I will be running the Level 5 adventure produced for MCDM's Strongholds and Followers book "The Siege of Castle Rend" written by the amazing James Haig. Character's can either be members of the Lost Company already, carrying on from the adventures read in this post, or you can be introduced in a completely new way (I've got some hooks up my sleeve).
From there, we'll see where it goes or how interest continues.
Posting frequency: Ideal is 2-3/week, knowing that 1-2/week is most likely, and we're ok with that, cause life is hard as it is. I understand we all have lives, just communicate your status as best you can. I'm open to what interested players are willing to do, or capable of doing. Communication is pretty big to me. If you can let me know that you may be away, or that you’re not interested, or not feeling something, I want to work with you on making the experience more beneficial for you. With that in mind, usually if I have a prompt for an action, I’ll give the player 2 days to respond before I auto-pilot things to keep the game moving. I always want to get a sense of what the character can be so I make logical choices that you character would make in those situations. It makes things go smoother I find.
Setting: Custom world of Yeohven which I’ve made. Got a world map and everything. The initial setting is in the country of Rach'Dinai, on the continent of Farsaidh. It borders the Goblin territory to the North, an Orc Nation to the West, and the Elven Kingdom stretching from the South and all along the Eastern border. If you’re interested in reading some of the World Context and setting, please feel free to peruse the game thread for info.
We begin the game with a carriage being accosted by some bandits who are remnants of the bandit army created by Sir Pelliton, which the characters just "recently" dealt with.
Looking for Players: I'm looking to take 1-2 players, maybe 3 if my socks are really blown off by the interest.
Characters will begin at Level 5, with a free feat, 500 gold, and Wishlist for magic items where you choose 1 item of each rarity type.
Classes other players have so far: 2x sorcerers (from MCDM and elsewhere), and a Treantmonk Mercy Monk alt.
- Name and gender
- Where is this PC from: If they are in the army, where were they born originally?
- Parents alive still? Any siblings?
These characters may not survive, and you've got 3 of them, so... don't spend too long on it, just enough to hit the ground running... at least a few feet before they die. Did I mention this was a funnel adventure to begin with?
Alignment: Only restriction is NO EVIL CHARACTERS.
PC Name:
Ancestry:
Class:
Alignment:
Appearance: (Can be in a spoiler) Personality: (Can be in a spoiler) Backstory: (Can be in a spoiler)
What you'd like to get from this game: (Feel free to put this as a secret to me if you don't want to share with others, and in a spoiler so I can keep it closed when scanning through.)
RPG Safety Tools (Lines and Veils): (Feel free to put this as a secret to me if you don't want to share with others, and in a spoiler so I can keep it closed when scanning through.) Very important, please don't skip. I know we work on a PG or PG-13 guideline on this site, but stuff happens, and I don't want triggers to pop up where they could have been avoided. Briefly: Lines are things you absolutely don't feel comfortable coming up in the game at all. Veil are things you're ok coming up in the game, but only if it is "off-screen" or alluded to but not seen.
NPCsDescribe at least three people that exist in the world that your character may be connected with. They can be part of the military, someone from a home village, a mentor or leader somewhere, or a rival even. Take note! This is where I get to see how creative you can be about developing an interesting character. Given the nature of the PC generation, you can either impress me with those options, but these NPCs will also be given due consideration. So show me what you've got!
Two of them are friendly to the character. One is hostile.
Tied 1 (Friendly):
Tied 2 (Friendly):
Tied 3 (Hostile):
I started playing with 4e as a player. I've played Iron Kingdoms Role Playing game, and am currently GMing a PbP for that game system, as well as playing in others. I've started playing in these forums in multiple games, but this is my first foray as a DM, and it excites/terrifies me. I'm a sucker for a good story, and for a story with substance and hooks. I gravitate more to roleplaying and intrigue, but a good fight is nice to always get the blood pumping. I'm also guilty of injecting film/tv references within my stories or roleplay, so forgive me if that takes you out of character or story. I try to make it impactful and interesting as best I can.
It's currently ongoing! But your introduction would hopefully be in 2 weeks time: March 24th, 2023, for applications to close and me to start making decisions. Might take a bit after that for us to finalize all the prep for the game, but let's see how quickly we can roll.
Hey Montagemaniac when you say very early steampunk elemenys what are we talkin? Are there airships? Is each race a foreign nation? If not who lives where?
Early steampunk means that trains are publicly being developed, technology and the use of steam are a burgeoning field that is growing in popularity, but magic is still considered the golden standard for combat and applied utility. There are no airships...
...yet.
Right now I'd be fine with the hexblade, although I'd have to consider how it works within my setting, but that's just a responsibility on my end, and I'd work with you if there were any issues with it.
Question on weapons. Would the official list of weapons in the PHB be the only allowed weapons in the game, or could I would with you about an idea I have?
I understand. My idea was a monk with claw like weapons that retract into his bracers. This would be a simple mechanical weapon that does 1d4 like the monk damage table in the PHB. I was hoping to fit it in your early steam punk Era world.
Appearance: Kipp wears to loose fitting clothes of a man of the sea with a long jacket and ornate boots he picked up somewhere in his travels. He often wears his hair over his pointy elf like ears but when he pulls it back the mix in his heritage is somewhat obvious, of course the fact that his skin is black as coal pretty much makes that a moot point. Personality: Kipp is a light hearted pirate who has a sweet spot for anything valuable despite the fact that just about anytime he that things are going his way they take a sour turn. The pirate has gotten the name Darkluck from his fellow crew for he always seems to be in the wrong place at the right time, whether it is when fate pulls him into some intense drama or walking under a balcony at the absolute wrong time. His luck stinks. Despite this Kipp has a pretty upbeat personality but tends to be a bit hesitant when something seems to good to be true.
Background Writeup: If its not easy being green it is even harder being dark as charcole. Especially when those normally of that description are evil spider worshiping elves. Kipp is not quite sure how he got the dark blood in him but he knows that his mother in the hopes of saving him from a life of judgement brought him down to the docks as a child and gave him to the care of a group of seamen who could raise him beyond the rules of the land.
Of course what she did not know is that the group who had finally taken up her offer was not the most moral sort and had raised him in the ways of piracy from the time he was old enough to tie a knot. As the boy of the crew he was afforded a certain place on the ship where they all seemed to have a soft spot for him. It was for that reason they didn't make him walk the gangplank the instant the boy's luck started to turn. If he took the stern he would have them in a storm in a matter of moments, if there was a place not to stand to be in danger, he was surely the one there. Every decision the boy made it seemed like fate itself had it in for the boy. Most of the time he tended to draw the bad hand of fate to themselves and the others in his companionship had a tendency to have better odds than normal.
Kipp had never won a bet in his life.
He probably should have though about that when the stumbled up an ancient set of ruins close to shore. Kipp lead the group into what seemed to be some sort of forgotten keep and when he got down there he noticed that there was elvish written throughout. The boy had made a point to learn in due to his forgotten heritage but it seemed to be in a strange dialect different to that of the wood or high elves from which he had read. As he made his way through the ruins following the writing he came to a strange room that held a weapon of fabulous intricacy. Not one to every be able to resist temptation Kipp immediately reached for it without even considering reading the ruins.
It was then that he realized his mistake. The weapon's voice echoed through his mind and he knew instantly what he held... his father's legacy. The weapon immediately bonded with his blood refusing to let go now that it had found its heir. Fate had finally dealt him the worst of blows, he had unintentionally enlisted in a pact with an ancient setient weapon of the drow. Having been given a glimpse into his fathers past when the pact was made Kipp knew instantly the time for his reckless seafaring days were over, he needed to find as much as he could about his father and what exactly had happened to him.
It was then that the captain explained his childhood and that his mother had turned him over in the ports of the city of Ab’Cal. They immediately set course for his old home.
Take these questions as being asked by either a Bar-keep/shop-keep/or whatever general NPC you wish (for your immersion purposes).
[B]1: How did you get here? "How'd I be gettin' here? Well how else by the finest most sea worthy ship that ever sailed. Me ol' crew gave me one last voyage before I had to cast off."
2: Why have you come? "I be lookin' for answers, but first I need to be findin' my roots. From what I've been told this is the best place to start."
3: When did it all start? "Start ye be sayin? I suppose since I've been a bag a bones if ye want to know. My memory don't be goin' that far back. Of course I could be answerin' ye different and say since I picked up this nasty thing." Suddenly Kip looked at the weapon he held in disgust. "Ye be shuttin yer kraken kiss mouth if ye be knowin' what's good for ye!" Turning back to the bartender he continued. "Me apologies, she's got a bit of spunk to 'er"
4: Who have you met along the way? "Well there was some fine lass' if that be what you meanin', but no one who has tended to keep me company."
5: What is the point? "Ain't that the truth?! What is ever the point. The way I be seein' it this is one big diversion from what really be important in live, rum and great golden treasure. A sweet lass ain't be far behind all that ya know. " he let out a sigh. "Alas the true point I suppose is to find out if me blood is truly evil, if this thing be evil and if I be needin' to end it." Kipp put a finger across his throat. "Not that I be wantin' ta mind ye. I just have to do what is right. Me father from what I heard was not a good man."
6: Where next? "Wherever the wind be takin' me I suppose. Speaking of which, what do you know a bout a woman comin' round here bout twenty or so years a go and pawnin' off a kid?"
Kip never quite sorted out where he was from, nor did he care. Suddenly the answer to that question has suddenly started to matter. He knows he is of a mix decent that includes some elvish blood. He intends to find out whose. One might say his home was the sea and his family are those bartenders at the regular taverns he makes port in from here to there.
Being at the wrong place at the right time is something that Kip has always sort of accepted. It didn't always result in bad things in his life as some of his best adventures occured for that reason, but trouble tends to find the pirate, no matter how much he tried to keep his hide out of it.
Kip knows very little of his past, his mother having given him up in intamacy he was raised in the seafaring ways of his fellow pirates. For that reason his moral code is a bit limber and he has very little self control when it comes to his own temptations. During such time he encountered many foreign lands and heard many a legend of tales of the sea. Some of which were based on fact and some which were entirely the fabrication of creative pirate imaginations.
Despite not knowing his past it very much did occur and from what is known it seems to be tied to an evil drow leader who had relations with his mother for one reason or another. Little is known about how it all went down but in the end his mother fled to her home and delivered her baby in secret. Her motivations and reasons are unknown but discovering those answers are a driving fact in what motivates Kip.
Kip found an ancient weapon in an abandoned keep of some sort and has been bonded with it. It seems to have a life of its own and can speak to him but the good hearted pirate does not know if it is good or evil. He does know that it somehow is tied to his blood and has given him powers that are both awe inspiring and terrifying. There is a temptation for him to delve into the darkness while at the same time he wants to preserve his soul and do the right thing.
Kip's Goal: After finding the ancient weapon he has become determined to understand how it ties to his mysterious past and has made it his principle objective to find out as much as he can of how his blood ties to the weapon and how much control he really has over the thing. It is his hope that he can either prove it is not evil or break the bond with it if it proves to be so.
My Goal: Kip has a very interesting dynamic of good versus evil going on within his soul and I hope to develop that into a major development arc for the character. I want Kip to realize that despite being a vagabond pirate and having been raised with a rather limber moral code in his core he is really a true and good person and can overcome the darkness with a surprisingly pure heart.
Known: The weapon Kip carries is incredibly dark and was used by his father to subjugate his people and cause fear and terror among those he ruled. It has an incredible amount of power within it and has in the past been used for darkness, those memories of the weapon now fuel his mind and he does not want anyone to know he is connected with such a dark and disturbing past. The weapon is setient and also gives him guidance, advice, or reiterates how its previous owner might have handled a situation. Kip isn't sure if the soul within the weapon is evil but he doesn't wish for others to become aware of his internal struggle with the weapon.
Unknown: Kip's father was a drow elf who ruled his people by tyranny. He also sought to expand his underground empire to the world above by surpressing and enslaving the surface races. He was jealous of everything they had but most importantly the sun and light of day and wished to once again bring his people to the surface. In doing so he encountered many peoples and caused much pain amoung the races until he was finally defeated. No one knows if he was actually killed or survived to spread his tyranny another day.
Aerith: The mother who abanoned him so long ago. Upon encountering Kip she will stand among one of his most faithful allies doing anything she can to ensure her son's survival. Even if he does not appreciate the means in which she executes these goals.
Pirates of the Wandering Madness: The crew of The Wandering Madness has been like a family to Kip his whole life and has an unwavaring loyalty to the boy. The most pasionate of them all is the ruthless Captain Orval 'Whale-Eye' Rumlar who accepted Kip from his mother, named him and placed him in the Crew's care after losing his own son to a plague.
Yazston Nym: Kip's father is unaware of his heir but will become imensely jealous once he realizes that his symbol of power has been ursurped by the pirate. If his father is still alive he would be of the utmost danger to kip. If his father is not alive any that find his heritage could easily turn on the pirate assuming he will follow in his fathers dark footsteps.
A Telling Whistle. Whenever Kip gets the urge to pinch something he suddenly breaks into whistling one specific pirate shanty at a very low volume.
A Sailor's Vocabulary. Swearing like a sailor is a phrase more readily because no one could quite achieve the incredibly unique vocabulary of those sea fairing folk. Kip has a tendency to referenence things such as a liver bellied codfish and the backside of a kraken's arse.
"A taste for rum." There is not much that quench's Kip's thirst like a good bottle of rum. In fact he takes the greatest offense to actions that would threaten to waste said rum for any purpose other than drinking the stuff to an absolute and enjoyable stupor.
Personality: Kip is a noble hearted pirate who despite his desire for treasure and other great things of splendor has a tendency to do the right thing when the time is right. Faced with the choice of making his final score or saving innocent lives he would save someone while chiding himself for his 'weakness'. He is light hearted and loves a good practical joke, has a soft spot for orphans, and lives by the pirate code which of course is never really entirely made clear except when he refers to said pirate code. He will stretch the truth to make a story more 'interesting' and has a fondness for rum.
Ideal: Aspiration. He hopes to one day own his won ship and be the best pirate in the sea.
Bonds: He holds fond memories of his childhood on the Wandering Madness and will never forget them.
Flaw 1: Once someone questions my courage I never back down from a dangerous situation.
Flaw 2: When I see something valuable I can't think of anything but how to steal it.
Fear: He is deathly affraid of butterflies believing that they are the covert spies of a fairy queen who wishes to kidnap and enslave only the most attractive of men.
Hope: There is an ancient legend of a magical ship that can sail without water. Kip believes in the legend of the Wandering Phoenix a ship that sailed like a bird but the most noble and great of all pirates is one that the captain told him when he was younger and has always believed to be true. One day he hopes to find such ship and be worthy enough to be its captain.
Fear: Kip fears that his weapon will corrupt his soul and turn him into an evil slave to do its bidding. He also fears that it was his father's plan to corrupt him all along and that is why his mother had hidden him.
Hope: Like any pirate Kip has a dream of the great score. A treasure so vast in its splendor it would make him rich for the rest of his days, allow him to buy the finest ship that could sail the sea and live a life of splendor and wealth.
Appearance: Well, here's the thing see. Pat's clothes aren't exactly what you'd call impressive. They've gotta be oh, third hand at best, and we're not talking gentle hands at that. Still and all, while the threads are pretty... threadbare, there's still something about the guy. You definitely couldn't say he dresses well. No, definitely not. He does look, I dunno, at home? I s'pose. I've never seen him look uncomfortable. Put him up next to a prince and for all there's patches keepin' his ass in his trousers he'll still be hard to keep your eyes off. Maybe it's not the clothes. Could be the hair. Like a mop of spun copper it is. Never seems to get dirty either, and that's sayin' something. 'Cause I'll tell you, he doesn't keep his hands clean, that's for sure. Or it could be the eyes. You never seen eyes so green. Here, he's just round the corner now, I'll introduce you. I tell you, you're gonna love the guy, everybody seems to.
Personality: See, I told you. That's why they call him tattered. The other part's easy enough to explain too. Reason he looks that way is he's always giving money away. I bet if he'd have just kept a hand on half the coin he's scraped together over the years he'da been outta this dump in no time flat. Never seems to though. Always has just enough to eat, although he's looking a bit skinny these days, and more than enough that a couple of bit here and there to the street kids hereabouts don't seem to hurt him none. Tell you what though, try not to get on his bad side. The lad's got himself a tongue could strip the paint off the side of a building from the far side of the street. Sure does hate it when the out-of-porter-ers try to slap up the girls hereabouts, and you've never seen a man so angry if they think to mess with the kids. Do right by him and those he calls his though, you've a friend for life. There's a thing that's rare in itself.
1: How did you get here?
Don't blame you for not noticing, I keep to meself mostly. Never really been anywhere else though. Guess I've always just been here. 2: Why have you come?
Well now, didn't really have all that much of a choice. Did I? Just gotta deal with the hand I got dealt, same as every other bugger. 3: When did it all start?
You a philosophisin' type then? Nah, I'm only razzing you. Started when I was a kid, bangin' on pots an' pans. Graduated to bangin' on more pots an' pans. There's not much else to do for fun 'round these parts. 4: Who have you met along the way?
All kind sof fine folks. Fine as any other there are, soon as you scrape some of the grime off. 5: What is the point?
What's the point in stopping? Don't fix nothing if you just go on an' give up, does it now? 6: Where next?
Everywhere. The worlds all places I've never seen. Hell, I've never seen half the city I was born in. All for the fortune of being born without one. How do you like that.
I. Background
Pat's a street kid, full grown into a street adult. Somehow, every dirt sandwich, every kick while he was down, never managed to sour the guy on life. It's for the living, it's the one you've got. What's the point in wasting breath moaning about the hand you got dealt when you could be spending that same breath improving your lot, or the lot of someone else needs it worse?
All Pat knows about his folks is what he's been told. Which amounts to the fact that they were "too nice for their own good." Not his words. They're not around anymore, obviously, and there's not a whole lot of point in whining about the fact. Sure, he'd rather have had the chance to get to know them. He didn't though, and they probably regret that fact just as much, if not more, than he does.
When you don't got a family of your own you've a tendency to go out an make a new one. Mutual survival, humanitarianism, call it what you will. It just makes sense. Pat's got a lot of folks he thinks of as family. All of them earned it, by needing him bad enough, or by showing they were worth the effort.
There's a weird thing about being musically inclined in a hole where there's not a lot of music, or money to buy the instruments to make it either. That's the fact there's always a way to make it anyhow. Pat might not know a great deal about all them fancy instruments you hear get played around the rich side of the city, but he sure does know how to put together a song and dance out of stuff you'd never think could sound so good.
The good thing about kids is they don't have a whole lot of grown up notions about how things are s'posed to be holding them back. So, it's kids and the more open minded most enjoy the kind of music Pat and his improvised instruments make. Fortunately, he's as good with the little ones as he is with their grown counterparts.
II. Goals
Pat's Goal: There's no point in pulling yourself up out the gutter if you can't take the ones you care about with you. Pat's looking or a couple of things. An audience that's going to appreciate what he has to say, and play for them, and enough cash to make damn sure the street kids living the way he used to don't have to do things the hard way no more.
My Goal: I have this idea that Pat's been subconsciously ignoring his "guardian angel" most of his life because he's internalised he idea that he isn't any more special than anybody else. I'd like for him to come to terms with his guide, and for the celestial being to maybe become a little more human in the process. An orphanage for the street children of Ab’Cal would be a good intermediate goal. If there's to be a war, then there's always more little ones need a safe haven after that kind of upset.
III. Secrets
Aware: Well now. Caroline sure is a fine looking girl, sweet as a button too. Sure is a shame how she's got to make money, but folks around here do what they have to not to go hungry. Don't mean a thing in regards to her nature, far as Pat's concerned. And she's got that little sister of hers to look after too. Honestly, he admires the girl. In more than just the obvious ways. If you put a knife to his throat though, he'd probably admit that he'd like things a whole lot better if she gave some indication of admiring him that way too.
Unaware: You know that little voice in your ear? The one that tells you not to take that extra slice, 'cause there's other folks more hungry, or just pick that shiny gold coin outta the collection plate even though nobody's looking? Well, Pat's little voice is real. It has a name. He just doesn't know 'cause he's so busy trying to make the world a better place. Makes life hell (not literally) for that angel on his shoulder though. If anybody ever thought to ask Abdiel what he thought about things he'd probably just have himself a long, exasperated sigh. Then tell you they could be worse. One of these days he's gonna find the right frequency to make himself heard properly though. Then there's gonna be some changes around here.
IV. Ties
Caroline. A street girl, and holder of Pat's secret affections. What she does isn't strictly smiled upon by polite society, but they certainly don't complain about the fact that the service si there when they come to take advantage. She's a good girl. good as you can be in that line of work anyway, and clean too. Does what she does to keep her little sister from having to do the same. The pair have only had each other since their old ma passed a few years back.
Simon. A chimney sweep. One of many, it's a necessary job, but another dirty one. As it turns out Pat don't happen to know so many people manage to pay their way without getting at least a little in the muck. Still, Simon's an alright sort except for the drinking. He might even be able to make something of himself if he didn't gamble the half his pay not getting pissed up against the wall.
Constable Hodgson. About as unobjectionable as a crooked copper gets, really. Keeps his hands off the street kids so long as Pat's able to scrape together money enough each month to keep them full. Even then, he's probably only taking the bribes since the city pays so poorly, and copper-ing ain't the safest gig in the world. Everyone's got to eat, basically. There but for the grace of, well, you know.
V. Quirks
Knuckles. Pat's got long, slender fingers that tend to skitter about as if they've a life of their own. Whenever he's distracted he has a habit of cracking the first knuckle of each in order by placing his thumbs on the second and squeezing.
Staring at nothing. Speaking of distracted, sometimes it's like the guy's having a conversation only he can hear. During these spells he just sort of, well, peers off into nowhere. It can be a little offputting when it happens in the middle of an actual conversation, particularly since he doesn't blink a lot while he's... wherever.
Unique taste. Pat don't exactly have an ear for the classics. He does like to tap on any old thing though, just to see what kind of sound it makes. As a result he's got quite a collection of old odds and end that don't look like a whole lot of anything really. Once he gets to hitting them in order though, and I'm not sayin' it's and order makes sense to anybody but himself, well. You never heard the like 'til now. That's all.
VI. 9th street's Tattered Angel
Personality: I hide scraps of food and trinkets away in my pockets.
Ideals: Respect. All people, rich or poor, deserve respect.
Bonds: No one else should have to endure the hardships I’ve been through.
Flaws: If I'm outnumbered, I will run away from a fight.
VII. Fears and Hopes
Fear The poorhouse ain't so difficult to deal with. Pat's never been in any other kind of house. The big house though, well, do you have any idea what they do to pretty boys like him inside?
Fear Sometimes when it's dark out, and the rain's coming down through the holes that're more of the ceiling than the actual ceiling is. Pat gets to thinking that maybe all those folks as laugh at his weird, cobbled together instruments might be right. Maybe what he does a'int music, not the kind anyone's ever gonna want to listen to. Maybe he really is nothin' after all.
Hope To find a patron discerning enough to appreciate his particular musical talents. With financial backing Pat could afford to focus more on music and less on, you know, staying fed. He'd have more money to put back into the community as well.
Hope To be able to set up a proper orphanage. One that's not going to just rent the kids out as cheap labour to ruthless factory owners to be exploited and ruined before they've even had a chance to find out life can be enjoyed too.
Last edited by ByronBulb; Mar 18th, 2017 at 06:25 PM.
I'm open to it. Haven't had a good look at it, but if you're open to potential adjustments if it seems to break elements of the game, then feel free to run with it. I will say there is a sorcerer already slotted, so if you had an alt in mind as well, that might be helpful.