The Stolen Lands (Inactive)

Game Master Akinra


Useful Reading for PbP Players. Thanks Doomed Hero

Exploration Time (Slowest Character Determinative)

Map of the Greenbelt

Character Build Guidelines:

  • 20 point Build
  • All PFS legal Races, Grippli, and Kitsune. Possibly others upon approval. No matter the concept, no Drow will be considered.
  • All PFS legal Classes/Archetypes. Possibly others upon approval.
  • Alignments LG, NG, CG, LN, N. (So no CN, LE, NE, CE)
  • No Hero Points.
  • Two Traits, one of which may be a Campaign Trait.
  • Emerging Guns.
  • Paizo materials only.
  • 150 Gold

Players may access these Items:

Ground Rules:

GM Chris Mortika wrote:


A couple of ground rules:

I
-NA in Non PFS Campaigns-

II
I am hapless when it comes to mapping software. I'll try posting things to Google+ when we need a combat map. If anybody has any other image storing or mapping solution you'd like to recommend, I'm all ears.

III
Actions and rolling during combat. When It comes time for combat, I'll roll initative for everybody and let you know the order. During combat, initiative matters in some cases, and less in others. After the first round, strict initative is problematic.

Really, the issues with initiative are (a) who goes before the opposition in the first round, and (b) does anybody's action foul up or otherwise affect somebody else's? I've found it useful to allow people to post their actions in any order, and make changes if someone at an earlier initiative does something that makes a difference:

Ranger at Initiative 10: I shoot the stupid little elf: 1d20 + 6 .
Barbarian at Initiative 14: I charge the stupid little elf. 1d20 + 8
Ranger at Initiative 10: Well, then, I guess I won't be shooting. I'll try to Demoralize him.

I strongly recommend that you let your characters "delay" if your lower-initiative allies post their actions first. So the situation above would go like:

Ranger at Initiative 10: I shoot the stupid little elf: 1d20 + 6 .
Barbarian at Initiative 14: I delay until Initiative 9 and then charge the stupid little elf. 1d20 + 8

IV
Incidentally, kudos for the Ranger's player, who didn't decide that he would shoot into melee...

From a GM far wiser than I.

Leveling Up:

  • As in PFS play, in this campaign, before you reach the second level, you may rebuild your character however you wish. Once. You may work individually or as a group in determining whether or not to rebuild, or how to rebuild. All I ask is that at the end of the day there is 1 support, 1 arcane caster, 1 melee, and 1 divine caster.

    HP/Level

    1d6 HD Classes = 4 HP
    1d8 HD Classes = 5 HP
    1d10 HD Classes= 6 HP
    1d12 HD Classes= 7 HP

    + Con, Favored Class, etc.
    (Die divided by 2, +1.)

  • Golarian Calendar:

    Abadius (January) 31 days Winter
    Calistril (February) 28 days Winter
    Pharast (March) 30 days Spring
    Gozran (April) 31 days Spring
    Desnus (May) 30 days Spring
    Sarenith (June) 31 days Summer
    Erastus (July) 30 days Summer
    Arodus (August) 31 days Summer
    Rova (September) 30 days Fall
    Lamashan (October) 31 days Fall
    Neth (November) 30 days Fall
    Kuthona (December) 31 days Winter

    Initiatives:

    [Dice=Hammas: Initiative]1d20+2[/Dice]
    [Dice=Inuki Talespinner: Initiative]1d20+3[/Dice]
    [Dice=Jutmon Symber: Initiative]1d20+2[/Dice]
    [Dice=Nareth: Initiative] 1d20+0[/Dice]
    [Dice=Roga Beastfriend: Initiative] 1d20+5[/Dice]
    [Dice=Sergei Surtova : Initiative]1d20+5[/Dice]

    Perception:

    [Dice=Hammas: Perception]1d20+9[/Dice]
    [Dice=Inuki Talespinner: Perception]1d20+3[/Dice]
    [Dice=Jutmon Symber: Perception]1d20+2[/Dice]
    [Dice=Nareth: Perception]1d20 +3[/Dice]
    [Dice=Roga Beastfriend: Perception]1d20-1[/Dice]
    [Dice=Sergei Surtova : Perception]1d20+6[/Dice]

    Survival:

    [Dice=Survival: Hammas] 1d20 +7[/DIce]
    [Dice=Survival: Inuki] 1d20 - 1 [/DIce]
    [Dice=Survival: Jutmon] 1d20 + 1[/DIce]
    [Dice=Survival: Nareth] 1d20 + 3[/DIce]
    [Dice=Survival: Roga] 1d20 + 4 [/DIce]
    [Dice=Survival: Sergei] 1d20 + 2 [/DIce]

    Experience:

    Hammas - 2178
    Inuki - 2178
    Jutmon - 2178
    Nareth - 2178
    Roga - 2178
    Sergei - 2178


    =============================================
    Please do not access the following items:

    Reputation:

    Oleg - indifferent
    Svetlana - indifferent

    DM Screen:

    Notes to Self:

    1. 1 Brush Thylacine 600 None Day sleeper - Night Active - Will not attack unless attacked first

    2. 1 Hunter 135 Gear (Pg12 Same as bandit) The PCs scare off the hunter's deer. Initial attitude unfriendly. Award Xp if the PCs assist. (Possible NPC for Kingdom)

    3. 1 Slurk 600 None Driven out of cave by Owlbear. Angry.

    4. 1 Shambling Mound 2400 1036 GP Currently feeding on an Owlbear. Will only attack if attacked.

    5. 4 Trolls 6400 466gp, Star Ruby (1100gp), Amethyst (110gp), Onyx (30gp), Potion of Blur Troll hunting party, carrying an elk apiece, will not attack a group of equal size or larger without provocation. Smaller sized groups will get attacked.

    6. 2 Bandits 270 Gear (Pg12 Same as bandit) If the bandits are outnumbered they will pretend to be hunters or trappers. Inviting the PCs to share camp for the night, or travel with them. The Bandits will attempt to rob the PCs or kill them in the night.

    7. 1 Will-o’-wisp 2400 None The Will-o'-wisp is currently enjoying the slow suffering of a small deer caught in a bear trap. Glowing a merry red.

    8. 1 Slurk 600 None In a small cave, non-aggressive unless attacked. Will try to scare away PCs.

    9. 1 Grig 400 None The Grig will watch the party while they are in the hex, helping if they prove themselves to the grig, aiding foes if they seem evil. If the party manage to engage the grig in conversation they can learn about the current hex

    10. 2 Bandits 270 Gear (Pg12 Same as bandit) If the bandits are outnumbered they will pretend to be hunters or trappers. Inviting the PCs to share camp for the night, or travel with them. The Bandits will attempt to rob the PCs or kill them in the night.

    11. 1 Wolf 400 None Daytime: runs across the party and tries to flee, fight if surrounded. Night: will attempt to take out a horse or sentry.

    12. 1 Brush Thylacine 600 None Starving will attack at day or night

    13. 1 Grizzly Bear 1200 None Will chase PCs out of territory, will only kill if threatened.

    14. 1 Grig 400 None The Grig will watch the party while they are in the hex, helping if they prove themselves to the grig, aiding foes if they seem evil. If the party manage to engage the grig in conversation they can learn about the current hex

    15. 1 Worg 600 None Daytime: runs across the party and tries to flee, fight if surrounded. Stalks the party until night. Night: will attempt to take out a horse or sentry.

    16. 1 Tatzlwyrm 600 3447cp Attacks on sight

    17. 1 Owlbear 1200 None Attacks on sight

    18. 1 trolls 1600 None Troll will attack on sight. Young and full of himself.

    19. 1 boar 600 None Attacks on sight

    20. 1 Grigs 400 None The Grig will watch the party while they are in the hex, pranking them as long as they stay in the area.

    ?:

    Grizelda CR 5
    XP 1600
    Atomie Witch 5
    CN Diminutive Fey
    Init +8; Senses low-light vision; Perception +11
    --------------------
    Defense
    --------------------
    AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
    hp 29 (7d6+7)
    Fort +2, Ref +8, Will +8
    DR 2/cold iron
    --------------------
    Offense
    --------------------
    Speed 20 ft., flight (50 feet, good)
    Melee Rapier +11 (1d2-2/18-20/x2) and
    . . Spear +5 (1d3-2/x3)
    Ranged Heavy crossbow +11 (1d4/19-20/x2)
    Space 1 ft.; Reach 0 ft.
    Special Attacks hexes (cackle, evil eye [dc 16], scar [4 at a time] [dc 16]), sneak attack +1d6
    Spell-Like Abilities Dancing Lights (At will), Invisibility (self only) (3/day), Reduce Person (At will), Shrink Item (1/day), Speak with Animals (Constant)
    Witch Spells Prepared (CL 5):
    3 (2/day) Bestow Curse (x2) (DC 17)
    2 (3/day) Alter Self, Glitterdust (x2)
    1 (4/day) Mage Armor (x2), Enlarge Person (x2) (DC 15)
    0 (at will) Read Magic, Mending, Guidance, Message
    --------------------
    Statistics
    --------------------
    Str 6, Dex 18, Con 12, Int 18, Wis 12, Cha 14
    Base Atk +3; CMB +3; CMD 11
    Feats Accursed Hex, Evolved Familiar, Evolved Familiar, Improved Initiative, Weapon Finesse
    Skills Acrobatics +14 (+10 jump), Bluff +7, Escape Artist +9, Fly +20, Knowledge (arcana) +13, Knowledge (geography) +13, Knowledge (local) +14, Perception +11, Ride +11, Sense Motive +5, Stealth +26 Modifiers acrobatics (jump) -4
    Languages Common, Sylvan
    SQ +4 bonus on initiative checks, deliver touch spells through familiar, empathic link with familiar, patron spells (transformation), share spells with familiar, speak with familiar
    Other Gear Heavy crossbow, Rapier, Spear, Spell component pouch, You have no money!
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (At will) (Sp) - 0/0
    Invisibility (self only) (3/day) (Sp) - 0/3
    Reduce Person (At will) (Sp) - 0/0
    Scar (4 at a time) (DC 16) (Su) - 0/4
    Shrink Item (1/day) (Sp) - 0/1
    Speak with Animals (Constant) (Sp) - 0/0
    Spear - 0/1
    --------------------
    Special Abilities
    --------------------
    +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
    Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
    Acrobatics (Jump) -4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
    Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
    Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
    Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Evil Eye -2 (7 round(s)) (DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
    Evolved Familiar Familiar gains a summoner evolution
    Evolved Familiar Familiar gains a summoner evolution
    Flight (50 feet, Good) You can fly!
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Scar (4 at a time) (DC 16) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
    Speak With Familiar (Ex) You can communicate verbally with your familiar.

    --------------------

    Kryton
    Scorpion, Greensting
    CG Tiny Magical Beast ((vermin))
    Init +3; Senses darkvision; Perception +9
    --------------------
    Defense
    --------------------
    AC 23, touch 15, flat-footed 20 (+3 Dex, +2 size, +8 natural)
    hp 14 (1d8)
    Fort +2, Ref +7, Will +7
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee Sting (Scorpion, Greensting) +8 (1d2-4/x2)
    Space 2.5 ft.; Reach 0 ft.
    --------------------
    Statistics
    --------------------
    Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
    Base Atk +3; CMB +4; CMD 10 (18 vs. Trip)
    Feats Weapon Finesse
    Skills Acrobatics +8, Climb +7, Escape Artist +4, Fly +8, Perception +9, Stealth +20, Swim +3
    Languages
    SQ improved evasion, poison
    Other Gear You have no money!
    --------------------
    TRACKED RESOURCES
    --------------------
    . . -none-
    --------------------
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
    Improved Natural Armor (Evolution) Level 1
    Improved Natural Armor (Evolution) Level 5