Second Darkness: A 4th Edition D&D Converted Adventure PathA foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millenia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible new era, a second Age of Darkness?
Welcome to Riddleport!
This is an open recruitment call for those wishing to play in a long-term campaign. Second Darkness is a Pathfinder Adventure Path, originally published for D&D 3.5. I will be converting it to 4th Edition. I am looking for five or six players. Extensive knowledge of the campaign setting Golarion is absolutely unnecessary, and I will work with you to find a place for your character concept in the world.
The first step you need to take is to PM me with an email address that can receive attachments of up to 10MB in size. There is some campaign material that I need to pass along to potential players, including conversions of some rules elements to 4th Edition. Once you have the necessary material, you can finish fleshing out your character submission.
What I Will Be Looking For- One character submission per person
- A registered, online character sheet at Myth Weavers or Orokos
- Background information, which can be a mix of appearance, mannerisms, history, and your secret inner turmoils that you only write in your diary you know the one with the pink unicorn on the cover
- Brief rundown of your experience with D&D/Pathfinder/PbP games - note that this won't necessarily factor into my decision, it's just generally helpful to know where my players are coming from
If any of this is unclear or confusing, or if you would like help developing an appropriate character, by all means let me know.
With regards to what is allowed and what is not allowed, I will not accept drow PCs, for reasons specific to this adventure path. Second Darkness is an adventure path filled with terrible people, many of whom are drow. Before you get tremendously excited/disgusted with the prospect of a drow-heavy campaign, bear in mind that in the campaign setting of Golarion, drow are uniformly evil. All of them. Drizzt and those like him could not exist here. If goody-two-shoes drow make you sick, this is probably good news. If you were chomping at the bit to play a drow, I'm sorry to disappoint, but no drow PCs will be allowed. I normally hate restricting player options, but the drow race's role as antagonist is too prominent. Do not select campaign setting-specific backgrounds; you will need to choose a background specific to this adventure path, a list of which will be provided. Other than that, there are no restrictions. Standard character creation process, 1st-level PCs.
Deadline: Submissions are closed.
Posts
Is it neccessary for us to know the other AP you mentioned? Crimson throne etc?
Not really. The neat thing about Pathfinder's Adventure Paths is that (other than Rise of the Runelords and Crimson Throne) each one takes place at a different locale of Golarion, so you don't need to brush up on any previous APs (and their stories) they made before Second Darkness.
However, the DM should be able to give you some fluff regarding the setting, in order to help players develop and tie characters together for the setting (an example would be in my CoTCT AP where my PCs each had a score to settle with a local crime lord. This in turn allowed the PCs to join up IC to defeat him).
And for future reference: You don't really need to gauge interest for a PbP on these forums. There's always more player's interested than DMs available; No matter what the plot, you'll be overflowing with interested players.
Including mine!
Edit: I think I may have a decent character concept already.
For those who have little to no experience with Golarion, it's not a tough world to get used to. Because it's designed to serve as Paizo's flagship campaign setting, it carries a host of generic fantasy staples and manages to be pretty all-inclusive. If you have a character concept, there is very likely a way to make it work in the setting.
That said, as with all Pathfinder APs there will be some background information available to players that should be incorporated into characters. In Second Darkness, each character merely needs a reason to attend a local gambling event. I will provide more details on this once I begin recruitment in earnest.
TiamatZ, do you mind if I steal some of your formatting for my thread setup?
By all means, go for it. I don't mind.
Co-incidentally, when will you update your other AP blogs(Rusty Dragon, and Long Live Korvosa)?
As for the blogs...eventually? Unfortunate Personal Things occurred towards the end of this summer that have effectively prevented me from wanting to return to the two groups I used as testbeds for the conversions. That doesn't mean the projects are canceled, but it means they are on hold for the time being, and when I resume them I will probably not have the benefit of playtesting the conversion material. We'll see.
EDIT: Recruitment is open! See OP for details! PM me your email address to get started!
A concept to combine the Most Wild Battlerager Pwent and a swashbuckler like Jack Sparrow
Imagine an angry dwarf in full black plate armor with a big tricorne hat, red sashes around his torso and wild mess of braided beard and hair jumping from a pirate ship towards you brandishing his axe and shield in the air.
Background
The first couple of years out of the mines were indeed full of strange things and even stranger people. He got to know the other races. Elves, Tieflings, Halflings and most of all Humans.
Unfortunately the wealth was harder to find. He made a comfortable living by renting out his axe as caravan guard, bodyguard or bouncer in less savory establishments.
In these establishments he found friends that would get him in a lot of trouble: The Dice and the Cards. Always out for gold but not the brightest fellow, Bonder became an easy victim to professional gamblers. Most often he ended up with no gold in his pocket but once he lost even more. He lost his freedom.
Bonder was staying in the town of Roderick’s Cove working odd jobs in the harbor. One night he was gambling again with a couple of sailors when Abadas seemed to smile on him. He had a bloody river. The second highest combination in the notorious card game called Blackbeard’s Parot. All his money was in the pot when Captain Bartholomew of the Pirate ship Stormwind raised him. Not to be outbid Bonder wagered to serve his opponent for 3 years as a slave should he loose. Laughing out loud Bartholomew accepted the bid and threw down his cards on the table. A Burning City with the governors’ daughter as high card. Bonder had lost again.
It turned out that a ship was not the safest place for a dwarf that could neither swim nor breathe under water. Luckily for Bonder, Bartholomew had a wizard in his employ that enchanted two small metal balls with a minor charm. Every time these magic balls became immersed in water they would inflate and carry the drowning dwarf to the surface. Thus Bonder became the first dwarven privateer that would attack ships in full plate armor and ended up with his nickname “Balls”.
Bonder enjoyed the life on the pirate ship and stayed on seven more years after his indenture was over. But even an enjoyable time of plunder and comradery has to come to an end and so Bonder decides to go looking for his fortune back on dry land. The Stormwind has docked in Riddleport and his friend the Captain suggested to Bonder to find work at the Gold Goblin. A newly renovated gambling den that was hosting a big tournament could definitely use a strong dwarven warrior for protection. But one thing is for sure: Once there, Bonder has to look out to not get dragged back to his old friends, the Dice and the Cards.
Appearance
He wears the traditional metal plate armor, helm, axe and shield one would expect from a dwarven warrior. Over his metal skullcap he is wearing a dashing tricorne hat. At least Bonder thinks so and nobody has brought up the nerve to tell him otherwise. It is not apparent whether the skullcap is integrated into the hat or just fused by grime and crusted sea salt. The sea salt seems to be all over the dwarf. This is likely the result of a combination of repeated overboard adventures during ship raids and the continued refusal to take off his cloth or god forbid take a real bath. Bonder also wears a wide red sash around his waist and over his shoulders. He once tried to wear a typical pirate frock coat over his armor but even to his misguided fashion sense it looked to outrages.
In his beard, which is long enough to go right down to his knees, Bonder has braided in the two enchanted metal balls given to him by the wizard. Unfortunately they needed to be constantly recharged by said wizard and so are no longer able to help the dwarf swim. His shield is blue as the ocean with two black circles on it. Bonder is rather proud of his nickname since he believes it not only to allude to his magic balls but also his virility and bravery.
He has been known to swing over to the enemies’ ship proclaiming to all: “Beware here comes Bonder Balls MacKracken: the dwarf with the balls of steel.” A terrible sight indeed only marred by the fact that as often as not his antics landed him in the salty sea instead of the deck of his prey.
Personal note, not for other players.
Second Darkness Trait: Looking for Work
CB Summary
Bonder "Balls" MacKracken, level 1
Dwarf, Fighter
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Background: Geography - Mountains (+2 to Dungeoneering)
FINAL ABILITY SCORES
Str 18, Con 18, Dex 12, Int 8, Wis 12, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.
AC: 20 Fort: 16 Reflex: 13 Will: 11
HP: 33 Surges: 13 Surge Value: 8
TRAINED SKILLS
Intimidate +5, Endurance +7, Athletics +5
UNTRAINED SKILLS
Acrobatics -3, Arcana -1, Bluff, Diplomacy, Dungeoneering +5, Heal +1, History -1, Insight +1, Nature +1, Perception +1, Religion -1, Stealth -3, Streetwise, Thievery -3
FEATS
Level 1: Armor Proficiency: Plate
POWERS
Fighter at-will 1: Resolute Shield
Fighter at-will 1: Cleave
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
ITEMS
Plate Armor, Adventurer's Kit, Battleaxe, Heavy Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Rachael 'Rose' Lianna
Tiefling rogue
Background
Rose never saw eye to eye with her mother and spent most of her childhood prowling the dangerous streets of Riddleport with the numerous orphans that inhabit the city, but she never hesitated to take protection from the fact that her mother was in service to the temple and thus one of the local crime lords, however minor the high priestess may be. At the age of sixteen she moved out on her own, taking a poor paying job as a backup dancer in one of the local clubs, moving in to a small room above the establishment. To make ends meet she dabbled in various forms of criminal enterprises from pickpocketing to burglary all outside the consent and protection of the local crime lords. it wasn't long before the boss of one of the more prominent burglary gangs got wind of her actions and demanded his cut. Strapped for cash she was forced to take a loan from Lymas Smeed, a rather unfriendly moneylender. With no easier way of paying Smeed than the crime boss, Rose resorted to acquiring the money the only way she knew how, theft. Knowing she'll only be back in debt once more if the crime boss finds out and demands his cut again, (rose) has decided to enter the 'Cheat the Devil and Take His Gold' gambling tournament to get a head start on her payments. Her luck's always been good, especially when aided by a little sleight of hand so she set aside a gold cod for the entrance fee and has been eagerly awaiting the big night.
Appearance
Second Darkness Trait: Optimistic Gambler
Character Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=252708
Not that I am obviously going to submit a rogue or anything.
Edit: And here he is!
Enter, stage left:
"Remarkabe. You're as casual about death as if it were the theatre."
Magnimar:
Despite his talk of fortune and stardom, Nathaniel's best acting was never done on stage -- He seemed set on making his life off-stage more dramatic than the roles that he performed with such panache. His life was a tale of needless quarrels, of friends made and lost too quickly, and of fervent protestations of (fleeting) love. More than once he lingered too long in the fragrant bedchamber of a jealous man's daughter or wife, and when he was caught the ensuing duel was always public (for what was drama without audience?). And Nathaniel always won.
But still he grew restless. On stage he was hero, king, immortal. Off stage? A fornicator -- albeit with great skill with a blade. His life felt uncomfortably small and petty.
When the hammer fell, Nathaniel was almost glad. Durstin Versade owned the Triodea and had an interest in many of the other stages around town. He also had a naive and very beautiful daughter. A prudent man, Versade refrained from openly challenging Nathaniel, but ensured his demise all the same. Soon, work was impossible to come by and destitution loomed.
So Nathaniel set off for Riddleport, traditional home of the exiled and the lost.
Riddleport:
Riddleport's taverns and alehouses had little use for a classically-trained fancyboy actor, particularly one from decadent and reviled Magnimar. For gods' sake, he didn't even know the humorous song about the priestess and the one-legged gladiator! But the wenches and bruised flowers of the Wharf district were charmed easily enough, and before long Nate (as he was now known) was sleeping in someone's warm bed each night, and leaving with her valuables in the morning. Word travelled quickly, though, and no-one was interested in dueling or 'fighting fair'. Nate soon had no choice but to leave the district.
Finding himself in a bar in the squalid Rotgut district, Nate began truly to despair. Sure, hardships and trials were what made the second act interesting, but he'd had more than enough. Just as he reached his most despondent, Nate felt the hand of fate on his shoulder -- Garth Peveril had heard that an idiot actor was in town, noticed the dirty and miserable outsider and approached with a proposition.
Peveril was a peculiar type of criminal: A con man. And he was in need of a partner. Nate couldn't believe his luck -- characters to play and an audience to win over! Peveril had given his life back.
In the following months, Nate played many characters: A panicked merchant in the Taldorian Prisoner con, a collector of rare artefacts in the Fidde Game, and a shifty wizard who could scry tomorrow's gladiatorial results.
As Nate and Peveril grew more successful, they became fast friends. Soon, they would attempt the big one -- the long con. Nate would have to put on the performance of his life!
Cheat the Devil:
Peveril had hoped to win back his gambling debts without having to ask for Nate's help. But every night the dice were loaded against him, or the other players were cheating, or the dealers were under instruction to ruin him -- they must have been! But he was going to win it all back at Cheat the Devil and Take His Gold. He had a system. He'd worked it out with Thorel, the bartender. It would work. He was sure this time. Not like he'd been sure before. This was different.
Thorel didn't even realise that Peveril's failsafe technique was a secret, and as Nate proceeded through Riddleport's filthy streets he thought: Peveril cannot lose tonight. Nate had a trick or two up his sleeve. Specifically, he had three aces up his sleeve and a straight flush in his left boot. He could be charming and distracting and he was fast. They would win that money back, even if they had to work together to do it. And after the Gold Goblin had closed, when they were out in the street... what then?
Another thought had occurred to Nate: This is what life had been missing! -- A true friend, a betrayal, a showdown, vengeance.
Springing easily from cobblestone to plank to cobblestone, Nate navigated the streets of Riddleport.
This was exciting.
And don't discount the idea of playing a particularly rogue-ish Fighter or Warlord, either, if you're concerned about coming across as just-another-Rogue.
Heck, as canticle said, you can play a rogue-ish character of another role, You've even got Calistria goddess of trickery, revenge and lust for use with a shady cleric/paladin/invoker.
Accidental drunken deification: Phenomenal.
In addition, I have a full spread of Pathfinder god Channel Divinity feats and domain assignments. You will not suffer if you want to stick solely to your chosen deity's options.
Background
Elysia grew up remarkably well-travelled if a bit naive about people that weren't blatantly trying to kill her or her teacher and developed a strong thirst for whatever arcane lore and bits of history she could get her hands on, in between hiding behind the largest rock she could find while sniping at whatever monster Keleman had managed to irritate lately.
Eventually, Keleman noticed his apprentice had somehow managed to reach adulthood, abruptly declared her a fully trained wizard, and promptly wandered off after handing her a pouch of gold for supplies. Elysia fortunately managed to stumble across a friendly group of Shriikirri-Quah on their way to the markets of Riddleport.
Arriving in the city, Elysia curiosity was attracted by the shadow hanging over the city. Finding out about the Order of Cyphers general request for assistance in relation to it, she has since settled in at the Gold Goblin.
Appearance
Character sheet at Myth-Weavers
Character Trait - Researching the Blot
I've played DnD and other systems for years and 4e since it came out, but this will be my first PbP game. However I've read a lot of the PbP games here (including most of TiamatZ's, which you are apparently going to borrow the format of), so I have some idea of how all this should work.
Half-Orc Monk (mechanically, hes a monk, but flavor-wise he's definitely not)
Background Info:
After doing odd jobs and working as hired muscle for a few local gangs he made a name for himself for being a strong arm. Best of all, he didn't even have to carry a weapon. Handy for those high-class establishments that make you check your axe at the door. This made him an invaluable bodyguard, and he had stood beside some of the biggest names in Riddleport's criminal underground. As long as he kept his mouth shut when he was supposed to, he was great as his job.
Trait: Bully (took the 'born among another race' to get the intimidate class skill)
Appearance:
Mannerisms:
Loves a good joke, drinking, fighting, making money watching some rich schmucks back, etc. No real criminal ambitions, but it would be nice to have a steady bodyguard gig.
My Experience:
_____________________________________________
HoTS: Schmutz#1686
Introducing Gib, the Half Elf Bard. Simply known as Gib.
Sort of winging this, so feel free to help me with suggestions. As I sent in the PM, I'm fairly new to D&D as I haven't played it in years.
Background
As he aged to first acquiring memories, there is one that only dominates his mind; his mother gave him up to a traveling caravan of gypsies with the words, "I don't care what you do with him, just make sure he doesn't return."
From that point on his life was fairly decent as far as most unprivileged children go. A traveling bard took Gib under his wing teaching him the ways of influence through stories and music. They toured many towns looking to fill their coin purses with their whimsical ways of entertainment. Gib's "father", often used him as a tool to help lure women into bed by praying on their emotions over a lost child. Always observing the power of the dong, he eventually seduced his first woman as he entered man hood. Generally, this should have been a happy time for his adoptive father, if it wasn't the fact he actually stole the woman out from under him.
After a few heated words, Gib eventually found himself no longer wanted among the gypsy band and began to travel on his own. The lack of any sense of moral led him to pursue cheap women and expensive wine to fill the void left by those who have shunded and exploited him.
Appearance
Gib enjoys rich clothes, but not necessarily elegant. He prides himself on being a rugged travelor and often plays on rich women as the "mysterious stranger." His travelling gear consists of a sword and shield, along with the standard backpack that holds the typical assortment of items which is needed travelling from town to town.
While he generally doesn't have a desire to go out of his way to help people, he does put an effort into making sure those in need are at least taken care of. Maybe it's the hole left in him from being unwanted by those closest to him. Maybe he just doesn't want any strings attached. Or maybe he gives no fucks unless he gets something out of it.
Mannerisms
Character Info
Experience
PMing you know with my email address. Have my character finished and everything
Background
His plan for his first foray was to delve into the underdark, to attempt to reconnect with his lost kin, the Drow. They were all from the same stock, after all, and the two races should no longer be sundered. A gesture of good will should be enough to open talks. He was warned against this, by all of his peers and teachers, but he would not listen.
It was, as everyone had predicted, a bad plan. They came for him, as soon as Lirhin left the light. Drow, and far worse things. His meager skills were useless against his pursuers. He was chased, and cornered. And then it came upon him, an absolute darkness, freezing cold. It offered itself to him, to grant him the power to escape. It did not say what was required in trade, and Lirhin did not ask, as terrified as he was. The darkness gave him the power to fight, charging his sword with magics undreamed of, and shrouding him in a magical darkness that not even the eyes of the Drow could pierce. He escaped, but not unchanged.
Rather than doubt himself, this experience made him even more confident. While he had not achieved his goal, he had gained new power and new knowledge. But now, from time to time, the darkness calls to him, impels him to do things he would not otherwise think to do. Once he heard of the Blot, a giant ball of darkness in the sky of Riddleport, he was drawn to it. And this is how he found himself at a gambling hall in Riddleport.
Campaign Trait: Researching the Blot
I think this character would make a pretty decent secondary striker/controller that can work both at range and in melee.
http://4e.orokos.com/sheets/2716
Do your duty in all things. You cannot do more. You should never wish to do less.
"Citadel is a warforged warden, infused by primal energy during a long period of hibernation while badly damaged deep in the Feywild. Chance brought the warforged back home to Golarion when the eladrin artificer, Nieve Alaar, found the remnants of the battle-scarred warden. Nieve brought Citadel back to her workshop and repaired him."
Yes, him. Citadel paused in the retelling of his tale. A momentary shock from a memory returning from the dark paths of his past.
"Citadel spent many months traveling as a mindless creature capable of only following simple directives. Nieve continued to tinker with the archaic warforged, an ancient model from old empires long lost to dust and time. When Nieve was taken unawares by brigands outside the Hoarwood Forest, Citadel was left without a master to command him. For a time, the warforged stood guard over the abandoned camp and burnt out cookfire, unable to comprehend what was happening. It took three passings of the sun and moons before Citadel became aware and went after the brigands."
Nieve... he had failed her. An image of Nieve flashed into his vision for a moment, his animated gestures slowed down as if swimming through water.
"Citadel found the brigands, but Nieve had been brutalized and left for dead after the brigands had taken her wealth of coin and artifice. We traveled many weeks to find a healer and found one at the White Blossom Monastery high in the Iron Peaks of the Kodar Mountains. She told Citadel to leave, to travel the world after his awakening; to find his purpose. He refused for many years, living amongst the monks and learning to harness the primal energy stored within the oaken timber and feybloom vines twisted 'neath metal plates."
I failed her. Citadel blacked out again, memories of his failure overwhelming senses.
"I won't fail again."
"Beauty, strength, youth, are flowers but fading seen… duty, faith, love, are roots, and ever green."
Citadel has spent most of his time working merchant caravans, providing defense against brigands, bandits, and highway robbers along roads between cities and towns in Varisa. He has occasionally joined archaeological expeditions into well known ruins and spent some time working as a bouncer in rough taverns at seaside docks. Most recently, he has traveled to Riddleport to seek out Laras who sent a missive to Nieve and Citadel at the monastery. Fortunately, it arrived while Citadel was visiting Nieve and he was able to leave immediately and has just arrived in the shadow covered port.
"Honor is not to win, it must only not be lost."
Nieve Alaar, Eladrin Artificer
Nieve was a vibrant girl, a skilled artificer, and the epitome of the mysterious and darkly beautiful eladrin. She traveled often to the Feywild, returning to the homestead of her people. During one such trip, her and others of her group explored the ancient ruins of an obsidian citadel, a stronghold built by drow to create a breach between the mortal realm and the Feywild. It was there that she tripped over Citadel, quite literally. The tumble spilled her face to face with the warforged, which left her speechless and breathless. Nieve gathered up the scattered pieces of Citadel and took them back to her workshop.
Nieve was traumatized by a brutal encounter with ruthless brigands and cutthroats in the Hoarwood. Citadel rescued her, but too late to prevent the emotional trauma that shattered her calm and confident demeanor. She tinkers with artifice, but spends most of her time sitting quietly in the cherry blossom tree gardens inside the walled monastery.
Xavi, Alu Thief
Xavi is a curiosity amongst the rogues of Riddleport. She spends more time opening doors and chests for the forgetful and careless than she does purloining treasure illegally. Citadel and Xavi crossed paths half a year ago while Citadel guarded a number of archaeologists excavating ruins in the foothills of the Iron Peaks. Xavi was called in for her expert knowledge of locks and traps. The two struck up a quick friendship. Xavi instantly fell in love with the inscrutable warden, his stony expressions much like a difficult lock. The alu has long tried to pierce the complex, interlocking gears of Citadels past with little success, but that doesn't do much to deter her from trying.
Laras Hallborn, Dwarven Magewright
Laras has been of great help to Citadel after Nieve's ordeal, keeping the warforged warden repaired and renewed after particularly fierce battles. The dwarven magewright dabbles with minor artifice, enough to keep Citadels armored plates securely attached and patched. Laras relocated to Riddleport just over a year ago after an ahkheg removed his left leg above the knee. His adventuring days over, the magewright has taken to providing his services to ship captains and wealthy merchants.
Alexa Brieza, Human Artificer
Alexa has an unhealthy interest in Citadel. Well, unhealthy to Citadel. The artificer has haunted Citadel for over a year, attempting to disassemble and reassemble the archaic warforged to learn ancient secrets of warforged artifice. Citadel has thus far been able to avoid Alexa, but her attacks have become more frequent and dangerous.
Haraldur Ironheart, Goliath Bruiser
To be completed later...
Phiruun Vanna, Drow Assassin
Phiruun ran into Citadel half a year ago at the same dig site that Citadel met Xavi. Phiruun had been hired to infiltrate the archaeologists and assassinate the head researcher, but Citadel and Xavi foiled his plans when their long discussions about his past kept them awake at all hours. Though they were unable to capture the drow assassin, they did fend him off and drive him away from the research site. Later the following day, the archaeologists uncovered evidence of recent drow occupation within the ruins. The drow has since made it a mission to hunt down both Xavi and Citadel, but jobs in distant lands have kept him busy.
"Honor is like an island, rugged and without shores. Once you leave, you can never go back."
Regardless, tomorrow evening will be the last chance to submit a character, now that I have enough submissions to begin making decisions. Submissions will close at midnight PST 11/14.
Background
After a very short career, finding himself wildly ill-suited for bodyguard work, but desiring the life of the adventurer, Yan had what he feels was a religious experience: Out one night, drinking and with some of his riff-raff buddies in a back-alley dice game, they ran afoul of the Gendarmes. Half-blind with drink, the three of them split up, hoping to lose the enforcers. Yan ducked and weaved through the city on that cold night, only to stumble, literally, into a crowd at the Publican House. Yan knew that the hand of Cayden saved him from jail (though, probably, only overnight for public drunkenness), and saw his destiny. He would take up the divine guidance through drink that Cayden Cailean offers, and set forth once more to adventure and see the world, now in a role more suited to his talents.
Personality
Me
Also, since I'm fairly new, please don't be shy about letting me know if I'm doing something wrong.
Campaign Trait: Optimistic Gambler
http://4e.orokos.com/sheets/2721
Updated my submission post with a link to the character sheet on orokos: http://4e.orokos.com/sheets/2722
Updated my submission post again with the completed image of Citadel: http://tides-of-darkness.wdfiles.com/local--files/citadel/Citadel.png
Name: Edalf "Crimson" Thafalsson
Race: Human
Class: Fighter
Campaign Trait: Optimistic Gambler
Background:
But when Edalf was seven, Thafal disappeared, leaving behind his gear and weapons with Qwara. Edalf long remembered the look of resignation on his father's face that day.
A year later, Edalf killed his first man. The boy had been in the closet (as usual) when a pigeon tried to strangle his mother. He'd stabbed the man in the neck with a dagger Thafal had left behind. After he helped his mother dispose of the body, he adopted the name Crimson; partly for the color of blood on the patchwork floor and partly for the color of the banding on his fathers trident and daggers.
It was a terrible childhood, but that was life in Rotgut.
Crimson ran with the district's street gangs. Like feral dogs, they scoured the streets for anything of value and were not above doing a little smash and dash. Always strong for his age, at eleven, he started taking on small jobs for the petty bosses.
At sixteen, he took a turn or two in the arena. His mother had come down with the Cough, and the money paid for her medicines. When that didn't work, he took her to the Silken Veil. The Abbesses there took good care of her--he'd always remember that--and when she died, he was free to do as he willed.
If he wanted to eat, Crimson was not above breaking property or bodies. Respect was hard to come by, and a reputation for casual violence helped earn a man some peace. Not often, but sometimes. And that too was life in Rotgut.
Runner, bouncer, enforcer, bodyguard, bullyman, kidnapper, hushman--he did it all and spread his services around. He didn't want any one crime lord to sink his hooks into him. At one point or another, he'd worked for Slyeg, Croat, Zincher, and Smeed.
At twenty-two, Crimson was well-established in Riddleport, a petty thug with a reputation for reliable work. But something kept waking Crimson in the dark hours. Maybe it was Thafal's stories of the wild plains, of a life outside of Riddleport's cesspool. His father had talked about his Before days with such wistfulness.
One day, Crimson looked in the mirror glass and saw his eyes dead of expression. He knew that a man with dead eyes usually ended up dead himself. All he knew was his life on the street, but something had to change.
At twenty-two, he sank all his savings into a slaving run. The money would buy him out of Riddleport to someplace cleaner. But it all went wrong. The slaves' eyes were too uncomfortably close to what he saw in his own reflection. The whole thing itched and itched at him till he couldn't stand it anymore. His business partners vigorously disagreed with his leaving. Two of them ended up dead, but the third escaped.
He stood over the slaves a long time before freeing them. Crimson didn't know why he did it; it just happened. Then he fled back to Riddleport in search of some fast cash.
He has a small pouch of seed money (10 gp), but he's going to need a lot more before his old business partner comes back with reinforcements.
The "Cheat the Devil and Take His Gold" challenge is his best bet for the escape he's looking for. Crimson doesn't know what else to do beside gamble on his future.
Appearance:
His clothes are worn but serviceable. He carries his father's trident and a heavy shield when working (or expecting trouble). Otherwise, there are various small weapons kept on his body at all times.
Character Arc:
My experience:
Character sheet:
http://4e.orokos.com/sheets/2725
Thanks for applying! I'll be making my decisions by 12:00 AM PST 11/16.