Homebrew Swashbuckler Campaign Recruitment


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I'm looking to start DMing my first PbP. I would like to do a homebrew campaign I've been mulling over that completely ignores XP progression. The way I plan on doing things is more or less granting levels instead of XP. Basically, you level up at the end of every chapter in the story. I haven't decided how I will handle the gaining of wealth, but that'll probably come as it goes (we can't have the group being underpowered).

The campaign takes place in Golarion, and starts the characters in a small coastal village named _________ in the land of Andoren. Expect a very swashbuckler-themed campaign, and you should probably prepare characters with this in mind. Profession (sailor) might be handy, but really any profession usable on a boat or a craft skill to keep you occupied for a few weeks, that sort of thing.

I will choose characters based on character background and party cohesiveness. Start at 1st level, anything in the Core and APG rules is fine, 20 point-buy, and average character wealth. Post here with the character ideas, I'll choose probably on Monday or Tuesday, but we'll see.

One last thing: I'm a new DM to PbP, and I'm wondering if someone could give me some advice about setting up maps and things of this sort? I especially need to know best how to handle a battle mat for combat: it's the one thing I'm a little worried about.

Thanks.


Color me intrigued! I'm interested in playing a rogue (either rake or swashbuckler archetype), possibly aiming for future duelist levels. I see the character as a gambler and thrillseeker; he (or she) grew up around fishing boats most of his/her life, but the aquatic life bores him/her. I'll post a more detailed background later, if you'd like.

Shadow Lodge

I am interesting in playing ether a hungry ghost monk or a arcane duelist bard


I'd be interested in playing a witch, summoner or oracle. Would characters be from the villiage or just passing through?

see MY PBP THREAD for how i've been using Googledocs and Gimp for combat.


Cool.

I'd be interested in playing a hungry ghost monk (if it ends up not taken), or a sea singer bard (if bard isn't taken).

To throw out a really not-taken idea, I could play an inquisitor of Nethys with a an ambition to see the world.

Or any class that's not taken.


Characters could be either from the village or just passing through, but they should have at least something small invested in the town (a few new friends, distant relatives are settled here, etc.)

I also forgot to mention that while evil characters are allowed, the direction of the campaign will ultimately follow a more good-aligned path, with a few dips into more-questionable grey area.


Pathfinder Adventure Path Subscriber

I will throw out there a human mobile fighter devotee of Cayden Cailean, going for a Chevalier if allowed.

On second thought, I will go whole hog and make him a cleric of Cayden Cailean. Profile to follow.


Some more fleshed-out character concepts:

Yarrow (NG human sea singer): adopted at an early age for an apprentice by the village hedge witch, Yarrow's thought were always drifting away from her lessons to the shining sea and the greater mysteries the world held. Then, when her guardian died, she supported herself by a little healing, but more and more with singing. With plenty of talent, Yarrow plans to finish her apprenticeship as a wizard... but only when she has understood the world she wants to change.


Zacharria (CG half-elven inquisitor of Nethys): raised by the local church when his elven mother abandoned him, Zach never even tried to fit in. With a passion for magic and his devotion to his god, he plans to someday strike out and make a name for himself.

Liberty's Edge

I am thinking of an air wizard... from the apg... It sounded interesting to me, let me know what you think. Since its coastal, I'm not sure how much of the campaign is naval, but a water wizard could be interesting too. A water wizard would probably be ideal. :)


Detailed backgrounds will be much appreciated. The game will try to blend combat and roleplaying as equally as possible, but I'd venture to say that roleplaying is always a little more prominent in PbP's in general.


I'm interested in joining as a Half-Elf (Water Child) Druid, a native of the village. I'm debating on whether to take the Water Domain or risk choosing an aquatic companion (no idea how much naval combat may be involved). I could always play it safe by using a Snapping Turtle or Giant Toad though XD.


Actual combat in water will not be very common, therefore an aquatic companion will be mostly for flavor purposes (and other simple utility: "go scout ahead in the water and look for the shipwreck!" or that sort of thing).

Lantern Lodge

If there's still space, count me in. Considering a Half-Elven Magus if you'll allow it. Was considering Undine but not everyone has the Bestiary 2. Anyways figuring him to be some sort of retired buccaneer (going to make him middle-aged with all necessary adjustments). I see quite a few points going into Profession: Sailor. May just make him Human.

Yeah, human magus...

Personality = I'm too old for this s@?!


garabbott: Do you have the name of this coastal village in Andoran, out of curiosity?


To throw my hat in the ring:
A halfling stormborn (from APG) sorcerer
Background: Grew up as just another servant at the local tavern. Having discovered his talents, he was sent off to a nearby wizard to learn how to control his abilities, and now returning after learning as much as he could from his tutor.
Personality: As shifting as the weather, he has a strong personality that ranges from calm and quiet to a raging storm of terror, though he has learned to control the extremes, and usually manages to stay in the calmer area of emotions
STR 13(-2) DEX 12(+2) CON 12 INT 14 WIS 13 CHA 14(+2)
Warslinger alternate racial class
Feat: expanded arcana
Traits: river rat (more like ocean rat, but close enough), focused mind
Skills(5 total) craft (woodworking), knowledge (arcana), spellcraft, swim, use magic devise
Weapons: dagger, sling
Spells: 0- flare, light, detect magic, read magic 1(3/day+ 1 bonus)- endure elements, mage armor, ray of enfeeblement (these may not be purely thematic, but to be useful in combat, he needs them)

I can make a detailed profile if needed, but that should give a basic idea.


I'd also like to throw my hat i'll repost as my character in a few moments :) i would like to ask however if it would be ok to take a trait from the Serpent Skull campaign traits specificly this one as its the best way i can do a sailor character?

Jenivere Crew: This trip to Eleder is just one of many in
a long career as a sailor aboard the Jenivere and other cargo
vessels. Whether you joined the crew with the hope of one
day captaining your own ship, as the means of paying your
way to a foreign port with sweat and blood, or as a slave
or indentured servant, you now call the ship home. Pick
one of the following skills: Acrobatics, Climb, Knowledge
(nature), Knowledge (geography), Swim, or Survival. You
gain a +1 trait bonus on that skill, and that skill is always
treated as a class skill for you.


This is bertious's character proposal (in the profile) i still need to flesh out his gear and make any changes you want if you pick him :)

Shadow Lodge

Here is the stats. Tomorrow I will write a back story.

Xeno:
XENO CR 1/2
Male Human Monk (Hungry Ghost Monk) 1
LN Medium Humanoid (Human)
Init +2; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 12. . (+2 Dex, +1 dodge)
hp 10 (1d8+1)
Fort +3, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Brass Knuckles +4 (1d6+4/20/x2) and
. . Kama +4 (1d6+4/20/x2) and
. . Unarmed Strike +4 (1d6+4/20/x2)
Ranged Shuriken +2 (1d2+4/20/x2)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 19, Dex 14, Con 13, Int 8, Wis 14, Cha 7
Base Atk +0; CMB +4 (+6 Grappling); CMD 19 (21 vs. Grapple)
Feats Dodge, Improved Grapple, Improved Unarmed Strike, Monk Weapon Proficiencies, Nimble Moves, Punishing Kick (Push 5') (1/day) (DC 13)
Traits Dirty Fighter, River Rat (marsh or river)
Skills Acrobatics +6, Perception +6, Sense Motive +6, Stealth +6, Swim +5
Languages Common
SQ AC Bonus +2, Unarmed Strike (1d6)
Combat Gear Brass Knuckles, Kama, Shuriken (25); Other Gear Lantern, bullseye, Oil (1-pint flask) (10), Pouch, belt (11 @ 13.26 lbs)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Dirty Fighter +1 damage when flanking.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Punishing Kick (Push 5') (1/day) (DC 13) You can push or knock down an opponent with an unarmed attack.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


I also, would love to have a chance to play. I'll offer up my character idea and background here:

I am looking to play an oracle with the Wave mystery, and most likely going with the Haunted Curse. His backstory is as follows (if you like the character concept, I'll stat it out for you.)

Fieron the Lost
Fieron's birth was not in abnormal circumstances, and his life was not one most would deem as cursed. Appearances, however, are not always as they seem. The young boy who was sent to the seaside village to get away from the hustle of being born to a noble family, was soon discovered to not be well. He imagined things of damnation, oddities that nobody else could explain. When he tried to justify breaking an expensive vase, he often blamed ghosts and spirits that took a liking to him. Never believed, the powers that be in the boy's life instead punished him, and harshly. It wasn't until he ran away to the sea that he was able to get a new name for himself.

Serving aboard an anti-pirate ship, Fieron earned the nickname the "Lost" as he never seemed to know where he was going. He always claimed that destination wasn't important, and lived his life by those rules. When odd things occurred, he never mentioned the spirits again, but the sailors would often come to their own conclusion. Some believed he was a magnet for the lost souls, those who came to their deaths at the sea. Devoting himself to finding these souls and guiding them home, he eventually returned to what home he had left in the village. The sea was his mistress, and his life, and he couldn't be bound to land for long. He prayed to the ocean's depths, and hoped they would soon be answered. For now, he finds himself a job at the docks and waits for the day to come when he can set sea again. Only those that know him, aren't ready to deal with the mysteries that come with him.

(Hopefully you enjoyed the brief background, and are willing to accept an interesting oracle.)

EDIT: I'd like to add a description of his personality. Through his brief jaunt at sea, Fieron became a traveler away from himself. While not a coward, he sought to distinguish certain aspects of his personality and identify their purpose. Fieron acts reserved, but has a bit of intellect behind his cautious, if not mouse-ish face. He handles a blade decently, and bravely defends when combat ensues, but he is often always seeking an alternate solution to the combat at hand. Growing up at the docks and learning the harshness of being blamed for the wrong doings of the world, he often bears these wounds gratefully and has become a sort of a martyr. Despite his flaws, he is good natured and prays to the sea for the best.


KASSARA (witch)

As the youngest daughter of a gentleman farmer it had always been assumed that Kassara would would grow up, get married, have children and settle down to look after her husband, just as the women in her family had done since time immemorial. For Katarine, however, it seemed that fate, the gods, or some other power had a different destiny in mind.

Kassara grew up outside the seaside villiage of Saltport, an area prized for its mussel beds and for the fine quality of the wool produced from its local variety of sheep. Her father, the owner of his own farm and member of the villiage council, had always considered Katarine, the youngest of his children, as his special, favouite child.

It was when the girl was sixteen summers old that her life changed. A woman, came to the villiage, riding an old mule and accompanied only by a sleek falcon. It was soon afterwards that a strange illness affected the town. Sheep, cats, dogs and even the women started having strange accidents, always resulting in the death of their unborn offspring.

In desperation the townsfolk hired a man reknowned for finding the cause of such maladies. He accused the newcomer of being a witch and organised a mob to confront her. The woman was killed and her bird, who the witchfinder identified as her familier was captured, ready to be ritually killed to remove the curse from the town. Kassara, feeling pity for the poor creature, snuck into the villiage square, where the injured bird was being kep, and secretly rescued it. Hiding it in a disused shed on her father's farm.

still finalising the rest...

Shadow Lodge

Backstory

"Only those who have power deserved freedom." I didn't used to have such out look but years of slavery then to do that to a person. Imagine being a child. Looking for food in a land were the trees blot out the sun. Then feeling a sharp pain in the back of you neck, dizziness , and blacking out. The next thing I remember is being in chains. I asked "whats going on?" The guy next to me a older man with slanted just said "Do you want power?" I said yes. He chuckle "Well then let get started" After a few months he became ill. Be fore they throw him overboard he managed to get the keys, open the manacles and punch a 10 ft hole in the ship. Needless to say we got the hell out of dodge. Now I am in this place called Andoren. The barkeep was surprise that I survive that bad of a shipwreck.


To refine the background and personality a bit: While Roderick, a stormborn sorcerer halfling, has returned to town after receiving some basic instruction from a nearby wizard, he is still uncertain about his ability to control his new powers, he seeks further avenues for learning and keeps to himself for the most part until he is more confident with his talents and his ability to control them.


Yucale wrote:
Zacharria (CG half-elven inquisitor of Nethys): raised by the local church when his elven mother abandoned him, Zach never even tried to fit in. With a passion for magic and his devotion to his god, he plans to someday strike out and make a name for himself.

I've decided that (if I get picked) I'll go with this character concept. Changing the alignment to CN after another read-through of the inquisitor rules.

Refining background:

One day, the village had a remarkable visitor. A noble elven lady and her newborn son. Despite the lady's veiled disdain for the common humans, she was granted lodging at the small temple square which housed several small temples for various gods (or one large temple that served several gods). She would only say that she was on pilgrimage to a distant place. She also was careful to conceal her son at all times. Though she was treated honorably, when the first clerics woke to go about their daily rituals they found her gone without a trace. The only thing that was left was her half-elven son, asleep under Nethys's alter.
The clerics sought the his mother, but she was long gone. With no other option, he was raised by the clerics, specifically those of Nethys, due to the conditions of his abandonment, and named Zacharria. He took to the study of magic in general beautifully, and being a devoted follower of his god was soon able to cast divine spells. The only problem was that he was constantly getting into trouble and fights. Proud and not appreciative of being called a "half-breed" by anyone, and seen as odd and teased about it by the rest of his generation in the village due to his being raised in a temple and his single-minded devotion to his god, Zacharria resorted to fists as often as magic, and was just as protective of his god's name as his own. As he grew older, he made no attempt to conceal his impatience to leave the small village and see the world, though he kept secret his desire to track down his mother. He hungered for knowledge just as much as freedom. Zach started visiting the ships that anchored to hear the stories of lands abroad to spar with the sailors and hear tales of distant lands. To channel their ward's energies into the service of the church, the clerics continued his education as an inquisitor instead of a cleric in preparation for the time he left their care and went to further magic's cause in the wider world. His church was the only thing Zach obeyed, and he performed admirably as a guard and inquisitor.
Still, though he's valuable to his church and doesn't cause trouble out of any malicious inclinations, no one will be sad to see him finally leave.


Complete background for KASSARA (witch)

As the youngest daughter of a gentleman farmer it had always been assumed that Kassara would would grow up, get married, have children and settle down to look after her husband, just as the women in her family had done since time immemorial. For Katarine, however, it seemed that fate, the gods, or some other power had a different destiny in mind.

Kassara grew up outside the seaside villiage of Saltport, an area prized for its mussel beds and for the fine quality of the wool produced from its local variety of sheep. Her father, the owner of his own farm and member of the villiage council, had always considered Katarine, the youngest of his children, as his special, favouite child.

It was when the girl was sixteen summers old that her life changed. A woman, came to the villiage, riding an old mule and accompanied only by a sleek falcon. It was soon afterwards that a strange illness affected the town. Sheep, cats, dogs and even the women started having strange accidents, always resulting in the death of their unborn offspring.

In desperation the townsfolk hired a man, Vilnar Reddec reknowned for finding the cause of such maladies. He accused the newcomer of being a witch and organised a mob to confront her. The woman was killed and her bird, who the witchfinder identified as her familier was captured, ready to be ritually killed to remove the curse from the town. Kassara, feeling pity for the poor creature, snuck into the villiage square, where the injured bird was being kep, and secretly rescued it. Hiding it in a disused shed on her father's farm.

Over the following moths Kassara often found the opportunity to visit the bird, bringing mice or cuts of meat kept from the dinner table to feed to it. Eventually she began to imagine that the animal was talking to her, a small, hard to understand voice in her head. As time went past the voice became clearer and Kassara began to listen to it more, spending longer and longer in the company of the bird. The creature explained that it had been the witch hunter himself who had bought the malady to the town, and that the animal's former mistress had been trying to fight his vile influence.

After some months Kassara had bonded fully with the animal and began to understand ways that she could first contain and then mold the forces of nature. This state of affairs could not continue. Eventually, as was bound to happen at some time, Kassara's falcon was discovered by Vilnar and, accused as a witch she was forced to flee her villiage....


I have a halfling bard (sea singer) that will fit this campaign well if you'll have me. I'll provide stat block and background shortly.


Add one more to your list of PC hopefuls!

Pai Twistletrinket
Female gnome wizard (diviner)

Pai hails from the gnome community of Gogpodda, unique for the fact that it sits on a constantly moving expanse of flotsam and jetsam floating somewhere off the coast of Cheliax. One of the few permanent residents of Gogpodda, Pai and her family are fisherfolk, but Pai was always more curious about the detritus that the ocean currents brought to them. She began collecting the occasional trinket of value to sell to those who visited the "island" but soon came to feel that the objects she discovered were more interesting for the knowledge they could impart. Her finds were so random, however, that her guesses at the origin or significance of most remained frustratingly theoretical.

Meanwhile, Pai's magical talent and intellectual curiosity were nurtured by a revolving door of transient gnome wizards that took up temporary residence on Gogpodda. The last of these, by the name of Thursaflokkurin, offered her the opportunity to join him on the voyage back to his native Varisia, with several stops along the way. She eagerly accepted and has delighted in the things she has seen and learned. The trip ended far too soon, and Pai is staying in town only as long as it takes to find her next ocean-bound adventure.

Like many female gnomes, Pai is charming in a quirky, impish sort of way. Her hair is bright blue and her clothing is a patchwork of different fabrics and colors with bits of tiny objects haphazardly sewn in. Her tendency to get lost considering ideas or objects that strike her fancy are either endearing or maddening, depending on your point of view. Because of the peaceful yet transient nature of her homeland, she is quite comfortable among strangers.


The town's name is Jelkala.
Jenivere's Crew is a fine trait for me, so long as it fits your background (which I see that it does).


Say there, Friend

I here you may be in need of a man with and able arm and a quick wit. If this be the case,then you need search no further for you have found Andoran's favorite son. My blade is he only thing which can match the speed of my wit. I have served proudly aboard more 'en one ship'o the line in proud support of our common goal and would eagerly lend the strength of my songs and speed of blade to you and yours. Ifin' ya find me to your liking, you may investigate my credintials further. Until then I shall be making my way down at the local tavern as the folks about here look like they could stand to have their innards tickled by bit of jocularity at the Chelish Royals expense!

Click this profile for full stats


A bit about Quillin, Ship's purser and Gnome Wizard Extraordinaire:

Quillin had led a comfortable life up until recently as a bookkeeper for a Chelaxian shipping interest. The money was good and allowed him to pursue his interest in eastern magic and other dalliances. Life was good that is until his boss was accused of smuggling and Quillin was called to testify. His life soon fell into the wrong column of the account books and Quillin had to get out of town fast. He quickly found a job on an outbound ship with his trusty gray parrot familiar, Smudge. His extensive knowledge of languages has been of great assistance despite the fact that Smudge has been trained to curse in about a dozen languages. Quillin is a fastidious gnome with sharp eyes and mid-length black hair with turquoise streaks and a matching goatee.


This is Meowzebub's Cayden Cailean Cleric. His stats are found on the profile. Here is the background. He is very social but carries a rapier when he gets himself into trouble that he cant talk his way out of.

background:
Life had always been easy for Talison, his smile and charms got him through most of his troubles. The fifth son of a noble, he drifted through life, failing to find a place in the military, clergy, of academy. After years of drifting under his father's permissive eye, he found himself cut off by his oldest brother after his father passed away unexpectedly.

Talison despaired having to develop an actual profession. He tried going back to school, but was expelled for excessive partying and actually blinding an alchemist professor with a non-magical Sargavan pineaple rum he distilled himself as an assignment for a blinding potion. Facing the last of his stipend, he decided to go out with a party. He last remembers spending his last coin on a round of drinks for a new friend he met in a tavern in Oppara in Taldor. He had vague memories of smoking in a dark, spiced filled den, drinking wine from wide cups in a temple on a hill, raising a stein of mead in a Dwarven brewery, downing a glass of clear, fiery fluid in an Ulfen hall, and watching silk clad dancers sway to exotic music. His next memory was waking in a posh tavern in Absalom, with some coin in his pocket, a wooden mug, a few new stories to tell, and a note to call on his new friend whenever he was in trouble or planing a new party.

Talison now travels the Inner Sea, when in a port, he finds abandoned warehouses and homes to set up impromptu taverns. Out front he hangs a placard for the 'Talespin', which shows a man with a mug raised high and placing three large feathers in his hat, riding a roc that seems to be plummeting due to missing tail feathers. His temporary taverns always prove popular for the stories, drinks, and company. But the establishment, be it government or other tavern owners always gathers to see that he moves along.

Of late, he has found Andoran to be a little more lenient, the clientele eager for his stories, and throats thirsty for his drinks and freedom. The town of Jelkala, is the latest to port for Talison to visit. He makes friends in everytown he visits, and is currently wondering who he might meet in this town.


I'll withdraw my name from consideration and let some others have a crack at playing.


Okay, I'll be mulling these concepts over and choosing shortly (going to leave a little bit more time in case people didn't notice the thread, as it was posted mainly just over the weekend).

I'm also still a little unclear as to the best way to deal with battle maps, etc. Apparently google docs is effective, but I don't know the best way to make a gridlike document for combat-use, anyway, let alone edit it and move characters around as things develop. For starters, I'll probably have to rely mostly on detailed description (hope that doesn't dissuade some people).


Hopefully it isn't too late, but seeing as many animal companions would be impractical given what you've revealed so far, I'd like to create a Sea Singer Bard instead; the flavor is definitely fitting and it sounds a tad more appealing to me.

Vorian, Half-Elf Sea Singer Bard:
Like many elves, Vorian's father was in tune with the sea, choosing to live a life of constant travel and persistent adventure, sailing across the waters on a trade ship. His journey no sooner brought him to the seaside town of Jelkala, where he fell in love a beautiful innkeeper, who though human, had an allure he could not resist. Their union brought forth a child, possessing the blood of both races. Unfortunately, their vision of a happy family began to melt away. Missing the allure of the sea, Vorian's father insisted that she accompany him with Vorian, so that they could travel across the world together. Believing the brutal seas to be no place to raise a child, she refused him - it was then that his father made the mistake of choosing his love for the sea over his love for his wife. Abandoning his wife and son, he went left on another trade ship, never to be seen by them again.

Though heartbroken, she raised her son alone, amidst the harsh criticism that half-elves often wrought. Vorian came to experience this harsh reality first hand, though perhaps by miracle, he somehow retained an optimistic demeanor. As he grew older, he became quite the charismatic individual, winning over many of the people that had shunned him for his elven blood. The young half-elf had built quite the reputation as a singer, charming many of the guests at his mother's inn for a small fee. In many cases he would sing for free, sharing Much to her chagrin however, Vorian had inherited his father's undying love for the sea - his one true desire was to compose a song so grand, that it would capture the entirety of the sea's majesty at once. Now, just past twenty years of age, Vorian's thirst for adventure has become rather unbearable...

The only problem with this concept being, I couldn't make up songs for the life of me. XD


garabbott wrote:
I'm also still a little unclear as to the best way to deal with battle maps, etc. Apparently google docs is effective, but I don't know the best way to make a gridlike document for combat-use, anyway, let alone edit it and move characters around as things develop. For starters, I'll probably have to rely mostly on detailed description (hope that doesn't dissuade some people).

Autorealm is a free mapping package that can be used for battlemaps in a pinch. - I'm sure that there are others.


I had another idea if we're human deficient-

If it please you, sir, I noticed there be quite a few small folk underfoot. I thought you might need someone a little longer to stretch your sails. My name’s Selkie Jim. I been around the sea and boats all my life. That’s right, I’m a native son of Jelkala. ‘Course, my family lives outside of town proper as my father’s a bit of a recluse. No, no, sir, I ain’t got no fey blood in me. That’s just stories. My name just comes from my knowledge of the best fishing here abouts. Anywise, if you be needing a bosun, I’m your man. I’ve training as a ranger as well and can handle any animal on the foc’sle from tying a monkey fist to rigging a pelican hook.

Selkie Jim:
Male Human Ranger 1
S 15, D 16,C 13,I 10,W 14,Ch 10 armed with leather armor and a belaying pin.
Skills: Know (nature) 1/4, Pro (sailor) 1/6, Perception 1/6, Stealth 1/7, Survival 1/6, Swim 1/7
God: Green Faith Languages: Common, Aquan
Feats and traits: TBD


Okay, I've chosen the players. It was a tough decision, and thanks to everyone for the interest. Very flattering for me to have so many people wanting to play my homebrew. I hope I'll get to play with all of you here, eventually.

PC's:

Bertious, Drendrek (Ranger, shield?)
Meowzebub, Talison (Cayden Cailean cleric)
Hymenopterix, Kassara (Witch)
Mahorfeus, Vorian (Sea Singer Bard)
Pai Twistletrinket, Wizard (Divination)

If players could make their way to the OOC thread, that'd be great.

http://paizo.com/paizo/messageboards/community/gaming/playByPostDiscussion/ theBuccaneerVentureOOCThread&page=1#0


The link didn't work for me, I think it's the ending. Try this one:

http://paizo.com/paizo/messageboards/community/gaming/playByPostDiscussion/ theBuccaneerVentureOOCThread


Pai Twistletrinket wrote:

The link didn't work for me, I think it's the ending. Try this one:

Buccaneer Venture OOC Thread

I've linked the link to make life easy for folks :)


Ha, I didn't realize this was 'Spooky' until I saw Zyren's post in the new thread. Sorry I didn't make it, but it looks like a good group. Have fun!

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