Mr.Sandman's Danger at Dagger Rock


Recruitment


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Many in this land feel their lives touched by forces whoes nature is shrouded in darkness. It is to research these forces that the Children of Darkness was founded fifteen years ago. In that time the society has investigated places touched by the arcane and occult across the nation. You are all members of this organization, devoting yourselfs to the uncovering of the unknown. Your present mission sees you traveling to the small town of Relford, where visions of a town flooded by danger plague the clairvoyant among the society.

Greetings all. It is my intent to run the Danger at Dagger Rock module for 6 players. Alynthar42, Saving Cap'n Crunch, and Riuk have been reserved spots, so I am looking to recruit 3 more.

Crunch
Starting level: 1st 
HP: full at 1st level, half+1 after that 
Alignment: any, but Evil must be willing to work with others.
Stats: 25 point buy 
Class: any Paizo 
Race: any Paizo 
Traits: 2 plus 1 from those listed below
Wealth: Average
Posting schedule: Once every 48 hours would be preferable, but I know life happens. When in combat I will act for you after 48 hours.

Campaign Traits

Esoteric Study: Your studies with the Children have taught you many things about your societies most common foes. Use Knowledge Arcane to identify Undead and Abberitions.
Visions of the Drowned City: recently you have had disturbing dreams of a town engulfed in a flood of danger brought from within. These visions give you a +1 to initiative against the members of the Cult of Dagon.
Devoted to Knowledge: your quest for the truth is unswayed, even by magic. Gain a +2 bonus to Will saves against Charm effects.
Kin of Darkness: the touch of darkness on your life has made you more in tune with those who feel that connection. You gain +2 to Diplomacy against Undead.

I am also interested in running this in Eberron, but would like everybody's opinion on that first, as Golarion appears to be the default setting here.


hay thanks for the invite ^_^ this is the character ill be playing with. He is the same as the other one ill make the necessary changes for this game

Shadow Lodge

I'm not sure what I want to play yet. I always would be fine with playing a bard, but I also want to play a class I haven't played before.
Edit: I'm thinking about a Lore Warden that focuses on archery, whipping, and combat maneuvers. Will be be leveling up in the course of this module?


Dotting for interest but I need to upgrade a character for this, probably a ranger


I am interested if there is space available. Never played in Eberron though.

Silver Crusade

dot. considering a monk.


I'll be playing Alynthar, the Chaotic Good necromancer.


my submission for the module, a carefree NG brandy drinking Aasimar Swashbuckler with a penchant for talking first and thinking after. although i can switch if the party needs something else.


ok I have a question why is the tiefling / aasimar such a popular choice as a race I see a lot of players submitting that in other games forms


So, it looks like we're looking for a divine caster, a martial character, and a skill monkey. Is that right?

@Riuk-Personally, I play a tiefling for two reasons. One, they make outstanding wizards, with a bonus to Int. and Dex. Two, they provide lots of opportunities for roleplaying, since they're widely discriminated against.


the latter is the same reason I usually play half orcs I love the whole thing about them, I'll need to read up about the mythos on tiefling I admit I don't know much about them ^_^ just the whole demon blood thing


If you need a fighter here is Camas Washougal.


I'd like to submit the following character for consideration:

Spoiler:
Oddr Last-Laugh
Male human (Ulfen) barbarian 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +6, Ref +2, Will +0; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 40 ft.
Melee boarding axe +2 (1d6+1/×3) or
dagger +4 (1d4+3/19-20) or
longsword +2 (1d8+3/19-20)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Two-weapon Fighting
Traits courageous, life of toil, viking blood (lands of the linnorm kings)
Skills Acrobatics +0 (+4 to jump), Climb +5, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +6, Perception +4, Ride +4, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +4, Swim +5
Languages Common, Skald
SQ fast movement, pride
Other Gear chain shirt, light wooden shield, boarding axe, dagger, longsword, backpack, bedroll, belt pouch, blanket, flint and steel, waterskin, whetstone, 18 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Courageous +2 save vs. fear.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Viking Blood (Lands of the Linnorm Kings) +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
--------------------
Oddr earned the name "Last-laugh" for two reasons. The first was simply the fact that despite what cruelty and hardship life has presented him with he always maintained a good humor, taking the view that any day he was not dead was a good day, that there was always something worse and dwelling on the hand fate had dealt was as pointless as trying to charge the waves of the incoming tide. This outlook served him in good stead as the ships boy on a longship raiding up and down the northern coasts. His father was a drunk and a gambler and had fallen so deeply into debt he sold his only son into indentured servitude as wergild to a Viking captain.
Oddr spent his boyhood among hard men, performing back breaking labor, subjected to beatings and a world of violence and bloodshed. Despite this environment he managed to keep a sense of honor and what was right. It was this that lead to the second event that led to his epithet. On one particular raid the captain of Oddr's ship was in an especially cruel and bloodthirsty mood and had decided that having slaughtered all of the coast town's menfolk, taken most if the women as slaves and burning the town to the ground was not enough he also decided to butcher the town's children just to add to his already fearsome reputation along the Varisian coast. Despite having participated in the raid, this act of senseless violence was too much for Oddr who stood between his captain and the children huddle on the beach between the longship and the roaring flames of their village behind them. He would not move and the captain took this as a challenge to his authority. A ring was formed around the two men and a brutal combat was fought. It really was one sided as the captain was a seasoned veteran, having survived more raids and duels than he could count and Oddr was repeatedly driven to his knees or laid out on his back, only to return to his feet with a grim, almost suicidal determination. Even the crew and captain began to look on with a certain respect as this boy stood swaying, bloody, barely able to raise his weapons but still willing to fight. Still, the captain could not brook this upstart's challenge, so again and again they clashed until at last Oddr was on his knees, disarmed, barely conscious. Believing the battle won, the captain chose not to slay Oddr, feeling such as he would one day make a valuable warrior, but he also thought one more lesson was in order. Taking his dagger, the captain held Oddr by his hair and sliced his cheeks from the corner of the lip in a horrific grin. "Now you will always know that I have the last laugh little boy" the captain gloated, turning his back on Oddr to complete the slaughter he had set himself upon before he was interrupted by this pup who thought himself a man.
Oddr swayed on his knees, his vision blurred by blood, sweat, and pain watching the tall shadow of his captain walking with sword draw towards the helpless victims, the captain's harsh laughter ringing in his ears. All of the pain, all of his helplessness, shame, anger, and hate drew into the pit of Oddr's stomach, flaring into an intense, bright point of cold fire. New strength lifted Oddr to his feat with a bloody snarl and he charged. Hearing this, the captain turned, sword raised only to be faced not with his battered ships boy but a blood soaked hell wight bearing down on him. The one moment of shock was all Oddr needed, batting aside the advancing blade he crashed into the captain, his fists crashing again and again into ribs, face, the bones snapping like kindling. He drove the captain to the ground, continuing to drive his hands into the hated face until it was no more, just a gory, gaping ruin.
Long after the captain was a cold corpse, Oddr kept pummeling him until the rage passed and overcome with fatigue and loss of blood, he swooned, blacking out onto the cold sand. He awoke several days later in a crude shelter, bringing tended by one if the village women. He was told that after he had so savagely killed the captain, the remaining reavers had taken the spoils of the raid but had left the children and released the women to honor what they believed had been a heroic death. Even though he had been one of the men who had helped slay their husband's and sons the women folk had taken pity on Oddr, still little more than a boy himself, who had struggled so hard to save their children. They stitched up his wounds and tended to his fever as he slowly recovered. The scars on his face did knit together, however his face will forever bear a horrible permanent grin. Once he was well enough, Oddr thanked his saviors, taking his leave to make his way in the world. From the stories of the villagers and his former shipmates that spread he had garnered some small note particularly in his homeland of the Linnorm Kings. Soon he was appended the name "Last-Laugh" as he travelled the lands, earning his way with sword and axe as a mercenary and enforcer, doing his best to live by his
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Shadow Lodge

Okay, I'm building a cleric. Expect variant channeling.


Sorry for the wait, had some errands to run today. You level up to ~lv 3 it looks like, maybe 4. No need to worry too much about fitting into the standard rolls, I worry more on story over build, and if you don't love the character you are less likely to play it well anyway. I think I will be recruiting until the 20th, giving everyone a week to go over there ideas, and, as I am off work that week, ready to start the game off good. Everything looks great so far.

Sovereign Court

Here is the party cleric! He is done barring a few minor purchases (such as a holy symbol). I'm planning on giving him variant channeling (law) but if there aren't many lawful party members I will take variant channeling (protection) instead.

Dark Archive

I'd like to submit Gringe here plz,

stats:
HP:6 AC:16(+2dex,+4armor) speed:30(25 in armor)
Saves:fort:0 refl:+2 will:+6
BAB:0 CMD:0 CMB:0
Ini:+2

Skills and Feats:
skills: craft(traps)+2, stealth+1, ride+1, handle animal+1, ride+1, knowledge(nature)+1
Feats: draconic aspect (white)

Defense:
res.cold 5

Offense:
Mele: short spear-1(1d6-1)
Ranged: light crossbow+2(1d8+2)

Inventory:
Gp:20
hide armor, 10 bolts, short spear, 1 weeks rations(small)

spirit animal:
cave salamander HP:8
Medium speed:40ft AC:13(+2 natural, +1 dex)
Str:13
Dex:12
Con:13
Int:1
Wiz:12
Cha:4
Attacks: Bite+1(1d6+1)
Special:DV 60ft

personality/appearance:
Gringe is a female kobold with white skin and dark green eyes.
She is a vile friend, but a good ally. She is sloppy but precise, and tends to want things her way. She begins arguments about small things, but never changes her mind. She is a determined person, yet acts almost erratically

Thanks FYI: I can only post on weekdays

Dark Archive

BTW, kobolds don't have many traits, so I'll just take the devoted to knowledge trait


@Cronwier- Please don't take VC (Law). Alynthar is Chaotic.


Bump.


Are we still doing this?


Greetings. Sorry, been busier than expected. I am still planning on doing this, but I have noticed, most people don't have their Trait yet, that I can tell. I am having a bit of trouble reading some of your statblocks as well. So far:

Alynthar- Campaign Trait needed please
Ivan- Same as Alynthar
Cronwier- I am having a lot of trouble reading your stats, and you need a background as well.
Osspithius- I am going to need a bit more of a background than that.
Camas- Background please
Oddr- You need a campaign trait, and I'm not really seeing where you are 'touched by darkness' in your backstory to justify you joining the 'Children'
Gringe- You need a backstory, and it might help you to take the standard number of Traits.

With this in mind I will keep recruitment open for a while more. Thank you all for your interest.


Sorry. I'll be taking the Esoteric Study trait.

Also, there's an alternate spell like ability for tieflings that lets you animate a 1 HD skeleton per day, as per the spell Animate Dead. This means that the animation is permanent, and I can control 4 skeletons/level. Also, since it's a spell like ability, there's no material component. That said, could I take that ability instead of Darkness?


Which book is that in? I'm not finding it in the ARG.


It's in Bastards of Erebus, if I recall correctly. http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage


I would rather you took it as the full Feat, as the spell it provides is of a higher spell level.


Poopy. I guess I can live with that.


Actually, could I point you to this thread?


Indeed you can. The arguments are souns. Go ahead with the alternate.


YAY! Thank you!

Sovereign Court

hmmm...... possibilities. Also, I am quite familiar with Eberron.


Well, nobody has submitted a skill monkey yet, so if you do, you're practically guaranteed to get my vote.


So, since interest in this seems to have died, I suggest going to this thread for recruits.


anybody still interested please sound off by Sunday.


Should we send PMs to the people who originally displayed interest?


So, should push come to shove, what enemies would there be a lot of? I am just considering if you suddenly need some one.

Dark Archive

I'll back out.


I'm interested. :) curious too since it would be Eberron, would the 'Psychic Magic' of the Occult Adventures Playtest fit? I've been dying to try a couple of the classes.....


I suggest picking something non-magey. We've already got a wizard and an alchemist, and redundant characters are usually less likely to be picked. A skill monkey or martial character is almost certain to get my vote.


So, should you need someone, what are some common enemies? Pondering ranger, maybe some specialized archetype if there is a good one.


"Human" is always a good choice.


This adventure has a lot of Undead and Abberitions as well, though yes, other than them most of the Cultists are Human.


sorry but im going to have to drop out I have too many games and im GMing a few so this game looks awesome and I really want to play my "vampire" but its too much right now, for now have fun all


So, are we gonna do this? And I'm looking at the Arcanist class. What are your opinions on those?


I'm looking to join up, gnome barbarian, at your service.


I give up. This obviously isn't going to happen. Sorry.

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