
DM Puppet Master |

Greetings all!
When the PF humble bundle came out, I started a game for new players to go through Crypt of the Everflame. That's now coming to a close, so I've decided to continue with the followup module Masks of the Living God. But first, the party has decided it wants to replenish its lost players. Specifically, we need magic users. The current party consists of
- Artair, Dwarven Barbarian
- Etam, Humah Fighter
- Jaed, Human Rogue
- Finnrick, Half-Elf Druid + Millsy his cat companion
Posting expectation is around 4-5 posts a week, but I don't generally strictly enforce that (posting has also slowed down somewhat since I told everyone we were almost done). However, if we're in combat, I reserve the right to bot you if 24 hours pass after your turn has come up. More importantly, if you're going to be gone for an extended period of time, I expect you to give us a heads up. This group's done a great job of doing that, so don't break the trend. ;-)
Maps are done using Google Drawings and I expect you to move yourself (or at least describe where you move if you're unable to move yourself due to being on a mobile phone or something). I'll roll your initiative and reserve the right to roll some saves or skill checks in the interest of speeding things up.
If there's enough player interest, I'll probably be running the third module in the Price of Immortality trilogy as well. It's fine if you played the series before, so long as you believe you can seperate player/character knowledge. However, you should not currently be playing in a game.
Two possible plot hooks:
- You've been asked to aid the heroes in finding the bandits responsible for this desicration
- You're suspicious the incident may be related to the local cult dedicated to Razmir the Living God
If you want to try to come up with your own hook, that's fine, but it's not necessary. The adventure will begin after you've all arrived in Kassen before heading up to the capital city of Tamran.
Stats: Pick one of these two stat arrays
17, 15, 15, 13, 13, 12
18, 14, 14, 13, 12, 10
Alignment: Any non-evil
Classes: Any though obviously you're not going to get picked if you make a straight fighter and you're unlikely to get picked if you make, for example, a melee character who just happens to have some magic.
Races: All core + any race with <= 15 RP. No custom races. For Aasimar and Tieflings:
- Variant heritages are fine, no feat needed for Tieflings
- Variant abilities must either be rolled (you can choose to keep the default if you don't like the result) or spend a feat to pick them, even if you're an Aasimar
- Alternate physical features can be picked for free since they provide no mechanical benefit.
Traits: 2 traits, +1 if you take a drawback. No campaign specific traits and don't take any of the cheap drawbacks that are unlikely to come up (Like Family Ties).
Starting Level: 3rd
HP: Max 1st level. Future levels are rolled or half HD + 1 if that's higher
Gold: 3,000 gp
Background Skills: Are in effect. If you're a bard, you can't use them towards versitile performance skills.
2) Somewhere between a couple of sentences and a paragraph describing your character's basic personality.
3) One or two sentences explaining why you were summoned. Feel free to use the plot hooks I provided or to come up with your own.
4) Character crunch (no alias needed unless you're selected). You don't have to do all your shopping, but main purchases should all be on there.
5) The tl;dr of your crunch. Not that I won't look through it, but I find it can sometimes be hard to judge the player's intent just from the numbers. Specifically, I want a rough idea of what you're likely to do in combat, what you're likely to do out of combat, and if you're trying to specialize in something (and what).
If you want to look over the gameplay thread of what we have so far, it's here.
Submission Deadline is Friday October 14th at 6pm PDT (or is it PST? I'm never sure). I'll choose characters that weekend with the aim of starting the game on Monday.

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I realize it's quite brazen of me to ask, but would you consider changing up your table rules? I'm a fan of automatic bonus progression and Spheres of Power most notably. I think ABP simplifies a lot and helps draw out the more flavorful magic items, while Spheres gives casters a lot more flexibility while balancing them more with martials.
I don't really expect you to say yes, but if you're starting a new module, now would be a good time.

DM Puppet Master |

I realize it's quite brazen of me to ask, but would you consider changing up your table rules? I'm a fan of automatic bonus progression and Spheres of Power most notably. I think ABP simplifies a lot and helps draw out the more flavorful magic items, while Spheres gives casters a lot more flexibility while balancing them more with martials.
I don't really expect you to say yes, but if you're starting a new module, now would be a good time.
Nope, sorry. While this is a new module, the players from the first module are keeping their characters, and I don't feel like asking them to redo them. Especially given that a) they were all new to Pathfinder when we started and b) I'm actually not really familiar with ABP or Spheres.
Well, I don't much care for the variant abilities on an 86, with either race... To clarify, you said "or spend a feat to pick them" - does that mean if I take the feat, I can pick any one of the 100 options I want? Or that I can roll three and pick the one I like best (as the feat says)?
Yup, if you take the feat, you can pick whichever ability you want without rolling. The feat must still be taken at 1st level though (mostly only relevant if you want multiple "taken at 1st level" feats).

dwilhelmi |

Is there a particular spellcasting roll that you are hoping to get filled? I usually play straight wizards, my normal goto for spell casting, but I was playing around with the idea of doing a Spirit Walker mesmerist, who was called to the scene because of the presence of the undead (he's somewhat of a specialist in that area) and because of the possible involvement of the cult. Mechanically, he focuses on face skills (double-digits on all the normal face skills) and enchantment spells. Seems a good fit for this campaign, based on the product description, but the mesmerist does lack many of the traditional buff type spells if that's what you are looking for. If you need a more general spell caster, though, I'd be happy to work up a wizard. Thoughts?

DM Puppet Master |

Is there a particular spellcasting roll that you are hoping to get filled? I usually play straight wizards, my normal goto for spell casting, but I was playing around with the idea of doing a Spirit Walker mesmerist, who was called to the scene because of the presence of the undead (he's somewhat of a specialist in that area) and because of the possible involvement of the cult. Mechanically, he focuses on face skills (double-digits on all the normal face skills) and enchantment spells. Seems a good fit for this campaign, based on the product description, but the mesmerist does lack many of the traditional buff type spells if that's what you are looking for. If you need a more general spell caster, though, I'd be happy to work up a wizard. Thoughts?
It's a little hard to say if they specifically need a spellcasting role fulfilled both because they just haven't had much access to magic and because I think their magical needs are going to be different in this module than the previous one. While I'm not super familiar with mesmerist, I think focusing on face skills/enchantment makes sense for Masks.
If you make a human caster, do you still take the ability bonus?
I'm not quite sure what you're asking about. If you asking do humans still get a +2 to any stat, then yes; to my knowledge there isn't anything about being a caster that would get rid of that.

dwilhelmi |

Alright, I think I have everything here, hope you enjoy! Presenting Latius Serapio, an aasimir mesmerist:
Latius enters the home of Cygar, the Society member who had sent out the call for clerics, without waiting for an invitation. The door had barely opened, and in he comes, like he owns the place. "Hey now!" Cygar growls at the intruder "what is the meaning of this?"
"Sorry good sir, but I assumed the matter was one of a certain urgency, for you to issue a call to the whole of the pathfinder society like that. Undead problems I hear? Shame, shame. Don't worry," Latius says with a grin "I'm here now".
Not seeming the slightest bit friendlier, despite now knowing the nature of the intruder, Cygar responds: "Pathfinders are usually a good deal more polite than yerself, boy. Who in the blazes are you?"
Wouldn't you like to know? I'm not even sure I remember anymore "I am Latius Serapio" currently... he responds, giving a small salute with the top of his walking cane against his wide-brimmed hat. "Expert on all things undead and cult-like, here to assist with your, uh, pest problem."
Cygar chuckles just a little bit at that, and seems to visibly relax. "So you're a cleric then? About blasted time, I sent for one months ago! You able to go in and bless the crypt for us? We'd all like to put this whole business behind us."
Latius looks slightly grave at this, and says "I'm afraid that's not going to happen soon, my friend. I'm no cleric, but I know undead, and I know the cults that raise them. From the sounds of things, this has all the markings of the involvement of a cult of Razmir. If that's the case, and I think it is, you've got a lot of trouble yet to deal with."
Cygar shivers just a little bit at this, and says "Nah, surely not; they took care of it! Splash some holy water in there and seal it up again, be good as new!"
Latius sighs. This is getting us nowhere. Sorry, friend, really I am. "Cygar, listen to me." he says, as his gaze meets that of Cygar's. A second later, Cygar seems to slacken, and he calms down considerably. "Cygar my friend, I am here to help. There is danger afoot, but nothing that can't be handled. Take me to this group of adventurers, so we can get started."
At that, Cygar gets up, grabs his things, and walks out the door, with Latius following quickly behind.
Latius is a fairly laid-back, easy going kind of guy. He is quite used to getting his way on things, given his talents, but he strives not to abuse his gifts on those close to him. He worships Pharasma, and shares her views of life and death and undeath. He is something of an expert at the undead in particular, having studied them and fought them most of his adult life. Despite that, he still carries around his sword cane, even if it isn't always terribly effective against the undead, simply because he likes the style. He is also a very private person; he uses his Hat of Disguise liberally, and pretty much never shows anyone his true form. If asked about himself, he will usually answer in non-specific ways and try to turn the conversation back to someone else.
Even though the call to the Pathfinder Society had been for clerics or paladins, Latius ran across it anyway, and it caught his attention. The whole situation seemed fishy to him, and he felt there were some really serious signs pointing to a cult of Razmir the Living God. He truly can't abide the undead or those who seek to use them, and so came immediately.
Latius Serapio
Male aasimar mesmerist (spirit walker) 3
N Medium outsider (native) humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +9
Alternate Racial Traits Scion of Humanity, Deathless Spirit
Favored Class Bonus +1 Skill Point
Variant Abilities You gain an additional +2 racial bonus to your Charisma score.
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +3, Ref +4, Will +10 (–1 against compulsions), (ALL +2 vs death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school)
Resist negative energy 5
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Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +5 (1d6+2)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks bold stare (susceptability), hypnotic stare (-2), mesmerist tricks 7/day (mask misery, shadow splinter), painful stare (+1 or +1d6+1)
Mesmerist (Spirit Walker) Spells Known (CL 3rd; concentration +9)
. . 1st (5/day)—grease, hypnotism (DC 17), charm person (DC 17), murderous command (DC 17)
. . 0 (at will)—dancing lights, detect magic, disrupt undead, prestidigitation, read magic, unwitting ally (DC 16)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 13, Wis 12 (10+2), Cha 22 (18+2+2)
Base Atk +2; CMB +4; CMD 15
Feats Angelic Heritage, Intimidating Glance
Traits Memorable, Reactionary, Two-World Magic
Drawbacks Empty Mask
Skills Bluff +12, Diplomacy +14, Disguise +12, Handle Animal (BG) +9, Intimidate +12, Linguistics (BG) +7, Perception +9, Sense Motive +7, Knowledge (Religion) +7, Use Magic Device +12; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Azlanti, Common, Draconic, Skald, Varisian
SQ continued animation, undead inception
Combat Gear potion of cure light wounds (2), potion of remove fear (4), smelling salts[APG]; Other Gear chain shirt, crossbow bolts (20), light crossbow, mwk sword cane[APG], hat of disguise, backpack, chalk, silk rope (50 ft.), wooden holy symbol of Pharasma, mule, bedroll, blanket, block and tackle, crowbar, hemp rope (100 ft.), trail rations, waterskin, 1 pp, 349 gp, 8 sp, 9 cp
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Special Abilities
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Continued Animation (humanoids, 6 hp, 1 round, 1/day, DC 17) (Su) You can animate a fallen target of your hypnotic stare.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Intimidating Glance You can attempt to demoralize the target of your hypnotic stare as a swift action.
Mesmerist Tricks (130 feet, 7/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+1 or +1d6+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Susceptability (Su) Hyp. stare applies to Sense Motive vs. Bluff, reduces DC of Diplo & Intim checks vs. target.
Undead Inception (Su) You can affect undead with your hypnotic stare.
Deathless Spirit You gain resistance 5 against negative energy damage. You do not lose hit points when you gain a negative level, and you gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Memorable When you modify a character's attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.
Empty Mask You take a –1 penalty on Will saving throws against compulsions. This penalty increases to –2 against foes who know your true identity.
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Clyde (not combat capable, just RP/storage locker)
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear bedroll, blanket[APG], block and tackle, crowbar, hemp rope (100 ft.), trail rations (5), waterskin
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Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
In combat: Enchantment spells to mess with my enemies heads, Hypnotic Gaze to make my enchantments hit easier, and a lot of intimidation, which I can do as a swift action to anyone I am in a Hypnotic Gaze with. Handful of fallback options, including Grease, my sword cane, and a crossbow. Unwitting Ally cantrip to try to easily provide flanking, and Disrupt Undead if we run up against any of those.
Out of combat: Face and more face. Hypnotic gaze works out of combat, and reduces diplomacy and intimidate DCs by 2, and I have very high diplomacy, intimidate, and bluff skills. Many of my spells known work really well for out of combat as well. I also have a Hat of Disguise, which I pretty much always have turned on, even just among my allies.
Specialization: Messing with the mind in various ways, trickery and confusion.

rungok |

I actually ran tomb of the everflame years ago for some first-time pathfinder friends and we loved it. We never got to do masks of the living god, but I would love the opportunity to participate in it with your players.
Shisui Sato awoke from his nap, a butterfly resting on his snout. He sends it on its way with a puff of air, and yawns, sitting up. The cherry tree on the hill was going to be blossoming soon, and the weather was just perfect for napping, so he took one. The fields below were being tended to by farmers and craftspeople, but they paid the fox little mind. Even in Tian Xia, kitsune rarely walked about in their true form, but Shisui had managed to make an impression on the locals and he didn't want to bother with trying to decieve them.
He stands, stretching his arms and legs and swishing his tail before briskly walking down the hill towards Goka. An honorary lantern lodge member, Shisui kept checking with the lodge's venture captain for some kind of work.
Business had been slow, or at least that's what Amara Li has been telling me. I'm not going to dismiss the rumors that she was under some 'financial stress' as of late. Funding less important society investigations have become difficult.
Still, he hoped each time he came in she'd have something for him.
"I have something for you." Amara told him, picking out a tea set for today's ceremonies. "If you are willing to take it."
Shisui's ear twitched and he had to check to make sure his mouth wasn't hanging open. "I... of course!" he answered after a few seconds to collect himself. "What are the details?"
Amara selected a beautiful white and sky blue porcelain set and placed it on her table before answering. "I've gotten word from some of the venture captains in the inner sea region. Something's going on in Nirmathas that I think we might be of benefit to the society, should we look into it."
Shisui looked at the woman skeptically. Nirmathas? That's a long ways away just for one job."
"What about the lodge there?" he asked. "Is there a reason we're dispatching me halfway across the world?"
She fixed him with a level look. "We were asked to help and I have agreed to send it." she replied curtly. "I intended on sending Orek Ten-Thunders, but after that incident with the naga's temple..."
"I'm the only one fit enough to go." Shisui replied, scratching his nose. "You sure this isn't about you paying off some favors you owe?"
Amara's face was as cold and as inflexible as the porcelain tea set before her. "I expect you to to report to the temple of Daikitsu; a cleric there will be facilitating your... rapid deployment to the area. I would have arranged for your return trip but, since I didn't know when you'd be showing back up I couldn't find the time. Good luck."
Shisui took the written form of his orders and sighed, leaving the lodge and heading towards the temple.
Gods... I really shouldn't have mentioned the money. he lamented.
Shisui (pronounced She-sew-e) is light-hearted, willing to help, a bit mischievous. His sorcerous magic makes him almost dangerously capable of bending people's minds, but for the most part he doesn't enjoy using his powers to hurt people. Well, he does sometimes get vengeful towards people he sees hurting or abusing others. He isn't paranoid about being in human form, but for the first few weeks he's in Nirmathas he's going to appear human unless he gets particularly comfortable with the party. He will gladly explain if the secret gets out, however.
As indicated in the fiction, he was sent because the lodge venture-captain in his region owes some money to another venture captain in the area and as part of absolving the debt has lent some manpower to the problem.
Shisui Sato
Male kitsune sorcerer 3 (Pathfinder RPG Bestiary 4 175)
NG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +2
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Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 Dex)
hp 20 (3d6+6)
Fort +3, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . unarmed strike +1 (1d3 nonlethal) or
. . bite +1 (1d4)
Spell-Like Abilities (CL 3rd; concentration +8)
. . 3/day—dancing lights
Bloodline Spell-Like Abilities (CL 3rd; concentration +8)
. . 8/day—laughing touch
Sorcerer Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—burning disarm (DC 16), charm person (DC 19), entangle (DC 16), sow thought[ARG] (DC 21)
. . 0 (at will)—daze (DC 20), detect magic, prestidigitation, ray of frost, read magic
. . Bloodline Fey
--------------------
Statistics
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Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 20
Base Atk +1; CMB +1; CMD 15
Feats Eschew Materials, Greater Spell Focus (enchantment), Spell Focus (enchantment)
Traits ascendant recollection, dtang ma bloodline, nine-tailed scion
Skills Acrobatics +5, Appraise +5, Bluff +9 (+7 for 24 hours when you fail an opposed Charisma based check), Diplomacy +5 (+3 for 24 hours when you fail an opposed Charisma based check), Disguise +5 (+3 for 24 hours when you fail an opposed Charisma based check), Handle Animal +6 (+4 for 24 hours when you fail an opposed Charisma based check), Intimidate +9 (+7 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +5, Knowledge (nature) +5, Linguistics +2, Lore (Pathfinder Society) +5, Perception +2, Sleight of Hand +5, Spellcraft +6, Use Magic Device +9 (+7 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Acrobatics
Languages Aklo, Common, Dtang, Sylvan
SQ change shape, kitsune magic, vain, woodland stride
Other Gear +1 silken ceremonial armor[UC], dagger, ring of protection +1, 150 gp
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Special Abilities
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Change Shape (Human) (Su) Assume a single human form.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast.
Laughing Touch (8/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Vain -2 to Cha checks for 24h after failing an opposed Cha check.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Shisui's skills allow him to get into places by lying effectively, especially when mixed with his spellcasting focus of enchantment. In combat situations, he can provide low, but reliable cold damage with his cantrip and also some crowd control via Burning Disarm and Entangle. As he gets more enchantment spells, he will get more and more effective.

panegyric |

hi all,
I'm the player behind Etam, the fighter of our group. Just to give some input from my perspective. The shortage of magic users (aside from healing that was our druid's burden for most of the adventure) put us in some situations that would have been much simpler otherwise, like finding a specific object amongst hundreds of non-magical identical copies and dealing with an incorporeal foe.
Do you need a healer? I have a couple ideas for that.
Though more healers are always welcome (I'm of course biased as a front-liner, but still), we already have a druid who is taking that role. Whilst he might appreciate being relieved from being the only source of healing, I think we would still need someone who could also take on other roles.
also, just wanted to say it's really nice to see the IC narrative and imagining the new characters interacting with the group. great job, dwilhelmi and rungok =)

Tache |

Hi all!
I am the player behind the rogue of the group, Jaed. I think our DM and panegyric have summarized very well our situation and needs. I just want to emphasize that some of us are relatively new to Pathfinder so I hope you are ok with our non-optimal character builds and some newbie questions and mistakes. Actually, it is not that bad, we have come a long way during this first adventure :)
dwilhelmi and rungok, those are two nice characters and narratives!

rungok |

Thank you Tache!
non-optimal is fine. I actually felt okay making an enchantment-focused character as opposed to a 'burn it down' damage dealing sorcerer because the dice roller on the game seems to roll fairly. It's not optimal; come undead or a construct, and I'm almost 100% shut down. But that's okay. That's why we have adventuring parties, right?

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"You should focus on the charms, Indileth," said the aged elf wizard with a frown. "Simple enough, but effective against weak-willed orcs and humans alike."
Indileth looked distraught. Her brows furrowed and she shook her hands limply as if to fling water from them. "It never works right!" she said, exasperated. "I've spent the better part of a year on it, you know that, and it still never works right!"
Her mentor sighed. "A hundred years still isn't enough for some spells. Stay calm. You won't make progress by losing your focus."
Indileth nodded and pursed her lips slightly. She blew out a tense breath and tried to let her frustration flow out of her like her mother had showed her - breathe in good air, breathe out bad air. Let the tension flow down from her head, down her neck, out along her arms, out her fingertips.
"There's always this strange vibration," she said, slightly more calm. "This kind of... buzzing that makes my head hurt, Yúlosto," she said, trying to explain her frustration.
Yúlosto frowned for only a passing moment, then said, "Ignore it. Your mind is reaching out to tap into ephemeral energies that resonate with the mind of your target. Reach out and bend them to your will. You must master them."
~~~~~~~~~~~~~~~~~~~~
A few years now she'd been away from home. Yúlosto said that he had to focus on the new students, but in an unguarded moment he'd admitted that he wasn't comfortable with teaching her any more. Her magical talents were...
twisted
corrupted
unclean
... "a little bit 'off,'" he'd said.
She didn't like dying things. She didn't have any sort of fascination with the undead or any love for death. Something inside of her just... understood it. Not because she wanted it. Because it was stuck in her nature.
She was a half-day outside of the human city of Korvosa when she'd come across the dying human. She wasn't sure where to go anyway. She almost missed him; only a pained groan alerted her to his presence.
He'd dragged himself the last several hundred feet. His wounds were significant and he'd somehow made it from one of the outlying farmsteads. Being outside of the cities always carried its own risks - dangerous monsters and raiders were a continual threat. He'd been mauled and though he'd survived the initial attack, he'd taken a turn for the worse.
Indileth knew a little about binding wounds. She'd done her best to bind his injuries, salve the horrible savaging of his torso and put a poultice on his head to control the fever. But infection had set in. Even if the wounds started to heal, his body was being ravaged now by fever and disease. He could barely keep down the little water that she fed to him.
She watched over him as night fell, took her fur-trimmed cloak and wrapped it around herself and put her blanket over him. He shivered and moaned, and she did her best to keep him comfortable.
"Thank you," he said softly once when he woke up between bouts of incoherence.
"I can't stop the fever," she replied. "I can maybe get help in the city..."
"Please don't leave me," he'd said pitifully.
So she waited, and she watched him die.
In the morning she buried him in a cairn and moved on. But she could never leave death behind her completely.

DM Puppet Master |

Everything looking good so far. We have two completed submissions: rungok and dwilhelmi.
Zeladaris is still missing the IC fluff text, why he was summoned, and a a tl;dr version of crunch. As far as I can tell it looks like he's going for the knowledge skills and maybe a generalist in terms of magic?
Jesse has an IC fluff text, but is still missing actual crunch or why she was summoned. I'm guessing from the death-affinity theme probably just because there were undead in the crypt?
Also just a general note, I'm vaguely going over crunch now. I'll look over it in more detail this weekend. I figure once people have been selected, it's easy enough to fix small crunch details.

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Oh, I had this alias already set: Indileth (Lily) Amaneldth
Notably, this is a 20-point-buy character; I can switch her to one of your arrays if you think she has promise.

DM Puppet Master |

Rungok and Jesse, please go ahead and dot the gameplay/discussion threads with your aliases and make any last minute changes to your characters that you need to. I'll start Masks of the Living God tomorrow.