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If anyone is interested I will post some of other peoples Pre-Game info I send to them.

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Often I will not give context, editing, nor a damn on these. Its just to give yall more context on what the other players are going into the game with. If its going to be secret stuff for next session I wont share obviously. Session 5 Kayle: This past month in Freeport you realized something is wrong. Gnoll and your old gang is missing, gone, no where to be found. You checked all the old hiding spots, nope, not there. Shit... Shit, shit, shit, shit! Where are they! You have gone through so much and most of those things were good! You finally could help some of those kids get off the street now! Being in charge of people was never your thing like it was Florainne’s or Ark’s. Gnoll did that stuff. Now three hundred fighters are going into battle with you soon. So much has changed it makes your head spin. Oh god… and why did Gearbags have to die? He was, well, a friend? Sure he was, he didn’t try to turn you in for stuff and he got your back in a fight. Ok so he kinda left a huge scar on your chest for life but so did your dad and he never helped you out like Gearbags did. Now how are you going to forge your sword? You had picked up a saber to practice with until you could find someone to forge Celeste into her proper form. With the hooded figure’s appearance you have a feeling you might meet an old friend and maybe, just maybe a new one. Ark: Ark is from a noble family quite close to the King of Trent. Your father is the marshal of king Seawind’s military. You have lived your life in service to your god, Kron, and to your king, Seawind, thus far. You likely have had experience leading small numbers of troops but never more than a platoon of twenty or so. Now, with your companions, you are in charge of three hundred fighters whom, for the most part, have never been part of an organized military. Now it is entirely up to your discretion but working with very capable combatants who don’t follow proper protocol might be frustrating to Ark, or he might be used to dealing with difficult people. In either case you are not used to dealing with this many. Additionally Ark has been likely, not sheltered, but never in true danger up until a few weeks ago. His view on things may have changed from the experience and he may be trying to prepare for some of his challenges he know he will face. Feel free to add anything else you want about Ark. FL: So if you have not already looked at the Tale of the Lady Dancer I would suggest starting with that. I know things have been kind of hit or miss the past two weeks. Anyway next week we will be level two. You are in Freeport trying to gain all the support you can in order to stop the war in Golden Rock that was started by the drow who betrayed you. (They killed Travis and tried sending you to your doom by delivering a corrupt soul stone to a deity in the earth plane) I’m not saying your character wouldn't want to get back at the drow or isn't excited by the prospect of becoming a minor god, that's for you to decide (but it sounds like things your character might like). Being back in Freeport and trying to get forces to fight/subvert/disrupt the drow in Golden Rock your character would likely tend to finding unscrupulous comrades with different tactics to aid in the fight. GB: So you won’t be starting with the party you will be meeting up with them in this next session. You activated and fell from the ceiling of the chapel to Idy, one of the oldest buildings in Freeport. Quite a few clerics had panic attacks from what likely would be referred to the falling of the iron angel in manuscripts. You wandered around the streets after fleeing/being shooed out of the chapel. Eventually you indeed did meet with a very old and blind elf who knew the original Gearbags. He recognized the smell of the oils that your maker greased each of you with. It had permeated his skin and given him a pleasant yet distinct smell of hard work. Master Feydale invited you in from the streets. He put to use your natural attitude to craft in his silver smithy creating silver inlaid weapons to better fight the drow and undead in the coming battles. He gave you room and tools to keep yourself functioning and in top condition. He gave you a purpose as he had your master at times to keep your natural habit of wanderlust from consuming your sanity and instead channeled it into a craft. Yet the nature of a tengu mixed with that of a gnome made your curiosity especially difficult to control. One night you were outside taking a stroll around the silver artisan’s guild when a hooded figure knocked you over and rushed into the cellar next door. Behind him chased several other figures… wonder what they are up to? Hell yeah you do!
People just gotta learn not to meta game.
Yep!
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(For 7/17/15) Venin: Being a ghost is strangely liberating. Though the majority of people cannot (or those who could care not to even try) see you, you can clearly see them) Your world is one without boundaries or needs.Yet it also is infinitely lonely. No way to interact with those you see. It is plain to see why spirits would go mad and cause chaos as soon as they are able to manifest themselves in the world. But for you, it seems, manifestation is coming difficult. This, you deduce using your magical knowledge (aka science) is due to your desire to rejoin the world of the living along with the knowledge you have of your resurrection being possible (and near at hand?). It seems many spirits are lost and unguided. Not you. Your experiments can only be done with a corporeal form and a corporeal form you will have. (Tho you might miss spying on the ladies or the guys while they bathe, I don't know which way you swing) That being said, resurrection for beings of such low power or importance as yourself usually come with great cost. Demons at times will arise to rebirth you for evil purpose, or neutral clerics with do so at cost. Even the good beings of this world cannot resurrect all who die as such rituals are costly. In either way it is evident that your return to this world will come at great cost, present or future. Side note. I usually send these out every week as a way to get yall ready and excited for next session. The reason they stopped was because I became quite busy. But I am making an effort to continue them now. Obviously with the failed skill challenge your new life will come at cost and a possible dark patron you will have to appease, this likely will bring you into conflict with the party. I'm not encouraging PVP here, just roleplay verbal tussling. Kayle: The return to the large domes of the temple of Seg has brought both comfort, in its thick and safe walls, and anxiety, in its primary denizen, Bronze Eyes a master of secrets. He, though a friend of Andinala, is a being out for himself, his followers, and his god. Andinala seems to make as much use of him as Bronze eyes does of you, which makes you think that maybe your use to Andilana is simply as a tool. But, as the large black claws wrap around you dragging you deeper into the vault of the great dragon a streak of panic come through you pushing these thoughts from your mind. You have become far more than you were the first time you were faced with the dragons interrogation tactics, but now you know things, ideas, and secrets that are actually dangerous in the world at large if ever they were released. Even more so a mortal's mind can only take so much magical probing in a lifetime. Yet as you are drawn deeper into the treasure trove, a searing pain, much like a red hot brand begins to blister your lower back. You realize that the bar of metal in your bag has begin to heat up, to a considerably dangerous level. Interestingly your bag has not burst into flames. at the same time you hear a simple voice in your head “Its the Dragon of secrets Kayel. He must not learn of us Kayle. He mustn't know, alright.” and as rapidly and painfully the sensation arose, it dissipates. Just in time for a familiar maw of teeth to greet you. Viking: Your time as a follower under the religious hierarchy of fanatical devotion to the god of time, Peiopise, is at an end. You are now free to choose a path, this is something that never existed for you before. The religious elite have sided with the Drow in the fight, while many followers have chosen to end their tyranny forced upon them. Your kind, the rebellious followers have received the name “Heretics”. For many of the Heretic kind an option to choose to follow another cause or speak with another race has never been an option. In the long ago past that you come from, your culture was at eternal war with the fledgling races immigrating from the northern continents. Eventually these races drove your leaders to demand to construction of a massive complex of buildings with one purpose, to keep your city and population safe underground and in a magical stasis until the “Second Coming of Peiopise”. At this point your civilization would arise to a world wiped clean for your race. The world has not been wiped clean. Meaning your leaders have lies, and the great constructions they sacrificed many lives in hard labor to, now rise above a wartorn landscape. The races of the northern continents have prospered and unlike what the zealots have told the laboring masses, are not violent butchers of your kind. These men, elves, dwarves are as surprised by you as you are of them. Wars between your kind and theirs drove your race to increasingly desperate measures to stay ahead. Yet none of your kind are natural warriors, instead the triclops always used golems to fight their battles. No more golems now, it is time to take up arms and fight with your own limbs against the liars, the oppressors, and to make them pay for their cruelty to your wife and child who died building this city, starved and whipped. You have been learning to speak the “common” in the temple of Seg under the direction of brother Perry. He is a kind man and, if not for the thick walls, would be dead due to his giving nature. Kind as he is, he has you work for your room and board, but nothing is free now as he says. It never has been for you, so hard work is nothing new. Refugees come in everyday, some important, some mundane, but all work. Repairing walls, making scrolls, cooking, cleaning. Some who are strong enough to fight are sent out scouting, others are sent into the catacombs to clear our elementals and extraplanar beings who appear from these “portals”. The catacombs house a large amount of the temple's history and mean a great deal to the religion, but with the temples manpower stretched so thin it seems they lose ground on all fronts each day. But today is different, the great bronze beast has personally greeted a group of refugees and this has caused quite a commotion among the priests. What it could mean you will find in a matter of time. Julian: The wilds that you come from have long harbored a cult of druids. This cult known as the “Shadaz” is the heart of which many consider the wilderness. Those who choose nature over the constructions of the mortal races are taken here at a young age and raised to be peacekeepers between nature and the mortals. Yet the Flux has given the druidic order new purpose too. The breakdown of Radelf’s reality has leaked corruption from other planes into the very natural fabric of reality. You always were one to solve problems by hitting them until they went away. That isn't to say you can't be rational, but it often appears to others that you evaluate a situation and then enact the verdict of your judgment with a vigor. You were called before the Heart of the Wild, the elder druidic counsel, and were given a mission. Your mission was to go and do your best to stop the Flux at its apparent epicenter, Golden Rock. Many weeks you spent learning of the situation and eventually happened upon a story from a old man in Freeport whom told tales that his son was of a goddess and was going to set the world straight. When you inquired further he mentioned he was on his way marching to Golden Rock. The man was a drunkard, but you could tell his words were true. At the time you arrive in Golden Rock the battle had been waging for sometime. A errand that all druids must attend to (I'll go into this later) had delayed you, but the spirits of nature were appeased by your offering. A large commotion near one of the few standing buildings brought your attention and it seemed a band of adventurers was being chased by a mutant spider and battling Drow. You have no love for the drow and their mutations of nature, in fact their experiments are looked down upon by the Shadaz whom condemn the practitioners of such acts to death via the power of nature. With in mind this you decide to help the adventurers, not knowing the true nature of who you just allied yourself with or what repercussions will result. Even so, shortly after the last Drow had fallen and black claws begin to draw you inside the temple, you begin to have second thoughts.