We're looking for a replacement player for our Way of the Wicked game. We are still in the first book:
Where we are:
They just finished the nine lessons and are about to begin their three month training process.
We are specifically looking for an Arcane character. Preferably full Arcane caster and preferabbly someone who focuses a bit more on lying and sneaking.
Our current party consists of:
Halfling Rogue (Master of Disguise)
Tiefling Kineticest
Aasimar Oracle (Flames)
Human Bloodrager (Draconic)
I don't have a definitive recruitment period for this, but I would like to move on as soon as possible, as the game is kind of on hold while we wait so that we can incorporate a new player now.
Character Creation:
•Focus/Foible method for your stat generation. This means choose one focus stat (18), one foible (8), then roll 1d10+7 for all others and set them in any order. If your stats fall below a 30 pt buy (the rest of our group rolled really high), then go ahead and build it up to that, though you can't drop anything below what the dice rolled.
•3rd level
•200 gp of equipment, no leftover gold. You will get some things on top of that once you're in the game.
•Health after first is rolled or half+1, your choice
•Races: Core, Featured or Uncommon. No alternate heritages. Please note that portions of this campaign require you to blend in, so some races will have a disadvantage there.
•Alignment: LE, NE, LN or N. LE preferred. The presumption is that you will be ready to agree to be part of an Asmodean group intent on overthrowing Talingarde. If you are not LE, please add a note to indicate how your alignment would work within this group
•Classes: All paizo. Unchained version of the Summoner Required. Antipaladin can be LE worshiper of Asmodeus. No 3PP (Again remember that full arcane caster is preferred).
•Two traits, one a campaign trait, which can be found in the campaign tab, you were not caught for your crime, though you were exposed. You can take a drawback for a third trait, but make sure it is played as such. In addition, let me know of an extra trait type bonus that you think would be good for your character.
•You need a background that matches what you built. For information on Talingarde, see the Campaign info tab.
I think that's it, but if I missed anything, feel free to ask.
There is a click in the hallway, the telltale sign, someone is coming to visit. The cell door opens and four soldiers enter, manacles ready. There's little point in fighting this. They chain your hands and feat before dragging you outside. The fresh air feels strange in your lungs and the bright light from the sun burns your eyes. By the time your eyes have adjusted, there's only time to catch a glance of the chopping block, a fresh blood stain there, before you are shoved into a wagon. A sackcloth bag is thrown over your head. "Do not speak a word. You're going to hang at the end of this, they don't care what condition I bring you in." The wagon begins to move.
Eventually you arrive, hooded and bound. The sackcloth of your hood obscures much, but you can still hear much and see a little. A sea gull cries as the wagon comes to a stop, and the waves break on a rocky shore line. A single dog barks, but is cut off by a sharp command. When the wagon continues, you can tell it does so over a long bridge. They stop again, though only briefly. You can hear a portcullis being lifted at some gatehouse. You can hear in the background a few other dogs, all responding immediately to the commands of their masters. Finally they removed you from the wagon. Guards mock you as double doors are opened. You are led upstairs past more guards. There is the heavy thunk of a door being unlocked. Only then do they remove your hood and put you in your cell. You can smell the burning brazier nearby. You are about to be marked as one of the forsaken. Welcome to Branderscar prison.
Wocket:
There is a click in the hallway, the telltale sign, someone is coming to visit. The cell door opens and four soldiers enter, manacles ready. There's little point in fighting this. They chain your hands and feat before dragging you outside. The fresh air feels strange in your lungs and the bright light from the sun burns your eyes. By the time your eyes have adjusted, you are shoved into the back of a wagon. A sackloth bag is thrown over your head. "Do not speak a word. You're going to lose your head at the end of this, they don't care what condition I bring you in." Finally the wagon begins to move.
Eventually you arrive, hooded and bound. You are able to make out very little as you are brought to Branderscar prison. But your sharp ears allow you to hear a few things. A sea gull cries as the wagon comes to a stop. A single dog barks, but is cut off by a sharp command. The wagon begins moving again and only a few minutes later you arrive at your destination. You can hear in the background a few other dogs, all responding immediately to the commands of their masters.
Your captors enter the wagon, and you are dragged inside a building past more than one mocking guard. You go upstairs and hear the heavy thunk of a door being unlocked. Only then do they remove your hood and put you in your cell, chaining you with your arms above your head. You can smell the burning brazier in the next room. You are about to be marked as one of the forsaken. Welcome to Branderscar prison.
Charmain:
There is a click in the hallway, the telltale sign, someone is coming to visit. The cell door opens and four soldiers enter, manacles ready. There's little point in fighting this. They chain your hands and feat before dragging you outside. The fresh air feels strange in your lungs and the bright light from the sun burns your eyes. By the time your eyes have adjusted, you are shoved into the back of a wagon. A sackcloth bag is thrown over your head. "Do not speak a word. You're going to the salt mines at the end of this, they don't care what condition I bring you in." The wagon begins to move.
Hooded and bound, there is little you can hear or see on your way into the prison. The wagon ride is rough and bumpy. The guards are impatient and loud. But you do hear something else, the barking of a dog as the wagon comes to a stop. And then they bring you in, drag you up stairs to your cell. Finally, they remove the hood and place you in chains with your arms above your head. You can smell the burning brazier in the next room. You are about to be marked as one of the forsaken. Welcome to Branderscar prison.
Silarsha:
There is a click in the hallway, the telltale sign, someone is coming to visit. The cell door opens and four soldiers enter, manacles ready. There's little point in fighting this. They chain your hands and feat before dragging you outside. The fresh air feels strange in your lungs and the bright light from the sun burns your eyes. By the time your eyes have adjusted, you are shoved into the back of a wagon. A sackloth bag is thrown over your head. "Do not speak a word. You'll be torn apart at the end of this, they don't care what condition I bring you in." Finally the wagon begins to move.
Hooded and bound, there is little you can hear or see on your way into the prison. The wagon ride is rough and bumpy. The guards are impatient and loud. But you do hear something else, the barking of a dog as the wagon comes to a stop. And then they bring you in, drag you up stairs to your cell. Finally, they remove the hood and place you in chains with your arms above your head. You can smell the burning brazier in the next room. You are about to be marked as one of the forsaken. Welcome to Branderscar prison.
Heverly:
There is a click in the hallway, the telltale sign, someone is coming to visit. The cell door opens and four soldiers enter, manacles ready. There's little point in fighting this. They chain your hands and feat before dragging you outside. The fresh air feels strange in your lungs and the bright light from the sun burns your eyes. By the time your eyes have adjusted, you are shoved into the back of a wagon. A sackloth bag is thrown over your head. You try to speak, but are cut off with a sharp knock to the gut. Finally the wagon begins to move.
Hooded and bound, there is little you can see on your way into the prison. The wagon ride is rough and bumpy. The wagon comes to a stop. And then they bring you in, drag you up stairs to your cell. Finally, they remove the hood and place you in chains with your arms above your head. You can smell the burning brazier in the next room. You are about to be marked as one of the forsaken. Welcome to Branderscar prison.
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.
One by one you are brought and chained in the same communal cell dressed in nothing but filthy, tattered rags. Each of you receives the same greeting when you arrive. You are held down by rough hands and branded upon the arm with a runic F, Blackerly, the watch sergeant, laughs as he presses the brand to your skin. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner--male or female, commoner or noble--all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.
Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Talingarde has already shown it is not welcoming to your kind.
For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who will be left to say how you were driven to your crime, or how truly unjust Mtira's "justice" is? None. None to mourn you, and none to do anything other than say, "it was right that they died."
Once you are all chained and have been branded, a man comes in, the very definition of a knight in shining armor--though you are the villains in his story and not likely to be rescued. He walks up and down the cell in front of you, giving a pitying and disgusted look to each in turn. "You have all abandoned the light of Mitra, and as such have been forsaken. I will be back in three days with a full company of knights and nobles, where we will witness your deaths under that light which you have abandoned. It is too late to save your lives, but maybe you have time to save your souls. Think on that for these three days." The knight leaves without saying another word or waiting for reply.
Heverly:
You recognize the man in shining armor as the one that captured you, Sir Richard Havelyn.
Finally not long after he's left, the guards step outside the cell, and for the first time you are alone with the other condemned. There is only one other in the room with you, down at the end of the room in his own cell, though he seems to be uninterested in you at the moment as he stares at the door, where . The smell of burning flesh still hangs on the air. The creature's heavy breathing and the subtle clink of chains as you shift are the only noises in the room.
Go ahead and take a moment to describe yourself and what you are doing. You are welcome to interact with the other prisoners at this point as well
Welcome to the discussion thread, congratulations all on making it into the game. Come in and say 'hi.' We have a few housekeeping things to take care of before we get started.
1. Please make sure that if you have not already created a profile for your character, you do so now. Make sure that your crunch and background are both in the profile. Anything not listed, I will derive from stats and the minimum known values for your class/race. (ex. You are an elf rogue and I need to know your Perception bonus for an opposed check vs a trap, and it's not listed in your profile. I will assume you have zero ranks and zero traits, so it will be a wisdom roll +1/2 level for trapfinding +2 for Keen senses).
2. I will roll initiative for all at the start of any fight. In addition I will roll most automatic rolls you make (like saving throws vs enemies, or opposed rolls vs bluff, etc.). I will however let you roll your own dice on save or suck type situations. It doesn't seem fair for my luck to make that choice for you. If that happens, I will put the effects with the DC in a spoiler when I ask for the roll. All rolls I make for you will be done in alphabetical order in order to keep some semblance of order to it.
3. When you make any action that requires a roll (or might require a roll), go ahead and roll it when you announce the action. If it doesn't require a roll, I'll just ignore your roll (even if it's a natural 1). If it does I'll take what you rolled. Even if you rolled for the wrong skill (ex. you rolled disguise when the most appropriate roll is bluff), I'll just take your roll and apply it to the correct skill.
4. When I have a spoiler with a name on it, it is only for that person. Please do not open spoilers for others, and especially don't read spoilers behind a GM Screen. If the spoiler says something like initiative or will saves, that's me rolling your dice, and you are welcome to look, but there's usually not much of interest there. There will be a very few things that I roll secretly for you, as needed to serve the story, and those will be behind a GM Screen.
5. When we start combat, you may post your actions at any time. I will post a "Round Update" at the end of each round where I will resolve all actions in the most logical way possible according to initiative. In battle, I will bot anyone who has not posted 24 hours from my previous "Round Update."
6. If you have not already given me a contact email address, please PM that to me now. You should all have a PM from me that has my contact info. You're welcome to use this for anything you need to discuss with me for this game.
7. Finally, there is one small background issue we need to take care of, not a big deal, just a potential inconsistency. Talia, You'r interactions with Smiley Tawd need to take place in a different prison, before getting transfered. The game will start on your first day in Branderscar
Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends. What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only . . .
No. No one has ever escaped from Branderscar Prison. This is where your story ends.
I am looking to run a Way of the Wicked campaign. Read below if you are interested.
About Me:
I have been playing Pathfinder for about 8 years now, and GMing for about half of that. This is my first foray into PBP, but it is something I've watched for a good long time. I am excited to play, and want to create a great experience for us all.
I usually try to play RAI, but in the end I want us to have fun and have a good story. If a change in the rules fits the story better, then I'm going to choose the story first.
Expectations:
I am planning to run this all the way through. If you're not planning on playing this till the end (which means likely a year or more), then I'd suggest looking for a different campaign. This is definitely going to be a lot of work. Speaking of a lot of work, if you are new to PBP, then check out Doomed Hero's guide to PBP for a little help in getting started. Secondly, for everyone involved, I'd like to suggest that you check out Painlords Advanced PBP guide, even if you've seen it before, it's always good to get a little review of these helpful principles of PBP. I expect players to use these principles. This is a fun, collaborative story. My goal is for us to build a story together, and that's what I hope you'll be doing to. I'm looking for more roleplayers than rollplayers, though this is Pathfinder and there will be plenty of that. That doesn't mean I'm looking for novelists, but I am looking for people who are willing to help put hooks in their posts and respond to others' hooks.
I expect you to post once per day, M-F. I'm not going to require weekends, but it wouldn't be a bad thing either. If you are going to be away for a hiatus of any sort, please let us know ahead of time if possible. When it is not, please let us know as soon as possible. If you are applying, you are telling me that you are willing to send me a PM with a form of RL contact information should you be selected (I'm mostly looking for email, but if there is something that you'd prefer to give, I can live with it) so that I can contact you should there be any issues contacting you on the boards. I might also be creating a discord for this, though I'm still undecided on that point. I will be using Roll20 for maps. I expect that you will read posts of me and others before responding, that being said, I will not accept any applications from those who have not read through this. Therefore to show that you are listening, send me a PM letting me know you read and understood these expectations to complete your application.
Character Creation:
•Focus/Foible method for your stat generation. This means choose one focus stat (18), one foible (8), then roll 1d10+7 for all others in order. If your stats fall below a 25 pt buy, then go ahead and build it up to that, though you can't drop anything below what the dice rolled.
•Races: Core, Featured or Uncommon. No alternate heritages. Please note that portions of this campaign require you to blend in, so some races will have a disadvantage there.
•Alignment: LE, NE, LN or N. LE preferred. If you are not LE, make sure to share what will make your character work within a LE organization. In addition it is preferred that you follow Asmodeus. If you do not, make sure to share why you would work with an Asmodean group.
•Classes: All paizo. Unchained version of the Summoner Required. Antipaladin can be LE worshiper of Asmodeus. Because of the way this AP starts, Vigilante class will not have access to their social identity until after they escape the prison. No 3PP
•Background Skills are in effect
•Two traits, one a campaign trait, which can be found in the campaign tab. You can take a drawback for a third trait, but make sure it is played as such.
•Starting Wealth: Nothing except some dirty rags that some might call clothing. You are in Branderscar prison after all.
•You need a background that matches what you built. For information on Talingarde, see the Campaign info tab.
•I am looking for 4 or 5 players. Recruitment will end 12/14/18 at midnight my time (GMT-7).