World Building Campaign Needs New Players


Recruitment

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Cool with me.


Terquem wrote:

A lot of die rolls here, but so far only two developed characters.

Marwan and Alfred - Is it alright if I PM you so we can work on getting proper introductions to the game thread worked out?

Okay!


Oh, is recruitment closed?


Oh, not at all.

In fact if you were to go back and look at the original recruitment thread you would see that I always intended to keep the recruitment for this setting open all the time.

Woodbridge is supposed to be a community, being developed by the players, and by extension a world being created to go along with it. Adventures are created by the little things that I as the DM introduce to Woodbridge.

Interested players can join at any time.

I am getting close to introducing a few new characters to the Woodbridge setting (which currently is under the control of Marcus,one of the longest participating player characters) and maybe introducing a character at the Tafganor (orc) camp battle going on right now. As soon as you think you have a character ready to introduce I'll work with you to make that happen.


This is the shell profile for your game Terquem.
You already know his history from the PM's

I'll send you further ideas on the particulars of his travel as I invent them and get the crunch filled in today.

Still can't find a profile picture that I enjoy for this guy but I figured I'd just pick one for now and change it later if needed.


right. need hit points for L2-3

livey bits!: 2d8 ⇒ (4, 2) = 6

Yeesh.
Don't suppose you use the downtime training rules for HP?


Fighter Level 1 HP: 10

2d10: 7, 4 =11

Fighter HP at level 3: 21


Alright. Got some free time again, might as well move forward on this.

Think I'm going to go with a Spell Warrior Skald, since I've been trying to convince Hotaru for a while that they're fun to play :p

HD: 2d8 ⇒ (8, 8) = 16 Whooooa, guess maybe I should build for melee?


Hmm... I'm curious about downtime training as well—if allowed, I'd be able to start out with an extra rage power (and could reduce starting GP to account for this).


Leto - I don't know that your character would ever have been comfortable enough to actually have down time, being a Gymnaga of MacNorra House who chose to strike out around the area and make it on your own, and all that - However I do want to tax your brain for ideas about surrounding settlements, We've only identified a couple so far, and I will put up a list of them as soon as I get a chance to go through the game thread and find all the references.

SunstonePhoenix - if you are actually considering a Halfling, I'd like to ask you if you'd like to be a good guy who is a good guy, or a good guy who is a bad guy.

Thunderbeard - I haven't made downtime training available to any other player, so it is going to be hard to say yes. Have you decided on a race yet?


That had been something that entered into my mind. I'd figured that for now I'd deal with having not so great HP and wait until I reached a point in game where retraining was viable.
I'm willing to roll with it as bad luck for now though.

I'd been figuring Leto lived as a hermit in the woods for a good chunk of time moving from place to place as various denizens got fed up with the lizard guy camping on their proverbial stoop.
So I'll likely know several camps, Kobold warrens, dragon squirrel nests and other horrible things in the forest.
I was figuring that Leto would know a fair chunk about the forests monstrous and fey populations. I'll give towns and camps some thought though.

I've been reading through the campaign so far and am slowly building a list of NPC's Leto would likely know.


No worries. I've swapped my feats back. I'm going with Vayangurr Human, I think, and I'll have a full character soon.


I really appreciate everyone's interest in this game, don't get the wrong idea, but I'd like to see at least one more character with strong ties to Woodbridge, and I don't think we have a Maetaur yet (but I understand there was interest in a Maetaur Charger Cavalier)

Every character idea submitted so far is excellent, and Will be worked into the game somehow, but a strong tie to Woodbridge is what keeps interest in the future of Woodbridge high - so just to try and explain a little more

Alodoa is not an "evil" conquering empire, and they have only taken this course of action (invading Urandoma) to put a stop to the constant piracy in the sea, Mare Alod, that threatens all of the trading nations along the eastern seaboard.

However, elves and halflings, from Iarishea might have a different idea about the future use of Woodbridge

The duke at Castletown was recently murdered, Calex and Dieredon successfully chased down the attackers on horseback while they were, fortunately, visiting Castletown.

It has been suggested that the machinations of elven and halfling factions could be behind the duke's murder.

On top of all this, tafganor (orcs) a race unseen in this land for generations, are now marching, in large numbers, on villages to the south of Woodbridge, and there is fear that it is only a matter of time before the Tafganor march on Woodbridge.

Patricia, the current village leader of Woodbridge, has gone to Castletown to bring back help, in the form of soldiers and others in Castletown willing to defend it against a tafganor Army, but she has not returned, yet.

The people of Woodbridge are not all together in agreement that bringing Alodoan soldiers to the village, is a good idea, and some fear that it may lead to Alodoan settlers claiming lands that belong to Urandoman families (specially since Calex has announced that he, an Alodoan, has been given authority over the village by the widow of the murdered duke).


Hmm... I could potentially change my character to a local Maetaur or Gymnagaopthian without mechanical difficulties, I just think "world traveler from distant lands" is more interesting than "another citizen of a very small town" for the concept I have in mind.


Hey Terquem, hope your tooth is doing better, and hope your taking lots of meds! :)
This is beast here and I saw you had another recruitment up so I decided to take a look.
Well I have my idea but it has 2 major flaws, but I think that I will put up my idea anyways

Original Idea:

The original idea was a gnome scryer wizard with a large focus on animal knowledges. He loves learning about all the different animals in the area around him, often spying on them and watching them in their natural habitat, learning how and why they do things. after studying these animals (and other creatures) he then writes about them in some of his many books that he writes.
3 key features about him:
1: high animal knowledge skills
2: he carries around with him 3-4 spellbooks, a journal and many other writing implements
3: he will make a fair bit of use from the Craft Scroll feat he gets as writing things he discovers is a big thing for him.

First flaw.
He is a gnome. Honestly I can change him to human quite easily and will do so, it just doesnt quite fit the mental image I have for him but I can live with that ^-^
Second Flaw.
He is a wizard, and I am noticing that the party is heavily caster heavy, and quite a few arcane casters as well.
Moreso, Calex is a Human Wizard and I would be worried about stepping on his toes. However I do think that our two wizards would be quite different in how they are built and function, as well, my wizard would be absolutely enthralled with how Calex casts summon monster and would love any chance he could get to watch him cast it :)

Few good points about him
1: he is very interested in the local (and maybe wider) monsters and maybe the fauna as well. I would be putting significant focus in developing that aspect of Alodola.
2: I would very easily be from Woodbridge, and have significant reason to stay interested and stick around.
3: He would keep a journal about everything he sees (and that we/you can use to develop your world), and I would be writing little inserts in spoilers all the time about what he writes.
4: despite being bookish, he has significant drive to see the world around him (and then put in a book) and experience things first hand.

Note: I am tired so I havnt read up on everything I plan on reading yet (and this is how much I write when Im tired!) but will tomorrow.

Rolls:

4d6 - 2 ⇒ (4, 2, 4, 4) - 2 = 12
4d6 - 1 ⇒ (4, 4, 1, 3) - 1 = 11
4d6 - 4 ⇒ (5, 5, 5, 4) - 4 = 15
4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15
5d6 - 6 ⇒ (5, 5, 6, 4, 2) - 6 = 16
5d6 - 5 ⇒ (4, 6, 6, 3, 2) - 5 = 16
5d6 - 4 ⇒ (3, 3, 1, 4, 3) - 4 = 10
+10% wealth (for more scrolls!)

S: 11, D: 15, C: 16, I: 18, W: 15, C: 12

Hit Points: 6 + 2d6 + 9 ⇒ 6 + (4, 3) + 9 = 22
18 Int, and hes durable!


Leto Colinaria wrote:

Yeesh.

Don't suppose you use the downtime training rules for HP?

On ya, whatever you do, don't use those rules for learning a new language. Have you seen the cost of that???


Gobo Horde wrote:
Leto Colinaria wrote:

Yeesh.

Don't suppose you use the downtime training rules for HP?
On ya, whatever you do, don't use those rules for learning a new language. Have you seen the cost of that???

As a guy learning languages IRL, I'd kill for it to be that easy.


"A good guy who is a bad guy"

Can you explain exactly what you mean by this? I could try to fill this role if it works well enough with my character, but my whole concept pretty much involves Anima being a sheltered halfling farmer who decided to explore the world with her animals. (Two ponies to pull her wagon, a dog, a few chickens, and her childhood imaginary friend turned familiar. I'll explain what the ladder is in my full character summary.) If you really want me to fulfill the role of "good guy who is a bad guy," I would love to talk about how it would work with this concept.


When the game was originally launched, there were more players who were playing halflings and elves, and these players, with me, helped to
shape the conflict between the halflings and the elves.

Basically, both of the Halflings and Elves of Alodoa have an agenda of their own when it comes to Urandoma (and not all Halflings and Elves, among their own kind, agree about how that agenda should be brought forward.

What is below these spoilers is, sort of, long, and I apologize, but if you are interested in what is going on you can read it.

SunstonePheonix- May I PM you with a few details and some questions?

What the Humans of Woodbridge knew, originally, about Alodoan settlers:
This information represents what a local Human, Maetaur or Gymnaga, knows about the Halflings, if your character is a Halfling you receive more information

Halflings and Elves represent approximately 30% of the invading population, and are almost equally represented (Halfling are just a little less than half of this 30%). Until only very recently Halflings or Elves did not visit Woodbridge, though occasional Alodoan Humans did (and these were usually well armed but not aggressive, parties). Those very few people from Woodbridge who visited Castletown (while it was under construction, about 25% of the population of Woodbridge worked at the site at some time or another, either as laborers, animal handlers, or skilled craftsmen, this means that as many as 75 to 80 locals have had firsthand experience with the Alodoans) came back to the village with this information.

The Alodoan Humans seem friendly, and interested in peace between them and the local populations. They have advanced building technology, and other sciences, such as medicine and agriculture. The Elves among the Alodoans are quiet and do not talk much and seem aloof. They are very strange looking, somewhat tall and thin, and appear fragile. The Halflings are almost the opposite, in every way. They, at first appear to look much like a Maetaur or Gymnaga except that they have very pronounced pointed and oversized ears, as well as larger and more round shaped eyes (both Maetaur and Gymnaga have normal sized ears for their heads and slightly almond shaped eyes). The Halflings seem to be very good at arcane magic and most of the Halflings that locals met were arcane casters of one kind or another. There was some tension, in the beginning, between the Halflings and Maetaur and Gymnaga, as it seemed that the Halflings were overly curious about these local populations and being that their mannerism could be described as forward and condescending, some negative interactions occurred. It was primarily the Human Alodoans who interceded in these situations and pressed for peaceful resolutions.

There is some kind of odd relationship between the Elves and the Halflings. Locals have told stories of how the Halflings speak in very abrasive and offensive tones when addressing the Elves and the Elves, mostly, are quiet and withdrawn around groups of Halflings.

It would appear that the Halflings are easy in being addressed as Alodoans, but there are some Elves who are uneasy with being associated with that Empire. Since Alodoans have only begun moving to homes built just outside the outer bank of the oxbow lake where Woodbridge lies, in the past year, little more than this is known about these people.

About Alodoan Halflings:
As a Halfling Player Character you will know the following information. Halflings, as a race, were abducted in great numbers from their homelands over six hundred years ago by sea going Elven raiders from a country called Iarishea. After four hundred years of bondage there was an uprising, initiated by a group of Halfling Wizards calling themselves the Liberators of the Garalee (though no Halflings who are in this area at this time can tell you exactly what that means, most believe that Garalee was the Halfling homeland). The uprising of Halfling slaves was brutal and short, and the Elves, unable to match the Halflings in Arcane Wizardry (even though they considered themselves masters of Arcane magic), granted freedom to all Halfling slaves. However, few Halflings were able to make the journey across the sea back to their homeland, and this naturally led to a dramatic change in the makeup of the country of Iarishea.

One hundred years ago (after one hundred years of Halfling freedom) a mad queen of the Elven people (Queen Arosebelle) declared war against the Empire of Alodoan, a primarily Human Empire. The war was a disaster, and resulted in the Queen being dethroned by leaders of the Elven church, and capitulation to the Alodoan empire. Since Iarishea became part of the Alodoan Empire conditions and opportunities for Halflings improved.

Thirteen years ago the Empire of Alodoa invaded the lands of a large island country known as Orimar (Urandoma). The invasion was prompted by an attack on Alodoan shipping along the eastern Alodoan seaboard. Orimar lies to the south east of Alodoa, approximately two hundred nautical miles, and the increase in pirate raids on Alodoan ships forced the Empire’s hand. Fortunately a long protracted war was avoided when the Alodoan people learned that Orimar had no unified government and was, in fact, a land of many warring kingdoms beset with many internal struggles. Everywhere the armies of Alodoa landed warlords and petty kings of small tribes surrendered or fled in ships never to be seen again.

Initially not very many Halflings were part of the Alodoan invasion of Orimar, but once it became clear that the land was easily concurred and that the Empire of Alodoa had big plans for settling and farming of the fertile land, and when regular passage, at no cost to anyone wanting to resettle to the new land, was available, Halfling took an interest in the land of Orimar. Initially this seem like a perfect opportunity to finally get some distance between the Elven people and the Halfling people, but strangely enough a large number of Elves also took an interest in Orimar.

Now it is no secret that there is a separatist movement among the Elven people that seeks to create a new homeland away from the country of Iarishea (which was devastated by the war and subsequent natural disasters, the worst of which was a period of fifteen years when Iarishea, which lies at the north along the coast of Alodoan, was subjected to several hurricanes). The idea that these Elves would think that they could just leave their own suffering populations and expect the Halflings to get the country back on track is offensive to most Halflings and most Alodoan Halflings will accuse any Elf they meet of being a separatist, even though the separatist movement is quiet small and only about one in ten elves actually supports the movement.

So you (and your family if you want to include one) have taken the voyage to Castletown, one of the more promising settlements in the Alodoan expansion into Orimar. After living for a few months in Castletown, you heard of a small, peaceful, and quiet lovely little village of indigenous people called Woodbridge, just to the southeast of Castletown. The Lord of Castletown had negotiated a peace with the village leaders and a settlement agreement was initiated that granted citizens of the Alodoan Empire the right to build homes, establish trades, and farm up to ten acres of land, if desired. After saving money for a while, you paid the fee, 200 gold pieces, and moved into a little cottage, very sturdy, with four rooms, and a modern all metal wood burning stove. The house is just a few yards from the banks of an oxbow lake. There is a little wooden bridge, some twenty feet wide and seventy feet long, at the southwest bend of the oxbow lake that crosses the lake at a narrow point and connects to the land in the center of the oxbow, and this is where the Village of Woodbridge proper lies. To the north of your home is a little wood, the locals call it the Maple Wood, and beyond this wood there is a settlement of very strange little centaur like people who call themselves Maetaur, and to the south of the oxbow lake, following the river, there is another settlement, of even stranger folk, a sort of half snake half Halfling people who call themselves Gymnaga.

Life in Woodbridge is simple. The locals are good people. There is plenty of food, and the weather seems nice (it is early spring).
Alodoan Halflings are arrogant, and confident. Most of them know some arcane magic (it is considered a sign of respect to the people who liberated the Halflings from slavery to at least try to learn some magic). And every Alodoan Halfling knows two O-level arcane spells and can cast them a number of times per day up to their Intelligence score (unless their Intelligence score is 10 or greater and then they can cast those spells as often as they want). When dealing with Elves, Halflings show little if any respect, and often are dismissive of the problems Elves have. Halflings are mostly non religious, though they do have a Patron Goddess (Kiiroan Gehr, the Goddess of Halflings is a goddess of mysteries and Arcane Magic). Alodoan Halflings are easily enthralled by Maetaur and Gymnaga of the opposite sex.


Please, go ahead and PM me! I actually have my character fully prepared, but I need to write my sheet into post form.

Edit: I'm editing my character description and backstory into a spoiler here as I don't know how well it matches up with the above story (the part where it refers to "you."). It certainly works in many ways, just not all of them.

Spoiler:
Anima Mujah grew up a farmer in a small halfling farming community. Her father generally worked the fields, and when her mother wasn't helping him, she tended to the small barn of animals behind the Mujah family's small house. Anima doesn't have any siblings, and never found herself that interested in the goings on of the few other children in the community. These two factors combined with the fact that Anima helped her mother tend to the animals at a very young age drove her to become very over attached to these feathery, furry, and scaly creatures. Her favorite animals by far were chickens, who sometimes would walk right up and plop down next to her. The chickens themselves taught Anima to care for others.

Anima was always known to be a bit of an odd child, and not just because she spent every waking moment tending to her animals. She spoke to herself on an hourly basis, and had imaginary friends far later on than most children do. One creature above all others was constantly present in her mind, a creature that was a frightening mix of a fish, a bat, and a monkey. Named Feo, Anima's scribbles depicted it to have the head of a descaled fish, the body, tail, and hands of a hairless monkey, and skin-toned, leathery bat wings sprouting out of its back. To this day, Anima still remembers the nightmare in which she first saw Feo- she was as weak as a rag doll and helpless to being swallowed by Feo, and learned to cope with the recurring nightmare by befriending the beast within, morphing him in her head into a faithful listener and friend.

Feo always appeared to be real to Anima, and she was very upset when she found that her mother and father could not meet him. Still, she continued talking to Feo until she had grown into a young woman, eager to leave the home. She worked for weeks to convince her parents of her desire to travel, bought a small covered wagon from one of her neighbors, as well as two older riding ponies who were no longer put to work. Taking a few jugs of water, some trail rations, a dog, her favorite chickens, and Feo with her, she set out into the vast unknown.

Anima quickly came to realize that the world was not the kind, welcoming place that she had grown up in. While many communities were lovely to her as a visitor, being attacked by two bandits (being saved by her guard dog, Connor) taught Anima that she would need to defend herself, and she decided to spend several months tending to animals in a mid sized town to afford lessons in combat from a local. Her training truly paid off as the town was attacked by a strong wizard seeking the town's fabled soul gem, containing the spirit of the town's founder. While she played a rather minor part in the battle with the wizard, she ended up being hit with a spell that nearly took her life. The exposure and survival of such strong magic morphed her incredibly powerful delusion into a living, breathing creature, a kindhearted monstrosity that could now be seen by all. While Anima noticed no difference in her friend, she immediately noticed the reaction of the townspeople to her friend, raising eyebrows as the monkey creature passed by and sometimes approaching Anima to ask what Feo was, exactly.

After recuperating from the battle, Anima decided that the time had come to once again leave the town. There was so much more world to explore, and with her newfound skills, she was ready to make the most of it.


Gobo Horde - Those are not flaws – we haven’t had a player interested in taking on the Gnome race and fitting into this setting. I think the lands of Alodoa, west of the mountains, on the coast of Rodney Bay, would be a perfect place to establish the race, and it works well with Sunsetphoenix’s story if we incorporate it as I suggest below. However, we did, briefly, have a Gnome character in the "Palace of the Vampire Queen, the 5e Version.” This gnome was a druid, and was living on Baylor, but how he got there was never explained (we briefly talked about their being a small population of Gnomes on Baylor, but now that you are interested, I like the idea of establishing a homeland for them in Western Alodoa, north of Baravkovia – also, I set out a request that anyone thinking about gnomes, elves, and dwarves should work with me on getting rid of the idea that these races live hundreds of years long – please take a look at the Palace of the Vampire Queen, the 5e Version Campaign Info tab for more about that, if you are really interested in developing this with me.

Sunsetphoenix -

That’s a great back story.

If we look at the world map, and place Anima in northern Alodoa (where many Halflings migrated after the war between Iareshea and Alodoa) her original homestead would not be terribly far from Vurespania (which we recently decided was involved in the attempted secession of Baravkovia from the Alodoan Empire).

If Anima’s travels took e her south, following the foot hills east of the mountains, into Vurespania, it could easily be there that a Wizard (probably one of the individuals supporting the Septumberate*) took the war between Alodoa and Baravkova (which was a short war) as an opportunity to go through with his own plans – This places Anima in, let’s say, eastern Vurespania, where the next step in her travels would naturally be to move east into Palicadia, then a couple hundred miles further to a peninsula in Palicadia that hasn’t been named, where she could easily have gotten on board a ship to Castle town

This is really very interesting how it is all working out, Marwan has worked with me to create a character also from Vurespania, and he traveled to Castletown, probably not more than three to five years before the current goings on (his character lives in the marshes, west of Woodbridge) and if we can bring Anima, Thunderbeard’s dwarven character , and Gobo horde’s Gnome all to castle town together (then they would know each other) AND they all have agreed to follow the soldiers and Patricia to defend Woodbridge, we’ve got a solid background that fits into the campaign setting.

Sunsetphoenix:
From your character’s background you would at first seem to be one of the Halflings that is a good guy who is a good guy (not one of the Halflings trying to strike out in Urandoma and establish an independent Halfling nation there, these Halflings are good people, but see this time as an opportunity to subversively keep the elves from wanting to settle in Urandoma, which has lead to some violent altercations between Halflings and elves in Urandoma, and close to Woodbridge, this makes these Halflings, good guys are sort of bad guys).

*The Septumberate was created by Marwan, and we will probably be hearing more about them in the future


How much gold does a person who used the point buy start out with? Anima's wagon and ponies cost quite a bit, and I want to make sure that I have enough gold left over to buy basic exploration gear.


I think we might need to negotiate that, a bit - I gave Marwan 330 gold to start, and it would only be fair if you started with the same

But, at the same time, we did a little hand waving and gave him a house in the marsh, so I think you can keep the wagon and two (old) ponies) and then have an additional 330 gold to buy gear.

Also, do you have an alias yet, for this character - I think it is safe to say you are in the game as long as you are sure you want to be

Later today I'll go over this thread and make a new list of where we are with character submissions

In the game, the battle is getting hot, and I am about to post a Woodbridge update for Marcus


Here she is! I wish that I could find a picture that is a halfling with the same eyes and hair, but I can't, so I guess we'll just have to exercise our imaginations a bit here.

I'm going to put all of her stats on the profile; I'll make another post when the stats are up.


Okay, here goes. Will probably update this a bit more, based on thoughts.

Arvid Songstál
NG Human (Vayangurr) Skald 3 (Spell Warrior)
Age: 38 (Middle-Aged)
Languages: Standard + 6 (will choose these on a setting basis)

Party role:
-skills expert
-combat buffs/debuffs
-wants to learn how to craft masterwork or magic items of legend, precisely because they’re so rare*

*Note: I’m not sure whether it would make sense to start with Craft Wondrous Item as a feat or not; I recognize it would probably take a long time to acquire the wealth/gems to craft even a minor magic item, but I chose it more as a story feat and can change it if it doesn’t make sense for someone of his power to know/have learned a feat like that at this level (and I'd replace it with Extra Rage Power).

Raging song bonuses (allies choose whether to receive these each turn):
-Allies’ weapons become +1
-Allies get a free spirit attack/turn, at BAB+4 to hit, and 1d4+4 damage

Always active:
Allies get +1 morale bonus to hit, damage, and saves vs charm/fear

Story:
Arvid comes from a long line of talented Vayangurr smiths. Trained at the forge from an early age, he learned from traveling poets and village warriors the songs of his people, which he took to with great skill. Eventually, he discovered that, by singing to the forge, he could smelt finer steel, weapons and armor with a certain imperceptible beauty to them.

Renowned as the most promising apprentice metalworker in three villages, a young Arvid was eventually taken prisoner by the Rogue King Elrik, a local warlord who sought to conquer and unite all the Iskurra under a single banner of war. Chained to a portable forge, Arvid was forced to mend and craft swords and spears for Elrik’s raiding parties. Soon, though, by observing the songs of the skalds, Arvid learned how to turn his craft songs into songs of battle. Able to awaken the slumbering craft spirits of the weapons he forged, Arvid could coax them to leap fast and accurately in their wielders’ hands, striking with magical precision and invisible force, a skill that earned him freedom from his chains and his own banner to carry, a proper skald in the Rogue King’s band of warriors.

But despite their grand ambitions, Elrik’s men were little more than a gang of pirates, and their raiding ships eventually ran into an Alodoan fleet, sent to stop the sea raiders who were praying on trade near the Isle of Baylor. Seeing a chance to avoid the wanton violence he had been forced into, leapt overboard, surrendering immediately to the first Alodoan ship. While briefly a prisoner, the ship’s captain recognized that Arvid was less pirate than prisoner, and offered to bring him back with the navy to Alodoa.

For several decades now, Arvid Songstál has worked as a traveling smith and conjurer, crafting masterworks of wrought iron and copper and learning the world’s languages, geography and history. Recently, he has become interested in the Isle of Orimar, and its ancient legends. Specifically, Urandoman lore seems richer than Alodoa in its mentions of magical weapons and divine blessings. Arvid is interested in the bardic traditions of Urandoma, and believes they might be more similar to the songs of his native isles than the magic of Alodoa; and so he has booked passage on a ship to the island, now that trade has opened up, hoping to learn more.

Stats:
Spells Known:
Level 0: Detect Magic, Read Magic, Stabilize, Guidance, Sift, Prestidigitation
Level 1: Grease, Charm Person, Color Spray

Feats:
Flagbearer
Spellsong
Craft Wondrous Item
Improved Counterspell (Archetype bonus)
Wishlist: Shield Bash? Superstition?

Rage Powers:
Spirit Totem, lesser
Superstition

Traits: Maestro of the Society (reflavored for Skald?)

Str 15
Dex 14
Con 12
Int 16
Wis 12
Cha 19

HP 30 (3d8=24+3+3 favored)
AC 20, FF 18, T 12
Fort +1, Ref +5, Will +4 (higher when raging)

Equipment:
Breastplate armor
Buckler
Heavy wooden shield
Shortspear
Longsword
Longspear
Longbow
Masterwork smith’s tools

Versatile Performance: Sing

Skills:
24 points (4 skald + 1 human + 3 int/level)

Bluff +10 (versatile, sing)
Diplomacy +9 (1 point)
Craft (armor) +10 (1 point, masterwork +2)
Craft (jewelry) +10 (1 point, masterwork +2)
Craft (weapons) +10 (1 point, masterwork +2)
Knowledge (all but planes) +8 (1 point, bardic knowledge +1)
Linguistics +10 (3 points)
Perform (sing) +10 (3 points)
Perception +6 (2 points)
Sense motive +10 (versatile, sing)
Spellcraft +9 (3 points)
Swim +2 (1 point, -4 ACP)


All of the stats are on this profile page!

Really quickly, I wanted to clarify the trained status of the ponies. Typical ponies cost 30 gp. Combat trained ponies cost 45 gp. I payed fifteen gold pieces to get each pony combat trained, but didn't pay for the ponies themselves as we worked out that they were free. I just don't know what kind of hairy situations Anima might come across during her travels, and thought that it was probably safer to have ponies that would respond to a few commands than have ponies you were at the mercy of.

Anyway, feedback is welcome!


@Anima
I assume that your evolution point will be spent giving your familiar reach so it doesn't provoke each time it attacks?
You might also consider instead of DFoB as a feat to pick a teamwork feat instead.
Escape route Could be very fun to play with as it would let you and your monkey dart around the field and flank with allies very easily.

@thunderbeard
Barring the exceptional case of the Travelers anytool you are likely correct with our low gold totals making Craft wonderous item not that great. At least when you are looking at permanent magic items.


My tooth extraction of last Tuesday isn't working out as well as everyone hoped, and this Friday I go in for jaw surgery, so I may be off the boards for a day or two this weekend.


Movin wrote:

@Anima

@thunderbeard
Barring the exceptional case of the Travelers anytool you are likely correct with our low gold totals making Craft wonderous item not that great. At least when you are looking at permanent magic items.

You certainly like your travelers anytool don't you? :)

Here's my submission for this Robert MacIntyre. Still need to do gear. I just saw how much is used for the point buy that I used.


That little wonder has saved my butt a great number of times.
Being able to just happen to have that X which would have been really useful in situation Y is a fun power to have.

Also if you felt like actually using a farming tool (shovel, rake, hoe, scythe). You should consider the Rough and ready trait or the surprise weapon trait. Both would work well with the concept of a farmer who decided to go murder some goblins or whatnot. Also getting a trait bonus to hit at low levels can be potent.


Those are nice traits but they seem to be for non-weapons. My scythe and sickle are weapons but I guess they are tools of the trade too.

And I take exception to the fact that I decided to go murder goblins and take their stuff. I'm protecting my stuff from goblins and then had to go take their stuff once I killed them. Can I help it my scythe didn't leave any of them alive?

Edit: I've been looking for a reach weapon. Think a pitchfork would work as a reach weapon?

Oh and a skillet. I need a skillet to cook bacon in.


Hey, guess what an Anytool can turn into?

EDIT: As for a farming reach weapon the typical polearm/ spear with reach is betwen 7-10ft in length.
So I'd say not likely on a pitchwork. A river barge pole or an oar might work. But thats outside your focus as the "Combat farmer"
Hrmm.. some big pole for hanging stuff in a barn perhaps? sorry not much of a farming tool aficionado to apply the right words to this stuff.


Movin wrote:

@thunderbeard

Barring the exceptional case of the Travelers anytool you are likely correct with our low gold totals making Craft wonderous item not that great. At least when you are looking at permanent magic items.

Well, sure. (And Spell Warrior allows temporary enchantment of items, which is a cool way to get magic items in a low-magic setting). I wasn't planning on picking it for usefulness, just flavor, which is what I was asking the GM about.

Grand Lodge

dot
be back soon


If you are still recruiting here is Julio for you to review. I have not added equipment yet since I am not sure how much I have to spend.

Let me know what I need to update.

Thanks

Background:

Julio grew up in Castletown as the only child of wealthy parents. He lived life to the fullest. "Wine, Women, and Song" was the motto that he lived by. He was very popular in school and everyone wanted to be around him, until the day he was summoned to the head masters office and was quickly thrown out. It seems that his parents had made a series of bad investments and had lost everything. His father was soon sent to prison by his debt collectors and his mother had fled back to her parent's estate. Julio soon found out that his popularity was based on his money and not his charms.

He went to his father's associates and tried to find work. Most of them would not even see him. When he went to see Lord Harparin, Julio was greeted by Lady Harparin. He explained his situation and she hired him to help around the grounds of the estate. They soon became lovers and just as quickly Lord Harparin became suspicious. Lady Harparin gave Julio some gems to help him get back on his feet and told him that she would find him in the city when things died down.

It turned out that Lady Harparin bragged about his prowess in the bedroom to her high society friends and invitations to several parties and galas began arriving. It seems that his charms had found merit.

Why he is in Woodbridge:

As Julio was getting dressed he heard a rustling from the bed. He turned and saw Lady Faran smiling back at him.

"You really should be resting dear, you have had a long evening." he whispered. Lady Faran giggled like the schoolgirl she had been many years ago, "When Lady Kalton and Lady Martel both told me how good you were I thought they were exaggerating but it is all true. These past few months have been amazing."

Julio smiled thinking back on times he had spent getting to know all the lonely older women in the city, well not all of them, just the rich ones. He had developed quite a reputation and now he was in high demand. He never expected it, but his lovers often gifted him with jewelry and gems for his services.

He finished dressing and was looking at the jewelry box next to the mirror. "Please take the pearl necklace, Julio." Lady Faran said from the bed. Julio pulled it from the box and held it up to the light, "Didn't your husband give this to you as an anniversary gift last year."

"Yes, but it is gaudy and I have nothing to wear it with so you might as well have it."

Slipping it into his pocket he moved to the bed and kissed her goodbye. As he moved to the window she said, "You might not want to go out that way. My husband and his friends are waiting for you at the end of the alley."

Julio glanced back at the bed and raised an eyebrow, "I guess I will have to leave by the kitchen door." Lady Faran shook her head and said, "Lord Kalton and his friends are waiting there." Now Julio raised both eyebrows. "That just leaves the front door." Again Lady Faran shook her head and said, "Lord Martel and his friends are there. " Now Julio began to sweat thinking of what was soon to come.

"I will miss you Julio"

It's going to be a long night.

It all came crashing down that night. Julio had escaped the wrath of the three lords, but not without injury. Everywhere he turned there were men looking for him. Not just those three lords, but a dozen of the Vigil's high society were after him. He had tried to return home but there were men waiting for him. Every Inn and tavern had someone watching for him.

He ended up spending the night in a stable. In the morning he traded his fine clothing for the stable hand's garb. Then he went to see Vanion the Jeweler. The man had always given him a fair price for the trinkets he had brought in to sell. Vanion knew Julio was in trouble and only gave him half value for the pearl necklace. No honor among thieves it seems.

After that Julio purchased a horse and supplies to get out of town. He left the city through the north gate and rode up out of the valley. He looked back at Castletown to say his last goodbye and spotted two dozen horsemen galloping from the gate. He knew who they were. The only question was how far they would actually pursue him.

He has been running south for several weeks now and has arrived at the town of Woodbridge. Hungry, tired, and almost out of funds he decides to look for work. Someone in this down must need his talents.

Concept:

Julio is a human rouge on the run, but not from the law. He is a lover, not a fighter, but can handle himself if he has to. Diplomacy and Bluff are high on his list of talents. He enjoys the high life but has hit hard times. He is going to have to find another stream of income. Adventuring sounds better than working. I see him as the spokesperson of the party. He is willing to stand out front and keep the enemy talking while the rest of the party sets up the ballista to attack.

Character Sheet:

Julio
Male human rogue (charlatan) 3 (Pathfinder RPG Ultimate Combat 72)
CG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 21 (3d8+5)
Fort +2, Ref +6, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +2d6
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 10, Wis 12, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Persuasive, Rhetorical Flourish[UC], Weapon Finesse
Traits charming, hidden hand
Skills Acrobatics +8, Appraise +4, Bluff +9 (+10 vs. characters who could be attracted to you), Diplomacy +10 (+11 vs. characters who could be attracted to you), Disable Device +6, Escape Artist +8, Intimidate +9, Knowledge (local) +4, Knowledge (nobility) +1, Knowledge (women) +1, Linguistics +4, Perception +7, Sense Motive +6, Sleight of Hand +8 (+9 to conceal light weapons), Stealth +8, Swim +4, Use Magic Device +7
Languages Common, Elven
SQ grand hoax, natural born liar, rogue talent (charmer)
Other Gear light horse, bit and bridle, feed (per day), riding saddle, saddlebags, 32 gp, 7 sp
--------------------
Special Abilities
--------------------
Charmer (1/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Hand +1 on Sleight of Hand to conceal light weapons and on att with them during surprise rd.
Natural Born Liar (Ex) Creatures deceived by Bluff check take a -2 penalty vs your Bluff checks for 24 hours.
Rhetorical Flourish Use verbal misdirection while making Diplomacy check
Rumormonger (3/week) (Ex) Use Bluff to spread a rumor through a community.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

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@Thunderbeard: I'll just be happy if you finally get around to making a character that is less bloody than Angel from Buffy. ;)

On the topic of magic crafting, Mina has Fetish, which gives her craft wondrous. She's been working on teaching a headband owl's wisdom for the last few months out of game. :p

I'd always envisioned her as a rather worldly maetaur, so she should get along swimmingly with just about anyone. Especially, though, folks who share her interest in exceptionally crafted objects. :)


Hotoru – Thanks for stopping by!

Hotoru is Mina, a Maetaur Shaman, currently at the tafganor battle)

Julio – that is an interesting character, but we would have to make some minor changes to his back story – Castletown is a town with a population of about 800, there are no “lords” (though there would be some wealthy merchants, even these merchants would not have the kind of wealth you describe)

Anyone familiar with the David Macaulay book, “Castle” publish in 1977 will probably begin to recognize the setting of Castletown quickly – Alodoa, having easily concurred Urandoma, sent a wealthy aristocrat to build a castle on the coast of Urandoma, near lake Handemere, to secure the location for the arrival of further Alodoan settlers. Most likely there were probably a few small fishing and farming settlements nearby, and these local Urandomans gravitated to the area closer to the castle for protection. When my CC3+ software gets repaired, I will begin a city map of Castletown.

So, Julio could easily be the kind of character you describe, only his “lady friends” would not be as rich as he describes, that is until he gets to Woodbridge and tells his stories, then they can be as rich as he says they were (until he runs into one of the people in Woodbridge who has been to Castletown, who might question his stories veracity).

Here is a list of characters that are ready (or near ready) to join the game

Characters in or near Woodbridge-

Player (trawets71), Character – Robert Macintyre, age 17, Urandoman, Human (a local boy of Woodbridge, he is the oldest son of John and Melanie Macintyre, a popular and strong young man, who works his family’s farm, Lakeside – there is a village rumor that he is courting a local girl)

Player (Derz), Character - Marwan del Hechizo, age 26 – Alodoan (Vurespasian), Human (originally from Vurespania, he has, for a few years now, lived a solitary life in the marshes west of Woodbridge)

Characters in Castletown

Player (Ira Kroll), Character - Alfred Redhill, age 40 – Urandoman, Human (originally from Woodbridge, he has been away from home for a while, currently in Castletown)

Player (SunsetPheonx), Character – Anima Mujah, age ? – Alodoan (Alodoa), Halfling (originally from Alodoa, she has moved through Vurespania and Palicadia, to eventually arrive on Urandoma, and is now at Castletown)

Player (thunderbeard), Character - Arvid Songstal (still waiting on a proper alias), age 38 – Vangar (Vayangurr), Human (as a young man, Arvid found himself surrendering to an Alodoan ship’s captain, sailing between Baylor and Urandoma. Arvid was brought to Harrispania, where he lived for a brief time, and then hearing of the opportunities in Urandoma, he set out to make a new life there. He is currently at Castletown).

Player (Stoneborn), Character – Cullum Stoneborn, age (< 50), Baylorian, Dwarf (Cullun comes to Castletown from Baylor, with permission of the Alodoan Government in Harrispania, his papers bare the signature of a Trade Inspector General of Harrispania. It is hoped that he can provide valuable information to both Alodoa and Baylor on the mineral wealth of the land of Urandoma).

Characters at the Tafganor Encampment

Player (Movin), Character - Leto Colinaria, age 19 – Urandoman, Gymnagaopthian (he is the twin brother of Alinda Carpenter (colinaria) and the son of Rosilindeae – he is currently captured with the rest of his family at the Tafganor encampment)

That’s my list so far, but I think I am still waiting on a couple of players to make up their minds, please post here if you are still working on a character for this game. The past few days I have been taking some pain meds, antibiotics, and responding to messages and post a lot, so things are a little “fuzzy” if I missed your character – please let me know as soon as you can.


I still need to iron out details of my history as to where I have been and such but for the current events I'm set.
Mechanics wise Leto is set to roll.


Aw heck yeah. When/how are we going to be introduced? Any ideas?


Hotaru, you've seen me play *plenty* of bloodless characters. Summoning bloody skeletons to attack people doesn't count if they're just illusions. >.>

Is this an "everyone makes an alias and gets incorporated" sort of thing? I'll try to get around to that soon if I can.


Yes, if you want to join this game, really want to, create an Alias, and I will get you in.

My current idea is to try and find time to send each of you a tidbit of information, what you would know about Castletown and what is going on right now, there.

Then I want to post in the game thread as this character, who is seeking not only help from the Duke's Widow (who I have already decided will send 24 soldiers, eight of which will be mounted) but she is also going around Castletown to each of the pubs and Inns, looking for volunteers to come aid Woodbridge against the Tafganor threat, which is getting her laughed at not only by the Alodoan's (who think there are no Tafganor in this country) and the Urandoman's who are sure the Tafganor were driven out of Urandoma generations ago.

Then, after each new player has introduced themselves in the discussion thread, they can introduce themselves to others in Castletown, and decide to approach Patricia singly, or as a group.

Patricia set out for Castletown, on Day 9 of this campaign, and it is now Day 11, so she is certainly there (she knows the way, and how to avoid the dangers).

She would have warned Marwan to either go into Woodbridge, or come with her to Castletown (I'll clear that up in a PM)

These were Patricia's, last words before she left Woodbridge

Patricia walks over to stand by the wall of the barn. She crosses her arms, leans her back against the wall and sighs heavily again. There’s just too much going on, too many dangers are closing in on us, too many threats, and all we have that stands between us and them, are the Alodoans. We have no choice but to ask them to send soldiers here and defend our village. If the Tafganor have returned, if the Sashi- Anhain have moved this far to the north, what can we do? There are barely thirty people in this village that can hold a weapon let alone be counted on to know how to use it when it matters. We need to send a message to Castletown. I’ll go myself, and take Phineas, and anyone else who can make the journey without losing time in their fields. We’ll set out in the morning. May we all be blessed with good fortune. We’ll certainly need it.


@Hotaru—sounds good, since Maetaur magic is probably the sort Arvid is interested in learning about.

Arvid would also certainly volunteer to help, especially if it means leading a small group in battle, since that’s something he has experience with as a Skald and former standard-bearer. (And Song of Marching could be a big help in moving men around quickly)


Thanks for the feedback. I was not sure what cities there were that could support his story so I just went with what I had. I will find a game for him somewhere.

Good luck with your game.


Thanks Julio, and good luck to you.

It seems things have quieted down in this thread. Never did find a player interested in playing a Maetaur it seems, oh well, maybe next time

I'll begin putting together the PM's today. I'll try to keep them short, but if you have questions don't hesitate to ask.

The battle, at the Tafganor camp should wrap up in the next couple of weeks (I hope), Patricia will be on her way back to Woodbridge on Day 12, I figure - so hopefully everyone can get into the game in the next one to two weeks.


I have sent personal messages to

Anima
Alfred
Arvid

Marwan
Leto

and

Cullen

Recruitment is still technically open, if anyone is still interested. I think I will close it, for now, this Saturday night (the 5th - as I should be recovering from surgery that day).

Once I know what Marvan wants to do with his character (Woodbridge or Castletown) I'll post in game to introduce Patricia, asking for volunteers, standing on a street in Castletown

In the mean time, each of you, if you are still interested should go to this thread and introduce yourself as a Player and tell us a little about your character, so the other players will know who you are, and how you are joining the game

The woodbridge Campaign, Discussion Thread


The Alodoan Campaign Setting

I have begun to update this journal to include everything we know about Woodbridge, and the Alodoan Campaign Setting

Please visit it, and if you have any suggestions, or need to get your own creations identified or updated, PM me with the details. I'll begin adding some of the pantheons we have created in the next few days. I'll also be adding information about Harrispania (The Castle Caldwell game) and Baylor (the Palace of the vampire Queen, the 5e version game).


I hate recruitments

I believe this may be the last one I ever do


Hey, I'm interested in this. See my profile.


Looks like a solid character for Woodbridge - only I cannot access Herolabs on the computer I am using right now (I use three different computers in the course of a typical week, as well as a modded HP touch pad that runs on Android, and my wizbang new lg g4 phone, so give me a little time to review that character sheet.


Rafaernir Durothil wrote:
Hey, I'm interested in this. See my profile.

Are you still checking in here?

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