Dang. This recruitment loaded up fast! Falcon’s Hollow was great, and I still miss that game. Well, I’ll try to squeeze in here. I’d like to submit Quincy Harker, dhampir, adept, chance survivor. Quincy had a troubled start in life. In short, his mother had an unfortunate run in with a vampire, who was later killed by his (adoptive?) father and family friends. Quincy has tried to find his way in the world, though that way has not been easy. Many have made him an enemy. though he still trusts in the goodness of others. His parents’ friends and Professor Lorrimor have shown him that. He is eager to see Ustalav, as it feels like a fitting call given his “condition”. I’m assuming adept for moving into alchemist or witch. I have a couple of ideas. I like the idea of this guy being a bit out of his league with all of these other, more-focused characters and having to come into his own. I see him developing his niche within the group and being able to work well with them. Also, thanks for the NC-17 warning. I’m not concerned, but it’s good to know what I’d be getting into.
Don’t worry about the delayed post, Seffie. Life does that to all of use from time to time. I hope, for you sake, that’s it’s nothing major. And this goes for everyone, I’m fine with some retroactive posting. So when you’re in a situation like this, feel free to be like, “And right before he said that, I …” Unless you using the information from the post to subvert something or if it’s combat related, it should be fine. I think that’s a nice thing about PbP.
Before the group is able to leave the square, the bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. After a few moments, a murmur passes through the crowd as it slowly parts to let Mayor Uptal through. He leads the way with a tarnished silver lantern. Behind him, an old pony drags a cart laden with backpacks and supplies. Even the sky has darkened as if mourning. Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk. Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?
Hey. Sorry for being MIA. It’s been a rough week. Sick kids. I hope everyone is still here and ready to get started. It’s great to see some interaction already! Below I’ve given each of you an NPC in town to have a connection to. I’ll let you develop these as much or as little as you like. The module as written has mentors for the core classes, so I’ve tried to head in a similar vein. They may not be mentors or even of the same class, but they should be able to connect in ways many other townsfolk would not be able to. Let me know if you have any issues with these, and we’ll work it out. Also, gameplay post will be up soon. Somonti:
As you included in her backstory, Holgast is helping Somanti as best he can. He find her powers both fascinating and frustrating. Holgast (N male human wizard 6): On the eastern edge of town is a single tower, leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Although Holgast is very knowledgeable, he is old and quite forgetful, meaning that the townsfolk (the mayor in particular) only consult him if the need is truly great. Holgast spends most of his days wandering about his tower, reading books, smoking his pipe, and taking naps. Once a week, he wanders into town to purchase supplies and provisions with his seemingly inexhaustible reserve of perfect golden coins, which he claims came from an immense hoard some years ago. Holgast makes for a frustrating mentor. His lessons are erratic and old fashioned. His apprentices are required to do all manner
Aeric:
While searching for peace in Kassen, many townsfolk from the tavern suggested meeting with Ilimara who may hold the path to peace, if Aeric could stand the tireless hours of training. (I thought this would blend in well to when you dip into fractured mind.) Ilimara Oniri (LN female human spiritualist 2): While most of the people in Kassen were born and raised within 10 miles of town, Ilimara was born in Qadira in a town with a name most of the humble folk of Kassen could not even pronounce. Not surprisingly, this beautiful and exotic woman keeps to herself. She has lived on the outskirts of town for almost 8 years now, claiming that she is trying to find peace in her heart. Ilimara has had a number of acolytes over the years, each hoping to learn the secrets of Irori that Ilimara claims to practice, but so far, all have abandoned her tutelage for a simpler road. Anyone who learns from her, however, quickly uncovers that there is a darkness hiding in Ilimara, and only those with an iron will can bear to be around it. Seffie:
Father Rantal Prasst is the one cleric in town, so she would know him. He has welcomed Seffie as a fellow faith leader. There is a small shrine to Pharasmas, and he encourages those worshiping/seeking favor from Pharasmas to seek her out. How Seffie views Father Prasst is up to you. Father Rantal Prasst (NG male human cleric 2 of Erastil): The small town of Kassen has only one temple and it is devoted primarily to Erastil, but Father Prasst allows those who worship other friendly gods to pray at the temple as well. While Father Prasst does not offer services in the names of these deities, there are small shrines to other gods set up in some of the alcoves, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is a kind and understanding man, but he is hard when it comes to the defense of the community. He is quite young, only 24, and many in the community do not put too much faith in his council, except in spiritual matters. He was trained as a soldier in Tamran, but he left after his first battle to become a priest, and refuses to say why. Mizuchi:
Living out in the forest, Mizuchi and his family have had frequent visits from Olmira Treesong. Though a little odd, she has always been kind and helpful to the family. Olmira Treesong (N female human druid 2): Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, mimicking local animals, and counting the night’s stars. Sumak:
Paphros Vargidan, son of Moltus Vargidan, works as an errand boy for the Silvers. One of his errands is to collect turnips from Sumak’s family farm. He soft-spoken and a bit awkward, but he’s also friendly. Sumak has seen the boy use his powers, which remind the half-orc of his own. Paphros Vargidan: If you ask a dozen folk in Kassen who the strangest family in town is, you would get the same answer 12 times: the Vargidans. This old family has a touch of magic (or something) in its blood, with each one of the children showing some wild talent. Where this “magic” comes from is a mystery, and the family refuses to speak of such things in mixed company. Lording over the family is the wealthy and eccentric patriarch, Moltus Vargidan, Paphros’s father. This aging man has white hair that trails down to his knees, and he can often be found wandering the halls of the estate, muttering to himself. Living with him are almost a dozen children (each from a different wife) and a pair of lifelong servants. Those who come from this house have been forced to learn things for themselves, because the old man shares few of his secrets, and many of the children are starting to believe that his grip on reality is slowly slipping. Jobu: When gossip around town spoke at Jobu’s kinetic talent, another growing kineticist, Arnama reached out to him. Though their elemental manipulations are vastly different, she still know some helpful tricks. Arnama Lastrid (NG female human ranger 2, kineticist 2): Nirmathas is known for its rangers, valiant woodsmen who have spent years carving out a nation and protecting it from foreign and domestic threats. Arnama is one such ranger. She is tough, quiet, and more than willing to risk her life to protect the people of Kassen and the country she has grown to love. Arnama was orphaned during the early wars with Molthune, growing up in a band of adopted parents. These rangers taught her everything she knows about hunting, tracking, and guiding. When Arnama came of age, she left the band to find out where her parents came from. That trek led her to Kassen, where she has remained ever since, living in their old house just outside town. Here she began developing latent psychic powers that allow her to manipulate wood.
Each autumn, the village of Kassen sends a group to the Crypt of the Everflame to light a lantern from the magical fire. This lantern is preserved all winter representing the town’s resilience.
I’m recruiting 5ish players for the Price of Immortality Trilogy (Crypt of the Everflame, Masks of the Living God, and City of Golden Death). Posting Rate: 1/day on weekdays and 1 on the weekends; I’m flexible with this as long as things keep moving. And let me know if you’ll be out for a period of time so that I can bot your character if needed. Combat: I’ll be using Roll20 for battle maps. I’ll be using block initiative so that multiple people can post their actions. If a character’s action no longer make sense, I’ll adjust as closely as I can. This is all to keep things moving during combat, which is notorious for slowing down games. Balance: I like a good balance of RP to combat, and so I’ll be picking player’s with interesting backgrounds and themes over optimization. Character Creation:
Ruleset: PF1
Classes:
Races:
Alignment: No evil.
A note on psionics. Transparency will be on. This means that magic and psionics interact in the same way. For example, detect magic will detect magic and psionics. Submissions: All character submissions should include the following: A full alias isn’t required for submissions, but please include the character name, race, class, deity, if any, and alignment. Also include a brief background, a personally of at least three descriptive words, 2 quirks, 1 flaw, and 1 distinctive physical feature.
“Welcome to the town of Lilywhite, favored home of Cayden Cailean! You find us in the midst of our annual Rum Punch Festival—a truly blessed time for all!” ——————————— Hi all. I’d like to start a lighthearted play through the Plunder and Peril module with a twist. As the thread name suggests, I’m looking for characters who like hitting the bottle, or to drop the euphemisms, getting drunk. Have you ever wanted to play a Drunken Master or Drunken Rager but felt it out of place in a ‘normal’ campaign? Well here’s your chance! I’m looking to recruit 6ish players. We’ll go with the typical posting rate of once per weekday and once on the weekend. I won’t be a stickler about this, but I will keep things moving. If you’ll be unable to post for a bit, please let us know so I can bot your character, and not accidentally maliciously kill them. For combat, same post rate. I’ll be using block initiative and adjust actions as needed to keep things moving. (E.g. If two characters attack the same enemy, but the first character kills the enemy, I’ll have the second character attack another enemy or do some other logical action.) I’ll be using Roll20 for maps. I’ve created a player’s guide for the game that lists some player options related to alcohol, including some 3pp options. For 3pp options that aren’t on d20pfsrd, I’ve included the detailed bits. If you know of any others, I’d be happy to learn of them. I’m also open to homebrew ideas. No guarantees there, but I’m happy to discuss those ideas over PM. For other details on the game, check the spoilers below. Alcohol Alternative Rules:
I’ll be using the levels of inebriation from Inner Sea Taverns. I’ve not seen them online anywhere, so I’ve included them in the player’s guide. Character Creation:
Ruleset: PF1 Starting Level: 4th Ability Scores: 20 pt buy Races: Core and featured, plus grippli, kitsune, nagaji, vanara. Also, this 3pp
Class: See the player’s guide for related options, but I’m open to other ideas. I’m not familiar with most of the occult classes nor 3pp stuff, but if you come up with something fun in that realm, I’m happy to consider it. Additionally, any character that can’t cast spells gets the Combat Stamina feat for free. Alignment: No evil. HP: Max first level; otherwise, half rounded up (e.g. d8 is 4) Traits: 2, no drawbacks for more. Firearms: Emerging
Wealth: At level.
Plunder and Peril:
The adventure starts off at the Rum Punch festival with festival games. An opportunity to join a pirate crew arises, and then it’s off on a treasure hunt. There are many opportunities for role-play as well as combat. Submissions:
All character submissions should include the following: Character name, race, and class(es)
I’ll be leaving recruitment open until the end of of July 29th. I’ll take a up to a week after that to decide and get started.
I think Rise is popular because it follows pretty standard fantasy themes and does it well. The others focus on different themes, like Egypt in Mummy’s Mask or add additional rules, like kingdom building in Kingmaker or mythic rules in Wrath. And then, of course, there are the ones that aren’t done well and need extra work on the GM to make work.
I’m not familiar with the Combat Stamina variant. Is there a reference I can look at? I’m deciding between a Soulknife and a Wilder/Pyrokineticist. You also mentioned VMC, (variant multiclassing, I assume). Are only the martial classes available? Are there any psionic variant multiclassing rules anywhere? |