Curse of the Crimson Throne Act 1: Edge of Anarchy“Why do I live here? Why live in the most regimented, law-abiding, oppressive city this side of Bloodsworn Vale? Answer’s simple, mate. With the Sable Company flapping around in the clouds, Hellknights stomping around on the streets, and the Korvosan Guard caught between them; no one knows who’s got jurisdiction over what. You just gotta know when to hide and know when to bribe. Now, you wanna buy this magic dagger or not?”
—Corb “Birdtongue” Meever, Cerulean Society Fence
Act 1: Edge of AnarchyKorvosa, the Jewel of Varisia, has long sparkled on Varisia’s southern shore. The city was established nearly 330 years ago by the human empire of Nerath. After the empire’s fall, the city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat power—the Crimson Throne. Rulers have sat upon the Crimson Throne for more than two centuries, and the city has flourished. Yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won—it is a curse. No monarch of Korvosa has died of old age, and none have produced an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch, that control remains tenuous, and many secretly count the days until their latest king falls to what they call the Curse of the Crimson Throne.Introduction:
This is a recruitment thread for a campaign of 4th edition of Dungeons and Dragons, for a party of five 1st level PCs.
This will be my second time DMing a PbP game (the first being my Scales of War thread
here). I ask that you please pardon my surely unavoidable errors and spelling mistakes (English was not a major of mine), and I shall endeavor to be the best DM I can be.
Anyone may post an application, but
precedence will be given to
new players, especially players not currently involved in any other PbPs (2 PbPs are okay, but don’t expect to get picked if you’re playing in more than 2 PbP), and players who have not played the Curse of the Crimson Throne (both 3.5 and 4th edition converted versions respectively) Adventure Path before. If you fit any of these criteria, please say so in your application post. In addition, anyone with experience as a DM and who would be willing to provide me with a little advice and guidance are particularly welcome.
Curse of the Crimson Throne was originally a D&D 3.5 Adventure Path released by Paizo in 2007. When 4th edition came out, a lot of people tried to convert many of the old adventure paths for the latest edition of D&D, CotCT being one of them. I have heard many good things regarding Crimson Throne (and it's previous AP, Rise of the Runelords), so I decided to run the first part of this campaign.
The Particulars:Standard setup. This is a play by post game; character sheets on Myth-Weavers (if you already have a completed character sheet on Orokos, that’s fine too). Rolls on Invisible Castle (or once again, should IC throw a hissy fit, use of Orokos’s Dice roller is fine too). I, TiamatZ, will be the DM. PCs' minimum post requirement is the usual one per day. Habitual unexplained failures to post will result in your character being ejected from the campaign.
Party Order: 1 Leader, 1 Defender, 1 Controller, 1 Range Striker, 1 Melee Striker; OR Range Leader, Controller, Melee Striker, Melee Striker, Defender
Please submit a level one character created with the 22 Point Buy system. Maximum submissions are one per person (so choose/design carefully).
Submission should include the standard stuff:
- A link to the sheet (Myth Weavers or Orokos)
- The character's name
- A picture of your character (optional; for token creation purposes)
- Personality traits, mannerisms and appearances.
- Your ties to Gaedren Lamm (see below)
- The CB summary stuff.
- And lastly, I want to know your availability to post here in the forums, as well as what DnD 4th ed. pbp games you play here.
Important:
Even before Curse of the Crimson Throne begins, you and the other PCs have a shared trait—you’ve all been wronged, in some manner, by the despicable Gaedren Lamm. Gaedren Lamm is a despicable low-life crime lord who missed his chance at being somebody big in Korvosa’s murky underworld. Well past his prime, the decrepit thief abducts orphans and forces them to support his despicable lifestyle with petty crime. Many of Korvosa’s lower class has had dealings with Lamm, and even a few of the city’s middle class and nobility have had their lives complicated by this foul old man. How has this detestable crime lord affect you in the past? Was it drug addiction (a friend or even you, perhaps)? Was someone you knew (or yourself) framed for a crime he committed? Was someone you loved killed by one of his many vicious crime sprees? Did you have an unhappy childhood as you were kidnapped by Gaedren and forced to commit unspeakable acts of wanton crime and violence in his service? Or was it something else that Gaedren did during your life? Either way, the game starts with everyone’s dislike (or hatred) to Gaedren, and offers some measure of working as a party.
For your character, pretty much any official DnD 4th edition material is acceptable (supplement books, Dragon articles, etc.), except with regards to the race and class (see Character Backgrounds and Feats section below). Be prepared to post technical info if I request it.
Note about alignment: I am lax about alignment- there is no need to mark something on the sheet unless you want to. Evil characters are allowed on the condition that they have well thought-out background/goals and have a strong reason to work with a team. No backstabbing the party, no killing the shopkeeper because you felt like it, and most importantly of all, don’t be a
griefer; everyone’s here to have fun, but I will throw out anyone that tries to ruin everyone else’s experience.
Deadline: Deadline is February 26 6:00 PM (Mid afternoon; GMT+2 time). Expect the game to begin sometime in the following week (March 1-March 5).
Plans for the Campaign
To ease myself into the DM's seat, I intend to start the campaign by playing through CotCT Act 1 first. What happens next will be determined by how the game went. As we are playing CotCT, I'm slowly trying to convert the other acts of the AP to 4th ed. If it was a great success, then we’ll continue with CotCT Act 2: Seven days to the Grave in 3-4 weeks time after we finish Edge of Anarchy.
Character Backgrounds and feats:Races Allowed (Those not listed are banned):
- All PHB 1, 2 and 3 races (With the exception of Githzerai)
- Changeling, Genasi, Gnoll, Shadar-Kai, and Warforged are allowed.
Classes Banned from campaign:
All classes are okay (even PHB 3 preview and Assassin classes are allowed), with the exception of
Hybrid characters.
Backgrounds:
Players may choose general backgrounds (like those from the PHB 2 and Power books etc.) ONLY! No Forgotten Realms! No Eberron! No Scales of War! ‘Nuff said.
The campaign will take place in the 4th edition “points of light” setting, but in the far-off land of Varasia. Your PC may hail from anywhere in the city of Korvosa, or from its neighboring Shoanti tribes. Your character can come from all walks of life, from a begger trying to make ends meet in the streets, to an aristocrat born in one of the many noble houses of Korvosa (check post below for more details).
Players retain their 100gp, but gain the adventurer’s kit, as well as any level 1 magical item of their choice (that’s 360 gp worth) absolutely FREE.
Also all characters are required to have first names and last names. Come on people, be creative
.
Update 1: Removed Drow as a playable race, but added Eladrin back in to compensate.
Update 2: Moved the deadline earlier to Friday
Posts
Note: This is just merely to establish the world you'll be playing in, and it could offer some extra RP details about your character if you want.
Varisia (The land):
Nearly 330 years ago the Human Empire of Nerath founded the colony of Korvosa in the supposedly cursed wilderness between its northern provinces and the Lands of the Empire. Three decades of bloody war with the native barbarians, the Shoanti, followed, resulting in southeastern Varisia falling to Nerath rule. Soon after, colonists and adventure seekers of all persuasions came to populate the newly tamed land. Yet, the deeper foreigners trod inland, the greater the mysteries they discovered: endless walls of carved earth, titanic monoliths, and writings no sage recognized. While many viewed these idols and obelisks as evidence of the land’s cursed reputation these oddities did little to halt Nerath’s imperialistic march.
A century later, the fall of the Empire of Nerath fractured not just the empire’s hold over the world, but indefinitely severed its links to numerous colonies, including those in Varisia. Abandoned, discord erupted in the land between traditionalists to the dead Empire’s ideals and revolutionaries eager to embrace independent new rule. Realizing that infighting would doom all they had accomplished, many of the revolutionaries left Korvosa, migrating west and ultimately founding the city of Magnimar.
Today, both Korvosa and Magnimar fancy themselves the center of culture in Varisia. Both cities have birthed or claimed numerous vassal townships in the surrounding lands. Other races have also come as well, integrating with the human populace or claiming their own territories. The natives of the land also remember a time when Varisia was theirs alone and swear the land will once again be theirs. And, ancient and now largely ignored, the monuments of a long forgotten era look on… biding their time.
Korvosa (The City):
The dichotomy of Korvosa’s under populated affluent wards with overcrowded Old Korvosa highlights the city’s greatest failing: the vast gulf of separation between its wealthy, powerful elite and its dreadfully impoverished poor. This gulf between social classes colors the development of the city and led to the creation of some of the features unique to Korvosa. Those who live in Korvosa respect and admire ostentatious displays of wealth, power, or knowledge. They consider confidence and competence the greatest of assets, and they deride or heckle those who display weakness, indecisiveness, or inability.
Korvosans are quick to judge and slow to forgive. In addition to power, Korvosans love predictability. Korvosans like to regulate their lives, creating strict regimens for themselves that they slavishly follow.
Upsetting a Korvosan’s routine can ruin his entire day and likely makes him angry. To this end, Korvosa strictly enforces its laws (which often have harsh punishments far in excess of the law codes of other non-evil governments) and rewards those who play by the rules. That said, Korvosa also recognizes that not everyone plays by the same rules, so it compensates by applying regulations to nonviolent criminals in the form of vice taxes and official recognition of the city’s single thieves’ guild. By charter amendment, Korvosa does not allow merchants, laborers, or tradesmen to form guilds. Most workers within the city are self-employed or work for a master to whom they were apprenticed in their youths.
The city relies on these cottage industries and the skilled workers who make them profitable, so naturally it has one entire volume of laws and regulations devoted to the protection and rights of workers. And thanks to the Korvosan drive to succeed, the city’s merchants do well for themselves.
City Districts:
Korvosa sits at the end of Conqueror’s Bay, where the Jeggare River meets the sea. The city fills the spit of land formed by two sharp turns in the river, covers Endrin Isle (which splits the river at its mouth), and spreads to a few outlying areas on the far shore of the Jeggare. It stands on two hills: Garrison Hill on Endrin Isle and Citadel Hill on the mainland. The Narrows of Saint Alika separates Endrin Isle from the shore. The city is divided into seven districts, many of which are further subdivided into wards.
East Shore: The only district beyond the channel of the Jeggare River, East Shore is home to a handful of noble houses closely tied to the military of the city, as well as the struggling Theumanexus College.
Gray: Unlike all other districts in Korvosa, Gray’s residents generally keep to themselves and are well behaved. Of course, most of Gray’s residents are dead. The only living creatures who reside in Gray belong to the church of the Raven Queen and live within the temple.
Heights: Standing atop Citadel Hill, the Heights District has a commanding view of the rest of the city, which its residents look down on—both figuratively and literally. Nearly all of Korvosa’s power players reside in the Heights, including the monarchy.
Midland: When most people think of Korvosa, they think of the cosmopolitan and friendly district of Midland. As the home district of both the Korvosan Guard and Sable Company, Midland has the smallest number of gangs and gang battles in the city—although the thieves’ guild does a brisk trade in the district thanks to the disproportionately high number of merchants, shops, and other commercial and financial concerns.
North Point: The first section of the mainland settled by the descendants of the city’s Chelish founders was Mainshore, at the northwestern tip of mainland Korvosa. That ward houses many of the city’s oldest non-noble families. The greater district of North Point covers the entire northern end of the city and holds Korvosa’s seat of municipal power (City Hall), the city’s courthouse (Longacre Building), and the Bank of Abadar.
Old Korvosa: As its name implies, Old Korvosa is old. It covers all of Endrin Isle, most of which is covered by Garrison Hill. Atop Garrison Hill stands the stone wall of Fort Korvosa, while the imposing blackmarble Palace Arkona dominates the northwest corner of the island.
South Shore: The newest district, South Shore became a part of Korvosa only a quarter-century ago. It contains the Pantheon of Many, a massive temple dedicated to most deities. South Shore’s population consists mainly of the city’s nouveau riche hoping to escape the cramped conditions found elsewhere in the city.
Important Locations
Five major landmarks give Korvosa a distinctive skyline: the ancient and massive structures of Castle Korvosa, Pillar Wall, and Gatefoot, as well as the more practically sized Great Tower and Hall of Summoning, which have stood for less than 80 years. In addition to these landmarks, several locations unique to the city bear mention.
The Acadamae: Shrouded in secrecy, the campus’s 30-foot-high walls only barely conceal the grand Hall of Summoning. Visitors and residents cannot hope to ignore the presence of the Acadamae, and since very few people unconnected with the college know what happens within it, the place births abundant (and sometimes ludicrous) rumors.
Castle Korvosa: The centerpiece of the city, Castle Korvosa towers over the Heights. Multiple lord magistrates, seneschals, and monarchs have added to the castle over the past three centuries. As such, despite a relatively consistent neo-Nerathi styling, the castle’s main towers and interior buildings are crammed together haphazardly.
The Shingles: Permanent and semi-permanent homes, roads, and safehouses appear on roofs throughout the most crowded parts of the city. These rooftop communities and the pathways that connect them are collectively known as the Shingles.
The Vaults: Most cities have sewers. Some can even claim dungeons beneath them. Yet few have as complex a system of subterranean tunnels quite like the Vaults of Korvosa. Modern Korvosa stands atop the remains of at least two other civilizations and integrates both of them in its design.
Organizations of Korvosa:
Three military groups police and protect Korvosa: the Korvosan Guard, the Order of the Nail Hellknights, and the Sable Company. Each one focuses its efforts in different areas and interacts with the monarchy in its own unique way.
The Korvosan Guard serves the city of Korvosa first, the government second, and the church of Abadar third. It works closely with the city leaders and the high priest of Abadar to maintain order in the city, acting most often like a police force but turning into a military organization whenever the city is threatened by external forces.
The Sable Company does not answer to the king of Korvosa, but rather to the seneschal of Castle Korvosa. These hippogriff-riding marines defend the skies and waters of Korvosa and provide aerial and amphibious support to Korvosan Guard operations.
Hellknights are fanatics of law, adhering only to their harsh, Nerathi-born vision of order and their own unyielding sense of honor. Like most Hellknights, those of the Order of the Nail believe themselves to be above morality, caring only for the establishment of righteous order at all costs.
The Underground
The Cerulean Society is Korvosa’s thieves’ guild, and it monitors, controls, or influences almost all illegal activities of any noticeable size in the city. More than a dozen gangs work the streets, Vaults, and Shingles of Korvosa, but most of them answer in some way to the Cerulean Society (or else do not survive long). Hastily hushed rumors put one of the noble houses as the de facto leadership behind the thieves’ guild.
The people of Korvosa:
Barely more powerful than the lord magistrates who preceded them, the monarchs of Korvosa must share power with the strict governmental entities existent at the founding of the monarchy. The command King Erodred II exerts over the city is constantly checked by the arbiters, magistrates, and nobles, the city’s most politically powerful groups. More than judges, the arbiters not only determine the guilt or innocence of defendants in a court of law, but also have legislative oversight. No one exactly knows what the 23 magistrates or their staffs do, but most Korvosans suspect the entire purpose of city hall is to waste the time and money of the city’s people. Finally, two overlapping divisions define Korvosa’s aristocracy: the five most powerful families bear the coveted title of Great Houses, giving their members special privileges within the city, and 21 noble houses make up the Dock Families, allowing them to charge berthing fees on one or more docks in the city.
The Government
Korvosa’s government is split into three groups. The arbiters serve as judges, trying criminal cases and settling civil disputes. The magistrates handle the day-to-day bureaucracy of city management. And the monarchy serves as Korvosa’s diplomats and defenders.
Cressida Kroft: The current leader of the Korvosan Guard, Field Marshal Cressida Kroft is an even-tempered woman whose practice of openly encouraging adventurers and mercenaries to aid the Guard in the city’s defense has earned her some unfair criticism by the city’s elite.
Eodred Arabasti II: The King of Korvosa is a man whose spendthrift ways are moderated somewhat by the numerous good works he has spearheaded.
Ileosa Arabasti: Queen of Korvosa, Ileosa is barely a third the age of her husband. Rumors say that she holds much of Korvosa in contempt, and that she seduced the king into marrying her simply to advance her own wealth and riches.
Garrick Tann: Often called “the most hated man in Korvosa,” Garrick Tann is the Magistrate of Commerce, the man who oversees the collection of taxes in the city.
Lolia Perenne: Once a priest of Abadar, the current Magistrate of Regulation is tasked with the maintenance of weights and measurements—much of her office’s time is spent seeking out faulty scales, shaved coins, and other attempts by merchants and customers to cheat one another.
Marcus Thalassinus Endrin: Commandant Endrin is the current leader of the Sable Company, a man whose dedication to tradition and honor sometimes blinds him to what might be best for his own career.
Neolandus Kalepopolis: The seneschal of Castle Korvosa, Neolandus Kalepopolis commands the defenses of the castle itself, and is regarded as the second most powerful individual in the city, behind only King Eodred II.
Severs “Boneclaw” DiVri: The intimidating and mysterious commander of the Order of the Nail, Lictor DiVri is a towering man who rarely leaves his post at Citadel Vraid.
Syl Gar: If Garrick Tann is one of Korvosa’s most hated officials, Magistrate of Expenditures Syl Gar is one of the most loved—his responsibility is to see to it that city taxes are spent properly and efficiently on public works.
Zenobia Zenderholm: Known as the Hanging Judge, Zenobia is Korvosa’s senior arbiter. Her reputation is justifiably fearsome among Korvosa’s criminals.
Citizens of Note
From the lofty perches of the city’s aristocracy down to the market’s entertainers, merchants, and criminals, many of Korvosa’s citizens are well-known figures.
Blackjack: One of the city’s most beloved and reviled heroes, Blackjack is more of a symbol than anything else—a legendary masked hero who has fought for Korvosa’s downtrodden for hundreds of years.
Boule: The guildmaster of the Cerulean Society, Korvosa’s thieves’ guild, Boule is feared by many and respected by few.
Darb Tuttle: The Archbanker of the Church of Abadar, Darb Tuttle is one of Korvosa’s most powerful clerics.
Devargo Barvassi: Known to some as the “King of Spiders,” Devargo runs Eel’s End, a collection of ships that double as a brothel, drug den, and gambling hall.
Glorio Arkona: The patriarch of one of Korvosa’s most powerful noble families, it is rumored Glorio has ties to most, if not all, of Korvosa’s criminal underworld.
Keppira d’Bear: The Bishop of the cathedral of Pharasma, Keppira’s stewardship over the city’s Gray District has kept the presence of undead at an all-time low.
Pilts Swastel: Pilts owns and runs Old Korvosa’s Exemplary Execrables, a playhouse that caters to those seeking perverse and morally-questionable entertainment.
Sabina Merrin: Many rumors surround Queen Ileosa’s bodyguard, not the least of which is that she and the queen are secretly lovers, yet none can deny this imposing woman’s loyalty to the crown.
Toff Ornelos: The Acadamae is the most prestigious school of magic in Varisia, and as its headmaster, Toff is one of the region’s most respected and powerful wizards.
Vencarlo Orisini: Owner of the renowned Orisini Academy fighting school, Vencarlo’s outspoken disdain for Korvosa’s government has earned him trouble on several occasions.
Korvosan Adventurers
Korvosa is a cosmopolitan place. Wizards brush shoulders with barbarians in the city markets, fighters and monks work as guards and mercenaries, rogues and paladins vie for time among the city’s elite, and it’s even said that a sect of renegade druids operates in some of the waterfront districts. Yet with this diversity comes conflict—not every person in Korvosa is as welcoming as the next.
My character's name is Nistal the Valorous. Since a last name is required he was born Nistal Tivana but he is no longer permitted to use his proper name which suits him just as well. Nistal the valorous is his performing name within the many walls of Korvosa.
Here's his character sheet brought to you by Myth-Weavers.
http://www.myth-weavers.com/sheetview.php?sheetid=185858
Here's an image to be used for his token if he's chosen it's not perfect but it's pretty close to his actual appearance.
Personality Traits
Mannerisms
Appearance
Character Background
As a man Nistal tried to improve the lives of others if only a little with his music and by telling stories of far off places he himself had never seen and only knew of from the tales of travelers. Work proved scarce time with no shortage of musicians plying their trade all over the city and he was forced to keep to the street corners and ale houses. He did manage to earn himself a small following with a few of the dwarves of Korvosa who thoroughly enjoyed the songs of great battles and adventures he often favored. It was they who dubbed him Nistal the Valorous and taught him their language over many drinks in the late hours so that he could recite in their tongue. It was a life of honest poverty and friendship but Nistal dreamt of more.
Gaedren Lamm offered Nistal his patronage and coins in exchange for the young bard doing what he loves best. Performing. He lead spirited performances each day at times and places appointed by Gaedren and the whole affair seemed a dream come true. Until it came to light that Gaedren had been using Nitsal to lure crowds of gawking passersby, many of whom he saw relieved of their coins. Even more distressing was that this discovery only came when an ill experienced thief was plucked from his efforts by a member of the Korvosan Guard. Nistal intervened on the boys behalf and the unfortunate guard suffered a mishap, of which Nistalknows nothing but still is most regretful, and bard and boy fled for their lives. Now Nistal's name is in tatters, he's connected with a criminal band, and he's wanted by the Guard. All because of Gaedren Lamm.
I'm available to post here daily at a minimum barring some major blizzard or the like knocking out my power.
Oh just a quick note about Nistal's equipment, I used his gold to purchase a few things for him, basic weaponry and the like as well as ritual components. As it turned out he's now flat broke which sort of suits the character. If that's not allowed I'll change it back.
Here's the CB:
Init +1 HP /24 Bloodied 12 Healing Surge 6 ( used /8)
AC 15 Fort 12 Reflex 15 Will 15 Speed 6
Str 8 (-1) Con 12 (+1) Dex 13 (+1) Int 16 (+3) Wis 11 (0) Cha 16 (+3)
[OOC='[STRIKE]Jinx Shot[/STRIKE]']Jinx Shot
At-Will* Arcane, Implement
Standard Action Ranged Weapon
Target: 1 Creature
Attack: Charisma vs AC
Hit:1(W) + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn it falls prone. [/OOC], [OOC='[STRIKE] Misdirected Mark[/STRIKE]'] Misdirected Mark
At-Will* Arcane, Implement
Standard Action Ranged: 10
Target: 1 Creature
Attack: Charisma vs Reflex
Hit: 1D8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn. [/OOC], [OOC='[STRIKE]Majestic Word[/STRIKE]']Majestic Word
Encounter* Arcane, Healing
Minor Action Close burst 5
Target: You or 1 ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Special; You can use this power twice per encounter, but only once per round. [/OOC], [OOC='[STRIKE]Malevolent Mischief [/STRIKE]']Malevolent Mischief
Daily* Arcane, Implement
Standard Action Ranged: 10
Target: 1 Creature
Attack: Charisma vs Reflex
Hit: 3D8 + Charisma modifier damage
Miss; Half damage
Effect: The target is affected by ill luck(Save ends). While affected by ill luck the target is slowed until the end of it's next turn, whenever you or an ally hits with an attack. [/OOC], [OOC='[STRIKE]Guiding Strike[/STRIKE]']Guiding Strike
At-Will* Arcane, Weapon
Standard Action Melee Weapon
Target: 1 Creature
Attack: Charisma vs AC
Hit: 1(W) + Charisma modifier damage and the target takes a -2 penalty to the defense of your choice until the end of your next turn. [/OOC], [OOC='[STRIKE]Words of Friendship[/STRIKE]']Words of Friendship
Encounter* Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to the next diplomacy check you make before the end of your next turn.[/OOC], [OOC='[STRIKE]Blunder[/STRIKE]']Blunder
Encounter* Arcane, Charm, Implement
Standard Action Ranged: 5
Target: 1 Creature
Attack: Charisma vs Will
Hit: 1D6 + Charisma modifier damage and you slide the target 2 squares. During the slide your or one of your allies can make a melee basic attack against the target as a free action with a +4 power bonus to the attack roll. [/OOC]
Notes
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Will work on a character in a bit.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Can't play myself, since I'm a Pathfinder subscriber, but I always did dig CotCT. You guys are in for one hell of a ride. :winky:
As a heads-up, you *may* want to nix Drow from playable PC races, unless you're changing Golarian Drow. They're... different. I'd post why, but it's a bit of a spoiler for a different AP, in case players might end up playing it.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Thanks for the heads-up PMA. Granted, I've not really played any of the newer Pathfinder adventures (Last time me and some mates played some Rise of the Rune Lords a few years ago, just before 4th ed. came out), so I don't really know how Golarian Drow work. So I'll remove the Drow from playable races (but then place the Eladrin back in).
Some parts of Pathfinder I simplified for new players due to the amount of depth that is Pathfinder e.g. because the game takes place in the "points-of-light" setting, I've defaulted the old gods from Pathfinder to the gods from the DMG and PHB1, so that it's easier for divine characters to choose deities and gain access to their power feats.
That means no Cayden Cailean, the mortal who became a god in a drunken bar bet.
It's more thematic than zomg broken, but what about the Harrowed feat from the CotCT player's guide? Probably could just run it straight as-is...
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Game spoiler (don't read if your keen on playing):
Also: I read the Drow entry of Pathfinder. They are WAY different to the DnD version most people know of. So I figured that it was probably worth it that they're not allowed in the game.
Henry Teach, human cutthroat
the game assassino_O
Sheet link
Peronality Traits and Mannerisms
Canary most commonly takes on the form of a shapely woman named Selena. With shoulder length blond hair (usually tied up in a ponytail now when adventuring), shimmering blue-green eyes and pinkish hued fair skin. She is very shapely, which is actually an embellishment on the 'original' Selena, a feature she will claim is needed to ply her trade or separate her from the 'original' to prevent being recognized. Unlike most adventuring women her clothing is entirely impractical, focusing more on showing off her form than protecting her. She would never wear unattractive clothing or armor that fully covered her body.
I think this will work out quite nicely with Canary's back story (which may need a little customizing to fit this setting). Gaedren Lamm is the one who put her on the path to mark the wealthy Baron in exchange for a cut of his wealth. After her plan fell to pieces and she left the man, she never held her end of the bargain up and Gaedren got nothing of the Baron's wealth. But neither did Canary...
Summary from CB
Selena 'Canary' Mediore, level 1
Changeling, Wizard
Arcane Implement Mastery: Orb of Deception
Background: Indulged Scion (Bluff class skill)
FINAL ABILITY SCORES
Str 8, Con 10, Dex 10, Int 19, Wis 11, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 10, Int 17, Wis 11, Cha 16.
AC: 14 Fort: 10 Reflex: 14 Will: 17
HP: 20 Surges: 6 Surge Value: 5
TRAINED SKILLS
Arcana +9, Bluff +11, Insight +7, Diplomacy +9
UNTRAINED SKILLS
Acrobatics, Dungeoneering, Endurance, Heal, History +4, Intimidate +4, Nature, Perception, Religion +4, Stealth, Streetwise +4, Thievery, Athletics -1
FEATS
Wizard: Alchemist
Level 1: Phantom Echoes
POWERS
Wizard at-will 1: Illusory Ambush
Wizard at-will 1: Winged Horde
Wizard encounter 1: Charm of Misplaced Wrath
Wizard daily 1: Horrid Whispers
Wizard daily 1 Spellbook: Sleep
ITEMS
Dagger, Adventurer's Kit, Spellbook, Orb Implement, Cloth Armor (Basic Clothing), Alchemist's Acid (level 1), Alchemist's Fire (level 1), Alchemist's Frost (level 1)
FORMULAS
Alchemist's Acid, Alchemist's Fire, Alchemist's Frost
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I am available to post at least once daily easily. I am currently in one play-by-post game on these forums, and I DM a Maptools game of my own and have been for just over a year. Glad to offer any constructive criticism with mechanics of course. I have never played this adventure path, but it looks super awesome and a perfect fit for this character concept.
I'm not in any other games right now, and I've never played CotCT or any other pathfinder modules. I haven't DMd much, but I frequently act as the idea man for my DM friends.
I'm at a college computer at the moment, but I can tell you now that I'm going for a paladin.
Picture
History
Surprising it wasn’t too difficult for the group to find a buyer for their little Gnolls. It ended up that the buyer was a guild of assassins that planned to use the Gnoll pups as a live exercise for some of its initiates. The litter was released into wild as would-be assassins tracked and hunted them down. The little ones had little chance of survival as they were systematically hunted and killed one by one. Save for one.
The assassins first realized that they were missing of their number as they slew the last of the litter, or at least that’s what they thought. They managed to track their missing member down. They found him maimed and went to his aid, only to be ambushed by one wily and creative Gnoll pup. The pup may have been able to surprise one neophyte assassin but against a small band, he didn’t have much of a chance. But one of the guild teachers decided that this creature was worthy of their attention and took him in. Besides they had to replace the initiate that the Gnoll took out.
And so the Gnoll ended up growing up as an assassin. He was given the name of Rothril, a somewhat notorious assassin from past ages. However, he was stuck. He didn’t choose to stay in this nor did he enjoy being taught by the people that killed his brothers and sisters. So, when the guild went through a bout of ‘reorganizing’—where a lot of prominent members were killed and replaced—and its ensuing chaos, Rothril took off.
He had the skills of that the guild had taught him, and the stubborn determination to follow through with whatever he put his mind to. And his first, and probably final, task was to hunt down those adventurers that took him as a pup. He wasn’t sure of whether he’d exact some of revenge or find some sort of closure. But it gave him something to focus on. He was also well aware that the assassin guild would probably be trying to find him at some point, and he would deal with them when that time came.
Rothril’s search eventually brought him to Korvosa where he found a man by the name of Gaedren Lamm, who seemed to know the whereabouts of one of the men that Roth was seeking. The Gnoll paid the man handsomely, nearly all of the wealth that he had on him, for the information that pointed him in the direction of his quarry. Rothril sought the man out and, in a rage, lashed out at the man. However, as the man lay dying, Rothril didn’t recognize him. He wasn’t one of the men that had been burned into Rothril’s memory, aged or otherwise. Rifling through the man’s pockets, Rothril found some papers indicating that the man owed Gaedren Lamm some amount of money. Rothril had been had; he had paid for information that led to him being used to do someone else’s dirty work. Rothril has made his way back to Korvosa, where he was left pondering as to how to make Gaedren Lamm pay for his treachery
Appearance
There are only a few things that one can particularly note of about Rothril’s appearance, other than the obvious that he’s a Gnoll. He carries a large great sword that is usually slung across his back. Other than the size of the blade, there is nothing really note worthy of the blade.
Then there’s the amulet that works as a clasp for Rothril’s cloak. It is the only thing that he kept from his time with the guild of assassins, its amulet with a bit of magical protection. On its surface is etched one of the secret symbols from the guild. Its great worked great as both protection and a deterrent to anyone to know who knows what the symbol means. Of course, it is also a risk that Rothril takes as he wears it openly.
And last for notable features, Rothril has bright yellow eyes that seem to glow in certain light. This creates an rather intimidating presence as sometimes he can seem like only a seven foot tall shadow with glowing yellow eyes.
Personality/Mannerisms
His assassin training was left Rothril a little callous to the business of taking lives. It’s not he revels in killing, but he's desensitized to it and is more likely to see removing someone permanently as an acceptable means of solving a problem. This contrasts with the fact that because of his past, Rothril is more likely to help out those in need especially those in similar situations as him that were forced upon them.
Well got the character concept up. I had this character mulling about my head since I first read the assassin info. I just have to get onto finding a picture for the character, which I'll probably have up before the deadline.
As for the other information. I'm current in one other pbp, Giant Ants. I'm pretty much able to post all week, usually in the evenings on weekdays due to work. But I'm usually checking up on the forums regularly.
I'll make a proper submission soon, likely a Defender. I'm not in any pbp games and very interested in participating in one.
I am in 1 pbp right now, and have been in two others that died due to people not posting.
I am capable of posting everyday.
Rickard de'Lei, Half-elf Warlock, ranged striker.
Description
His skin is somewhat pale, with blue eyes so bright they almost glow. His chin length hair has been dyed a dark gray.
Background
And from his friends at the local tavern he had learned more "useful" skills. Pickpocketing, breaking and entering, and if need be, silencing witnesses. A mostly low-key thief, Rickard managed to avoid attention for the most part, paying his guild dues and staying away from anything "above his pay-grade." Unfortunately, no matter how hard you try and stay under the radar, a 100% success rate draws attention.
Unhappy with the idea of competition, Gaedren Lamm put in request through the guild for Rickard's services. A relatively simple job supposedly, in and out, acquiring some books of thaumaturgical value. On the way in, the lackluster defenses and generic lack of vigilance had Rickard slightly on edge, but the job description had mentioned that the security might be lax. Already somewhat distracted by the ease of entrance, his usually strict in-out policy fell to the way-side when looking for the target items. As he searched the shelves for the books, his eyes caught on a worn book, the title on the spine just barely legible. "The Secrets of Souls." Inextricably drawn to it, he breaks his policy and slides the book into a special pouch separate from his "loot" pouch. Shortly after wards he finds the target items and heads for the exit only to be caught by the city guard.
Two years later, Rickard steps from the prison into light such as he hasn't seen since the day before he was caught. Strangely enough, when the guards took his gear, they didnt notice the book, and so after two years of confinement, and nothing better to do, he was quite familiar with the concepts it presented. That concept was this, if someone of sufficient intelligence and willpower so chose, they could bind their soul to another, more powerful beings soul. In doing so, they would gain power, and every soul they took in the name of said pact would increase said power.
With this in mind, Rickard began to set off down the path to vengeance. Gaedren was a terrible person, and Rickard wasn't the first, nor the last, to have suffered at his hands. But first, Rickard would need to become more powerful. And so, on the winter solstice after his release, Rickard summoned a powerful fey with the intent of binding it to his will. Unfortunately, the site he chose harbored a fey more powerful than he had planned on dealing with, and only the unexpected nature of the seal he used-ancient sigils tattooed across his hand-saved him from becoming the fey's thrall. These runes must constantly be maintained, and as his power grows, added to, to keep the fey from breaking free. Eventually the tattoos will cover his body.
Personality Traits
Mannerisms
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Background/Ties to Lamm
Amoung these clans was born the Alestorms. Two generations in Korvosa saw the newly formed Alestorm clan became well known scoundrels within the North Point and later in the South Shore areas of the city. That was of course until Roscoe's Grandmother, who had a bit of a nasty drug habit, ran up a conciderable debt to one Gaedren Lamm. Unable to pay back the large debt the gangs of Korvosa decended on the family and near 30 years of gang violence erupted. When the dust cleared the only surviving member of the Alestorm line in Korvosa was the young Roscoe.
At only age 10 he stowed away from the city on a local ship oblivious to its sinister nature. He was quickly discovered and spent near ten years aboard the pirate ship, the Black Eyed Susan, where he became a master of thevery murder and the drink, his greatest vice. Roscoe Returned home at the age of 24 determined to bring justice to those who destroyed his family....and make a little coin of course...that is if he can manage to not ruin himself in the local taphouse!
Appearance
Personality Traits
Character Summary
Roscoe Alestorm, level 1
Human, Rogue
Build: Cutthroat Rogue
Rogue Tactics: Brutal Scoundrel
Background: Occupation - Infiltrator (Bluff class skill)
FINAL ABILITY SCORES
Str 14, Con 10, Dex 19, Int 10, Wis 10, Cha 13.
STARTING ABILITY SCORES
Str 14, Con 10, Dex 17, Int 10, Wis 10, Cha 13.
AC: 16 Fort: 14 Reflex: 18 Will: 13
HP: 22 Surges: 6 Surge Value: 5
TRAINED SKILLS
Streetwise +6, Stealth +9, Thievery +9, Perception +5, Acrobatics +9, Athletics +7, Bluff +6
UNTRAINED SKILLS
Arcana, Diplomacy +1, Dungeoneering, Endurance, Heal, History, Insight, Intimidate +1, Nature, Religion
FEATS
Human: Spiked Chain Training
Level 1: Backstabber
POWERS
Bonus At-Will Power: Clever Strike
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Piercing Strike
Rogue encounter 1: Guarded Attack
Rogue daily 1: Handspring Assault
ITEMS
Adventurer's Kit, Leather Armor, Spiked chain, Amulet of Protection +1, Footpads, Shuriken (10), Thieves' Tools
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I am available to post every day and if this changes for whatever reason ill be sure to let you know. Again im in no pbp games tho i play in two rl games and no strikers so far in 4e itching to play one. I have been wanting to play someone with this build for a long while now, love the setting btw:P
-Woogity
Henry Teach, human cutthroat
the game assassino_O
I haven't done a PbP before, but i played 4e for awhile.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Edit: Wait, no there aren't. Wizard it is.
Also: i might not make a druid/wizard now. Still a dwarf, but ranger/avenger/fighter have all entered into the arena.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Character Sheet
Portrait: (just the head and shoulders, not the sword)
Appearance:
At 56 Basi is aging but still physically capable, his hair showing only a few streaks of brown from his youth. He keeps his gently wrinkled face clean shaven save for a dignified goatee. His posture is a bit hunched, probably from leaning over a desk for most of his life.
Personality Traits:
Mannerisms:
Familiar:
Wizard's Quill - "Scribe"
Speed 5, fly 2 (hover)
Constant Benefits
+4 Perception to notice or comprehend writing
Active Benefits
Mark the Target: 1/encounter roll 2d20 and take the highest for one attack roll. Not a reroll, must declare that you're using this before making an attack roll
The quill writes in shorthand that only Basi can understand, though if Basi is dictating it can write it any language he can. It can write on any surface with either ink or charcoal, or in mid-air with gold lines that fade quickly if no surface is available.
History:
Tie to Gaedren Lamm:
CB Summary:
Basi Gastuca, level 1
Human, Wizard
Arcane Implement Mastery: Tome of Readiness
Background: Geography - Urban (+2 to History)
FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 14, Cha 13.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 16, Wis 14, Cha 13.
AC: 14 Fort: 13 Reflex: 15 Will: 15
HP: 24 Surges: 8 Surge Value: 6
TRAINED SKILLS
Dungeoneering +9, Arcana +11, Diplomacy +6, Insight +7, History +11
UNTRAINED SKILLS
Acrobatics, Bluff +1, Endurance +2, Heal +2, Intimidate +1, Nature +2, Perception +2, Religion +4, Stealth, Streetwise +1, Thievery, Athletics -1
FEATS
Wizard: Ritual Caster
Human: Arcane Familiar
Level 1: Phantom Echoes
POWERS
Bonus At-Will Power: Winged Horde
Tome of Readiness: Chill Strike
Wizard at-will 1: Illusory Ambush
Wizard at-will 1: Thunderwave
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard daily 1 Spellbook: Sleep
ITEMS
Spellbook, Adventurer's Kit, Magic Tome +1, Cloth Armor (Basic Clothing), Alchemical Reagents (Arcana) (50), Bottle of Wine (2), Dagger, Quarterstaff
RITUALS
Comprehend Language, Secret Page, Make Whole
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I'm not currently in any PbP games but I am playing/DMing in a few campaigns in RL and online with Maptool. I wouldn't have any problem posting at least once a day.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Here's the sheet -
Bob, Level 1 Warforged Fighter
And here's a picture
Appearance/Mannerisms
There is nothing Bob likes to do more than sit and listen to others tell stories, and it rarely matters what the content of the story is. It could be a tale of someone slaying a dragon or of someone's trip to a local fruit stand - he will sit, completely mesmerized and silent, until the story is done, and then proceed to bombard the presenter with an almost unlimited amount of questions.
He should not be taken lightly, however. There is no question that Bob was designed for war, and he is naturally able to defend him as well as others with the utmost efficiency and without the least bit of remorse for his actions.
Connections to Gaedran Lamm (presented with some style to it - if you want the short version, hit the second spoiler)
1 DAY(S) SINCE ACTIVATION
ACTIVATION OCCURRED PRECISELY 2 HOURS 46 MINUTES 32 SECONDS AGO. CORE IGNITED BY HUMANOID, FEMALE, APPROXIMATELY 17 YEARS 254 DAYS INDETERMINABLE MINUTES OLD. HUMANOID DESIGNATED EPSILON-LEVEL THREAT NON-COMBATANT. WEAPONS DEACTIVATED. CORE ACTIVATION OCCURRED IN HEAVILY DETERIORATED URBAN ENVIRONMENT. INQUIRED LOCATION TO HUMANOID - "KORVOSA, RAG PICKER'S SQUARE".
FURTHER INQUIRIES TO HUMANOID. HUMANOID FEMALE'S IDENTIFICATION DESIGNATION - SAMANTHABUTSOMEPEOPLECALLMESAMFORSHORT.
RETRACTION. HUMANOID'S NAME IS SAMANTHA, BUT CAN BE REDUCED TO 'SAM' FOR EFFICIENCY.
INQUIRY TO SAMANTHA AS TO WHEREABOUTS OF UNIT 606 PRE-ACTIVATION. SAM RESPONDS - "I just found you laying in the trash. You had all kinds of scars and cuts on you, like you'd been through the bad end of a Otyugh."
NO MEMORY OF PREVIOUS EVENTS. SUSTAINED HEAVY BATTLE-DAMAGE? NO MEMORY OF ENCOUNTER.
SAMANTHA PROCEEDS.
"I thought you were scrap, so I was gunna scrounge you for some good parts - no 'ffense - but when I touched that orb underneath yer chest, you sprung awake and started mutterin' something about retreatin' and 'protect the professor' or somethin'. I dinnae."
AT THIS POINT, HUMANOID MALE APPROACHED SAMANTHA. INQUIRED "Hey baby - how much?"
SAMANTHA PROCEEDED TO BLUDGEON HUMANOID MALE REPEATEDLY. MOST SEVERE DAMAGE WAS CENTRALIZED TO GONADAL AREA.
SAMANTHA ELEVATED TO GAMMA-CLASS THREAT.
INQUIRY. WHY DID SAMANTHA ISSUE A TACTICAL RETREAT UPON ACTIVATION OF 606?
RESPONSE. "Because ye scared the damn spirits out of me! I ain' never seen a statue walk or talk before, how do you think a little girl like me is gonna react?! Damn it Bob, yer denser then I'd think a statue would be. Yer magic, right? Yer supposed to be smart n' stuff."
INQUIRY. WHY DO YOU REFER TO UNIT 606 AS 'BOB'?
RESPONSE. "'cuz that's what yer damn name is! Says so right there!"
SAMANTHA POINTS TO NUMERICAL DESIGNATION ON CHEST ARMOR. DETERIORATION TO MARKING INK GIVES THE "6" AND "6" THE APPEARANCE OF LOWER CASE COMMON ALPHABET "B".
SAMANTHA. I AM UNIT DESIGNATION 606. I AM NOT BOB.
RESPONSE. HOSTILE. "No! Bob is a damn fine name, and don't you go doing anything to sully it! Yer Bob now!"
SAMANTHA IS SECRETING LIQUID FROM HER EYES. HER FACE IS RED. HUMAN DISTRESS MAKES INQUIRY DIFFICULT AND UNPREDICTABLE. REDUCE DISTRESS TO RECEIVE MORE ACCURATE INFORMATION.
I AM TEMPORARILY DESIGNATION BOB. WILL CONTINUE FURTHER INQUIRY WHEN SAMANTHA HAS CALMED.
DESIGNATION "BOB" - PROCESS LOG
7 DAY(S) SINCE ACTIVATION
DESIGNATION 606 HAS TAKEN RESIDENCE WITH SAMANTHA. RESIDENCE IS LOOSE TERMINOLOGY, INACCURATE - NO RESIDENCE, ONLY STREET CORNERS.
SAMANTHA EXPRESSED GRATITUDE FOR PRESENCE OF UNIT 606. ELABORATED - "It keeps those goons away. They wanna take me and put me 'tae work', if you get my drift. Thinks a lass like me can grab him a good bit o' coin from some sleezy nobles. That scum Lamm..."
GOONS. SLANG. REFERENCE TO HIRED MERCENARIES.
LAMM IS REFERENCE TO ONE GAEDRAN LAMM. SAMANTHA DESIGNATES LAMM IS A "Scum sucking son of a Bullywug". SHORTENED AND SAVED AS CRIME LORD.
DESIGNATION "BOB" - PROCESS LOG
22 DAY(S) SINCE ACTIVATION
SAMANTHA CONTINUES TO SECRETE LIQUID FROM OCULARS SPORADICALLY. SITUATION FOR LEAK RARELY HAS LOGICAL CONNECTION. LISTED REASONING(S) FOR LEAKS ARE AS FOLLOWS:
(1) OCULAR SECRETION OCCURRED WHEN PASSING BY TAVERN WHERE MINSTREL WAS SINGING, "Lo, and I Shall See You Beyond that Lonesome River".
(2) OCULAR SECRETION OCCURRED WHEN TRAVELING BY BAKERY. SAMANTHA STARED AT LARGE, WHITE CAKE IN WINDOW. HIGH CONFECTIONERY VALUE. TWO SMALL STATUES ON TOP, ONE MALE HUMANOID, ONE FEMALE HUMANOID, DRESSED IN CONTRASTING FORMAL WEAR. LITTLE TO NO BENEFICIAL NUTRITIONAL VALUE. PRESENCE OF COCONUT IN CAKE ELICITED SECRETIONS? SAMANTHA HAS EXPRESSED DISGUST OF COCONUT.
(3) OCULAR SECRETION OCCURS CONSTANTLY WHILE SAMANTHA ATTEMPTS TO REST. SPEAKS IN SLEEP. ASKS WHY BOB HAD TO LEAVE. I TELL HER THAT I HAVE NOT LEFT.
THIS PRODUCES MORE OCULAR SECRETIONS.
I HAVE PROCURED BLANKETS AND OTHER SLEEPING EQUIPMENT FROM MULTIPLE VENUES TO AID IN HER SLEEP'S RESTORATIVE PROCESSES. UNSUCCESSFUL. SLEEP IS STILL DIFFICULT TO MAINTAIN.
I AM WORRIED.
DESIGNATION "BOB" - PROCESS LOG
43 DAY(S) SINCE ACTIVATION
SAMANTHA'S CONDITION HAS WORSENED. HER ABILITY TO SLEEP IS CONSTANTLY INTERRUPTED.
I HAVE DEVISED A SOLUTION.
I AM A COMBAT MODEL. SAMANTHA ARGUES OTHERWISE, BUT I AM DESIGNED FOR COMBAT. I WILL SOLICIT MY SERVICES FOR ADVENTURERS. MY PAYMENT WILL FUND HER TO STAY IN A ROOM. MODERATED TEMPERATURE CONTROL IN COMBINATION WITH NUTRITIONAL CONSISTENCY WILL STRENGTHEN HER AND ALLOW HER TO RECOVER.
I HAVE PLACED HER IN THE CARE OF ONE "Osmond Triekes". OWNER OF TAVERN “The Lucky Pig”. OSMOND ASSURES ME OF HER SAFETY, BUT NEEDS REASSURANCE THAT I WILL PAY DUES ON TIME. I EXPLAIN TO HIM THAT I WILL ACQUIRE CURRENCY FOR HIM VIA EMPLOYMENT.
I AM BOB.
DESIGNATION “BOB” - PROCESS LOG
265 DAY(S) SINCE ACTIVATION
OSMOND TRIEKES HAS REVOKED OUR DEAL WITHOUT MY NOTIFICATION. SAMANTHA IS MISSING. SHE WOULD NOT HAVE LEFT WITHOUT TELLING ME. SHE WOULD NOT.
OSMOND REFUSED TO TELL ME WHERE SHE HAD GONE. I BROKE HIS ARM. ATTEMPTS FROM BOUNCER TO QUELL MY INQUIRIES WERE UNSUCCESSFUL. I THEN PROCEEDED TO SHATTER THE OLECRANON PROCESS IN OSMOND'S OTHER ARM. HE RELINQUISHED INFORMATION.
GAEDRAN LAMM HAS ACQUIRED SAMANTHA AGAINST HER EXPRESS WISHES. FURTHER INQUIRY TO OTHERS HAS REVEALED HE WILL MOST LIKELY FORCEFULLY EMPLOY HER IN PROSTITUTION.
I MUST RECOVER SAMANTHA.
I AM BOB.
- LOG ENDS -
tl;dr
Bob wants to find her and save her before any of that happens.
I'm currently involved in no PbP games, nor have I ever done one. I'm free almost every night from 6 p.m. Central onward, or anytime during the weekends.
Let me know if there's anything else you need and I'll post it.
I don't mind any MP2 stuff, but just remember to post any details (i.e. feats, abilities, powers) you get from MP2 in your Character Builder Summary, since I haven't gotten the book yet.
But yeah... short version: MP2 is okay!
Sweet, thanks. Since the MP2 stuff isn't in the builder yet, I'll be constructing any possible character by hand for the most part. What I'll do is fill out a Mythweavers sheet with enough detail to fill you in, if that's cool with you.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Appearances
Levyk is an average sized humanoid with dusky red skin(leaning towards gray), a medium length black ponytail, muddy green eyes, and a sharp-toothed smile.
He dons a bright sliver chainmail over a blue jerkin with bulky plate layered over it, as well as a pitch black satin cloak with an ornate gold and blue inlay.
History
During his adolescence he was apprenticed as a mage, but it lasted only briefly due to his lack of aptitude or drive for the subject. He eventually found a place among the vast library of historic and religious texts, aiding the librarian. He spent over a decade in these libraries, absorbing tales of valorous faith and glorious combat; this focus led him on his path to paladinhood.
On the eave of his 20th year living with his family, the priest had agreed to perform the rites and sacraments to give Levyk his ascension. The sigils were etched perfectly, the oils the finest quality, and the choirs the perfect tenor. Everything would have been perfect, were it not for the mercenary invasion that slaughtered the church and plundered its treasures. Levyg took the first arrow, allowing him to fade in and out of consciousness while the only family he ever knew be killed for trinkets and his god watched.
Surviving his wound, Levyk limped out into the icy wastes for the first time in his life, looking for death. And he found it, in a way. An obsidian church of the Raven Queen nested in the mountain peaks greets his weary eyes. With no other recourse he pushed through the snow and the rock to the structure. He pushed open the monumental doors, and was greeted by the monks and priestesses preparing a paladin's ascension. They were waiting for him.
After a few years as a paladin-errant in winter queen's service, he finds a lead on who hired the mercenaries that raided his family's home. Lamm. Gaedren Lamm.
Personality
While he does relish battle as a test of skill, he prefers peaceful discourse to violence. Though Levyg prefers to avoid lethal means to an end, he does not think twice about killing a villain.
Summary
Levyk SwanHerd, level 1
Genasi, Paladin
Elemental Manifestation: Plaguesoul
Background: Divinely Inspired, Heretic, Genasi - Academic Exhibit, Saved from the Noose, Missionary Life, Instructor's Child (+2 to History)
FINAL ABILITY SCORES
Str 18, Con 10, Dex 8, Int 13, Wis 15, Cha 14.
STARTING ABILITY SCORES
Str 16, Con 10, Dex 8, Int 11, Wis 15, Cha 14.
AC: 19 Fort: 15 Reflex: 12 Will: 13
HP: 25 Surges: 10 Surge Value: 6
TRAINED SKILLS
Religion +6, Heal +7, Insight +7, History +8
UNTRAINED SKILLS
Acrobatics -3, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +2, Endurance, Intimidate +2, Nature +4, Perception +2, Stealth -3, Streetwise +2, Thievery -3, Athletics +2
FEATS
Level 1: Mighty Challenge
POWERS
Lay on Hands: Ardent Vow
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Holy Strike
Paladin encounter 1: Piercing Smite
Paladin daily 1: Frost of Letherna
ITEMS
Adventurer's Kit, Magic Plate Armor +1, Falchion, Holy Symbol
http://www.myth-weavers.com/sheetview.php?sheetid=186453
Tagrid Iceblood: A Hearty Dwarf from the frozen lands. Specializing in Ice Magics.
Character Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=186271
D&D Character Generator Stat Block:
Tagrid Iceblood , level 1
Dwarf, Swordmage
Build: Shielding Swordmage
Swordmage Aegis: Aegis of Shielding
FINAL ABILITY SCORES
Str 10, Con 18, Dex 13, Int 16, Wis 13, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 13, Int 16, Wis 11, Cha 8.
AC: 18 Fort: 14 Reflex: 13 Will: 13
HP: 33 Surges: 12 Surge Value: 8
TRAINED SKILLS
Arcana +8, Athletics +5, History +8, Endurance +11
UNTRAINED SKILLS
Acrobatics +1, Bluff -1, Diplomacy -1, Dungeoneering +3, Heal +1, Insight +1, Intimidate -1, Nature +1, Perception +1, Religion +3, Stealth +1, Streetwise -1, Thievery +1
FEATS
Level 1: Intelligent Blademaster
POWERS
Swordmage at-will 1: Sword Burst
Swordmage at-will 1: Frigid Blade
Swordmage encounter 1: Chilling Blow
Swordmage daily 1: Frost Backlash
ITEMS
Leather Armor, Magic Longsword +1, Adventurer's Kit, Dagger (5)
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Appearance and Mannerisms:
While many are offput by Tagrid's rough appearance, he is actually a very friendly dwarf. While not particularly quick to make friends, he is jovial around those that he considers close. Tagrid considers a warm heart to be the best defense against the bitter cold, so he does his best to keep him and those around him in high spirits. He is fully aware of the harshness of his prior environment, and is never wasteful of food or booze.
History and Connection to Gaedram:
Tagrid is part of a small dwarven clan, the Frosthammer, that makes its home in the icy cliffs (NOTE: I am unfamiliar with the geography, I can change this to fit into the world if needed). It is a harsh life for the dwarves, and food supplies are scarce. Booze and other commodities are imported by caravan occasionally, but nothing is ever in large supply here. The wind and snow are harsh, and a dwarf dying due to hypothermia is a common sight. Tagrid himself has lost two of his cousins after they left for a hunt, never returning. In addition to hypothermia, the other danger is simple starvation. If there is a low hunting yield and caravans are unable to make it to the Frosthammers' camp, then the dwarves have to endure a famine.
Why don't the Frosthammers move to a warmer climate? Well, the reason the Frosthammers live there has a lot to do with who the Frosthammers are. They are dwarves that tap into arcane powers, and the icy cliffs provide them an area of high arcane influence and relative solitude to hone their skills. The frosthammers train many more wizards, warlocks and swordmages than their mountain-dwelling brothers.
With few resources in the icy cliffs, the Frosthammers cannot depend on exporting goods to pay for caravans. To make ends meet, the Frosthammers welcome any dwarf attuned to arcane powers, who is able to pay for an incoming shipment. In addition, they also hire out their skilled arcanists as mercenaries for various security and adventuring positions. One of their biggest employers of late has been Korvosa.
Tagrid has recently volunteered to be a mercenary, to earn money for the clan. It is a long journey to Korvosa, but the pay is usually worth it. An expedition party of Tagrid and fellow Frosthammers Glonk, Hlorf, Beorn, and
Kordek disembarked from the icy cliffs towards Korvosa. As they were nearing approach to Korvosa, perhaps a half day ride from the city limits, their wagon was ambushed by bandits. The leader of the bandits identified himself as Gaedram Lamm, and demanded that the dwarves hand over their valuables.
Glonk, the leader of the party, claimed that they had no valuables, and were poor dwarves trying to raise money to support their homeland. Gaedram having clearly heard the claim of no valuables before, ordered the caravan be searched. Beorn, a warlock and the most brash of the dwarven party, fired a bolt that barely missed Gaedram. The bandits immediately responded with a volley of arrows, killing Beorn instantly. The caused the skirmish to fully break out.
Glonk was able to take out a bandit with a ray of frost before he was run though with a bandit spear. Tagrid fought side by side with Hlorf and Kordek, two bards, and they were doing well for awhile before Hlorf was felled by crossbow bolts and Kordek suffered two many sword wounds. At the end of the skirmish, Tagrid found himself alone. The wagon had been set on fire, and his friends were dead. Tagrid was surrounded by the corpses of bandits, but none of them belonged to Gaedram. The bandit leader must have escaped during the fray.
He must avenge his fellow dwarves, and must strike down Gaedram. He also needs to earn as much as five dwarves to support the encampment at icy hills, or else many of his fellow Frosthammers may starve. With only his sword, Tagrid marched towards Korvosa...
Picture:
Availability and Player Info:
I am not, nor have ever been, a participant in a PBP thread. I am able to post most of the time, certainly every day. I played IRL 4e for almost a year, playing a gnomish cunning bard (tons of fun, btw). Never have GMed.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
I guess I'll stick to my initial concept (I had two, both Defenders, but one just suits the setting so much more) and post my app up tonight after work. I should be finished by then.
3DS FCode: 1993-7512-8991
Felixsomethingsomething: Basi's familiar is pretty sweet, interesting concept!
Henry Teach, human cutthroat
the game assassino_O
I'm not in any PbP's right now, haven't played CoCT, and have a bit of experience DM'ing for my old college roommates online using Maptools and Ventrilo.
I have a great combination of a job with lots of downtime, and an internet connection with no restrictions. I will have no problem posting as often as the action of the story allows.
Sevren Balducci: Shadar Kai Artificer
Picture:
Appearance:
Personality:
Background:
He found himself settling in Korvosa for several reasons. He was extremely interested in the ruins in the surrounding area, thinking they would hold many interesting object for him to study. He also saw the population of the city as the perfect place to make a name for himself through his innovative creations. None of his ideas have taken off yet...but it is just a matter of time.
He is keenly interested in using his discoveries and ability to enchant armor to secure a contract with one of the military groups in the city, but this is a pipe dream at the moment as he lacks the proper connections. He has kept himself in coin by repairing adventurer's equipment, and enchanting it as they prepare to leave the city. This has only served to heighten his curiosity about what lies in the ruins outside the city.
His recently spent an evening in South Shore, trying to determine how much interest there would be in clothes that could repel wrinkles, as well as remain spotless, even if the wearer were to venture through the Vaults below the city. His idea was well received, and Sevren mind began racing at the possibility he finally had the idea that would bring him the respect and admiration he knew he deserved.
That dirty crook!
Sevren was just finding his place in the city when Gaedren approached him with an offer to pay him for some odd jobs. At first it was simple, repairing and mending ripped cloaks and shirts. It wasn't glamorous but he could at least afford to rent a space to sleep in a flophouse in the Shingles. Soon, however he found out that the reason there were so many repairs to be made is that they were coming from thugs and pickpockets who had gotten into fights and barely escaped the law. Unhappy that he had been led into helping these men and getting nothing out of it, he angrily told Gaedren he could take his torn shirts elsewhere and that it was a waste of his skills anyway. Gaedren said he was a fool for thinking he could just walk away, and has harassed Sevren mercilessly ever since.
The boy passed the word on to Gaedren that Sevren would be returning the next day and that he would make for a juicy target.
By the next morning Sevren had grown extremely impatient, as he could not proceed any further without the garments to experiment with. He excitedly made his way back towards the store, paying no mind to other people as he strode through the crowds. Taking the fastest path to the store as he always did, he was just coming to the end of an alleyway when a large man stepped into it from the road. Just as Sevren was about to excuse himself past, another man landed lightly behind him after dropping down from an adjacent rooftop. He recognized them both from his early days in the city as two of Gaedren's goons and immediately knew he was in trouble. He had brought along a small, hollow, ceramic globe inscribed with crude symbols he had purchased last year. He had been told that it would blind anyone near it when thrown to the ground. He had brought it along just in case something like this happened.
As he tossed it to the ground, he squeezed his eyes shut and waited for nasty surprise that awaited his two assailants. Instead...he heard laughter. He slowly opened his eyes to see that his blinding bomb had been nothing more that a ceramic pot with vinegar inside. He tried to run, but the men quickly knocked him to the ground and robbed him of everything he had on him. Furious, Sevren now seeks revenge on the men who robbed him as well as the damnable old crook that has plagued him for years.
CB Summary:
Sevren Balducci, level 1
Shadar-kai, Artificer
Background: Birth - On Another Plane
FINAL ABILITY SCORES
Str 10, Con 13, Dex 11, Int 18, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 9, Int 16, Wis 16, Cha 10.
AC: 16 Fort: 13 Reflex: 14 Will: 14
HP: 25 Surges: 7 Surge Value: 6
TRAINED SKILLS
Arcana +9, Perception +8, Heal +8, History +9, Dungeoneering +8
UNTRAINED SKILLS
Acrobatics +2, Bluff, Diplomacy, Endurance +1, Insight +3, Intimidate, Nature +3, Religion +4, Stealth +2, Streetwise, Thievery, Athletics
FEATS
Artificer: Ritual Caster
Level 1: Devious Jaunt
POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Ethereal Chill
Healing Infusion: Healing Infusion: Shielding Elixir
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Life-Tapping Darts
ITEMS
Ritual Book, Adventurer's Kit, Crossbow, Leather Armor, Magic Staff +1, Dagger, Crossbow Bolts (20), Flask (empty) (4), Alchemist's Fire (level 1)
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
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Spaceships are better than relationships
So i was debating between making an avenger or a hammer ranger and noticed that there were no defenders posted yet, so i decided to make the switch to swordmage. By the time i posted, the other defenders went up.
Side note: How much emphasis will be on Character Optimization? I am thinking about changing my human swordmage into a dwarf swordmage, but it will be less effective on the whole. Would people be cool with my playing a character that isn't all that it can be?
Edit: Also, i am impressed by a lot of the detailed writing going on here.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Play-by-post games, by and large, don't have much combat. I don't think anyone will care if you roll 1d20+6/1d10+5 instead of 1d20+7/2d6+7.
In short: Play what you want, we'll have fun.
I'm all in favor of non-human characters, they make things feel much more otherworldly, at least they always do to me. I definitely wouldn't mind if you don't deal the most damage possible with every single attack for the sake of having a character who you like more. Oh and I'm glad to see someone submitting a swordmage by the way, they're my favorite defender class without a doubt.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Atherton Kess (originally Atherton Meuvais)
Character Sheet on Orokos (I can change this to Mythweavers if need be.)
Background, and ties to Gaedren Lamm.
Atherton's life began with a scandal. Sylvia Meuvais, the young daughter of a noble house from The Heights, and student of Conjuration at the Acadamae, fell pregnant, aged 15. She would not reveal the father, thought to be one of her tutors, and was kept out of the public eye until she had carried the child to term. She named him Atherton, and refused to give him up without a fight, but her family were strict, persuasive and insistent. Sylvia's son was taken from her, and placed within the family of a trusted servant of House Meuvais. The Kess family raised Atherton as their own, a task made easier by the constant palm-greasing that House Meuvais supplied them with in return for their silence, and the fact that they could not have children of their own.
Thus, Atherton grew up in the Midland district of Korvosa, ignorant of his true parentage, and his illegitimacy. He knew nothing of the money passed on to his foster-parents, nor his real mother's talent for the arcane arts. Headstrong and independent from an early age, Atherton regularly left the city to 'investigate' the numerous ruins of Varisia that were close enough to Korvosa for a youth to reach. Linked to his love of the ancient structures, he developed an aptitude for the study of language and history, and after his mother 'suggested' to the servant family that Atherton be sent to study magic, he enrolled at Theumanexus College rather than the prestigious, specialised, and absurdly expensive Acadamae at age thirteen. It was here that he conceived, created and bound a smart-mouthed spirit as his familiar - a black raven named Lenoir.
Atherton had been studying for just over a year, when he had his first indirect encounter with Gaedren Lamm. The Crime Lord had heard whispers of the noble family's indiscretion, and followed this trail of hearsay and rumour to eventually find the Meuvais bastard son himself. Knowing of Sylvia's fondness for the child, or at least the idea of the child rather than Atherton himself, Lamm set up an elaborate series of events to ensnare and break the boy, with the eventual aim of exposing the Meuvais Family Mistake as an embarrassment in every way possible, while tormenting the bastard's mother at the same time. Atherton started receiving invitations to the more exclusive parties, under the pretense that his talent for magic was responsible for this attention. It was here that he was introduced to the pleasures of the flesh by skilled courtesans, influential patrons, and the high-society habit of drug abuse. Eager to keep up with his rich noble acquaintances, Atherton's debt grew, spiraled out of control, and eventually an easy way out was offered through the Crime Lord's loan sharks. Gaedren Lamm's plan was nearing fruition.
The problem with Gaedren's plan, however, was that Atherton and his familiar were far from stupid. He figured out what was happening, but not why, and fled the city aged seventeen at Lenoir's urging before the noose could fully tighten. He took his intelligence, knowledge and talent with him, and put them to good use in the nearby city of Magnimar, where he continued to fund his studies by selling his services as a tutor to the children of noble families, providing his services as a bodyguard or translator, or as an expert on ancient architecture, culture and language - teaching to fund his own tuition. Two years later, once he felt he had learned all he could at his current establishment, he set out to make his fortune in the world. A year after that, he returned to Korvosa, intent on figuring out the truth and with an urge to do what damage he could to Lamm's organisation. He had found that his 'good luck charm' - a gift that Sylvia had sent to him after he passed the entrance exams to study at the Theumanexus College - was in fact a family heirloom, a brooch marking him as having ties to a noble house.
Lenoir, on the other hand, is rather impulsive, loud, raucous and snide. He constantly overuses sarcasm, is rarely serious the first time around, but if Atherton asks him to focus, nicely, the raven will comply. For a little while. Many a conversation has been made 'more interesting' by the familiar appending humorous statements to Atherton's sentences, or by the raven merely repeating the last few words Atherton says in one of his many 'funny voices'.
A small, unimposing man, Atherton makes up for his lack of stature with his striking features, and fashionable dress. He has mid-length blond hair held in place by a circlet in the current noble fashion, and wears sharply tailored clothes in dark colours with brighter highlights. Blue-eyed and fresh-faced with a slight build, he looks younger than his 21 years, though his maturity is obvious when he speaks.
Lenoir is a rather normal looking raven, if rather neat and tidy for a bird. He has glossy blue-black feathers, a matte-grey beak, and bright blue eyes that match Atherton's own. The bird's mannerisms include mocking Atherton, bothering Atherton, making fun of Atherton, and occasionally correcting his grammar if he's translating for someone on the fly. He has a habit of clacking his beak in time to other people's words, especially if Atherton's told him to shut up.
Character Builder Summary.
Atherton Kess, level 1
Human, Swordmage
Swordmage Aegis: Aegis of Shielding
Background: Geography - Mountains (Dungeoneering class skill)
FINAL ABILITY SCORES
Str 8, Con 16, Dex 10, Int 16, Wis 14, Cha 13.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 16, Wis 14, Cha 13.
AC: 18 Fort: 15 Reflex: 15 Will: 16
HP: 31 Surges: 11 Surge Value: 7
TRAINED SKILLS
Insight +7, Arcana +8, History +8, Dungeoneering +7, Diplomacy +6
UNTRAINED SKILLS
Acrobatics, Bluff +1, Endurance +3, Heal +2, Intimidate +1, Nature +2, Perception +2, Religion +3, Stealth, Streetwise +1, Thievery, Athletics -1
FEATS
Human: Linguist
Level 1: Arcane Familiar
POWERS
Bonus At-Will Power: Lightning Lure
Swordmage at-will 1: Booming Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Sword of Sigils
Swordmage daily 1: Warding Flourish
ITEMS
Amulet of Protection +1, Leather Armor, Longsword, Adventurer's Kit, Fine Clothing
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3DS FCode: 1993-7512-8991
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453