Toothless Dragon's Slumbering Tsar [Discussion]


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Players, welcome and please check in so I know you're all present and accounted for.

Character creation rules are as follows:

-7th level PCs (35,000 xp, Medium track)
-20 point buy for starting ability scores
-No traits for this game (old school baby!)
-23,500 gp to spend for all equipment, magical and mundane. Single item value capped at around 7000 gp.
-For hit points, please take a full hit die at level one, and then roll for each subsequent hit die (you can reroll anything less than half a full hit die).

I probably forgot something, but just ask if you have questions. Don't sweat the backstory too much right now, I'll have some further info about that later. But, you can get started on the mechanics for now. Let me know how I can help!


Dot. Will get to work on character soon.


I'm here!

Would a witch solve the healing issue somehow? If not, I could go full cleric then.

I'll wait to see what Tarlane says, but I could use some suggestions.


Dot...

Dreaming Warforged, A witch has some healing, but I suspect we will need a LOT of healing. If you do go with witch, I'd advise stocking up on wands of CMW/CSW.

HP roll: 8 + 4d8 + 2d6 + 7 ⇒ 8 + (6, 8, 8, 5) + (5, 6) + 7 = 53
Sweet!

Liberty's Edge

If we are using the ultimate magic(I got my PDF, its pretty), the witch has some possibilities for a -lot- of healing, there is a healing patron and a hedge witch archetype that both allow for them to be much better healers.

You beat me here, warforged or I would have asked the same thing. As a paladin I would definitely be a better tank, especially with the ability to swift action lay on hands myself, but I can do a fair amount of backup-healing. Both using wands and because I'm high charisma so I'll have a pretty good number of lay on hands available for the group.

If I go oracle, I'll be much more focused on the casting and thus healing side of things, but I won't be able to channel energy which means no group heals. Of course being an oracle of battle means that I will still be reasonable at tanking(I have full plate and martial weapon prof).

Looking over the party list, I suspect that it will be better if I go oracle so that you can take the wizard levels since otherwise we only have partial arcane casters in the group(sorc/rogue and magus) and I would bet having a full wizard will be of benefit. I can cover the healing role unless the cleric or witch sounds good to you for some reason.

Edit: Ahh, nevermind, I totally overlooked the fact we have a full necromancer in the group. So ignore that last paragraph and just let me know which you would prefer. I am happy with either role since both will still be the same 'character'.


Saradac Honorblade:

LG Paladin 2/Zen Archer 5
Age:

7d6 + 188 ⇒ (5, 6, 2, 1, 6, 4, 4) + 188 = 216

Str 10
Dex 12
Con 12
Int 12
Wis


Thanks for the info on the UM. I'll try to look it up tomorrow, though I doubt I would enjoy focussing a witch on healing. Looking at the line up, I say there's plenty of wand users, and we can set aside some money for this since we can gear up.

I'm going to have a hard look at a full cleric, either Hecate or Freya, and make up my mind tomorrow. So feel free to get the class you want to play.


Thanks for the nod toothless. I have some work to do so it may take me a day or two to get a character together but I'll make in a priority.

Thanks again.


Would allow a tiefling or is it core races only?


Tarlane wrote:

If we are using the ultimate magic(I got my PDF, its pretty), the witch has some possibilities for a -lot- of healing, there is a healing patron and a hedge witch archetype that both allow for them to be much better healers.

You beat me here, warforged or I would have asked the same thing. As a paladin I would definitely be a better tank, especially with the ability to swift action lay on hands myself, but I can do a fair amount of backup-healing. Both using wands and because I'm high charisma so I'll have a pretty good number of lay on hands available for the group.

If I go oracle, I'll be much more focused on the casting and thus healing side of things, but I won't be able to channel energy which means no group heals. Of course being an oracle of battle means that I will still be reasonable at tanking(I have full plate and martial weapon prof).

Looking over the party list, I suspect that it will be better if I go oracle so that you can take the wizard levels since otherwise we only have partial arcane casters in the group(sorc/rogue and magus) and I would bet having a full wizard will be of benefit. I can cover the healing role unless the cleric or witch sounds good to you for some reason.

Edit: Ahh, nevermind, I totally overlooked the fact we have a full necromancer in the group. So ignore that last paragraph and just let me know which you would prefer. I am happy with either role since both will still be the same 'character'.

I think either one would work. Have you looked as the Paladin in the APG? Some cool options there. I say play whichever you like or if you really can't decide leave it to the dice gods:

{dice}1d2{/dice}
Odd is oracle, even paladin.

~Agie


Ack! Lost all my work...ignore the previous post, gonna go cry in a corner for a bit...


I will work on charactr creation sometime today. Thanks for considering me:)


havoc xiii wrote:
Would allow a tiefling or is it core races only?

Playing a tiefling would be fine.


Ganny wrote:

Ack! Lost all my work...ignore the previous post, gonna go cry in a corner for a bit...

I know, it's happened to me enough times that I now compose any long posts in notepad and then copy-paste. :(


Poor Wandering One wrote:

Thanks for the nod toothless. I have some work to do so it may take me a day or two to get a character together but I'll make in a priority.

Thanks again.

No problem, I figured for 7th level PCs that it will take a little time to get everybody up and running.


Tarlane wrote:
If we are using the ultimate magic...

Yep, you can use it!


Am I ok assuming that a deathmaster will be using d6 for hd as a wizard does now. The pdf for the character on the necromancer games web site gives it a d4 but this is in line with 3rd ed. Am I ok tweaking it where necessary to fit in with Pathfinder?


More thoughts...

The group as described in the recruitment thread:

havoc xiii - Aleister, Magus (Bladebound)
Tarlane - Paladin OR Oracle of Battle?
Poor Wandering One - Agamemnon, Human Fighter 7 (Free Hand)
AJs Dad - Shen Volker, Wizard(Necromancer)/Deathmaster
Eric Swanson - Rasinia Songhair, Half-Elf Rogue 5/Sorcerer 2
Dreaming Warforged - Abigail Garrett, Human(?) Wizard/Cleric of Hecate
Greg Donaldson/Ganny - Dwarven Paladin 2/Monk 5 (Zen Archer)

Now, the statement that healing is low and therefore should be looked at carefully puts me and Tarlane, in an awkward position. I'm trying to clear up the options so we get an idea of where we stand.

Tarlane's two options both can provide healing, one of which also provides better tanking , where we also lack, at the cost of better healing. The fact that we already have a paladin, makes it likely that there will be a stronger pull on that side of the alignment balance. I don't know what dynamic to expect with a necromancer.

Cure wand handler's, in any case, would be Tarlane, Ganny, possibly Eric Swanson with UMD, and me, as a witch or a cleric.

I read over the description of the Necromancer's Games gods. There's not that many, with very polarized positions. I'm fine with this, but a lot of domains are missing, and some of those present are quite so-so, especially if we know it's going to be tough.

Open Hecate worship will not mesh well with the paladins. I would not go that route.

A witch with wands and the healing hex can offer some healing. Put this together with wand wielders and I think we've reached critical mass. Meaning Tarlane could go as he pleases.

I don't know though to what extent wands will be available in play.

If I were to play a cleric, I'd be more comfortable playing one worshipping Freya. I would ask that Plant be a domain for her as she is the goddess of fertility. I would make a combat oriented cleric (Freya has valkyries) then. But it means I would have to change my background, and we were selected by our background, so I'd prefer to get an ok from TD first.

So that's where I'm at: a witch with some healing (no need to change her background) or a cleric of Freya (big changes to the background) with a request to add Plant in the list of domains (not a deal breaker).

Let me know what you think of those.

Also, quick question. No traits, no problem, but can we still take the feat Additional Traits?


This is before any kind of magical equipment. Opinions?

Str: 17
Dex: 14
Con: 12
Wis: 10
Int: 16
Cha: 9

Liberty's Edge

Reading over dreaming warforged talk above, it sounds like he is either going to end up going witch or cleric.

With that in mind and the overall party, I think I'm going to go with the Paladin. I'll look through and see if there is anything I can do to adjust him as a better party member for the group we have, though he already has a decent focus on healing(extra lay on hands and selective channeling anyway). And I need to take out the traits I put on him.

Hopefully knowing for sure what I am going to be playing with make DW's choice a bit easier.

Edit: Just rolling for HP

6d10 ⇒ (3, 9, 10, 3, 1, 8) = 34

Ouch.

Re-rolling those below half

3d10 ⇒ (10, 8, 8) = 26

Much more impressive.

10, 9, 10, 8, 8, 8 = 53


Female Human Wizard (Necromancer) 6 / Deathmaster 1

This is Shen Volker's profile. Now going to work on her background a little more and see if I can incorporate some more Necromancer Games '1st edition feel' into it.


Shen Volker:
I was thinking since Rasina is a CG sorcerer with a Celestial bloodline, the chance for party conflict between the two is fairly high. To forestall, we may want to work on a way they both know each other in their respective BGs.

As a player, I don't believe in player vs. player conflict, but I can tell you Rasina would probably take a dim view of Shen's acttions, especially if she does anything overtly evil.

Your thoughts?

Liberty's Edge

Looking through the Ultimate Magic book for paladin stuff, I think I am going to drop 'Missile Shield' and 'Selective Channeling' as feats from the submitted character in order to take 'Greater Mercy' and 'Ultimate Mercy' since I meet the pre-reqs and I think those will make me much more useful in the role I need to play.

Being able to raise someone in a pinch sounds like it would be absurdly helpful. I also have shifted around my equipment a bit so I could at least pick up a wand of cure light. Nothing special, but it will help with out of combat healing at least.

I'm heading out to a movie right now, but I'll get the character finished up and posted sometime tonight.

Liberty's Edge

Just a note to expand on Rasina's comment above, we do also have two paladin's in the party and while mine at least is built with the background of advancing good rather than just snuffing out anything he sees as evil in mind, and pathfinder has allowed paladins to have a bit more leeway in things, having an overtly evil character in an otherwise mostly good group could definitely cause some problems.

I'm not sure what your style or intentions are for the character, I just want to make sure that we all are on the same page in our characters so everything can go really smooth.

As a side note, in one of my favorite campaigns I have run back in 3.5, we had a paladin and a true necromancer in the group who fell into a understanding with each other and ended up being quite good friends, though in that case the necromancer had been LN due to the 3.5 rules for paladins. So I definitely don't think the pairing is impossible, I just want to head off any possible intra-party conflicts as soon as possible.


Female Human Wizard (Necromancer) 6 / Deathmaster 1

To answer both Rasina and Tarlane, Shen may have the Evil 'sign' over her head but this does not mean that she has evil intentions. It is more her way of viewing the world and how the hand that fate has dealt her has pushed her this way.

Take a look at her background and it may give you an idea of where she is coming from. It is basically that to track down and destroy evil she has to almost imerse herself in it to better understand those she wishes to destroy.

Quite a good analogy would be the character that James Woods plays in the John Carpenters Vampires film.

As to Rasinas suggestion. I would be more than willing to work on a background where they know each other. I too hate player conflict. Perhaps Shen came to know Rasina during their time in Bards Gate as they both seem to have spent time there researching Tsar and its history? Perhaps they share a common bond as they are both survivors of the Tomb of Abysthor?


A few comments regarding alignment and intra-party conflict:

I'm not really a stickler for alignment, as I think the ethics and morals of real people are infinitely more complex than simply saying, "I'm lawful good," or whatever. For that reason, I have no problem with paladins of alignment other than LG. Tarlane, just let me know if you'd rather be LN, for example.

Further, I think it could create some interesting role-playing opportunities if we have characters approaching things from very different world views. The only thing I ask is that you all work very hard to prevent things from degenerating to where disagreements paralyze the game due to intra-party conflict. I have confidence that you will be able to do so successfully, else why would you be discussing it in the first place? I'm confident we'll be just fine. :)


Dreaming Warforged wrote:
I read over the description of the Necromancer's Games gods. There's not that many, with very polarized positions. I'm fine with this, but a lot of domains are missing, and some of those present are quite so-so, especially if we know it's going to be tough.

I think the list is meant to be a representative sample, and by no means exhaustive. I have no problem with any of you inventing a minor deity with a sensible domain portfolio, and rolling with that. I presume the default campaign world is polytheistic, and with a cosmology that is not well defined. In short: we'll make it up as we go. ;)


Dreaming Warforged wrote:
So that's where I'm at: a witch with some healing (no need to change her background) or a cleric of Freya (big changes to the background) with a request to add Plant in the list of domains (not a deal breaker).

I'm fine either way. I like to think that I chose seven quality players first and foremost, and I'm not absolutely married to any particular character concept. I'd like to see all of you work together to fashion a balanced and cohesive party of interesting personalities. How you do that is up to you.

Dreaming Warforged wrote:
Also, quick question. No traits, no problem, but can we still take the feat Additional Traits?

Sure, I'd be okay with that.


A J s Dad wrote:
Am I ok assuming that a deathmaster will be using d6 for hd as a wizard does now. The pdf for the character on the necromancer games web site gives it a d4 but this is in line with 3rd ed. Am I ok tweaking it where necessary to fit in with Pathfinder?

To my embarrassment I admit that I didn't even realize that Necromancer Games was the source for the Deathmaster. I was thinking it was an APG wizard archetype for some reason. That said, sure, I'm okay with you updating it to be more consistent with Pathfinder rules.


Thanks for the clarifications. I'm truly torn now!!!

I'm going to work on a cleric of Freya, as it is a clear hole in the group (and I actually like playing clerics). If I can't get a good story for her, I'll go back to Abigail the witch.

I'm thinking of going in the subdomains of Animal and Plant, and make the cleric quite combat oriented. There is a feat called Boon Companion from the Paizo's Seeker of Secrets, which would let me increase my level for the purpose of the animal companion. LINK

Let me know what you think of the feat.


Shen Volker wrote:
As to Rasinas suggestion. I would be more than willing to work on a background where they know each other. I too hate player conflict. Perhaps Shen came to know Rasina during their time in Bards Gate as they both seem to have spent time there researching Tsar and its history? Perhaps they share a common bond as they are both survivors of the Tomb of Abysthor?

I am in favor of this idea. Back in the original incarnation of the Slumbering Tsar ran by Chris Mortika, she had survived to the final battle, but suffered several level drains. I can perfectly see Shen and Rasina striking an acquaintance, that could grow into a friendship. If Shen was forthcoming with her BG, Rasina would definitely be sympathetic to her, as she also knows what it is like to lose close friends in battle.


Female Human Wizard (Necromancer) 6 / Deathmaster 1
Toothless Dragon wrote:

A few comments regarding alignment and intra-party conflict:

I'm not really a stickler for alignment, as I think the ethics and morals of real people are infinitely more complex than simply saying, "I'm lawful good," or whatever. For that reason, I have no problem with paladins of alignment other than LG. Tarlane, just let me know if you'd rather be LN, for example.

Further, I think it could create some interesting role-playing opportunities if we have characters approaching things from very different world views. The only thing I ask is that you all work very hard to prevent things from degenerating to where disagreements paralyze the game due to intra-party conflict. I have confidence that you will be able to do so successfully, else why would you be discussing it in the first place? I'm confident we'll be just fine. :)

I so agree with your thoughts on alignement. I must admit that for at least the last ten years, alignements have been all but ignored in my campaigns to no detrement to the quality of the games or the party interaction. I mean, in real life, is there such a thing. Sure, people have a moral compass etc but does anyone really follow such a strict code as this. I work with people who are on the opposite end of the spectrum to my thoughts and beliefs as well as with people who have similar ideas about life, politics etc. and I get on with them all on different levels. Some I like, some I dislike. But it's not because of their beliefs, code or whatever. It's something deeper than that I think. OOPS...i'm starting to get carried away. Sorry. Anyway, hope I made sense there;)


Female Human Wizard (Necromancer) 6 / Deathmaster 1
Rasina Songhair wrote:
Shen Volker wrote:
As to Rasinas suggestion. I would be more than willing to work on a background where they know each other. I too hate player conflict. Perhaps Shen came to know Rasina during their time in Bards Gate as they both seem to have spent time there researching Tsar and its history? Perhaps they share a common bond as they are both survivors of the Tomb of Abysthor?
I am in favor of this idea. Back in the original incarnation of the Slumbering Tsar ran by Chris Mortika, she had survived to the final battle, but suffered several level drains. I can perfectly see Shen and Rasina striking an acquaintance, that could grow into a friendship. If Shen was forthcoming with her BG, Rasina would definitely be sympathetic to her, as she also knows what it is like to lose close friends in battle.

Ok. I think that maybe we should go with this then. Shall we play it by ear and see where it leads us.


Shen Volker wrote:
Ok. I think that maybe we should go with this then. Shall we play it by ear and see where it leads us.

Yeah that works for me. Looking forward to this, he he.


Just so people know, I'm looking at an archer cleric.


Dreaming Warforged wrote:

I'm thinking of going in the subdomains of Animal and Plant, and make the cleric quite combat oriented. There is a feat called Boon Companion from the Paizo's Seeker of Secrets, which would let me increase my level for the purpose of the animal companion. LINK

Let me know what you think of the feat.

Boon Companion would be a fine feat selection.


Guys, I want present some information copied straight from the module which will help you craft your character's motivation for setting out from Bard's Gate for the Camp on the edge of the Desolation. Please use any of the background and suggested hooks that you think seems appropriate for your character. You may also modify, adapt, use for inspiration, or think up something else entirely. Remember also to separate character and player knowledge for anything that seems unlikely to be known by your particular PC.

Background:

The northern wall of Bard’s Gate looks out over a vast river valley
disappearing into purple hills in the hazy distance. The mighty gates
fixed in that wall rarely open anymore. On the few occasions when
the north gates do open to allow entrance to the occasional merchant
caravan or especially daring traveler, they reveal a wide road, paved
with great stone flags forming a smooth and level traveling surface
striking due north for the hills. However, closer inspection reveals
the signs of a lack of maintenance, and after a few miles the road
deteriorates into little more than a wide dirt track, overgrown with
weeds and with only the occasional stone paver visible in the hard
soil. It obviously sees little travel and even less care.

Few stand atop Bard’s Gate’s north wall and gaze out upon that hazy
vista or care to think about what lies beyond those distant highlands.
Fewer still are brave or foolish enough to make the journey in that
direction. Bard’s Gate relies on its commerce from other roads in other
directions and pays no mind to the north, for to the north, beyond
the village of Taverlan and the distant purple hills and across many
leagues, lies the reminder of one of the most tragic moments in the history
of the civilized kingdoms. To those who even care to remember,
the north gate leads only to bad memories or mournful legend. To the
rest it leads to where only madmen would dare to go—the ruined city
of Tsar and the great Desolation that surrounds it.

Tsar, the great temple-city to the Demon Prince of the Undead,
stood for centuries as a bastion of evil and hate. Foul beings
of all kinds flocked to its mighty walls and found succor and
purpose within. At its heart stood the great Citadel of Orcus,
the black heart of Orcus worship on earth. Countless evils were
perpetuated in those corrupt precincts, and equally countless
wicked plots were hatched and carried out therein.

Finally the goodly kingdoms could stand the presence of this
festering boil in their midst no longer. The churches of Thyr
and Muir led a delegation of good and neutral faiths to Graeltor,
the last overking. Only with the backing of the nations’ secular
armies would the holy churches be able to erase such a blight. In
his last major pronouncement before the overthrow and fracturing
of the kingdoms into the independent nations they are today,
Overking Graeltor called for a mighty crusade to tear down the
walls of Tsar and forever end the presence of Orcus worship in
the world.

This crusader army, raised from all nations and almost every
non-evil faith, became known as the Army of Light and marched
for Tsar. In command of this army Graeltor placed his most
trusted advisor, the archmage Zelkor. Supported by innumerable
knight commanders, wizards, church patriarchs and scores of heroes
of renown, Zelkor quickly advanced his army from its staging
ground of Bard’s Gate, through Tsar’s outermost defensive
positions and into the great plain that surrounded the temple-city
itself. Flush with their many quick victories, the Army of Light
suddenly found arrayed against itself seemingly endless legions
of every sort of vile warrior-race and fell outsider imaginable
called up from all over the multiverse and lining the battlements
and fields before their redoubt—one of the greatest fortresses
and citadels ever erected in that time. The beginnings of doubt
seeped into the ranks of the Army of Light.

However, hope was not lost as the heavens opened up and
flight upon flight of angels and celestial beings descended from
on high to swell the ranks of the Army of Light. With grim determination
in both camps, battle was joined on the plain before
the gates of Tsar. The war raged for over a year, the Army of
Light advancing to the very foot of the walls and then being
pushed back by a new surge of demonic power. The disciples of
Orcus led by the Grand Cornu, Orcus’s single highest-ranking
priest on the mortal planes, threw every vile attack they could
at the Army of Light in defense of their city. Rains of horrific
fire and acid fell from the skies or belched from fissures in the
ground, great constructs crushed their foes before them, terrible
clouds of poisonous gas choked entire regiments, and heretofore
unknown plagues swept through the troops causing thousands
of horrible deaths among the Army of Light. Nevertheless the
forces of good persevered and fought on.

Finally, though the battle seemed no closer to victory, the fates
seemed to smile on the Army of Light. Unexpectedly the city
fell. In a single night the entire city virtually emptied of defenders
as they all were magically transported to a point several
miles outside the city’s walls, complete with baggage train and
mounts for many. The magical expenditure necessary to complete
this miraculous maneuver cost the Grand Cornu his very
life in sacrifice to Orcus, but the legions of the demon prince had
broken free from the Army of Light’s cordon. They immediately
took flight before the stunned Army of Light, heading south.
Zelkor and his fellow commanders were immediately suspicious
of this sudden retreat but could not afford to allow the
combined followers of Orcus concentrated in one place to escape
and spread their insidious evil again. A cursory sweep of
the city by scouts proved that the withdrawal was no ruse, so
Zelkor left one of his most powerful knights, the paladin Lord
Bishu, with a company of knights to secure the citadel and hold
it until the Army of Light could return and properly destroy it.
Then, still with a seed of doubt niggling in his mind, Zelkor ordered
the Army of Light in pursuit of the fleeing legions.
The tale of that long pursuit is an epic in and of itself. Finally
the Army of Light cornered the forces of darkness in a
forest near a rugged coastline. In anticipation of a great
victory, the forest was prematurely named the Forest of Hope.
The naming proved to be a cruel irony, for in the forest the followers
of Orcus had been preparing a great trap for years in case
just such an occasion ever arose. Both armies disappeared into
the forest. Neither ever emerged. The Army of Light was lost to
a man.

The shock of the loss of so many heroes, nobles, and leaders
of renown reverberated throughout the kingdoms. The overking
was overthrown in the unrest that followed. Minor wars erupted
as new factions took over old power bases bereft of their leadership.
When all was done and a semblance of peace returned,
the lands looked much more like they do today. Some said the
loss of so many was worth it for the eradication of the foul
cult of Orcus. Others said it had been a scheme concocted by the
demon prince all along to destroy his most powerful enemies
and sow hate and dissension throughout the civilized nations.
Years later when a terrible graveyard and thriving dungeon complex
devoted to Orcus was discovered in the Forest of Hope,
popular opinion agreed with the latter theory. It seemed Orcus
had not been eradicated after all, just relocated, and once again
his insidious evil began to spread throughout the lands.
For the past century some attention has been turned to delving
into the so-called Dungeon of Graves and rooting out the evil
now entrenched there. However, what remained of the temple-city of Tsar was a vast, abandoned
ruin surrounded by miles and miles of poisoned and scarred
wasteland left behind by the battling armies. It was all but
forgotten as a bad memory of despair with no value save as an
eyesore and wilderness home for strange and fearsome beasts
that moved into the desolate area. The knights of Lord Bishu,
left behind at Tsar, were likewise forgotten as they, too, were
never heard from again. In the wake of the great tragedy at the
Forest of Hope, no one thought to check into the ruins themselves,
and all who knew about this relatively small group that
had been sent to the city had perished in Orcus’s trap. The people
of the civilized nations went on with their lives with, perhaps,
a little less hope and optimism than before. Tsar was forgotten,
and the land around it shunned and remembered only as the
Desolation.

While the rest of the world looked southwards for the future,
some few remembered the distant exotic markets of the far north.
Those brave or foolish enough to try reopened the trade road
that passed through the Desolation to once again reach those
far lands. Those that survived such treks and were able to trade
the rare items they brought back made fortunes, but most who
attempted the dangerous passage died—lost to the hazards of the
Desolation. Eventually a small settlement of cutthroats and the
worst kind of profiteering entrepreneurs sprang up on the southern
fringe of the Desolation. This hole-in-the-wall known simply
as the Camp serves as a staging ground for travelers to hire
mercenary guards or fast mounts for the perilous run through the
Desolation. Likewise it serves as a point of relative safety for
those few managing to make it through from the north with or
without goods in tow, often with denizens of the Desolation in
hot pursuit. There is little to this unruly, fringe settlement, and
many meet their fates on its dirty streets without ever making it
to the Desolation. Regardless, it manages to just barely eke out
an existence serving as a stopping point for those few travelers
who dare to make the run.

Now no one but these miscreants and fortune-seekers pay any
attention to the area and then only so they can pass through the
Desolation as quickly and safely as possible. The temple-city’s
ruins are universally avoided and little thought of. Why would
anyone wish to go to almost certain death? What could still exist
in the unknown holes and broken towers of Orcus’s greatest
earthly bastion? What could lie undisturbed, awaiting some
possibly preordained time to awake in the ruins of slumbering
Tsar?

Possible Adventure Hooks:

1. To Boldly Go: The Desolation is a largely ignored and unexplored
wasteland where two massive armies virtually smashed themselves
to pieces. Those who have braved its depths have hurriedly
passed through studiously ignoring the battleground around them
and the ruined city it surrounds. Surely something of value remains
to be gleaned from such a cataclysmic conflict of old. In
this instance, the party, having gained enough power to attempt
it, can be one of the few to have ever tried plumbing the great unknown
that is the Desolation. Most have deemed it too dangerous
or devoid of anything of value, but there are always legends of
some great knight who fell on the battlefield clutching his powerful
sword that was never recovered or some powerful wizard
whose mighty staff disappeared in the melee and must still be
lying out there somewhere. Perhaps the party just wants to be the
first to have successfully braved the farthest corners of the Desolation
and lived to tell of it. Parties of a less lawful bent might be
interested in the rumors of burial mounds that were erected for
noble warriors who fell in battle and were interred with portions
of their riches.

2. Trail Blazers: A party of this level has many connections
gained over their career. One of these, a merchant-lord and
sometimes patron of their expeditions, has his eye on the
lucrative trade of the distant north. There are fortunes to be
made but the risks and expense are too great to make caravans
through the Desolation worthwhile. However, if a party
of proven adventurers could tame the area and open a safe
trade route, a monopoly on the new route could be established
and a fortune made by all. Maybe he wants someone to clear
the monsters out of the Desolation altogether, or perhaps he
just wants a safe route to be found that can easily be controlled
and kept secret. Either way such an endeavor has never been
successfully accomplished, but if the right group could be persuaded
to undertake the task…

3. Land Grant: Rewards come in many forms to parties of successful
adventurers, not always just heaps of gold and magic items.
For the successful completion of a recent mission a king has bestowed
upon a member of the party noble title and grant to land
at the farthest flung reaches of his holdings. The land just so happens
to be in the Desolation. The party must come to the Desolation
to try and not only bring order to the Camp but tame the
wilds of the Desolation as well in order to establish their fiefdom.
A variation on this theme is that a newly ennobled baron has just
received such a grant and needs to hire a party of adventurers to
reclaim his lands for him. Perhaps minor titles and land grants
await them if they are successful.

4. Save the Forest: If the party is of a more naturalist demeanor (druids,
rangers, barbarians, etc.) they could come to the Desolation
in order to erase the centuries-old blight from the lands. Common
wisdom says that surely some source of evil taint remains to keep
the land corrupted, so if such a taint were discovered and removed
the forces of Nature could begin their process of rehabilitating the
accursed ground.

5. Sleepless Knights: A cleric of Muir has located in the temple
archives a set of orders issued by Zelkor during the Battle of Tsar
that somehow survived and were transported back to civilized
lands. These orders detail the assignment of the paladin lord Bishu
and his company, adherents to the faith of Muir, to hold the city
of Tsar and await relief from the Army of Light. Lord Bishu was
always thought lost in the Dungeon of Graves like the rest of the
Army of Light. The fact that he never returned and the possibility
that he or some of his command may have survived for some
time at Tsar holding to their duty has ignited the church hierarchy.
What did Bishu accomplish during his time in the city? Do
his bones, surely now sacred relics of the church, still rest there
awaiting repatriation? Could he or any of his knights somehow
by the grace of the gods have survived all the intervening span of
years and man their posts still awaiting relief? The church cannot
afford to send any of its own on a possibly foolhardy mission into
unknown danger with only a small hope of success, but adventuring
parties are often known to undertake such assignments.

6. Sinister Secrets: Zelkor was not the only one suspicious of the
disciples’ sudden withdrawal from the city after the Battle of Tsar.
The record of that event is well-known and has been pondered by
many since that day. Was it all just to trap to destroy the Army of
Light at Rappan Athuk? If so why not reoccupy Tsar, a vast and
defensible temple-city along a lucrative trade route, instead of settling
for a dingy hole in the ground in some far flung forest. Could
the entire withdrawal and debacle in the Forest of Hope have been a
ruse within ruse to draw attention away from seemingly abandoned
Tsar for some other, altogether unguessed reason? Questions such
as these and more have been on the minds of the patriarchs of the
temples of Thyr and Muir for some time. Now they wish to send in
a small group to infiltrate the unplumbed ruins and discover what
sinister secret may have been kept so well for so long. This hook
works well with parties of a noble or holy content.


Could I get some more info on Muir, please? That last one seems interesting.


AJs Dad was kind enough to post what is available about Muir on the recruitment thread. Here it is again. You are free to embellish this as you'd like.

Muir:

Muir, Goddess of Virtue and Paladinhood
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Typical Worshipers: Humans, Paladins
Favored Weapons: Longswords or Bastardswords
Muir is the sister of Thyr. Where he represents Law
and Peace, she represents the martial valor necessary
to make that peace a reality. As such, she is the
goddess of paladins. She is often depicted as a darktressed
maiden warrior in shining mail with an upraised
(often bloodstained) sword. She is noble and
single-minded of purpose. The tenets of her worship
include Honor, Truth and Courage. A great order of
paladins, known as the Justicars, are sworn to her
service. She expects self-sacrifice, humility and
charity as well as unswerving loyalty. Her standards
are extreme and she quickly turns her back on any
who fail to live up to them. Those who maintain her
standards, however, may become Justicars—a prestige
class of paladins imbued with even greater holiness.
Her symbol is a blood-red uplifted sword on a
white background, symbolizing her endless fight
against evil. Her worshipers must be lawful good,
and only clerics of Muir may ordain Justicars. The
falcon is her sacred animal. She is the tireless foe of
all evil creatures and undead, demons and devils in
particular are her sworn enemy. The Burial Halls of
Thyr and Muir are also known as the Stoneheart
Mountain Dungeon and are detailed in the Necromancer
Games module The Tomb of Abysthor.


Alexander Pierce checking in and ready to get approved. I may tidy up the profile a bit, but I think the character is more or less finished.

I haven't had a chance yet to read through all the background and plot hooks yet but I will do that shortly and add a background and description section to the profile with it.

I see Rasina and Shen are going to be having some ties between them already, did anyone want to work in a background together as well? I'm sure the more of us who know each other the better.


Changing my character's name to Rey essentially he was born human but after an interesting encounter when he was younger he is now a Tiefling. If someone wants to try and connect their character to Rey that's cool.


Female Human Wizard (Necromancer) 6 / Deathmaster 1

Hi Rasina,

I have being doing a bit of digging and come up with the following. See what you think.

Spoiler:
As you can see from Shens background, both her parents were killed by the wizard Vortigem. I am putting a piece into her background about the fact that for many years she has tried to have them resurected but has had no success. It wasnt until a priest of Muir in Bards Gate, called Barahil the Faithful informed her that both her parents souls were imprisoned in Orcus' realm and that only a servant of the horned god could bring them back. This is partly what set Shen on her current path. Shen learnt through her sources that the once good leader of the Army of Light, Zelkor, now had a lair deep within Rappan Athuk. Shen and her companions travelled to the Dungeon of Graves and ventured 'down the well', although Shen herself had serious misgivings, after finding an open grave on their approach to the place, that bore her name already carved on a tombstone!
Three of them died that day, but Shen managed to recover a fragment from the journal of Zelkor that mentioned the once mighty temple city of Orcus; Tsar. And so Shen eventually returned to Bards Gate to Turlin's Well district. It was here, within the High Sanctum
of the Scroll, that she met Rasina, another adventurer who had a vested interst in Tsar. At first, there was cold animosity between the two but as they learnt more of each others past and the journey that had brought them to this point, a grudging respect was born. The two of them together have formed a working partnership, however unlikely that balances both sides of the coin of morality, for the greater good of a shared cause.

What do you think?


Shen Volker wrote:

Hi Rasina,

I have being doing a bit of digging and come up with the following. What do you think?

Shen:
I like how the BG meshes well. Due to Rasina's loss of her old companions, including her old lover, she is lonely and really looking for a friend more than anything. She is quite outgoing usually, but her recent adventures, not to mention the awakening of her celestial blood has made it difficult for her to relate to people. I could see a friendship blossoming between them, given time.

Female Human Wizard (Necromancer) 6 / Deathmaster 1
Rasina Songhair wrote:
Shen Volker wrote:

Hi Rasina,

I have being doing a bit of digging and come up with the following. What do you think?

** spoiler omitted **

OK then, lets see where it takes us.


I just realized we have a zen archer...

I'll look at a melee cleric...

I know!

I got some ideas for reworking the background.


Something I was wondering if I was to have enchanted my blade to +1 enhancement before level 3 would the current enhancement bonus stack?

A level 7 bladebound magus' black sword has an magical enhancement of +2.


havoc xiii wrote:

Something I was wondering if I was to have enchanted my blade to +1 enhancement before level 3 would the current enhancement bonus stack?

A level 7 bladebound magus' black sword has an magical enhancement of +2.

I can tell you by the Core, as both are as enhancement bonuses, no. Sorry Havoc.

However, if you could figure out how to give yourself a different bonus on the sword to attack or damage, like competence or luck, then that would stack...

Of course, i am a player, anything that goes against what the GM says is something totally different. XP


This is the part that confuses me I'm not sure if they meant for it to work like arcane pool.

These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.


havoc xiii wrote:

This is the part that confuses me I'm not sure if they meant for it to work like arcane pool.

These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.

...

Gonna go eat my hat. Yup, you can do that. At least, according to the Round 3 Beta PDF I have.


Ganny wrote:
havoc xiii wrote:

This is the part that confuses me I'm not sure if they meant for it to work like arcane pool.

These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5.

...

Gonna go eat my hat. Yup, you can do that. At least, according to the Round 3 Beta PDF I have.

Don't eat it yet I know that's how the arcane pool works not so sure that's how the black swords automatic enhancement works.

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