Zorgus

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RPG Superstar 8 Season Marathon Voter, 9 Season Marathon Voter. Organized Play Member. 39 posts (619 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters. 7 aliases.


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Thanks to everyone for listening. We're wrapping up book 1 soon!

If you're interested in running this AP, give it a listen.


OmegaZ wrote:

-Kellid human barbarian (rage instinct). Its the most on-theme character idea, which means absolutely no one will play it!

-Investigator or alchemist specializing in herbal alchemy, tracking prey, crafting, and the many talents one needs when one is a nomad. Calm and pragmatic because someone has to keep their temper.

-Champion of Iomedae (ex?) from Mendev who has walked away from the crusade after experiencing great loss and is looking for a purpose.

-Bard storyteller from "civilization" who came north to "get the authentic wild, Kellid, rough-and-tumble experience" they've heard about in stories. They broke down sobbing after their third freezing cold night and are still adjusting.

-Half-starved oracle (witch?) who survived being lost in the frozen wilds and survived by being guided by...something. Still a bit touched, but primal/divine magics are damn useful in the wilds.

I rolled in as a human barbarian (animal instinct) because I felt that at least someone has to be on theme!

Two other players came in as ex-Mendevian crusaders, and they've been an absolute hoot.

Another is a halfling, total mystery to me so far, but I think has a criminal background that hasn't been revealed yet in the campaign.


We just started a Quest for the Frozen Flame playthrough called "Broken Tusk Rising." Please give us a listen! We're having a lot of fun.

Broken Tusk Rising - Apple Podcasts
Broken Tusk Rising - Spotify
Broken Tusk Rising - Youtube

We've also got a Discord server, and you can ask Mike, the GM, questions about his decisions. He's sticking as close to the book as possible. He also loves getting feedback: positive, negative, constructive, whatever.

House of Bob - Discord


Thanks for the feedback, gang. I think I'll single attack against level 1 players.

I'll try the following guidelines...
Intelligent creatures (INT +0 or higher) start with single attacks, but if they're hitting with rolls below 11, then they'll switch to full attacking. The justification being, they know they can hit it so they'll take it down faster.

Ravenous, bloodthirsty, or otherwise emotionally unstable creatures will full attack always.

Dumb creatures will full attack always.


Several short threads on the advice board discuss when to full attack as GM and the mathematical superiority of full attacking as an NPC.

I find that full attacking with NPCs increases the lethality of the combat almost exponentially with their high to-hit bonuses.

For the ol' home game, I do what I want but what's the consensus on society play? Should we full attack only if it says so in the tactics of the NPCs stat block?


Ursion, Human Oracle

Summary:

Blessed by a pantheon of freedom made up of Cayden Cailean, Desna, and Milani, Ursion travels Cheliax spreading a hidden message of insurrection. His seemingly disjointed analogies and parables have earned him the nickname "Ursion the Mad". Crowds still gather to listen because of his ability and willingness to heal the masses.

Physical Description:

Ursion is of Chelaxian decent, as can be seen by his jet black hair and the hard angles of his facial features.

His left leg is maimed, the knee and ankle twisting at odd angles. He refers to his ailment as "Desna's blessing" for he believes this physical burden has freed him mentally and spiritually.

Scene:

The small crowd had already gathered around, many of them familiar faces. They would put up with the sermon for the divine blessings they would receive afterward.

Esperia gave Ursion a peck on the cheek. "Careful. Thrune agents are in the throng today."

"I'm always careful," Ursion said, smiling. "But just in case, I'll make my message even more muddled than usual."

Esperia grinned. "Sounds like you'll be earning your nickname today."

"Who's to say that it isn't true?" Ursion the Mad replied.

It took Ursion a few tries to climb atop the short cement wall. His leg bothered him more than usual and his knee felt as if he couldn't bend it at all. Desna's Gift is especially strong today. Today's message will soar into their hearts and minds.

As he looked out into the crowd, he felt a small pang of guilt in his chest. The sickest sat closest to the front and he wished he could heal them before his parables, but if he did so then they wouldn't listen.

Ursion raised his arms into the air and a hush fell on the small group that gathered. Some still whispered in the back. "A flock of sheep once ate in the greenest fields and the most beautiful of pastures. But one day, the shepherd struck a deal with wolves and herded them into a confined pasture, the fence covered in barbed brambles. The flock devoured the shepherd despite their hatred for meat. The wolves fled and the sheep ate the finest of grasses once again."

Ursion spoke other parables of kindness and other virtues and then began to heal those that came to listen. After he was done, a man dressed in a cloak came and spoke to him in whispers. "So, the story with the sheep. Couldn't help but think maybe you were talking about an insurrection against House Thrune."

"Sometimes a story is just a story, friend," Ursion said. "I pray the citizens of Kintargo will pay their taxes and give House Thrune everything it deserves."

Ursion could sense that the man wasn't convinced. The hooded man grunted and walked away.

Espera walked up to Ursion. "Who was that?"

"Either a leader of sheep or one of the wolves. I can't risk finding out. Let's go."

Stats:

Ursion the Mad
Human (Chelaxian) oracle 1
CG Medium humanoid (human)
Init -1; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 9, flat-footed 14 (+3 armor, -1 Dex, +2 shield)
hp 15 (1d8+7)
Fort +3, Ref -1, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
. . heavy mace +2 (1d8+2)
Ranged sling -1 (1d4+2)
Special Attacks channel positive energy 3/day (DC 12, 1d6)
Oracle Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—cure light wounds, liberating command[UC], remove sickness[UM] (DC 13)
. . 0 (at will)—create water, detect magic, light, read magic
. . Mystery Life
--------------------
Statistics
--------------------
Str 14, Dex 8, Con 16, Int 14, Wis 12, Cha 14
Base Atk +0; CMB +2; CMD 11
Feats Selective Channeling, Toughness
Traits indomitable faith, Fed-up Citizen
Skills Acrobatics -4 (-8 to jump), Bluff +3, Diplomacy +6, Heal +5, Knowledge (religion) +6, Perform (oratory) +3, Sense Motive +5, Spellcraft +6
Languages Common, Elven, Halfling
SQ oracle's curse (lame), revelation (channel)
Combat Gear acid, weapon blanch (silver)[APG]; Other Gear studded leather, heavy wooden shield, dagger, heavy mace, sling, sling bullets (10), backpack, bedroll, belt pouch, chalk, crowbar, flint and steel, hemp rope (50 ft.), mess kit[UE], poncho[UE], pot, soap, tent, small, trail rations (5), waterskin, 22 gp, 5 sp, 9 cp
--------------------
Special Abilities
--------------------
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (3/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.

Marathon Voter Season 8, Marathon Voter Season 9

Dedicated. For the horde.

Marathon Voter Season 8, Marathon Voter Season 9

On the way to marathon.

Marathon Voter Season 8, Marathon Voter Season 9

Just droppin my Marathon voter status in here.


Abraham spalding wrote:


For myself it's always been building good lower level monsters that's tough. Getting the blend for the CR 1~5 range just right is much harder than getting the CR for 7~15 in my opinion.

I haven't built many monsters but just reading the bestiaries, the CR 12+ beasties start up with spell resistance, damage reduction, and the really frustrating status effects. Classes with poor saves start to feel the pain.

I could see CR 1-2 encounters being difficult mostly because the PCs hit points are a little too low.


Silas Hawkwinter wrote:

Recruitment threads are kind of harsh, you're often left reading the tea leaves when it comes to working out what the GMs expectations are. Experienced GMs tend to be more forthright about this which helps a lot. In most recruitment threads highly specialized characters or ones with extreme ability scores tend to be discounted even if the back story is awesome.

Speaking of back stories, a couple of paragraphs is plenty. There are far too many novellas to wade through in the typical recruitment thread. A common mistake is for submissions to not give a physical description or a good idea of the characters personality.

Still it's worth playing in ultimately doomed games for the practice and to meet other players. You never know, you may get invited to a private game or two (which is really cool if it happens)...

I'm certainly no expert but this all looks like good advice right here.


CRs are an art. The higher level monsters are especially crazy.

Pathfinder is a dangerous game for your character. There's no way around it other than making encounters so easy that they aren't challenging.


3 people marked this as a favorite.

When, after the first night's character creation, he says, "Good, now let's roll some back-up characters."


As discussed in some other threads, WotC is working on some sort of electronic distribution other than PDFs. We'll see how it goes.


A lot of great points made in this thread so far.

Addressing townspeople killing things: lots of stuff with DR has an AC high enough that most townspeople couldn't hit except with a natural 20 anyhow.

My experience with DR is that it's really not that fun. As others have mentioned, halving certain types of damage is more fun than outright negation. Spell Resistance is another mechanic that isn't really fun.


Yay for WotW!


Looks awesome.


I'll just leave this right here.

Theos:

Physical Description

Theos is not a small man but his size deceives when lined up next to the other ulfen, kellids, and half-orcs at the gladiatorial college. His well-kept wavy hair suggests a gladiator a bit too concerned with appearances. In fact, he resembles his Taldan heritage to every trait: bronzed skin, gray eyes, and a palpable aura of smug. His facial stubble is just enough to remove traces of boyishness. Upon closer examination, Theos’ muscles are as taut as loaded springs and there is hardly a trace of fat on his body. He shows signs of battle, scars here and there, but they are aesthetically placed. As if he let them happen just so.

Mechanics

A rogue? In a gladiator game? You must be crazy! Yes. Yes I am.
Theos is a gladiator, not for the combat intrinsic of itself, but for the performance. He will dazzle foes with his weapon displays (for the shaken effect) to the awe of audiences. He will position himself in with allies for flanking (and sneak attack damage). If the fight is too one-sided in his own favor, he invests in theatrics to the ire of his allies. Can’t they see? This is a show, not a battle.

Char Development

Theos will pick up the dodge, mobility, and spring attack feats by level 8 so that he can dance around the arena and still sneak attack. He knows he can’t go toe to toe with the best gladiators, so keeping the fight flowing is to his own advantage.

When not in combat, Theos will manipulate crowds with his rumormonger ability. He will maximize crowd participation and increase the perceived drama of every scheduled bout.

His development will still depend on whether the arena pits more against monsters or humans.

If performance combat rules are applied frequently, Theos will develop himself as a Feinter in later levels and develop skills against the combat maneuvers of others.

Crunch:

Theos
Male human (taldan) rogue (charlatan, scout) 2 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Ultimate Combat 72)
CN Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d8+6)
Fort +2, Ref +6, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . mwk gladius +6 (1d6+1/19-20) or
. . sap +4 (1d6+1 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Dazzling Display, Weapon Finesse, Weapon Focus (gladius)
Traits classically schooled, sacred touch
Skills Acrobatics +5, Bluff +7, Climb +3, Craft (alchemy) +5, Diplomacy +6, Disguise +6, Escape Artist +6, Handle Animal +3, Intimidate +7, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +4, Perform (act) +6, Sense Motive +4, Sleight of Hand +5, Spellcraft +6, Swim +3
Languages Common, Hallit
SQ natural born liar, rogue talent (finesse rogue)
Combat Gear oil of bless weapon, oil of magic weapon, potion of cure light wounds, potion of enlarge person, potion of jump, potion of sanctuary, potion of shield of faith +2, antitoxin, small centipede poison; Other Gear chain shirt, arrows (40), dagger, mwk gladius, sap, shortbow, bandolier, belt pouch, belt pouch, 67 gp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Dazzling Display (Gladius) Intimidate check to demoralize can affect those within 30' who see you.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


Character incoming


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This was fun. Thanks LRGG.


Okie dokie.

Halvor v1.1:

Halvor
Human (ulfen) fighter (gladiator) 3
N Medium humanoid (human)
Init +6; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 29 (3d10+9)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk guisarme +7 (2d4+4/×3) or
. . sap +6 (1d6+3 nonlethal) or
. . shortsword +6 (1d6+3/19-20) or
. . spiked gauntlet +6 (1d4+3)
Ranged mwk composite shortbow +6 (1d6+2/×3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6 (+7 grapple, +8 trip); CMD 18 (20 vs. trip)
Feats Combat Expertise, Heavy Armor Proficiency, Improved Initiative, Improved Trip, Iron Will, Performance Weapon Mastery[UC]
Skills Acrobatics -1 (-5 to jump), Climb +1, Escape Artist -4 (-3 competence to break a grapple), Intimidate +6, Perform (act) +6, Ride +0, Swim +1
Languages Common, Dwarven, Skald
SQ armor training 1, fame, piecemeal armor proficiency
Combat Gear quick runner's shirt; Other Gear half-plate, arrows (20), mwk composite shortbow (+2 Str), mwk guisarme, sap, shortsword, spiked gauntlet, armbands of the brawler
--------------------
Special Abilities
--------------------
Armbands of the brawler +1 to Escape Artist to break a grapple.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fame (1 victory points) (Ex) Begins a performance combat with at least 1 victory points.
Improved Trip You don't provoke attacks of opportunity when tripping.
Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality
Piecemeal Armor Proficiency A gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.


Gilthanis wrote:

So, to play Devils advocate, you mention you want to see the different power between classes at various levels. So I presume you take spell casters into this theory crafting of sorts. Yet you list NO consumables (pots, wands, and scrolls??). For if this includes scroll, you are severly handicapping casters..it would be like telling a martial NO weapons or armor.

Don't mean to be a dick, but just my thoughts :)

I think the consumables help martials way more.


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Little Red Goblin Games wrote:


Would anyone have an issue with us posting up the feedback here or would you prefer that we provide it in a private venue?

I vote for public feedback but I'm sure some others will feel differently. It would be nice to learn from other submissions as well.


Edward Sobel wrote:

I believe no consumables

Bummer, I see that in the OP now.


Fighter below but I'm willing to que in an arcane caster for sake of testing. I'm assuming consumables will be replenished after each fight.

Halvor the Gladiator:

Halvor
Human (ulfen) fighter (gladiator) 3
N Medium humanoid (human)
Init +6; Senses Perception +1
Wealth 2,952gp
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 29 (3d10+9)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk guisarme +7 (2d4+4/×3) or
. . sap +6 (1d6+3 nonlethal) or
. . shortsword +6 (1d6+3/19-20) or
. . spiked gauntlet +6 (1d4+3)
Ranged composite shortbow +5 (1d6+2/×3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6 (+7 grapple, +8 trip); CMD 18 (20 vs. trip)
Feats Combat Expertise, Heavy Armor Proficiency, Improved Initiative, Improved Trip, Iron Will, Performance Weapon Mastery[UC]
Skills Acrobatics -1 (-5 to jump), Climb +1, Escape Artist -4 (-3 competence to break a grapple), Intimidate +6, Perform (act) +6 (3 skill ranks), Ride +0, Swim +1
Languages Common, Dwarven, Skald
SQ armor training 1, fame, piecemeal armor proficiency
Combat Gear oil of magic weapon, potion of cure light wounds (2), potion of enlarge person, potion of jump, potion of shield of faith +2, quick runner's shirt; Other Gear half-plate, arrows (20), composite shortbow (+2 Str), mwk guisarme, sap, shortsword, spiked gauntlet, armbands of the brawler, bandolier
--------------------
Special Abilities
--------------------
Armbands of the brawler +1 to Escape Artist to break a grapple.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fame (1 victory points) (Ex) Begins a performance combat with at least 1 victory points.
Improved Trip You don't provoke attacks of opportunity when tripping.
Performance Weapon Mastery All weapons you are proficient with act as if they had the performance quality
Piecemeal Armor Proficiency A gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.


Sounds fun


Is everyone having fun being awesome? If so, I don't see the problem.

Your players are heroes, and at the end of that AP they face a level 20 wizard that can smoke them all.


Anzyr wrote:
Since the metal fork has no cost the spell component pouch is assumed to have it.

The forked metal rod probably doesn't fit in the spell component pouch. In other places in the core rulebook, rods are typically 1 to 3 feet long. So by raw, you wouldn't have this focus sitting around in your spell component pouch.

Diego's main point through the whole thread is that the wizard is infinitely more powerful the more handwaving of the rules done in the game.

Anzyr wrote:
Moving on to the next flaw in your argument, at no point did I say Hound Archons would be welcomed in *every* city in the world. However they would be welcome in a large number of them. And because they use Greater Teleport to get around they only need a reliable description of the metropolis. As I'm sure you know, Knowledge (Local) is local knowledge about *everywhere* so it is a simple DC 10 Knowledge Local to give the Hound Archon a description of literally any metropolis since a DC 10 Local gets you "Know local laws, rulers, and popular locations".

It sounds to me like you play in a higher fantasy setting than most. I think in most Golarion settings, a Hound Archon would not be wasting time hanging around in a mortal city waiting for mortals to teleport around.

Anyway, please don't miss Diego's point here. The GM can restrict the wizard's power by using the rules.


1 person marked this as a favorite.

Blood over lame players that won't even give it a chance. Rebuild.


2 people marked this as a favorite.

Posting just so that I can say that I participated in this thread.


Haste is the most efficiently powerful team-based combat spell in the game. I think most everyone agrees on this point.

Thelemic_Noun's argument is that this logical power makes it boring since casters are almost obligated to use the spell. I tend to agree that obligatory tactics or actions are boring.

Now, this is only true if you are faced with one combat-based encounter a day. I find this is rarely the case in published adventures. The spellcaster is faced with a very interesting decision in combat: Do I cast Haste THIS time? Unless you are preparing Haste in every spell slot which is very boring. Even sorcerers need to be conservative with their spells. You never know what's around the corner.


I might as well submit something. Do any of these categories receive fewer submissions than the others or is it across the board?


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Watching. I'm liking the Ouphes. Would be fun to play a crazy "fey" game.


Pinpoint targeting is a standard action that can be used with Deadly Aim. You could not pinpoint target and do a full-attack.

Many shot and rapid shot require full-round attacks in order to be used in that round.

Basically, you could either pinpoint target with one shot or full-round attack with many and rapid. You couldn't do both in the same round.


Henric Kazellin ; Human (Varisian); Male; Bard; Trickster(Chance Encounter); NG; GMT -5

Description & Concept:

Henric is a dark skinned Varisian with matching dark hair and eyes. He has a scar on his cheek that appears to be more aesthetic than a true battle wound. He wears a symbol of Desna on his neck which sometimes leads others to confuse him for a cleric.

While musically talented, he’s not a street performer. He’s University educated but not from a noble background, a rarity he thanks Desna for. He’s prone to quips and jests but they are in good humor and Henric would never mean ill towards most.

Henric has personal motivation for demon slaying since his father died as a crusader in Kenrades.

History:

Family History: Henric’s father moved his family from Caphilas, Ustalav to Kenrades to pursue evil full-time. His mother was a performer in Kenrades.

Chance Encounter: Before coming of age, Henric tried to follow his father’s group on a scouting trip to the Worldwound. Henric lost sight of them and wandered the outskirts of the Worldwound for a few days before being rescued by a mysterious woman wearing the symbol of Desna. To this day, Henric is a devout follower of Desna.

Personal History His father was eventually slain, and his mother moved the family back to Caphilas. Ustalav was kind to their family, and Henric even attended Lepidstadt University. The school taught Henric to be well rounded in history, languages, music, swordplay, and even magic. He graduated and earned the Lepisdtadt scar on his face, something given to all graduates after a ritual of swordplay.

Henric became an officer under Prince Aduard Ordranti III’s royal army. Politics in Ustalav leads to a very decentralized power structure and a weak ruler. The regional counts are constantly vying for power against each other and the Prince.

One day, an orc raiding party from Belkzen attacked a western town of Ustalav. The Prince ordered for all royal troops to disregard any pleas for aid, but Henric disobeyed and led a small party to the town’s defense. The town was raised, and Henric’s squad was defeated with Henric returning as the sole survivor.

For disobeying orders, Henric was imprisoned for a potential court-marshal. A woman, claiming to be a representative of Prince Aduard Ordranti III, offered Henric a deal: honorable discharge in exchange for a life of indentured servitude working in a secret Bureau for the Prince. Better than execution, Henric accepted and his first assignment was to to assess the demon thread in Mendev against Ustalav.


Goals:

1. Short term Goal: Henric, familiar with Ustalav’s politics, knows the underlying reason why the Prince has an interest in the crusades. The Prince would greatly appreciate an external threat to Ustalav that forces the counties to unite under him. As the orcs of Belkzen have proven incapable of mounting an organized assault, the Prince must be interested if the demons can be used instead.

Henric hopes to successfully report to Ustalav on the demon threat, and earn himself a more powerful position. Without lying, but with a modest amount of hyperbole, he would like to stir up Ustalav into a unified front against the Worldwound.

2. Lifelong Goal: His father’s death made Henric realize a few things. One of them…that heroic deeds are not always remembered. His father is among a horde of crusaders that are dead, forgotten, and replaced. Henric dreams of accomplishing deeds of a memorable sort so as to become immortal through the stories of mankind.


”Nice to meet all of you. I am Henric. I’m originally from Kenrades and I’ve been hoping for years to hear that we’ve finally closed the Worldwound, but alas… Anyhow, my current employer has an interest in the state of affairs in Mendev. Although it doesn't look like much has changed since my childhood.

"How truly lucky we are to be here for Armasse. I can remember looking forward to this every year. Now I suggest we engage in these festivities because before you know it—and trust me—the usual melancholy will return.”


might apply as a bard


hmm


Hmmmm, dangerous adventure...DOT!


I'd like to try out a forum campaign. I'll read the ap's char guide and come back.