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Hi folks, Have a need for some new blood in a recently started Second Darkness campaign.
We've only just started, so you haven't missed much! Looking for 1-2 ( or even 3! ) characters using the creation guidelines below.
Character Generation!
Do not use the official campaign traits , use the following instead.
Campaign Traits!: : Cromarcky’s Gendarme: You are part of Riddleport’s Gendarmes—they’re what passes for the law in the City of Cyphers. Whether you’re one of the vanishingly rare honest officers or one of the many content to take bribes and break legs in the name of maintaining order, you’re in a better position to tip the balance of local politics than most, even if your job doesn’t pay much. You’ve developed a healthy sense of paranoia (in Riddleport, it’s not a question of if you’ll be stabbed in the back, but when) and a good feel for the city—and you’re used to striking first once it’s clear hostilities are about to happen. Attending the Gold Goblin’s gambling tournament sounds like a good way to let off some steam; if the gambling doesn’t take your mind off your troubles, the drinks certainly will. And besides, Cromarcky’s bound to have questions as to why Saul Vancaskerkin was stupid enough to return. You gain a +1 trait bonus to Sense Motive and Knowledge (Local) checks, and one of these is always a class skill for you. You also gain a +1 trait bonus to Initiative rolls. Knocmar’s Mouse: Your childhood was spent in Riddleport’s filth-strewn alleyways and dark corners, stealing what you could and fighting or begging for what you couldn’t. It was not a dignified existence, but it was one you could claw out for yourself—and it was your tenacity that caught the attention of one of Riddleport’s crime lords, Varnal ‘Split Face’ Knocmar. The beggar king took you under his wing and taught you how to become a more successful criminal, sending you on more and more daring burglaries as you grew older and improved your skills. Now it’s time to strike out on your own before one of the jobs Knocmar sends you on gets you imprisoned or worse. The Gold Goblin’s tournament should be the perfect place to start making your name—even if you don’t strike it rich at the tables, there’s bound to be plenty of marks with purses ripe for the picking! You gain a +1 bonus to Sleight of Hand and Stealth rolls, and one of these is always a class skill for you. You also gain a +1 trait bonus to Reflex Saves. Lantern Informant: You’re one of the rarest breed of folk in Riddleport—you’re someone respectable. The ones in charge either ignore you or otherwise don’t see you as a threat, the smallfolk don’t mind so much when you pass them by and you know what to do to get the gangs to leave you alone. By all standards, you’re no one of importance: that was why you were contacted. A stranger in a dark green, leaf-embroidered cloak and bearing a fancy lantern tracked you to your home one night and offered you gold for information regarding Riddleport’s leaders. You told him what you knew, accepted your payment and thought you’d never see him again—but he came back the next week. And the week after that, and for many weeks afterward. Now, the stranger has made a bigger request of you—he wishes for you to attend the Gold Goblin’s opening tournament and find out everything you can about Saul Vancaskerkin and why he has returned to Riddleport. You gain a +1 trait bonus to Diplomacy and Perception rolls, and one of these is always a class skill for you. Out-of-Towner: You’re not from Riddleport originally. Whether it’s from your clothes, your mode of speech or how you carry yourself, that fact is very visible to any local who sees you. As a result, people tend to underestimate just how savvy and dangerous you can be. You’ve learned to use this tendency to your advantage, letting them think they have the upper hand until you prove otherwise in a suitably threatening display. Riddleport is said to be a city of opportunities, and you’re going to make the most of them—starting with the Gold Goblin casino’s opening gambling tournament. You gain a +1 trait bonus to one Craft or Profession skill of your choice, and a +1 trait bonus to Intimidate rolls. Intimidate is always a class skill for you. Pamodae’s Catspaw: Passion can loosen the lips of even the most private of people, and you have firsthand experience in that. You are a worker in the House of the Silken Veil—Riddleport’s biggest brothel and temple of Calistria. Your boss, High Priestess Shorafa Pamodae, is one of the city’s foremost information brokers thanks to her extensive clientele—and the skills of her employees in pumping them for secrets. Saul Vancaskerkin’s return to Riddleport is of particular interest to Pamodae, and you were chosen to go forth, insinuate yourself into Saul’s good graces and determine just what would compel Saul to return. You gain a +2 trait bonus to Bluff checks made against people who are attracted to you, and Bluff is always a class skill for you. Also, choose one spell of the enchantment school that you know. The Saving Throw DC of that spell is increased by one against any who are attracted to you.
The old pirate takes a pull from his watery, but free , beer, "I'll tells ya, back in me day, there was blood in
Such a tale has been told you many times by the oldtimers , fond of telling anyone who'd listen that the old Riddleport
However, you live in the new Riddleport, for woe or weal. Navigating the shifting power of the Crimelords and those under
Now adding to the intrigue and skullduggery of Riddleport, the Blot appears, bringing with it wonder and fear in equal measures.
Check with these skill checks to see what you know of the mysterious Blot Diplomacy( gather information) DC 10:
The darkness in the sky over Riddleport is known locally as Blakely’s Shadow, or simply the Blot. Diplomacy( gather information) DC 14:
The Blot first appeared over Riddleport about a month ago and has remained in the sky ever since. It has changed size and shape and has even disappeared intermittently, but has always returned after several hours. Diplomacy( gather information) DC 18 :
The overlord has offered a 500 gp reward to anyone who can determine what the Blot is and if it poses a threat to the city. Many have undertaken the challenge but so far there have been no results. Knowledge (arcana)DC 12 :
Riddleport has a long history of mysterious phenomena connected to its infamous Cyphergate Riddle—the long-sought hidden purpose of the stone arch that rises over the harbor. Old accounts tell of strange lights moving in the sky and sounds issuing forth from it without explanation. The manifestation of a shadow in the sky is something new, though. Knowledge (arcana)DC 16:
No known magical traditions explain the existence of the hovering shadow, and it does not bear the trappings of any known spell. Knowledge (arcana) DC 20 :
The wizard Argentus Blakely (a noted Cyphergate scholar) postulated that the Blot is some sort of convergence for focusing arcane energies. He has yet to prove his hypothesis but is running several experiments to test its validity. Knowledge (Local) DC 10 :
A local cyphermage and stargazer named Argentus Blakely first noticed the Blot before it was visible to the naked eye. He called it an “atmospheric shadow” and it was subsequently named for him as it became more visible. Knowledge (Local) DC 14 :
Blakely flew up to investigate the eerie shadowy Blot a week after it appeared, and reported that the interior was strangely cold but that the blot itself seemed no different than a regular cloud—apart from its unusual color. Knowledge (Local) DC 18 :
Blakely’s been out of town recently, on a long journey to Magnimar and thence to Korvosa to research the Blot in the libraries there. In his absence, the Order of Cyphers has been leading the charge on additional localized investigations of the Blot. Nature DC 10:
The Blot has no known analogy in nature. Nature DC 15:
Birds and flying creatures appear to avoid the air space around the Blot. Although it resembles a dark cloud, the wind seems to have no real affect on it. Nature DC 21:
The movements of the Blot seem to be related to the tides—it is at its largest at high tide and at its smallest at low tide, although periodically, changes in its size seem to occur at random as well. Perception DC 10:
The Blot changes shape and size somewhat, but is generally ovoid in shape and hovers alternately over the harbor and gulf just south of Riddleport. It is dark like a shadow but does allow some light through, albeit dimly, and flying objects can faintly be seen through its obscuring haze. It casts a faint shadow on the ground beneath it depending on the angle of the sun. Perception DC 15 :
The Blot hangs at a fairly constant altitude of about 2,500 feet and appears to be roughly 250 feet long by 130 feet wide. Perception DC 18 :
The Blot seems to move in a pattern that appears erratic until studied closely. It follows an elliptical orbit traveling north over the town and south over the gulf, shifting north and south as the tides shift. It is closest to Riddleport at high tide. A somewhat discraced Crimelord has made a resurgence. Saul Vancaskerkin
Each of you are attending the "Cheat the Devil and Take his Gold' Event at
Although the Gold Goblin stands in a much-neglected neighborhood and the building itself has long stood dormant and empty, it makes a comeback as the big day
Hello to All! This is a recruitment for an Age of Worms campaign set in Golarion. Welcome refugees from Dungeon Madame's earlier recruitment: link All and sundry are welcome to apply. Recruitment will be open for one week , ending Tuesday, March 31st at 12:00PM EST Character creation guidelines are similar to Dungeon Madame's, but different ( differences bolded for those returning applicants) Dungeon Madame, forgive me if I steal some of your ideas and for borrowing a bunch of your original recruitment post and your campaign traits :) Setting : The town of Diamond Lake, Varisia. 25 years after the Iconics dealt with the Runelords. Other APs can be assumed not to have happened. Magnimar takes the place of the Free City of original AP.
Character Creation Guildlines:
Class/Level: 1st Abilities: 25 Point Buy, no more than 13 points on any one ability. Races: Core races, other races on a case-by-case basis. I’m open to it if you have a concept that fits, but nothing too weird. Classes: All Official Pathfinder ( Unchained Summoners only ) and fighters start with +4 skill points and Combat Stamina as a bonus feat. Sources: All Official Pathfinder....no 3rd party, no VMC Alignment: Any, but create characters with nuance and depth who can be team players. Any evil PCs should be written with room to grow. Action Points: Everyone will start play with 5 Action Points (see spoiler). Equipment: Max starting gold for class No non-Core armor, weapons, or combat items without GM approval. Hit Points: Max for first level. Feats: Elephant in the Room Feat Tax changes ar in effect. Helpful Link Traits: 2 traits. One trait must be a Campaign trait—see spoilered list below. Drawbacks on a case-by-case basis. Skills: We are using Background Skills. Knowledge Skills not changed Action Points:
Each character starts with a pool of Action Points. Action Points have 5 main uses. You can only spend one AP per turn, aside from the rules for Cheating Death and Final Stands. Modify a Roll: You may spend an AP to gain +1d6 retroactively to a d20 roll, though before the results are declared. Complicate a Failure: You may spend an AP to turn a failed check into a success-with-complication. Purely for ease of posting, you must tell me you intend to do so before I give you the result (if you succeed on the check, the AP isn't spent). Simplify a Complex Action: You may spend an AP to enable a complex action to be completed in one round—nothing cheesy, but things like "I grab an alchemist fire, run to the door, throw the flask and slam the door shut" that are hampered by the game's action system. Cheat Death: Whenever a blow would otherwise kill you, you can spend half your normal maximum in Action Points to instead stabilize at negatives equal to your Con -1—basically, on the brink of death but alive. Final Stand: Whenever knocked unconscious but not killed (or already unconscious from damage), you can spend however many APs you have left to remain conscious and fully-functional for up to double that number in rounds, after which point you die no matter what ("wounds beyond anyone's ability to heal", barring a heal spell or similar). Alternatively, you can spend 1 AP at any time to become conscious but unable to take any actions beyond speaking, which doesn't come with the "inevitable death" clause.
Campaign Traits:
Claustrophobic Either from working in the dangerous mines, time in prison, time dungeoneering, or some other experience in tight spaces, you have developed a deep, abiding fear of being put in a box—but you have learned to channel it positively. You gain a +1 bonus to Escape Artist, and it is always a class skill for you. Additionally, once per day, you may reroll a saving throw against a paralysis effect. You must take the second result even if it is lower. Bomber's Luck You used to be—or still are—a demolitions expert for the mines, and you know a thing or two about not getting yourself blown to bits. You gain a +1 bonus on Reflex saves. This increases to a +4 bonus against area effects caused by you. Worm Chaser
Retired Goon
A Little Bird Told Me
Light on Your Feet
Haunted by Destiny
Ominous Patron
Allustan's Apprentice
Wayward Apprentice
This Tastes Like Rat Poison! I Love Rat Poison!
Old Rival
Child Explorers
Horrible Lesson
Horrible Gift
Dangerous Curiosity
Ebon Exile
Big City Exile
What I Expect from Players:
This is straight from Dungeon Madame's post, but it perfectly sums up my thoughts , I though I'd poach it as well ! Posting Rate: I work from home so am able to post anytime. Still there are days where it's difficult to find the time. I try to keep at a 1/day post at least.
How I’ll Choose Players
I will be looking for players who I think will get along with each other and handle issues good-naturedly. #2 Priority: Interesting backstories. Your backstories should have lots of hooks, as well as meat to hook into—it’ll come up in the campaign, so give me material to play with. You don’t have to write a tragic novella, but don’t just say, “He’s just a chill guy who wants to go on an adventure.” If you want a character whose adventure is only just beginning, I’ll at least want to see that they have character elements we can build on later. Maybe you want the chill guy to have a character arc where he learns to take things seriously, or where he finds out how dangerous adventuring can really be. That sort of thing. I will be looking for PCs whose backstories complement the story and tone and offer interesting hooks. #3 Priority: Good roleplay and characterization, and understanding of tone. This is a character-focused game, and meant to be a relatively serious one—jokes are fine, but joke characters are not. Nothing sillier than Princess Bride. The biggest running theme of this AP is slow decay. Things are getting worse, and many of the people who were supposed to fix things are either dead, have switched sides, or made fateful compromises. I will be looking for PCs who I think would have interesting dynamics together and who can play well with the themes of this storyline. #4 Priority: Interesting character builds. This is very, very low priority, and interesting =/= “powerful”. I don’t want an arms race. Like I said, I’m not going for PC death. Making your PCs as powerful as they can be is not appropriate, and will make me worried that you’re more concerned about your PC doing well than about telling an interesting collaborative story. On the other hand, if you create a character with dumped Wis and Con, I might worry that you’re not going to last long enough to get to that story. I will be looking for PCs who I think will find fun ways to take on the challenges they will be facing, rather than simply steamrolling them or being steamrolled. Party balance is not my top priority, but I do care about every PC having their own niches to shine in. Diamond Lake:
Diamond Lake is nestled in the rocky crags of the Cairn Hills, three days east of the City of Magnimar, to which it is subject. The region is extremely dangerous. Craggy hills provide shelter for all manner of foul beasts. Southward lies the nasty Mistmarsh Swamp, populated by tribal lizardfolk with no love for outsiders. Dark woods lurk all around. In the hills surrounding the town, hundreds of laborers spend weeks at a time underground, breathing recycled air pumped in via systems worth ten times their combined annual salary. The miners are the chattel of Diamond Lake, its seething, tainted blood. But they are also its foundation, their weekly pay cycling back into the community via a gaggle of gambling dens, bordellos, ale halls and temples. Because work in the mines is so dangerous, most folk come to Diamond Lake because they have nowhere else to turn, seeking an honest trade of hard labor for sustenance-level pay simply because the system has allowed them no other option. Work in Diamond Lake, for some, is a last honest step before utter destitution or crimes of desperation. For others, it is the first step in the opposite direction: a work assignment to ease the burden on debtor prisons, one last chance to make it in civil society. Most folks in Diamond Lake know little about the history of the s#+!hole they call home. Supposedly, the area near the lake used to be owned by an actual Lord a
That would have been the end of Diamond Lake, except prospectors and surveyors came in and took measure of the land. It’s still crap for growing anything but weeds,
Now, years and years later, it’s said that that Diamond Lake is the cornerstone of Magnimar’s ore supply. It’s hard to believe, given the squalor of the place,
As far as recent history goes, there isn’t much to tell. Honest folk are still getting screwed and the wealthy are still getting richer off of the sweat of the
Please no theory-crafting or build debates...take that stuff elsewhere :)
Hope I covered everything, if not ask away.
We have only just started the AP Hell's Vengeance and the player of our arcane character has gone AWOL. The original recruitment was actually done by one the players, here is his instructions: Keep things RAW - don't ask for exceptions. Let's simplify to our GM
The most important thing to keep in mind: Despite being an evil AP, the characters should be designed with an overall goal of working in a party; no backstabbing. This is not the AP for overly chaotic, "some people just want to watch the world burn" type of character. It's more about scheming evil. It's not for the "Joker" type of evil, or anything openly megalomaniac; it's more about devils than demons. For your submission, please put up three things: your concept (just like a paragraph, mention the flavor of the character, what roles you plan to fulfill and overall plans for the future, no need to be too specific and it's not written in stone), your tentative sheet and a background matching the player's guide instructions. Feel free to create a new profile and link to it (don't post more than 10 times in it so you can delete if not selected). Please don't use this thread for RP or clog it too much. Remember, we're looking for arcane submissions right now, so stick to that area to increase your chances of being chosen. I'll leave this recruitment open for the next week or so and see where we're at... |