mercenary Guild (Netherwell would probably be the only other area I can think of as being reasonable, but outside of Zelnite and Arcadia, anywhere will work really).

Or, we can look for an alternate method of starting you guys off. Go ahead and discuss! I'll look to have the opening post made on Saturday at latest.


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Hey everyone! BigBenClockTower here (call me Ben though, please)!

I'm putting finishing touches on my latest Campaign, taking place in a fictional world called Iteria.

I was wondering what takers I'd have, and if anyone else would be interested in this. It'd be a Flavor / RP heavy story, so there will be less an emphasis on Combat (although some will likely happen).

As far as intended posting goes, everyone can mostly post on their own terms so long as they post on a regular basis (multiple times daily is best, but hopefully my players are flexible). Post with reason, such as when addressed, and firmly in character (use the [ooc] tags if you must speak out of character, and shield it with [spoiler] tags or parenthesis).

From time to time (once a week preferred, but this is flexible too), we'll all meet for some collaborative TitanPad + Skype posts, where we basically RP live with each other, and then compile our posts before placing them into the thread. If Combat is encountered, we can boot up a Virtual Tabletop, or I can bust out some saved maps I have for us to use, again, all this flexible.

As far as I can reveal for the overall story, it's going to be set in the simple world I made (Iteria), primarily on a single continent in this world (to start) that houses five nations in the midst of what is essentially a cold war. The players would be part of a guild based in one of the nations (player choice of home base), and would receive missions from their higher ups (maybe eventually striking out on their own). There'd probably be some kind of contract board as well for miscellaneous missions for extra lore and filler content if say, some of us need to vanish for a week or so.

As far as allowed content, for our ease of use, anything on the d20pfsrd site is welcome, but needs to be run by me if it is 3rd Party material. Guns are Emerging, but still rather Rare. I'll say this once, but 3.5 content will not be allowed for this Campaign. Memorizing the d20pfsrd site was enough of a headache for me, so I don't need to memorize 3.5 all over again. :P

Each character gets a 20 Point Buy and 2 Traits of their choice. There are no Hero Points, and EXP / Wealth will be awarded by events and accomplishments, instead of per encounter and character level. All characters start at Level 5, and have 10500 in Gold to spend as they see fit. Coins weigh nothing, and there are no weight, height, or age restrictions, so don't worry about those for your characters. Those of you who want young characters, don't bother with templates and specialty rules. Stat them as normal.

Alignment isn't an issue here either, but will be enforced slightly. Characters should act as closely to their regarded alignment as possible while remaining a character. Don't be exact on wording with Alignments, but use them as a guide to behavior. Yes, you may run an Evil Alignment provided you talk it over with me first (no "Rawrimmadestroyall" Chaotic Evil, but other forms of Chaotic Evil may lead to some great RP opportunity, so it's case by case).

Ideally, prior (possibly seasoned) knowledge of the Pathfinder System would be a plus here, but new players are welcomed as well, as we'll all be friendly. That's right. No jerks in my Campaigns. Period.

So with all this said, I hope I covered all angles. Any takers? Anyone interested in participating? I'll probably GM it, but if we want to all take turns, that could be awesome too. Let me know what y'all think and if you're interested! We can always work things out to make it more suitable for us all.

If you come up with questions I didn't cover here, ask me, so I can answer. I hope you all want to play as much as I do!

Thanks!

-BigBenClockTower

EDIT: For your character sheets, go ahead and throw them on Myth-Weavers or make a PDF of your favorite character sheet. I'll also accept ".por" from Hero Lab files (the preferred option, but do it your way).


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