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    Ettin in the Playground
     
    Othniel's Avatar

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    Dec 2014
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    Somewhere cold.
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    Default Othniel's Ironfang Invasion OOC

    Welcome to Ironfang Invasion. I will be your DM.

    Spoiler: Character Creation Guidelines
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    Number of Players: 6, with whoever is left for alternates.

    Abilities: Roll 4d6b3 6 times in order. Record as Str, Dex, Con, Int, Wis, Cha. Roll 4d6b3 once more as an alternate. Substitute this alternate roll for your lowest roll if it is better. If any stats are still lower than 7, make them 7. If you do not have at least two 15s, you MAY reroll, you may also keep your stats if you like them. If, after you have completed a legal stat array and you are still dissatisfied, you may use 20 Point Buy instead.

    Level: 1st level, 0 XP, Medium Progression.

    Classes: Summoner is banned. Unchained Summoner okay. You may play either the normal or unchained versions of barbarian, monk, or rogue as you prefer. If you play a gunslinger, I will frown deeply at you. Normal or variant multiclassing is fine. Just don't mix the two with the same class (you can't be a Fighter/Rogue and VMC Rogue).

    Races: All Core races allowed. Featured or Uncommon upon request.

    Equipment/Wealth: Average starting for your class.

    Alignment: Please Evil responsibly. Remember, that you guys are ostensibly on the same team here.

    HP: Max at first level. Half+1 (d8 = 5) thereafter.

    Skill Points: Background Skills will be used.

    Traits: 2 from different categories, one of which must be a campaign trait (which you can see once the player's guide launches). You may take a drawback for a third trait, but please pick one with an actual mechanical disadvantage.

    Templates: Not allowed, especially at first level (for obvious reasons). This is subject to change.

    Third Party Content: No.

    Miscellaneous:

    Charisma checks are required to permanently improve your relationship with an NPC, not Diplomacy, and the DC is highly situational. Attempts at flirtation or seduction are also Charisma checks.
    Everyone knows what casting a spell looks like. People will be suspicious or alarmed to see you use any spell with verbal or somatic components without fair warning.
    Commoners consider animated dead to be horrifying and will panic on sight.
    Secret knowledge, Perception, Sense Motive and Appraise checks.
    Emerging firearms rules. Advanced firearms exist, but are exceptionally rare and difficult to construct.
    Mithral weapons cost 500 gp per pound of original weight, but the cost is capped at a maximum of 2,000 gp. Rejoice, mithral great sword wielders.
    You only begin falling when it's your turn.

    I will probably be using The Old Rule for diplomacy interactions.

    We will be using Hero Points. Feats and spells pertaining to them are legal, so long as they are not 3rd party. You do not have the option of taking a bonus feat instead. Hero Points will be awarded as it says on the page, and you may gain them for villainous acts as well as heroic acts.

    I will be awarding 25 XP per IC post you make (tracked in a doc that will become available once the game starts). The amount of post XP will increase with the party's level.

    Barding: As the rules aren't clear on how to calculate the price of barding with regard to special materials, and considering that animal companions are already a bit of a gold sink, I will allow you to calculate the price thusly: Take the normal price for the armor and multiply it by the number in the table for barding costs (x4 for a large-sized, non-humanoid). Then add 150g for Masterwork and whatever cost your Special Materials require.

    Feats: Feat Tax Relief is in full effect. Arithmancy and Sacred Geometry are megasuperbanned. Leadership and Leadershipalikes require special DM permission. Orator is modified as follows: No prerequisite, but it switches any two of Bluff/Diplomacy/Intimidate to be Int-based, rather than Cha-based.

    Fighters get Combat Stamina for free.

    Spoiler: Feat Tax Relief is in full effect
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    Feat Tax Relief:
    Combat feats like Weapon Focus now apply to weapon groups (see Fighter page) instead of a specific weapon by default. (Martial Mastery removed)

    The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier). (Weapon Finesse removed)

    Fencing and Slashing Grace are now Dueling Grace, combining the feats into one and applying to “finesse weapons.” Finesse Weapons include all light weapons, elven curve blade, rapier, scimitar, whip, or spiked chain made for a creature of your size category. (Fencing and Slashing Grace combined)

    A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise. (Agile Maneuvers removed)

    Combat Expertise is now a combat option for any class with at least +1 BAB. (Combat Expertise removed)

    Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats. (Replaces Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal)

    Power Attack, Deadly Aim, and Piranha Strike are now combat options for any class with at least +1 BAB. (Power Attack, Deadly Aim, and Piranha Strike removed)

    Powerful Maneuvers: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

    Point Blank Precision: Point Blank Shot and Precise Shot are combined.

    Dodge: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (Dodge Combined with Mobility)

    Improved Two-Weapon Fighting: Improved Two-Weapon Fighting merged with Greater Two-Weapon Fighting.

    Greater Two-Weapon Fighting: Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.

    Monstrous Mount and Monstrous Mount Mastery are combined into one feat. Your mount automatically gets the mastery upgrade at the listed level.

    Skill Rolls: In addition to rolls which the DM normally makes (such as Linguistics and Disguise), I will also be rolling your Appraise, Knowledge, Perception, and Sense Motive checks. I will be making these rolls in a secret rolling thread (no peeking please), and players will make rolls in their posts using the forum roller. Rolls should be made in spoiler tags if done in the In Character thread.

    Background: More coming with the Player's Guide, but keep it relatively brief. You're a bunch of level one schmucks in a frontier/wilderness town. Maybe you did something important once, like grew the biggest pumpkin, or discovered some old ruins; or maybe you had a famous parent or ancestor, but you aren't big, damn heroes...yet!

    Spoiler: Chernasardo Warden Prestige Class
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    Chernasardo Warden

    Chernasardo warden is a title that few can reasonably hope to earn. Among the freedom fighters, wardens have proven themselves again and again, taking on enemies that threaten the fate of Nirmathas. With their unmatched martial prowess and tactical skills, Chernasardo wardens are masters of the forest. They specialize in neutralizing enemies without being seen, but they are not a threat to be taken lightly even in close-quarters combat.

    This title is earned only by those who have overcome insurmountable odds and survived unimaginable danger. There are just a handful of wardens alive at any given time, as it is a position that places one in constant peril. Wardens set themselves apart by wearing crests or armor fashioned from trophies won in battle. Traditionally, these were made from the horns or hide of great beasts of the Fangwood, but in recent years, regalia of high-ranking Molthuni officials has become more common. Only the Nirmathi forest marshal commands more respect than a warden among the Chernasardo Rangers.

    Requirements

    To qualify to become a Chernasardo warden, a character must fulfill all the following criteria.
    Alignment: Any nonevil and nonlawful.
    Base Attack Bonus: +5.
    Skills: Stealth 5 ranks, Survival 5 ranks.
    Special: You must defeat an evil enemy of a CR 5 levels higher than your character level. This victory must be witnessed by a Chernasardo Ranger.

    Hit Die: d8.

    Lvl BAB F R W Special
    1st +0 +0 +1 +1 Forest magic 1, unchained heart +2
    2nd +1 +1 +1 +1 Aligned class, bonus feat
    3rd +2 +1 +2 +2 Forest magic 2, guerrilla tactics
    4th +3 +1 +2 +2 Aligned class, unchained heart +3
    5th +3 +2 +3 +3 Bonus feat, forest magic 3
    6th +4 +2 +3 +3 Advanced tactics, aligned class
    7th +5 +2 +4 +4 Forest magic 4, unchained heart +4
    8th +6/+1 +3 +4 +4 Aligned class, bonus feat
    9th +6/+1 +3 +5 +5 Forest magic 5, second tactic
    10th +7/+2 +3 +5 +5 Aligned class, phantom strike

    Class Skills
    The Chernasardo warden’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
    Skill Ranks per Level: 6 + Int modifier.

    Class Features

    All of the following are class features of the Chernasardo warden prestige class.

    Weapon and Armor Proficiency: Chernasardo wardens are proficient with all simple and martial weapons, and light armor and bucklers.

    Forest Magic (Sp): A Chernasardo warden is one with the forest and gains a number of spell-like abilities due to this arboreal affinity. She uses her Chernasardo warden level as her caster level. She can select one of the following spells to gain as a spell-like ability at 1st level, usable once per day: alarm, detect snares and pits, endure elements, entangle, jump, longstrider, or pass without trace. Spell-like abilities selected from this list can be used three times per day at 3rd level and five times per day at 5th level.

    At 3rd level she gains a second spell-like ability and adds the following spells to her available choices: fog cloud, snare, spider climb, and spike growth. Spell-like abilities selected from this list can be used once per day at 3rd level, three times per day at 5th level, and five times per day at 7th level.

    At 5th level she gains a third spell-like ability and adds the following spells to her available choices: barkskin, cure light wounds, darkvision, gravity bowAPG, lead bladesAPG, plant growth, and spectral scout (see page 67). Spell-like abilities from this list can be used once per day at 5th level, three times per day at 7th level, and five times per day at 9th level.

    At 7th level she gains a fourth spell-like ability and adds the following spells to her available choices: commune with nature, cure moderate wounds, nondetection, sylvan hideaway (see page 67), and tree shape. Spell-like abilities selected from this list can be used once per day at 7th level and three times per day at 9th level.

    At 9th level, she gains a fifth spell-like ability and adds the following spells to her available choices: cure serious wounds, discern lies, freedom of movement, and tree stride. Spell-like abilities selected from this list can be used once per day.

    Unchained Heart (Ex): A Chernasardo warden’s free spirit goes far beyond simple stubbornness. At 1st level, she gains a +2 bonus on Will saving throws made against compulsions and mind-affecting effects. If she succeeds at this saving throw, the Chernasardo warden gains a +1 bonus on attack rolls against the source of the spell or effect for 1d4 rounds. The bonus on saving throws increases to +3 at 4th level and +4 at 7th level.

    Aligned Class (Ex): Chernasardo wardens come from all walks of life, each offering a unique perspective and skill set. At 2nd level, a Chernasardo warden must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for one additional level of her aligned class as if she had gained a level in it. She gains the class features of an additional level of her aligned class at 4th, 6th, 8th, and 10th levels. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class.

    Bonus Feats: At 2nd, 5th, and 8th levels, a Chernasardo warden gains a bonus feat. She must meet the bonus feat’s prerequisites. She can choose one from the following list (feats marked with an asterisk[*] appear on page 67; those marked with a dagger [†] can be found in Pathfinder Player Companion: Weapon Master’s Handbook): Broken Wing GambitUC, Combat Expertise, Combat PatrolAPG, Delayed Spell*, Greater Dirty TrickAPG, Improved Dirty TrickAPG, Learn Ranger TrapUM, Overwatch Style†, Overwatch Tactician†, Overwatch Vortex†, Paired OpportunistsAPG, Quick Trapper*, Shot on the Run, Silent Spell, Spring Attack, Still Spell, Target of OpportunityUC, Weapon Trick†, and Whirlwind Attack.

    Guerrilla Tactics (Ex): A Chernasardo warden is an expert at hit-and-run attacks, sabotage, and subterfuge. At 3rd level, she can use the following tactics in combat. She can gain the bonus of only a single tactic at a time, but can switch between them as a swift action. If the Chernasardo warden becomes confused, frightened, panicked, or shaken, she cannot gain any bonuses from guerrilla tactics for as long as the condition persists.

    Exploit Weakness: When flanking an enemy, a Chernasardo warden can forgo the +2 bonus on attack rolls from flanking until the start of her next turn in order to further punish the foe. On a successful hit against a flanked enemy while forgoing the attack bonus, the Chernasardo warden can perform a disarm, sunder, or trip combat maneuver against the target as a swift action at her full base attack bonus. This action still provokes attacks of opportunity as normal.

    Sneak Attack: A Chernasardo warden gains sneak attack +1d6. This increases to +2d6 at 6th level and +3d6 at 9th level.

    Sniping Prowess: The Chernasardo warden takes advantage of any available cover. Her penalty on Stealth checks to snipe changes to –16. The penalty changes to –12 at 6th level and –8 at 9th level.

    Sprite Step: When moving through wooded terrain, the Chernasardo warden gains a +4 competence bonus on Acrobatics and Climb checks. While climbing, she does not lose her Dexterity bonus to AC and does not take a penalty for climbing quickly.

    Advanced Tactics (Ex): At 6th level, a Chernasardo warden adds the following tactics to her list of choices.

    Preemptive Strike: The Chernasardo warden strikes before her targets can react. When acting during a surprise round, she can take one move action and one standard action. She cannot take a full-round action during a surprise round, as normal.

    Trick Shot: This tactic allows the Chernasardo warden to attempt Dirty Trick combat maneuver checks with a ranged weapon at a –4 penalty. At 9th level, this penalty changes to –2.

    Second Tactic (Ex): At 9th level, a Chernasardo warden is able to benefit from two tactics at a time. She can change one of these at a time as a swift action.

    Phantom Strike (Ex): At 10th level, a Chernasardo warden becomes a true master of the battlefield. She can always move at her full speed across nonmagical difficult terrain and does not take movement penalties due to poor visibility. A number of times per day equal to her Intelligence modifier, when the Chernasardo warden deals weapon damage to an opponent who is unaware of her presence, she can deal an additional 2d6 points of precision damage or cause the target to cower for 2d6 rounds. The target receives a Will saving throw to negate the cowering effect (DC = 10 + half the Chernasardo warden’s character level + her Intelligence modifier).

    Spoiler: Phaendar At A Glance
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    Phaendar is vanishingly small, but also one of the largest settlements in southern Nirmathas, perfectly characterizing the nation’s spirit of individualism. The town grew around the tumbledown ruins of an old Chelish bastion, and now a citizenry of 400 makes up its permanent population, spread between the town and outlying farms. An informal town council oversees the community, largely to organize festivals and collect funds for repairs, but the people of Phaendar generally resent anyone assuming too much control over the community, and they steadfastly refuse to elect anyone to positions like sheriff or mayor.

    Phaendar’s central square consists of a few small businesses: the Taproot Inn, the Trading Company, and an auction house and theater, as well as two dozen small family homes that double as workshops for leather- and woodworkers. Most of the town consists of wood and thatch structures, plus a few canvas-walled pavilions. Monsters, bandits, and even the occasional Molthuni raid destroy property too often for most Phaendari to feel the expense of long-standing stone buildings to be worth the investment.

    Spoiler: Here are a few of the important NPCs in town. Anyone living in town is probably knows the basics of who these people are.
    Show
    Spoiler: Aubrin the Green
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    A retired Chernasardo Ranger and local legend—either intentionally or because the best parties tend to spring up around the foulmouthed priestess of Cayden Cailean, Aubrin ("Abby" to most) is a vivacious woman. Born missing her left foot, she has never let that slow her down. In her early 30s, Aubrin settled in Phaendar several years ago after an encounter with ankhegs left her vision severely diminished. She has since grown into a community leader and infamous teller of tall tales, and many in Phaendar and across the Nesmian plains owe her more than a few favors and cold drinks.

    Spoiler: Jet
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    Jet is a recent transplant to Phaendar of mixed Shoanti and Varisian descent with twin black braids, black eyes, and an iconic teal scarf worn around her waist. She is the current owner of the Taproot Inn. The Taproot—referred to simply as “the Root” by locals—is the only two-story building in town, and serves a wide variety of meals and alcohol gathered from travelers crossing the bridge. It’s also the largest indoor gathering place in town after the temple, and most of locals spend far more time in the Root during any given week than the temple.

    Spoiler: Kining Blondebeard
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    The heart of Phaendar is the trading post, where farmers, hunters, and artisans come to trade, and where travelers stop in to resupply. The store primarily sells seed, timber, farm supplies, and contracts for raw materials, but all sorts of odds and ends wind up in the small shop.

    The stone wall of the smithy is one of the oldest structures in Phaendar, being part of a small fortress built to guard the road when the Chelish army first erected the bridge. The fort collapsed long ago and its stones and supports were looted to construct other buildings, but the town smithy still uses the original fortress forge.

    The current owner of the Phaendar Trading Company is the cantankerous and scheming local smith Kining Blondebeard, who was exiled from Glimmerhold for crimes she refuses to divulge. Despite her greed and lack of compassion, she lives up to the letter of agreements and turns out fine metal goods the town relies on, and so most locals accept her inhospitable nature as “a dwarf thing” and leave her be. Countless burn scars mar Kining’s pale skin, and she keeps her iron-gray hair cut in a short wedge.

    Spoiler: Rhyna
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    Rhyna is an irritatingly optimistic Chelish woman with bronze skin, wavy blond hair, and pale green eyes. She works at the Shrine, assisting Noelan, an elderly Cleric of Erastil.

    Spoiler: Vane Oreld
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    Owned by three generations of healers and herbalists in the Oreld family, Oreld’s Fine Shop supplies Phaendar with remedies, dye, glue, and paint. The shop’s owner, Vane Oreld is also the closest thing Phaendar has to a doctor. He resents the imposition and swears vociferously when his healing skills are required, but he’s too much of a perfectionist to let anyone else fill the role. Oreld is a middleaged Taldan with light brown skin, amber eyes, dark brown hair, and a neatly trimmed goatee. He wears a shirt whose cuffs are stained with unknown substances and breeches under a thick leather apron.

    Character Submissions are due 3/24/17 at 10:00PM Central. I will be choosing that night and the game should start Monday, 3/27.

    Player's Guide
    Doc for Maps and Such

    Player Sheet Class Race Trait
    Nefarion Xid Septimus Severus Arcane Bloodline Sorcerer Human World-Weary
    TheDarkDM Aidan Kael Vivisectionist Alchemist Elf Ironfang Survivor
    Jade_Tarem Nora Ruari Inquisitor Elf Frontier Healer
    Pepper P. Veric Reid Ranger Human World-weary
    Tychris Ulva Vansich Fighter Human Ironfang Survivor
    CockroachTeaParty Torg Stone Druid Dwarf Kraggodan Castaway

    Deceased or Retired Characters

    Jocasa "Jo" Kael



    Spoiler: Survival in the Fangwood
    Show
    Survival in the Fangwood

    A Game of Survival

    Much of Trail of the Hunted involves battling not hobgoblins, but the elements as the PCs struggle to keep themselves and their ragtag band of refugees supplied with food, water, and shelter. The Pathfinder RPG Core Rulebook contains basic guidelines on surviving in the wild using the Survival skill, but this volume presents a more robust system of managing resources and followers to make survival a more active struggle.

    Central to the PCs’ efforts are the refugees rescued from Phaendar. Depending on their actions during the invasion, the adventurers could have upward of 20 people in tow, all of them ready to lend a hand but also equally ready for a hot meal. The refugees must eat and be kept safe, but can help the PCs gather resources, guard camp, scout, and produce goods they can’t otherwise buy in the middle of the woods. Some can even come to the rescue if the PCs find themselves in danger.

    NPCs are described with a quick, simple system for ease of management. The default listing assumes the refugees fled with nothing but the clothes on their backs and daggers or improvised clubs. Each refugee has an AC of 10 unless the PCs provide specific individuals with armor. Any skill not listed on the table below is considered untrained, with a penalty of –2.



    If you have access to the Pathfinder RPG NPC Codex, you can use pre-built NPCs to flesh out the refugees. You can also let players build custom stat blocks for NPCs, especially those a player or PC has bonded with. This provides personal investment in otherwise faceless NPCs and motivates the PCs to view their band as support characters rather than merely extra mouths to feed.

    The PCs may also have rescued named NPCs from Phaendar, such as Jet, Kining, Oreld, and others. Use the same table below to determine the abilities of these named NPCs, but increase their attack and skill bonuses by 1, and add 3 hit points.

    GM Note: We will be generating custom stat blocks for the NPCs. Nef has already started work on the half-elf siblings, and I believe Pepper will do Torin. If anyone wants to do one or more NPCs, please let me know.

    Over the course of this adventure, the PCs will gain promotions they can assign the NPCs of their choice. A promotion allows an NPC to retrain to another NPC class (most often allowing Commoners to retrain into Adepts, Aristocrats, Experts, or Warriors), or to gain a level in their current class. An NPC cannot retrain into a base class unless a PC specifically selects that character as a companion with options such as the Leadership feat. An NPC cannot be promoted to be higher level than the PCs. Promotions granted to Aubrin cannot increase her level. Note: More on Promotions later.

    Each day, an NPC can be assigned to perform one task around camp or generally employ skills on the PCs’ behalf. The most useful such projects include the following:

    • Assist: NPCs can assist a PC or NPC with any skill they’re trained in, automatically granting a +2 aid another bonus.

    • Build Shelter: Creating a shelter for one Medium-sized creature requires a successful DC 12 Craft or Survival check. For every 2 points by which the result exceeds 12, the shelter can accommodate one additional Medium-sized creature. These shelters are simple and cold, but enough to prevent a character from being fatigued from lack of shelter.

    • Craft: With access to the necessary tools, NPCs can craft finished goods for the PCs upon request, using the normal Craft skill rules (Core Rulebook 91).

    • Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

    • Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points.

    • Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area of the encounter (if any exist).

    • Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.

    • Support: One or more NPCs can follow the PCs to assist them, carrying equipment, standing watch at temporary camps (see below), and providing skills the PCs may lack. NPCs hold back from combat, but should the PCs lose a fight, the NPCs attempt to drag their unconscious leaders to safety.

    • Use Skill: NPCs can use any of their listed skills on the PCs’ behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for the PCs.


    Regardless of the refugees’ general mood, specific named NPCs (if they survive) take on a helpful role within the group and provide unique benefits so long as they remain alive and friendly to the PCs, as follows.

    • Jet: Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.

    • Kining: The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.

    • Oreld: Oreld gathers materials from the woods to make rudimentary potions. Every day, he can make 1 dose of bloodroot poison, one tanglefoot bag, or one vial of antitoxin, but doing so prevents him from working on any other tasks that day.


    Food

    The basic rules for starvation and thirst can be found on pages 444–445 of the Core Rulebook. The resources the PCs and their followers need to survive are abstracted throughout this adventure as Provision Points. One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds.

    Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.

    If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

    Shelter

    Perhaps more important than even food is basic protection from the elements. Rules for inclement weather can be found on pages 437–440 of the Core Rulebook. The Fangwood Forest and Nirmathas in general are temperate, with frequent light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.

    Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night. For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don’t require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation (GM’s discretion). Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.


    Militia Rules
    Last edited by Othniel; 2018-07-26 at 12:22 AM.
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  2. - Top - End - #2
    Firbolg in the Playground
     
    Lord Of Mantas's Avatar

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    Jun 2014
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    Epipelagic Zone
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    Default Re: Othniel's Ironfang Invasion

    Alright. Here goes nothing. Dice, please don't fail me...

    Strength: (4d6b3)[13]
    Dexterity: (4d6b3)[13]
    Constitution: (4d6b3)[14]
    Intelligence: (4d6b3)[10]
    Wisdom: (4d6b3)[14]
    Charisma: (4d6b3)[12]

    Replace the lowest of those scores with: (4d6b3)[14]

    ...hrm. Definitely an interesting array, but since there are not at least two 15s, I think I'll try my luck with rerolling.
    Last edited by Lord Of Mantas; 2017-01-22 at 04:59 PM.
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  3. - Top - End - #3
    Firbolg in the Playground
     
    Lord Of Mantas's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Okay, let's try this again, shall we?

    Strength: (4d6b3)[12]
    Dexterity: (4d6b3)[16]
    Constitution: (4d6b3)[13]
    Intelligence: (4d6b3)[10]
    Wisdom: (4d6b3)[13]
    Charisma: (4d6b3)[10]

    Replace the lowest of these with: (4d6b3)[12]

    ...also not awful, but I would like two 15 or highers. Rerolling!
    Last edited by Lord Of Mantas; 2017-01-22 at 05:01 PM.
    Everything dissolves into blue.

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  4. - Top - End - #4
    Firbolg in the Playground
     
    Lord Of Mantas's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Take Three!

    Strength: (4d6b3)[7]'
    Dexterity: (4d6b3)[16]
    Constitution: (4d6b3)[13]
    Intelligence: (4d6b3)[14]
    Wisdom: (4d6b3)[15]
    Charisma: (4d6b3)[12]

    Replace the lowest of these with: (4d6b3)[16]

    ...oh, I can make something good out of you. Probably not a kineticist, sadly, but I'm takin' it.
    Last edited by Lord Of Mantas; 2017-01-22 at 05:03 PM.
    Everything dissolves into blue.

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  5. - Top - End - #5
    Troll in the Playground
     
    Nefarion Xid's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Septimus Severus

    Spoiler: Apperance
    Show

    Spoiler: Vitals
    Show

    * post roll count doesn't match database
    Last edited by Nefarion Xid; 2017-03-25 at 02:51 AM.

  6. - Top - End - #6
    Ogre in the Playground
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    Default Re: Othniel's Ironfang Invasion OOC

    Sure I guess.

    Str: [Roll]4d6b3[roll]
    Dex: [Roll]4d6b3[roll]
    Con: [Roll]4d6b3[roll]
    Int: [Roll]4d6b3[roll]
    Wis: [Roll]4d6b3[roll]
    Cha: [Roll]4d6b3[roll]


    Bonus [Roll]4d6b3[roll]
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
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    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    (4d6b3)[13]
    (4d6b3)[10]
    (4d6b3)[18]
    (4d6b3)[10]
    (4d6b3)[16]
    (4d6b3)[15]

    (4d6b3)[6]
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  8. - Top - End - #8
    Ogre in the Playground
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    Default Re: Othniel's Ironfang Invasion OOC

    Try two


    Str: (4d6b3)[17]
    Dex: (4d6b3)[15]
    Con: (4d6b3)[14]
    Int: (4d6b3)[15]
    Wis: (4d6b3)[17]
    Cha: (4d6b3)[12]


    Bonus (4d6b3)[13]
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
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  9. - Top - End - #9
    Ettin in the Playground
     
    Jade_Tarem's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Here's the link to Jin Long, a perfectly ordinary hunter and definitely not something weird.

    Jin speaks in Fire Brick.

    Spoiler: Background
    Show
    Jin Long has always lived in two worlds, in one way or another. For a while she lived in a place called 'Lung Wa.' She doesn't remember much from that, and what she does remember isn't very happy. She was too young to understand it at the time, but eventually her father took her from Lung Wa, all the way over an extremely cold place called the Crown of the World, and settled in with her in Nirmathas, deep in the Fangwood where no one would find them. There, he began her education. Father's teachings were gentle but immovably firm. He taught her the ways of Iomedae the Inheritor, and upon seeing her strength, he trained her on how to control her body and when to use her power. He raised her with a sense of honor and duty, though she was rarely able to interact with those she had a duty to.

    Father wasn't always around, sometimes leaving for long periods, but she was rarely in danger. Those creatures smart enough to know what Father was wanted no part of his wrath. Those not smart enough to know were little threat to Jin, even at a young age. Three years ago, Father left to aid a person called Queen Galfrey in a place called Mendev, both of which Jin had never heard of before, but by that point Jin was more than grown enough to look after herself. That was the last time she saw him; indeed, she's had no news from him in those three years, but she isn't worried - Father is huge. Instead, she's put that time to good use, wandering about the Fangwood, visiting the various villages. Father always cautioned her not to talk about what she really was, and this served her well - she doesn't look like others of her kind, blending in with humans rather well, though socializing was hit-or-miss at first. Only the dark gold color of her eyes and the unyielding (and extremely warm) nature of her skin give her away as something other than human.

    Her latest trip to Phaendar, though, was the worst. First, the bridge was out (she always thought that dwarf's construction was kinda dodgy), then when she arrived the town was mostly burned down. What was left was filled with hobgoblins who, as it turned out, did not want to be her friends and had some weird ideas about trying to own people, which Jin is pretty sure is against her religion. Unfortunately, they were most insistent and had over four hundred friends to back up their side of the argument, prompting Jin to take her Father's other advice and pursue the time-honored tradition of a tactical withdrawal before all of them could weigh in on the issue. Vanishing back into the Fangwood and dodging Ironfang patrols, she attempted to locate a group she'd heard of the Hobgoblins trying to find called the Children of the Stone. Figuring that a naturey-sounding name like that surely belonged to a group that was allied with the Green Faith, Jin sought them out...
    Spoiler: Appearance
    Show
    Spoiler: Personality
    Show
    Jin is a veritable ray of sunshine, bringing a positive attitude and a can-do spirit to every task set before her - and for good reason: until running face-first into the Ironfang Legion, there wasn't a whole lot that she couldn't do. Some people are said to have won at the genetic lottery, but having a gold dragon right above you in the family tree is tantamount to rigging the system a bit. The first thing one will notice is that she doesn't have many obvious visual giveaways to her heritage, though the settler is a bad enough liar that those who spend much time with her will absolutely figure it out before long. The reason for the lack of wings and obvious scales, claws, and fangs is complicated and ultimately irrelevant as those responsible for the changes met their end during a visit from an exceptionally irate adult gold dragon.

    But back on the subject of personality, Jin is bold, adventurous, kind, and honorable. She is generous enough to help those in need, but loves treasure and will happily pursue material goods when she can. The lessons taught to her have truly stuck with her, and it is for this reason that she will gladly fight the Ironfang and all that they represent. No doubt her Father would be proud of this, though he might be less proud of her social and stealth skills. While endearingly forthright and honest, Jin is at times childishly naive and lacks a sufficient brain-to-mouth filter, to say nothing of the occasional self-righteous moralizing. She has no talent for deception and little desire to be subtle and tricky, even when misdirection and discretion are obviously the best approach... not least because she loves the physical challenge that combat represents. Colloquialisms and idioms are occasionally lost on her, which is a hindrance to witty rebuttals at times.

    Plus, she cuddles with treasure. That's bound to weird some people out.

    Still, there is no doubt that Jin would be an asset to any guerilla force willing to take her on. Be warned - she has quite an appetite.


    Spoiler: RIP Jocasa
    Show
    Here's the link to Jocasa Kael, a 'tradeswoman' and definitely not a troublemaker.

    Jocasa speaks in Maroon.

    Spoiler: Background
    Show
    Jocasa Kael is not, if she's being honest, a rural kind of girl. She grew up in Daggermark alongside her brother, Aidan, and those that knew them were not surprised when they ultimately joined the two most prosperous guilds in the city and began producing Daggermark's chief export - crime. Broadly talented in the way only elves can be, they quickly proved adept at it. Aidan worked for the Poisoner's Guild as an alchemist and herbalist, while Jo worked as an intrusions initiate for the Assassins, but the close relations between the two guilds and their natural teamwork meant the two worked together frequently and quite well...

    ...sometimes. The two are similar in appearance and combat technique, both favoring light weapons and precise strikes, and they have a certain respect and familial care for each other, but their wildly divergent views on how the world works led them to bicker frequently - to say nothing of the occasional miscommunication during a job. Unfortunately, one man's wacky hijinks are another guildmaster's "last straw" after "too many warnings" and she "doesn't care who started it" even though it was definitely Aidan's fault. Not willing to leave their only other family to the mercies of Daggermark's... novel system of justice, the pair figuratively and literally kept their heads and fled for the hills, all the way to Nirmathas.

    Contrary to numerous story tropes, the Daggermark Guilds declined to waste ever increasing amounts of manpower hunting two extremely junior members across the face of Golarion, and called it a day after coming upon the remains of a brutal Ironfang raid on the caravan the Kael siblings had elected to travel with. In truth, the Kaels survived that attack through a sphincter-clenching combination of tenacity, skill, luck, and being able to outrun guys wearing chainmail. More than ready to be done with the Ironfang, the pair made their way to Phaendar and settled in to see if they had shaken pursuit, taking up jobs in the meantime suited to their myriad skills. Days turned to weeks, and weeks to months, and then months to a couple of years, and now Jo occasionally slips and calls the place home.

    Spoiler: Appearance
    Show


    Spoiler: Personality
    Show
    Jocasa is nimble, like most elves, and moves with an easy grace both physically and socially, which coupled with her disarming charm and looks makes her fairly popular locally whenever she isn't actively getting into trouble. More importantly, she is brilliant and there is no taking that from her. She hasn't had a day of formal education in her life, but has picked up enough from conversations with tradesmen, travelers, wizards, priests, apothecaries, adventurers, politicians, and thieves to know something about everything. She's a fast reader and a faster learner, capable of impressive leaps of logic and reason. Sadly, her brilliance is matched only by a streak of laziness that has prevented her from making sound life choices or developing the kind of endurance fitness that would overcome her natural elven frailty. That said, she does do some exercises, and her burst athleticism allows her willowy frame to deliver vicious stabs and hoist large sacks of money when need be - both talents that endeared her to her old colleagues.

    Never completely comfortable with what she did for the Assassin's Guild, Jocasa has converted to the worship of Iomedae since arriving in Phaendar, though she lacks the discipline and respect for true sovereignty common among the Inheritor's followers and secretly worries that her antics with Aidan make her a bad person. Regardless, Phaendar is growing on her, and more and more (as she finally reaches true elven adulthood) she has begun to empathize with the people around her, hesitating before swiping goods and feeling guilty when her willpower falters. Intellectually she has begun to wonder what will become of her and her brother in the time to come - they've been together for a long time, yes, but there are hundreds of years left to go in their lives. Isn't it time they got started on something to be remembered for?


    Spoiler: Rolls
    Show
    Well, here we go.

    (4d6b3)[16]
    (4d6b3)[14]
    (4d6b3)[10]
    (4d6b3)[11]
    (4d6b3)[10]
    (4d6b3)[14]

    Alt: (4d6b3)[16]
    Last edited by Jade_Tarem; 2017-07-05 at 11:34 AM.
    Amazing Zealot avatar by Elder Tsofu.

  10. - Top - End - #10
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Stats? Stats!

    Str: (4d6b3)[8]
    Dex: (4d6b3)[11]
    Con: (4d6b3)[10]
    Int: (4d6b3)[14]
    Wis: (4d6b3)[16]
    Cha: (4d6b3)[8]

    Bonus: (4d6b3)[17]

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  11. - Top - End - #11
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Str:(4d6b3)[12]
    Dex:(4d6b3)[12]
    Con:(4d6b3)[15]
    Int:(4d6b3)[9]
    Wis:(4d6b3)[13]
    Cha:(4d6b3)[8]

    Alt:(4d6b3)[13]
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
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    ░█░░▄▄░░▄▄▄▄░░▄▄░░█░
    ░█░▄▀█░▄▀░░█░▄▀█░▄▀░
    ░░▀░░░▀░░░░░▀░░░▀░░░

  12. - Top - End - #12
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Yeah I'm going to reroll.

    Str:(4d6b3)[13]
    Dex:(4d6b3)[16]
    Con:(4d6b3)[9]
    Int:(4d6b3)[8]
    Wis:(4d6b3)[11]
    Cha:(4d6b3)[11]

    Alt:(4d6b3)[9]
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
    █░░▀░░▀░░░░░▀▄▄░░█░█
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    █░░░░░░░░░░░░░░░░░░█
    ░█░░▄▄░░▄▄▄▄░░▄▄░░█░
    ░█░▄▀█░▄▀░░█░▄▀█░▄▀░
    ░░▀░░░▀░░░░░▀░░░▀░░░

  13. - Top - End - #13
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Str:(4d6b3)[10]
    Dex:(4d6b3)[12]
    Con:(4d6b3)[13]
    Int:(4d6b3)[17]
    Wis:(4d6b3)[13]
    Cha:(4d6b3)[12]

    Alt:(4d6b3)[11]
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
    █░░▀░░▀░░░░░▀▄▄░░█░█
    █░▄░█▀░▄░░░░░░░▀▀░░█
    █░░▀▀▀▀░░░░░░░░░░░░█
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    ░░▀░░░▀░░░░░▀░░░▀░░░

  14. - Top - End - #14
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Str:(4d6b3)[11]
    Dex:(4d6b3)[7]
    Con:(4d6b3)[15]
    Int:(4d6b3)[13]
    Wis:(4d6b3)[15]
    Cha:(4d6b3)[16]

    Alt:(4d6b3)[13]
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
    █░░▀░░▀░░░░░▀▄▄░░█░█
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    ░█░▄▀█░▄▀░░█░▄▀█░▄▀░
    ░░▀░░░▀░░░░░▀░░░▀░░░

  15. - Top - End - #15
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
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    Default Re: Othniel's Ironfang Invasion OOC

    (4d6b3)[14]
    (4d6b3)[8]
    (4d6b3)[10]
    (4d6b3)[13]
    (4d6b3)[7]
    (4d6b3)[13]

    Alternate Fact: (4d6b3)[15]
    Spoiler
    Show


    Normal Avatar by Thormag!


    Earthbound Immortal Uru avatar by Strawberries

  16. - Top - End - #16
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
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    Default Re: Othniel's Ironfang Invasion OOC

    (4d6b3)[9]
    (4d6b3)[13]
    (4d6b3)[13]
    (4d6b3)[16]
    (4d6b3)[13]
    (4d6b3)[13]

    Alt: (4d6b3)[8]
    Spoiler
    Show


    Normal Avatar by Thormag!


    Earthbound Immortal Uru avatar by Strawberries

  17. - Top - End - #17
    Ogre in the Playground
     
    BlueWizardGirl

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    Default Re: Othniel's Ironfang Invasion OOC

    Third time's the charm?

    (4d6b3)[17]
    (4d6b3)[13]
    (4d6b3)[17]
    (4d6b3)[10]
    (4d6b3)[10]
    (4d6b3)[13]

    Alt: (4d6b3)[13]
    Spoiler
    Show


    Normal Avatar by Thormag!


    Earthbound Immortal Uru avatar by Strawberries

  18. - Top - End - #18
    Ettin in the Playground
     
    Othniel's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Submission deadline of 3/24 added to OP as well as a table with current candidates and sheets.
    Many thanks to Ceika for the Custom Avatar!

  19. - Top - End - #19
    Troll in the Playground
     
    Daemon

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    Default Re: Othniel's Ironfang Invasion OOC

    *sneak* *sneak* *sneak*

    Hellote. Am human personne. DarkDM says I am can post allowed hear.

    STR: (4d6b3)[11]
    DEX: (4d6b3)[7]
    CON: (4d6b3)[12]
    INT: (4d6b3)[7]
    WIS: (4d6b3)[11]
    CHA: (4d6b3)[11]

    BONUS: (4d6b3)[11]

    Hmm... I could make an excellent glass blower with those stats, or perhaps a cooper.
    Last edited by CockroachTeaParty; 2017-03-17 at 12:33 AM.

  20. - Top - End - #20
    Troll in the Playground
     
    Daemon

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    Default Re: Othniel's Ironfang Invasion OOC

    Let's see if I can get something resembling a protagonist:

    STR: (4d6b3)[10]
    DEX: (4d6b3)[5]
    CON: (4d6b3)[9]
    INT: (4d6b3)[16]
    WIS: (4d6b3)[13]
    CHA: (4d6b3)[14]

    BONUS: (4d6b3)[6]

  21. - Top - End - #21
    Troll in the Playground
     
    Daemon

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    Default Re: Othniel's Ironfang Invasion OOC

    One last try before I go to Point Buy Town.

    STR: (4d6b3)[15]
    DEX: (4d6b3)[11]
    CON: (4d6b3)[17]
    INT: (4d6b3)[8]
    WIS: (4d6b3)[14]
    CHA: (4d6b3)[10]

    BONUS: (4d6b3)[13]

  22. - Top - End - #22
    Ettin in the Playground
     
    Othniel's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Hey CTP. Nice to see you again (so to speak). Character Creation guidelines should be in the OP. Let me know if you have any questions.
    Many thanks to Ceika for the Custom Avatar!

  23. - Top - End - #23
    Troll in the Playground
     
    Daemon

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    Default Re: Othniel's Ironfang Invasion OOC

    Hello indeed! I'm actually just about done with a dwarfy druid.

    I'll hammer out some fluff tomorrow. He's a sad panda.

    I've updated his sheet with his personality, appearance, etc.

    Essentially, Torg fought as a mercenary during many of the early border disputes between Nirmathas and Molthune. During the unstable decades that followed, he saw sporadic action, but slowly his comrades in arms died, hired off elsewhere, or returned home to Kraggodan. Torg descended deep into alcoholism and debt, and eventually he lacked the wherewithal and funds to return home. He was discharged from what was left of his company and left behind. Near suicide, Torg wandered into the Fangwood intent on finding an honorable death in the jaws of some beast.

    However, the tranquility of nature spoke to him. Instead of delivering his death, the forest gave him life: water to drink, fruit and meat to eat, and shelter from sun and storm. He eventually encountered the druidic circles of the Fangwood, who adopted the wayward dwarf as an apprentice and acolyte. Eventually, Torg adopted the Green Faith, and learned to channel the subtle power of nature himself.

    Torg is now a druid, traveling the young nation, aiding local farms and communities and setting right disruptions to the natural world. He returns to Phaendar for the Market Festival, following troubling rumors of a gathering threat to the north...
    Last edited by CockroachTeaParty; 2017-03-17 at 07:36 PM.

  24. - Top - End - #24
    Ettin in the Playground
     
    Othniel's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    I'll add it to the OP, but just so you know, I'm awarding XP-per-post. You get 25 XP per IC post you make with the XP going up as the group level increases.
    Many thanks to Ceika for the Custom Avatar!

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    Troll in the Playground
     
    Daemon

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    Default Re: Othniel's Ironfang Invasion OOC

    Quote Originally Posted by Othniel View Post
    I'll add it to the OP, but just so you know, I'm awarding XP-per-post. You get 25 XP per IC post you make with the XP going up as the group level increases.
    Did DarkDM tell you a story?

  26. - Top - End - #26
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    Othniel's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    No story that I'm aware of. Picked that idea up from Nef in another game.

    I've looked over everyone's sheets, and communicated issues I've spotted to them. The only issue I spotted on your sheet, CTP, is that you are missing your 2 Hero Points.

    Don't forget that sheets are due by Friday evening at 10 PM Central. Game starts Monday.
    Many thanks to Ceika for the Custom Avatar!

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    TheDarkDM's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    Background goes here before it goes on the sheet -

    Spoiler: Appearance
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    Tall for a human but of relatively average height for an elf, Aidan's wiry frame belies his ability. Moving with a dancer's grace his body never seems to slip from his control, his actions marked with an economy of motion that speaks of intense training some time in his past. Black of hair as well as eye, Aidan's skin is pale despite long days spent in the outskirts of the Fangwood. Though some might attribute it to his elvish nature, it is only through careful preparation and the application of soothing unguents that Aidan has retained his complexion, a last bastion of vanity in a savage land.

    The skin above and below Aidan's right eye is marked by a faded scar, giving him what some in Phaendar consider a roguish mien. This is not helped by an earring of River Kingdoms gold that he insists on wearing despite its alien aesthetic, another dwindling reminder of the life abandoned years ago.

    Spoiler: Personality
    Show
    If one were being charitable, Aidan might be described as intensely focused. Alas, few besides his sister feel compelled to charity on his behalf, so much of Phaendar instead categorizes Aidan as obsessed. Obsessed with what, none can say, but more than one hunter has ventured into the Fangwood only to round a bend and meet the elf's unsettling gaze. In truth, much of this is affectation on Aidan's part, an easy way to maintain his distance from the simple people of Phaendar. While his sister grows softer and more settled in the backwater nation, Aidan maintains his dream of moving on at the end of the decade, perhaps making for Riddleport where the twins' services will be in high demand. The thought that Jocasa might not want to leave when the time comes has only rarely occurred to him, only to be pushed away in short order.

    While Aidan has done his best to remain apart from Phaendar's day-to-day life, there is a handful of people with whom his guard has slipped. Chief among these is Vane Oreld, whose family shop is one of the oldest institutions in town. At first wary of another alchemist, even a frontier one, the allure of discussing something other than deer and grain finally drove Aidan to seek a friendship with the surly herbalist. Both men appreciate their solitude, but Aidan makes regular treks into town from the Kael's small cottage across the bridge to trade ingredients harvested in the Fangwood for the rare alembic and a bit of news.

    Spoiler: History
    Show
    Growing up orphaned on the streets of Daggermark, Aidan and his twin sister Jocasa were seemingly destined for an early grave. However, a single stroke of luck saved them from that indecorous end. Having turned pickpockets to support themselves, as so many waifs in Daggermark have and will, Aidan and Jocasa made the mistake of targeting a member of the Poisoner's Guild. It took them only moments after kneeling to examine their spoils to realize what had occurred, the slender indigo vial having but one possible source. Rather than hide the crime, though, they elected to return the purloined venom to the Guild. Thus began their rise.

    Taken in by the true powers of Daggermark, Aidan excelled as an initiate in the Poisoner's Guild while Jocasa was sent instead to study beneath Daggermark's assassins. As the years passed and their rival students failed, Aidan and Jocasa seemed set to ascend the highest echelons of Daggermark society. For the first time in his life, Aidan lived without want, enjoying the position and the power that came with the mark of the Poisoners. So enamored was he with the new life that he did not see the toll it was taking on Jocasa, not until their first explosive argument during a joint training assignment. The relationship between the twins grew strained, and while Aidan's ascent faltered Jocasa's stalled, and began to crash. It vexed Aidan that his sister seemed incapable of accepting the lifestyle that sat within their reach, that freedom from want had driven a rift between them. The situation worsened over the course of a year, until Aidan was given word that Jocasa would soon become the target of her own teachers. Desperate, he petitioned the Poisoners to intervene, destroying the last of the goodwill that had once flowed so freely to be give a last chance to prove his sister's worth. And his own.

    The assassination was a simple one, by the standards of Daggermark. It should have been a simple thing, to poison the punch bowl of an upstart River King and thus remove a potential threat before it arose. But at a critical moment, the mission went horribly wrong. Forced to flee with their target very much alive, Aidan knew he had a choice. If he returned with Jocasa's head, the failure and the punishment would fall entirely on her, allowing him to return to the bosom of the Guild. If he did not, he would be outcast, hunted so long as he remained in the River Kingdoms and consigned again to a life of want. Yet despite his black heart, Aidan remained one thing above all - Jocasa's brother. His decision was made even as he realized there was one to make, and they left the River Kingdoms forever.

    Fleeing south, Aidan sought out the most inoffensive, backwater region in which to lay low. Nirmathas was a natural fit. Travelling by river boat and then by caravan to avoid the Molthune blockade, the young elf marveled at how he immediately loathed the place. The food, the people, the language - it was all a boorish nightmare. A nightmare made only worse when their caravan was ambushed by hobgoblins in the night. Their flight was the first time Aidan and Jocasa had worked together flawlessly since their childhoods, and it was to the hobgoblin's grief that their pursuit of the two elves became a month-long struggle through the Fangwood. Eventually, with the last hobgoblin slain, the two elves emerged onto the Nesmian Plain and beheld Phaendar.

    It has been several years since Aidan and "Jo" arrived in Phaendar, and much has changed. At first forced to rely on the ragged kindness of their new neighbors, the two eventually built a small cabin on the other side of the Marideth River (at Aidan's insistence). While Jocasa becomes an increasing fixture in the town proper, Aidan spends long weeks in the Fangwood, keeping his own skills as sharp as he can and continuing the strange science of his art. Jocasa learned early on never to enter the work shed behind the cabin, where more than one vivisected squirrel hangs to dry as. Yet despite his best efforts, Aidan has started to slip into a routine.

    It would take a disaster to dislodge the twins now.
    Last edited by TheDarkDM; 2017-03-23 at 01:58 PM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  28. - Top - End - #28
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    Othniel's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    The submission deadline is here. The final party is:

    Player Sheet Class Race Trait Text Color
    Nefarion Xid Septimus Severus Arcane Bloodline Sorcerer Human World-Weary Red
    TheDarkDM Aidan Kael Vivisectionist Alchemist Elf Ironfang Survivor Indigo
    Jade_Tarem Jocasa "Jo" Kael Unchained Rogue Elf Ironfang Survivor Maroon
    Pepper P. Veric Reid Ranger Human World-weary Dark Green
    Tychris Ulva Vansich Fighter Human Ironfang Survivor Navy
    CockroachTeaParty Torg Stone Druid Dwarf Kraggodan Castaway Teal

    IC should be up sometime on Monday afternoon or evening (my time). Please pick a text color.
    Last edited by Othniel; 2017-03-25 at 11:53 AM.
    Many thanks to Ceika for the Custom Avatar!

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    Tychris1's Avatar

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    Default Re: Othniel's Ironfang Invasion OOC

    I choose Navy!
    “I’m a Terrorist not an idiot.” - Me
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    Daemon

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    Default Re: Othniel's Ironfang Invasion OOC

    Ooh, this is exciting! I'll claim teal if it's okay with er'rybody else.

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