GM RelicBlackOUT’s Reign of Winter AP


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Hello everyone! I am dusting off some modules and came across an AP I ran when it first came out. Reign of Winter! I had fun the first time I ran the AP and would like to give it another go. I am looking for 4 or 5 1st level PCs. Below are the guidelines I have for my games and character creation. Lets see what you’ve got!!


What I expect from myself is a minimum of one post a week day, once a weekend. I would also expect this from you. If you are not able to keep this commitment, maybe this one is not for you. I do realize that real life does happen and will make exceptions, but please personally PM me or let the group know via the discussion page.

Not that this needs to be stated, but I expect that everyone will be kind and courteous to one another. This should be a place where we can all just relax and have fun, its what games are for correct?

Before continuing on and coming up with your concepts and characters please take time to read through the Reign of Winter Player’s Guide to help create your characters.

Character Concepts / 5 Minute Background:

I have recently come across the 5 minute background questions and I must say I do love them and have started using them for all my games. This section here is more important to me than the builds. I would take a party of rogues over a balanced party as long as they had in-depth character backgrounds.

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.

5) Three key memories that define your character as the person they are at the time of submission.

6) What a fear or paranoia that causes your character to shiver, cower, or panic.

7) Why are you in Heldren? Are you from here or passing by? What brought you here and/or has kept you here?

Character Creation:

Paizo products only, no 3rd party.

Races: Core Races Only. Racial archetypes are ok, nothing that increases the RP. Build these archetypes into your background, why are you different from the vast majority of your kind?

Classes: All classes are available minus occult. Unchained versions where it applies. When it comes to classes with animal companions/mounts/non-familiar pets I will only be selecting one of those to help keep the battlefield cleaner. Archetypes are allowed, but only one. Build the archetypes into your background.

20 Point Buy: I do allow people to sack stats, but please play your character according to their stats.

I love characters who are from an array of ages and I use the aging effects. If you would like to play an middle aged or old character, more power to you! But please add in those bonuses/penalties

Starting Gold: Max class gold at 1st level. I play by the rule of if it is not on your character sheet, then you do not have it. Before starting I give everyone a double check to make sure they are fully ready to start.

HP: Max HP at first and then half HD +1 every level after first

Skills: I will be using background skills, but tie them into your 5 minute background.

Alignments: Any except CE, you have to be able to work with the party towards a common goal...

Traits: 1 Campaign Trait & 1 other.

Favorite Class Features: I allow the extra hit point, skill, or racial features for the favorite class.

Mechanical Stuff:

Initiative: When we come to combat I will roll everyones initiative publicly and keep an active tracker. If two PCs go, then a bugbear, then the three remaining PCs, I will have the first two act in tandem so they don’t need to wait for the other, then the bugbear, then the final three can go all at once. If there is someone who is lagging behind, I will take authority to do the most likely action for that player. This will only be in cases lasting longer than a day.

Mapping the Battlefield: I will do my best to describe the scene and actions, but unless players absolutely need something drawn out I will not be mapping it out. During combat I would love people to be descriptive of what actions they are taking. Don’t just give me an attack roll and damage roll and say your character swings his/her sword.

Skill Checks: There will be some skill checks that I will be rolling separate on the side. Things like passive perception checks for hidden things, sense motive checks, some diplomacy/intimidate/bluff checks. When it comes to social skills there are two deciding factors for me as a DM, how it is roleplayed and how the roll plays out. I am not going to penalize a player for rolling a 1 diplomacy check when they knocked it out of the park, but I am also not going to penalize the player who isn’t the most eloquent with words (me) when they rolled a natural 20 on diplomacy.

Spoiler Boxes: Not that this needs to be said, but when I put a spoiler box please resist reading it unless you make the DC that is stated, have the language that is being spoken, or are the person it is written for.

Game Info:

This AP starts in Heldren in Taldor. Like most peasant communities in southern Taldor, the people of Heldren mostly keep to themselves. Far from the politics of Oppara and ever-watchful for Qadiran aggression, Heldren goes on as it always has, as a relatively small and unimportant hamlet of farmers, herders, and woodcutters.

Heldren is a small village of less than 200 with a majority of those being human. Heldren’s government is ran by a village council.

If you have played this before, that is ok. My hope is that we would keep player and PC knowledge separate. If you struggle with this, maybe this AP is not for you.

Thanks for taking a look and lets have some fun.

Dotting in with an idea for a warpriest I'll have to brainstorm some more for the background idea.

Hmm, dotting for interest. Let's see what hits me.

Changed my mind I think and really like the idea of doing an arc Anita I’ll be finishing it up and should have post the everything up soon.

@Mythicman19 I don’t want to assume, but does arc Anita mean Arcanist? It looks like autocorrect might have gummed up what you were saying. If so, that would be cool. I’ve yet to see one in action. Seems like a cool class with the best of both worlds.

@Fallen_Mage sounds good! If you have any questions or want to run anything past me feel free to PM or spoiler box me.

Gonna dot my interest and see what I can come up with. A fey caller unchained summoner seems like it'd fit, and would be interesting to boot...

I had an Arcanist in another campaign, yes, they are really fun to play with. So many ways to go.

I've got a thought of doing a Shield Maiden type character. Although I keep bouncing between Skirnir Magus or Shield Champion Brawler.

Looks good, gonna get something together.

Dotting. I have an idea that I need to flesh out a bit further.

This is very tempting, but I'm not sure if I should...

I'll dot in as well. Druid healer with enough tankiness to hang around the front line and companion bear. Will need to tidy up but most submission complete under character link. This character was part of an earlier RoW game that got to the first encounter.

Yes I meant an arcanist, autocorrect wins again I guess haha.

A good amount on interest. I look forward to reading everyones submissions as they start to come in.

Here is "Bob", the Ranger.

Thibaut "Bob" Dufour
Male human (Chelaxian) ranger 1
N Medium humanoid (human)
Init +4; Senses Perception +6
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 11 (1d10+1)
Fort +2, Ref +6, Will +2; +2 trait bonus vs. charm and compulsion effects
Speed 30 ft.
Melee flambard -1 (1d10+3/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (fey +2)
Str 14, Dex 18, Con 10, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot
Traits focused disciple, restless wayfarer
Skills Acrobatics +3, Climb +4, Handle Animal +3, Intimidate +3, Knowledge (geography) +6, Knowledge (nature) +5, Perception +6, Stealth +6, Survival +6, Swim +4
Languages Common, Hallit, Sylvan
SQ track +1, wild empathy +0
Combat Gear cold iron arrows (20); Other Gear chain shirt, arrows (20), flambard, longbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], trail rations (2), waterskin, 67 gp, 4 sp
Tracked Resources
Arrows - 0/20
Cold iron arrows - 0/20
Trail rations - 0/2
Special Abilities
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. fey foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Thibaut Dufour was a Chelaxian noble whose family had lived in Galt since the Even-Tongued Conquest. Living on his estate near modern-day Isarn, he was devoted to his wife Jocelyn and his young daughters Gisele and Angele.

His life was generally happy and lazy. His serfs were generally well treated and reasonably comfortable, and his estate prospered.

He spent most of his free time hunting in the nearby forests. One day, while hunting, he met an incredibly beautiful woman in the wood. Unknown to Thibaut, the woman was a nymph-like fey creature. Unable to resist her charming influence, Thibaut was enraptured. Moving toward her, he stepped into a fairy ring and was transported to the First World.

After a single night of glorious passion, Thibaut awoke in the forest remembering only flashes other than the nymph's face and the name "Jessica". Wracked in shame and guilt, he returned to his manor, only to find that it had been burnt to the ground decades ago.

He soon found that over 200 years had passed, Aroden had died, his family was long dead, and Galt was now a seething cesspool of murder and anarchy. His questions drew the attention of a Grey Gardener named Antony Henry and he fled for his life, one step ahead of the guillotine.

Making his way to the River Kingdoms, he tried to lay low and put his hunting skills to use to support himself. A Ranger who called himself only Garen took pity on him and trained him. Life stabilized. He never forgot the horror imposed on him by the "horrible fey witch". He learned to cope, while honing his anger until he spotted Antony one day when while trading in Mivon.

He immediately fled, and started moving from place to place. He eventually took work as a guide. His last job involved escorting a Qadiran Immam from Brevoy back to Qadira. Heading north through Taldor, he plans to stop at some of the old Arodenite temples on his way to find more work.

Character Concept Questions:

5 concept points: Rip Van Winkle, Grief-stricken, Hunted, Blames Fey, Arodenite, Out of his time

2 goals: Track down the Fey who caused his misfortune. Reconnect with his surviving descendants

2 Secrets: Thibaut does not discuss his history. He says little, but admits to being from Galt and that he is hunted by a Grey Gardener. He gives his name only as Bob.
Thibaut does not realize that his family survived. His descendants managed to escape Galt and still survive.

3-5 People: Antony Henry: The Grey Gardner who suspects his origins
Garen, the ranger who took him in and trained him. The only person with whom he has shared his full story.
Jocelyn, Gisele, and Angele: His long dead family. His daughters would have been the great or 2x great grandparents of current descendents.

3 Key Memories: Life as a happy noble and family man.
His betrayal of his family, and the loss that ensued.
The face of the fey that he blames for that betrayal.
Living on the run and in hiding.

Fear: He fears ever again being controlled by another creature

Heldren: Thibaut is passing through, returning to the north after escorting an Immam to Qadira. He looks forward to seeing some of the Taldan countryside and visiting some of the original Arodenite temples.

Does the no Occult include Kineticist? I have a character ready minus some tweaks to background and stats to match your guidelines. Unfortunately it's looking like the GM has ghosted in our Reign of Winter game. Poor girl just hasn't had luck with games lasting.

I'm submitting Herok Crane, Half-Orc Brawler. I need to adjust his stats to your build rules, and write up a 5-minute background for you.

Fallen_Mage's submission. Crunch in the profile. Enjoy.


While by birth Lagedottir may be Ulfen, she has never seen her homeland. Her mother, Svaladettir the Bear Slayer, was captured by Chelaxian slavers while she was pregnant and gave birth during the voyage back. A small sect of monks was also taking a voyage to Andoran when the slavers came across them. The slavers attempted to overtake the monks, but were quickly defeated. In the ensuing battle, Svaladettir was killed by an errant spell. After the slaves were freed, the monks took the child in.

Her formative years were spent in a newly founded monastery in the mountains of northern Adoran. She may have been the only Ulfen there, but Master Kwai Po treated her as his own. Teaching her to read, write, and what knowledge he could find of the Ulfen people. He even when so far as to find a tutor to teach her Skald and Hallit.

In her training sessions with the other initiates, the young woman made a friend by the name of Ting Chin. The two of them were always trying to outdo the other in almost every kind of challenge possible. There was only one time it got out of hand. After finding a cave not too far from the monastery, they decided to have a blindfolded fighting contest. Unfortunately, one of their missed blows landed in just the right spot in the wall to cause a cave in, trapping them both inside. To increase their chances of survival, they both slipped into a deep meditative state to conserve air. Within this state is when Lage had her first dream of fighting in the snows of some unknown land. She’s had these dreams every so often ever since, and a fear of enclosed spaces.

Some time after their rescue, a stranger appeared at the monastery. An old bard by the name of Marcon. He was now a travelling merchant on his way to someplace further north. Lagedottir was fascinated with the stories he would tell whenever he came for a visit. He also taught her the flute and brought her presents from time to time. On one of his visits, she noticed a shield and a suit of armor that just called to her very soul. Her master gave her the money to purchase them, and since then, she has practiced incorporating them into her style. One training session against six other students, Lage proved to be particularly difficult to budge from her stance, earning her the name The Unmovable.

After she had come of age, her and Ting Chin were travelling in a nearby village, trying to spread knowledge to the local people. In this town they were beset by two thugs that knocked out Ting and nefarious plans for her. She managed to fight them off, but not being used to fighting with adrenaline, one of them died, and the young woman regretted the unnecessary loss of life. She has vowed to do everything in her power to not kill anyone, unless she was left with no choice. In addition, she has sworn off carnal pleasures so as not to entice men into such acts.

A few years later, Lagedottir began feeling an irresistible pull of wanderlust. Master Kwai Po felt it was time for her to leave the nest, and asked Marcon to watch out for her. He did for several months, until age had caught up with him and he passed in his sleep. The young woman held a service for him, cremating his remains and began her journey to his hometown Heldren.

Five minute Background:

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.

- Rescued from slavers as a baby by a small sect of monks that follow the Deity Irori.
- Raised in their monastery in the Mountains of Andoran
- Has taken a vow of chastity
- While she was raised by Monks, they made sure she knows something of her Ulfen heritage. Even gave her a name to reflect as much.
- Plays the flute for meditations in the morning at sunrise.
- Will kill a humanoid if she has to, but prefers to leave them living. (Though a little bloody.)

2) Two goals that you'd like the character to accomplish in-game.

- To perfect her fighting ability (learn at least one Style Feat chain)
- Learn more about her heritage.

3) Two secrets, one the PC keeps to himself, and one kept from the PC.

- Personal secret: Has occasional dreams of fighting strange creatures in a snowy setting.
- Unknown to her: Is a distant, distant relation to a Boreal Dryad. (To manifest later with the Eldritch Heritage chain)

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.

- Master Kwai Po: Mentor at the Monastery.
- Ting Chin: Friendly Rival (They pushed each other to be better)
- Marcon the Traveller: A Merchant Bard that taught her the flute, and told her many tales of the outside world.

5) Three key memories that define your character as the person they are at the time of submission.

- The day she got her byname The Unmovable
- The first time he killed a man. Even though it was self-defense, she vowed to not kill again unless she had no choice.
- When she first purchased a shield from Marcon on one of his visits to the monastery.

6) What a fear or paranoia that causes your character to shiver, cower, or panic.

- Lagedottir was once trapped in a collapsed cave and nearly suffocated before the other monks rescued her. Since then, she's been a little claustrophobic and hesitant to enter caves.

7) Why are you in Heldren? Are you from here or passing by? What brought you here and/or has kept you here?

- She came to Heldren, because that is where Marcon said he was from.

Herok should be ready to go.

Scarab Sages

I'd love to play this one. Will work up an entry.

*Looks at Herok* Ooooo, possible sparring partner.

*Looks at Lagedottir*

I'd say so, yes.

I've tried to get this guy in a few Reign of Winter campaigns. I had him in one where the GM was going to run us through Witchwar Legacy with level 17 characters first, and then Reign of Winter, but the GM vanished while we were still working on Witchwar Legacy.

Here is my submission, a Half-elf Fey Caller.

Background Questions:

She is an explorer and seeker of wonder in the wide world, encouraged and guided on by the chaotic but kind fey she is bound to.
She was born to a pair of half-elven druids in the Border Wood near Heldren, who were in turn part of a small conclave of around twenty people.
She was a wild child in a group that put meditation and peace in high regard, thus making her an annoyance.
She eventually got into the good graces of a gnomish sorcerer who lived in the conclave, and started learning about the arcane from him along with his apprentice.
She found and saved a dryad who lived in the Border Woods, as her tree was burning from a lightning strike. To save her, she bound her to herself as an eidolon.
The two left the conclave shortly after that, intending to go and explore the wider world.

She wishes to visit the First World with her eidolon.
She wishes to eventually transform herself into a fey, and become effectively immortal, allowing herself to experience all that she can.

She secretly regrets that she couldn’t make her parents proud by becoming a druid.
The gnomish sorcerer was the one to strike the dryads tree with lightning, setting everything up because he thought she was suffocating in the conclave.

Yvrall Eldrasi - Vivarri’s father, a druid living in the conclave. Supportive of his daughter’s choices, but overshadowed by his wife.
Uriana Eldrasi - Vivarri’s mother, another druid living in the conclave. Deeply disappointed in her daughter’s choices, and her husband for supporting her ‘foolishness’.
Jorranmo Gildedleaf - A gnomish sorcerer who lived in the conclave, and Vivarri’s mentor on the arcane arts.
Birchblossom - The former dryad that now serves as Vivarri’s eidolon, who ultimately wants to repay her for her kindness, but is also driving her to experience the world that she couldn’t experience either.
Ezekiel Longridge - Jorranmo’s other apprentice, and Vivarri’s ‘rival’. A sorcerer of verdant blood, he was constantly looking down on her for her restlessness and free spirit.

A time she got scolded by her mother for sewing what she thought was a pretty design onto her dress.
When Jorranmo proposed that she start learning about the arcane from him.
The night she saved Birchblossom from the fire that consumed her tree.

She is afraid of large crowds, the largest amount of people she ever had around her at once being around thirty.

Vivarri is in Haldren as it is the nearest village to the conclave, and she thinks it’ll be better to work up from small village to large city, rather than just jumping straight to that. She is also trying to figure out where to go next.

Vivarri Eldrasi
Female Half-Elf Summoner 1
CG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision, Perception +2
AC 15, Touch[/b 12, [b]FF 13 (+3 armor, +2 Dex)
HP 10 (1d8+2)
Fort +2, Ref +2, Will +2; +2 vs enchantments
Spd 30ft
Melee Dagger +0 (1d4/19-20)
Spell Like Abilities (CL 1st, Conc +4)
6/day--Summon Nature’s Ally I
Summoner Spells Known (CL 1st, Conc +4)
1st (2/day) -- Grease (DC 15), Mage Armor
0 (at will) -- Acid Splash, Detect Magic, Light, Mending
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats: Skill Focus (Survival)*, Spell Focus (Conjuration)
Skills: Craft (Tailor)* +6, Handle Animals* +7, Diplomacy +7, Spellcraft +6, Survival +7, Use Magic Device +9
Languages Common, Elven, Sylvan, Gnomish
SQ; Life Link, Favored Class Bonus (+¼ Evolution Pool)
Traits: Adaptive Magic, Dangerously Curious
Other Gear Studded Leather, Dagger, Spell Component Pouch,
Gold Total;125 GP, 45 SP 50 CP

CG outsider/fey
Init +1; Senses Low Light Vision, Darkvision, Perception +4
AC 13, Touch 11, Flat-Footed 12 (+1 Dex, +2 nat armor)
HP 6 (1d10+1)
Fort +3, Ref +1, Will +2
Spd 30ft
Melee Slam +4 (1d8+4)
Spell-Like Abilities (CL 1st, Conc +1)
(at will)--Prestidigitation
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4, CMD 15
Skills; Fly +5, Knowledge (Nature) +10, Perception +4, Perform (Singing) +4
Languages; Common, Elven, Sylvan, Gnomish
SQ; link, evolutions (slam, skilled (knowledge [nature]*)), share spells
Other Gear; Summoner’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin)

Eh, why not? I'm in.

And if I'm going to be in, might as well be all in with the concept I've been wanting to play with this one. I'm going to be going with an ulfen barbarian or a bloodrager, not sure which yet. :P

Scarab Sages

Working up a Fist of the Godclaw Dwarven Warpriest

What is your application deadline?

Here is mythics arcanist entry, there is more to the background in the alias along with a description.

5 min background:

5 points
-extremely smart but lacks a lot of personal connections
-prodigy in theoretical magics that eventually became a professor
-found a way to harness the souls of those who died that would allow the magic to be manipulated more than thought possible
-kicked from school due to his necromancy theories
-looking to find a way to prove his genius and regain his place at the academy and restart his research there

2 Goals
Unlock the full potential of his mecromancy magic theories, and to earn his place back at his University

3 connections
-tineus the half orc Dean wizard who branded him a heretic and removed
him from the University
-Splen his old teacher who taught him in his youth, who told him that knowledge is the only real thing that is important
-Sunny his halfling student and aid that was his favorite student that was killed in an lab accident that started his theories, he still hears his spirit talking to him sometimes due to residual magics that link the now.

2 secrets
He knows but doesn't tell, that he caused the accident that killed his apprentice because he was curious what would happen but didn't think it would killed him.
Unknown to him- that the Dean is not just a normal half orc but a lich who thought he might be on to him.

3 memories
His first published theory with the help of his mentor
The day the lab accident killed his apprentice
His expulsion from the University when he presented his theories

Due to his apprentice's death he is afraid of death, though he is studying it he is terrified of dying and not continuing his studies

He has come to the town on his way North as he tries to learn more about and from the winter witches. He stopped to rest and see if anyone in town knows something.

Najusk Thilm


Najusk Thilm
LN Half-orc Bloodrager (Primalist) 1
Init +2; Senses Perception +4; Darkvision


AC 16, Touch 12, Flat-Footed 14 ( +4 Armor, +2 Dex)
HP 13
Fort +6; Ref +3, Will +1, +2 morale bonus while in bloodrage
Defensive Abilities +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters


Speed 40 ft. (30 ft. in armor)
Melee Geataxe +4 (1d12+3/x3), sap +3 (1d6+2/x2) nonlethal
Ranged shortbow +3 (1d6/x3)
Special Attacks Painful Strike

Str 14, Dex 14, Con 16, Int 8, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 15
Feats Weapon Focus (Greataxe) ;
Skills Knowledge (Arcana) +3; Perception +4; Survival +4
Background Skills Handle Animal: +6; Lore (Witches) +3
Languages Common, Orc
Traits Magic: Magical Knack
Campaign: Warded Against Witchery
SQ Bloodrage; Fast Movement 10; Intimidating; Orc Blood; Weapon Familiarity; Sacred Tattoo; Bloodline (Kyton)
Favored Class +1 Round of bloodrage
Combat Gear sling bullets (10)
Other Gear armored coat, greataxe, sap, sling, bloodrager kit, fortune cookie (14), signal horn, sack, monster mask, cold weather outfit, bloodrager's kit, 33 gp, 6 sp, 6 cp


1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
-Najusk is always happy to share a drink and a campfire with others
-He does not tolerate breaking of the golden rule.
-Najusk travels from village to village rewarding children that their parents have said have been good and “threatening” bad children with his switch. The threat is for show.
-He feels like his life was set on a path and he will see it through. He calls it “The Pull.”
-While usually trusting, Najusk is wary of arcane casters.

2) Two goals that you'd like the character to accomplish in-game.
1. Learn that arcane ≠ bad. Something he'll have to cope with after his magic awakens.
2. Bring the name of Krampus back into good standing.

3) Two secrets, one the PC keeps to himself, and one kept from the PC.
1.Najusk feels that what happened to him as a child was directly related to disobeying his parents. Had he been good he would be living a normal life.
2.Najusk’s did not stumble upon a ritual, he was lured by the coven of witches his mother was in.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.
1 Kirin Flinnigan - a beard from Oppara that travelled with Najusk for a while. Parted ways when Najusk decided to stay in Heldren a little longer.
2 Lerd Thilm - Najusk's father took care of Najusk after his mother disappeared.
3 Dyna Thilm - Najusk's mother; a witch that fled their home after Lerd discovered she was a witch.

5) Three key memories that define your character as the person they are at the time of submission.
1 Lerd yelling at a young Najusk that if he had just been a good boy, Dyna ‘wouldn't have gone crazy and run off into the wilderness.”
2 Finding a book of children's stories about evil witches and how Krampus rewards good kids and punishes bad ones.
3 The Pull getting becoming too much to resist and leaving home to travel north.

6) What a fear or paranoia that causes your character to shiver, cower, or panic.
Najusk is afraid that one day he will go crazy like his mother and disappear into the forest.

7) Why are you in Heldren? Are you from here or passing by? What brought you here and/or has kept you here?
Najusk is in Heldren as it was along his way as he travelled north. He stopped to give cookies to the good kids of the town and gather supplies before continuing north.

I threw in Najusk Thilm. A half-orc Bloodrager with the Kyton bloodline.

Najusk is a little different of a character than I've made before, he's got a bit of an obsession with Krampus and emulates the guy in order to keep what happened to him as a kid from happening to others.

I've never played this AP, so I'm sure it'll make sense later, but how in the Hells do we get from Taldor (South Eastern corner of Avistan) to Irrisen (North West corner of Avistan)? I mean, just about as far apart as you can get.

It's been a while since I looked into it so I don't remember the exact details (other than Baba Yaga being involved) but I believe magic gets the party to Irrisen.

Lagedottir the Unmovable wrote:
I've never played this AP, so I'm sure it'll make sense later, but how in the Hells do we get from Taldor (South Eastern corner of Avistan) to Irrisen (North West corner of Avistan)? I mean, just about as far apart as you can get.

Well now... knowing that would ruin the fun, wouldn’t it...

Chapel36 wrote:
It's been a while since I looked into it so I don't remember the exact details (other than Baba Yaga being involved) but I believe magic gets the party to Irrisen.

No spoilers please, if there are those who haven’t played lets have them enjoy it while they are learning about everything in character.

No spoilers meant but that's in the first paragraph of the player's guide.

Changed my mind, going with a sorceress instead.

Questions for the GM:

I'm trying to get my head around a concept, but unfortunately, it appears that it's not an easy thing to pull off with rules as written. So, instead of continuing to bang my head against the wall, I think I'd be better served asking some questions and seeing if I can't make this work.

I want to play an Ulfen sorceress whose arcane potential caught the eye of a winter witch in Irrisen. Her family tries to flee with her in the dead of night but the witch has already sent agents to take her. Her father dies from wounds he took trying to protect her. She takes his sword and flees deeper into the woods where she trips out of Irrisen and into the Border Wood of Taldor. Some trappers find her shivering in the cold clutching her father's sword and takes her back to Heldren where she has spent the past couple of years earning her way as a serving girl in the local tavern.

Now, the part I'm having problems with is the story I want to tell, and it just highlights my frustrations with D20 systems like DnD and Pathfinder when it comes to building a character that fits a concept. I want to tie the sword into her story and have it be a part of her character beyond just being the only thing she has left of her family. I could go eldritch knight using sorcerer as the spellcasting class, but then there's nothing there that would tie the sword to her mechanically speaking. I thought about going magus, but the eldritch scion archetype precludes using the bladebound archetype, and using a spellbook doesn't have the right flavor. Both bard and skald don't have any archetypes that would work.

Basically, I want to know if there's any way I can make this work? I'd love to give this concept a shot but as far as I can see, there's not a way to pull off a build with the right flavor.

Dotting, probably something wilderness themed

Dotting, thinking of submitting an Inquisitor.

Here is my Warpriest. A Hellknight questing to earn his armor.

Stat Block:

Urrock Stonebreaker
M LG Dwarf Warpriest(Fist of the Godclaw), Level 1, Init 1, HP 13/13, Speed 20ft
AC 17, Touch 10, Flat-footed 17, CMD 13, Fort 6, Ref 1, Will 5, CMB +3, Base Attack Bonus 0
Reach, move action to switch Dwarven Dorn-dergar +4 (1d10+4, X2)
Cold iron dagger +3 (1d4+3, 19-20x2)
Unarmed strike +4 (1d6+3, x2)
Splint Mail (+7 Armor)
Abilities Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 8
Condition None
Favored Class: Warpriest (+1 skill point)


During the first Mendevian crusade in the Worldwound, Urrock’s parents were part of a company of dwarves whose faith in Torag had lead them to join the crusade. Pinned down by a horde of demons and cultists, the dwarves were preparing to make a desperate last stand, only to be saved by a contingent of mounted Hellknights that charged in and dispersed the horde. Impressed by these humans, the dwarves were further intrigued to learn that they were part of a newly formed Order, one that worshiped a pantheon of five lawful gods that included Torag. Joining forces with the Hellknights, the combination of the two groups went on to enjoy several victories in the crusade. When the time came to return from the front, several dwarves stayed with the Hellknights and joined the newly formed Order of the Godclaw.

Born in Citadel Dinyar in the Aspodell mountains, Urrock was raised in the faith of the five-part pantheon, revering Torag, Abadar, Iomedea, Iori, and Asmodeus as the five aspects of perfect law. When he was 40 he faced a lemure in his Hellknight test, defeating the devil through skill at arms and a careful selection of pre-applied spells that allowed him to damage the monster. Urrock then departed on a mission through the countryside, hoping to earn his Hellknight armor through proselytizing and defeating forces of Chaos wherever they might appear. He has been traveling for some years now, and his quest has brought him to Southern Taldor and the small town of Heldren.

5 min background questions:

1) 5 points about Urrock: as a Hellknight he takes his faith and Law very seriously. His faith includes Asmodeus though, and the Prince of Lies teaches that an agile mind can work with any ally in the ultimate cause of Law. He has a gruff manner that hides a deep well of kindness that has only become greater in his time traveling. Out of the five deities of the Godclaw, he favors Torag and Iori the most. He would never tell anyone, but he is a cat person and doesn’t much care for dogs.

2) Two goals that Urrock hopes to achieve – to earn a full set of Hellknight plate, and to fight the forces of evil and chaos.

3) Two secrets – Urrock secretly has doubts about some aspects of the Godclaw, struggling to accept the teachings of Abadar and Asmodeus with the good creeds of the other gods. He also secretly believes some of the other Hellknights to be stuffy zealots overly obsessed with enforcing their world view on others.

4) 3-5 people that are tied to Urrock:
Beldun and Malachite Stonebreaker, his parents. Both are Hellknights in their own right, skilled in combat and strong in faith. He often feels like he is struggling to live up to their shadow.
Norchus Bleaker, a Hellknight of the Order of the Pyre, and a total bastard. Urrock can’t stand the man, but restrained himself from actually coming to blows out of respect for the Order.
The Cartwright family, who own a farm on the outskirts of Heldren. Urrock helped them deal with a band of goblins that had been stealing their chickens.

5) Three key memories:
Urrock clearly remembers his first service in the grand Cathedral of Citadel Dinyar. The majesty of the place and the faith of those around him put him on the path of faith that he walks now.
He also remembers his Test against the summoned lemure. While the battle was by no means easy, the magical blessings that helped him win left him with doubts about his victory.
A horse thief’s trial in Isger. The proceedings were a sham, so much so that he stepped in and insisted the man be pardoned due to lack of evidence. This was his first experience with Law being twisted toward injustice.

6) Urrock’s greatest fear is that he will faced with a challenge that he can’t defeat. He also has a phobia of spiders.

7) Urrock’s questing has brought him to Heldren, and he already spent a little time in the area helping a family with some goblin problems.

I am withdrawing from this one, as I got another character accepted into the replacement recruitment for another Reign of Winter campaign. Happy gaming!

*Waves goodbye to Herok* Farewell. :(

Have you said when recruitment closes?

AdamWarnock wrote:
** spoiler omitted **

You could go crossblodded with arcane bloodline and take the sword as a bonded item?

Yokaiboy wrote:
AdamWarnock wrote:
** spoiler omitted **
You could go crossblodded with arcane bloodline and take the sword as a bonded item?

That might work. I'd have to play with it though.

Sorry to be doing this, but I'm going to be pulling out. Frustrations with trying to get what I wanted to do to work with the rules have soured my excitement for this.

Here's my 5 minute background for a herald caller cleric. I'll post the mechanics soon.

5 minute background:
1 – Five Points
Zufani is from a Garundi that chose to settle in Andoran, near the sea.
Garundi clans that settle in territory already occupied by Garundi accept that they begin at the lowest social standing possible and spend years improving their status.

A devotee of the empyreal lord Sinashakti she resolved not to settle down when her clan did and continued to wander.

As a follower of the god of messages she impulsively swore to deliver any messages in her charge faithfully. She never promises to be the fastest but she prides herself on never giving up on message.

She was charged with delivering a message to somebody in the area of Heldren, she is looking for somebody named ‘Hansil Olgrim.’

She never inquires about the content of the messages she delivers. At least one long distance message is believed by the church of Abadar to contain seditious content related to the Cult of the Dawnflower. An inquisitor of the church named Furia Lucina attempted to intercept her while delivering the message, but failed. Ever since then her movments have been tracked.

She is fascinated by Azatas. It is her dream to be a friend to such creatures.

2 – Goals

I would like her to interact with fantastic extra-planar creatures in a friendly way.

To somehow demonstrate the power of joy and freedom over despair.

3 – Secrets

As much as she loves her family and clan, she was glad to leave. She felt like the decision to settle down and accept a low status wasn’t in keeping with the true Garundi way. She feels distanced from her clan and it bothers her tremendously but worries that to admit it would not be in keeping with the way of joy and freedom.

She is not the first person to carry the message she holds. Possibly the individual “Hansil Olgrim” is actually the gnome Fizzelstein in disguise, who could be free exploring the wilds, imprisoned, dead, or otherwise occupied.

4- People
Her mother, father, and a brother and sister still live in southern Andoran with her now settled tribe.

She is very close to a cleric named Mahdi whom she met in Magnimar. It was Mahdi who traveled with her for a while and taught her to listen to the divine voice in the back of her mind, teaching her to cast a spell for the very first time.

The inquisitor of Abadar Furia Lucina still tracks her movements with unusual interest.

Her favorite traveling companion, a gnome bard named Fizzelstein was last seen leaving the Kitharodian academy. The first world obssesed bard was heading into the woods of eastern Taldor.

5 – Key Memories

The look of hurt in her mother’s eyes, suppressed but impossible to ignore, as she left her clan to keep moving while they settled down to a life of working tirelessly to improve their station.

A little girl listening to tales of Saranea’s ascension with open, awed eyes. She vows someday Sinashkati will do the same.

Encountering the implacable hate of Furia Lucina. This is one person who’s anger could not be dispelled with laughter and a smile. Encountering the antithesis of joy leaves her cold, disturbed.

6 - Fear

- She panics at the idea of imprisonment or physical restraint.

7 – Heldren

She’s come to Heldren asking after Hansil Olgrim.

Dot for interest. About how much longer were you planning on leaving recruitment open?

I have a sword and board fighter in mind, who will multi-class into a Sacred Shield Paladin; real defender type.

Got the bones here. I'll brew up the backstory tomorrow night as per your 5 minute background.

Actually, scratch that... had a Kellid Barbarian/Rogue I'd rather flesh out for this one. Will start as a Barbarian, and pickup some Rogue (Scout) levels. Character sheet is here, more to come later.

So... Any idea when you'll stop taking applications?

Here is my Inquisitor.

Stat Block:
Steffan Calathes
M NG Half Elf Inquisitor, Level 1, Init 2, HP 10/10, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 15
Fort 3, Ref 2, Will 4, CMB +3, Base Attack Bonus 0
19-20 Threat Bastard Sword +3 (1d10+3, x2)
Light Crossbow (20 bolts) +2 (1d8, 19-20/x2)
Starknife +3 (1d4+3, X3)
Hide (+4 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 13, Int 12, Wis 14, Cha 10

5 Minute Background:
1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
Explorer - Steffan is an explorer at heart and wants to see the world. He keeps a journal with sketches/maps of new places he has been. Has recently been sailing to Absalom.
Protector - Steffan looks to protect those who are less capable than himself from the evil of the world.
Faithful - Steffan travels and takes Desna with him, always on the look out for those who threaten travelers. When he discovers new ruins or locations he leaves his "found-mark" (a basic symbol of Desna) if one is not already there.
Family - Steffan is close with his parents, who led him to Desna, and often writes them letters during his travels.
Inquisitive - Due to his sense of adventure and his training, Steffan studies as much lore on Lamashtu to be as effective as possbile in disrupting her worship and her plans on Galorian.

2) Two goals that you'd like the character to accomplish in-game.
1 - Disrupt some of the workings of Lamashtu
2 - Place a "found-mark" somewhere no one has been before.

3) Two secrets, one the PC keeps to himself, and one kept from the PC.
1 - He doesn't ever remember his dreams and worries that this means he isn't close enough to Desna. (His secret)
2 - His father is a former paladin of Ragathiel. He ceased being a paladin when he met Steffan's mother and settled down. He still secretly is a devout follower of Ragathiel, though he poses as a devout of Desna. He taught Steffan how to weild his bastard sword.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. Only one should be a rival.
Laurena - Half elf, priest of Desna
Magnus - Human, posing as a priest of Desna
Maja Loksen - Human, fellow explorer and adventurer, former friend; falling out over reasons for exploring -> she explores to gather relics/historical items to sell

5) Three key memories that define your character as the person they are at the time of submission.
1 - Magnus bestowing his sword to Steffan and Laurena passing down her copy of The Eight Scrolls.
2 - Maja revealing that she only explored for the money she could make.
3 - His voyage to Absalom.
6) What a fear or paranoia that causes your character to shiver, cower, or panic.
Steffan has a fear of snakes.

7) Why are you in Heldren? Are you from here or passing by? What brought you here and/or has kept you here?
Steffan joined a merchant caravan out of Absalom as a guard to deliver goods to Heldren.

Withdrawing my application, looks like I am going to be playing this with my group.

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