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Wax Golem

Aubrey the Malformed's page

Pathfinder Adventure Path, Modules Subscriber. Pathfinder Society Member. 8,646 posts (24,699 including aliases). 2 reviews. No lists. No wishlists. 1 Pathfinder Society character. 15 aliases.


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The Exchange

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For me, it's opportunity cost, not the prep itself. At the weekend, I would prefer to spend time with my family rather than sitting in the study labouring away on something that will never get used. Sure, maybe I can use it again (and maybe I can't) but it's not something I would like to make a habit of. And yes, while some DMs are great at improvising, I'm not so much.

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Irontruth wrote:
Aubrey the Malformed wrote:


This doesn't sound like a problem with railroading as such. It is perfectly possible to have a fairly standard adventure with side-plots. There isn't a single route which must be kept to at all times - I've been running a PbP RotRL and the players went off piste for a significant length of time to pursue a personal goal. And players love it when a plot revolves around their characters. And a good DM can find a way to accommodate that.

BUT...

This sort of stuff can cause problems, especially if you are playing something that is reasonably plotted in advance. I.e. the bad guys are doing stuff irrespective of the actions of the PCs - because, hey, the world does not revolve around the PCs any more than the world revolves around me or you. If I want to conquer the world or raise a dead god of ultimate evil, I will set about doing that irrespective of the views and wishes of a bunch of people I've never met. ISIS don't consult me, and they wouldn't consult the adventurers.

I agree with you that the world should feel real and NPCs should follow their motivations regardless of the PC's actions. But is the game about the NPCs or the PCs?

Using your example, of ISIS not consulting you, if we were to imagine your life as an RPG, would ISIS play much of a roll? Unless you work at the state department or in the military, odds are that ISIS has very little to do with your life. I spent 8 years in the military and to date, ISIS wouldn't even be mentioned in my biography.

The game world is not about the PCs, it should feel like a living thing..... but the game IS about the PCs, so if the players aren't dealing with something at best it's just background noise.

To be fair, you already cut out numerous NPC story lines and motivations when it doesn't serve your game. Or have you detailed every citizen of Magnimars hopes and dreams?

I probably didn't explain properly. I meant that the NPCs may have motivations and goals which they will want to carry out against the wishes of the PCs, or at least irrespective of them. That's sort-of essential to the conflict aspect of the story/game. I was drawing out the difference between that and setting the game around the desires and interests of the PCs themselves. Which is not illegitimate, but when you have a plotted adventure you will by default probably concentrate more on what the NPCs want because, as DM, you control them. The PCs interact with that through the conflict with the NPCs goals. Moreover, as the DM, you can keep the plot rolling by having the NPCs continue to act, and the PCs reacting to that.

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Are they? I dunno, as you can tell, continuity isn't my strong point.

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Quark Blast wrote:
Irontruth wrote:

To me, the question is which do you prefer:

A) playing and having unexpected things happen
B) talking about what you did last time in gaming

If you prefer A, then don't plan and don't railroad. If you like B more, then railroad is for you. I've known people who genuinely liked B more than A. They liked A, they just liked B more.

As both player and GM, I prefer A.

This. And I am type A as well.

Was once involved in a very short lived campaign that was advertised as sandbox but we soon discovered that the only time PC actions had any influence at all is when one of the players came up with a idea the GM wanted to cop.

We even had a couple of gaming sessions where we all sat around for hours talking about PC motivation and other roleplay elements but actually none of that mattered. The GM had a story to tell and that plot was immune to PC actions or dice rolls. Like game-breaky totally immune.

I think this isn't really correct. I've surprised my players plenty, but I still do what some might consider "railroading" (i.e. I have an overarching plot). "Surprise" and "non-railroading" are not synonymous. In fact, keeping aspects mysterious and withholding information from the players sort of requires a bit of forethought and "railroading".

The Exchange

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Lucy_Valentine wrote:

If a group of players are told that there is an adventure, that it is pre-written, and that it's pretty linear as written, then they can buy into that and play it, or not. Neither is intrinsically a bad choice. I have personally enjoyed linear games in the past, and sandboxes too, and I will enjoy both again in the future.

However this is not good advice:

Quote:
The art of GM'ing has always been to manipulate the player into doing what you want them to do without the player realizing that they have been manipulated.
If you have to manipulate your players into doing things, then they haven't bought into the fundamental nature of the game. You've said it's X, it isn't X, so you're lying to them. You do not need to do that. If you really want to run a linear path adventure, then advertise it as such when recruiting. That way you will not be lying and your players will not be kicking the edges of the story, because they know and have agreed to follow the obvious path.

I'd also point out that the characterization of "linear" is probably inaccurate. It's more like a river delta - things may branch a bit, but they end up heading to the same place in the end. So players will have influence, but the ultimate goal is nevertheless there irrespective of what they do.

As for lying to the players - I totally do that all the time. The PCs do not have, and are not entitled, to perfect knowledge. More broadly, if the DM takes out a Paizo AP from their bag at the beginning of play, a player expecting that this will be a completely free game where the players determine what is happening is fooling themselves. What you are describing above is not a problem with railroading or non-railroading, but problem about expectations of play style.

But, ultimately, we are talking black-and-white when the reality is shades of grey. Every DM will subtly be coercing their players in certain directions - it's in the nature of the job.

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Pathfinder Adventure Path, Modules Subscriber
Lucy_Valentine wrote:

If a group of players are told that there is an adventure, that it is pre-written, and that it's pretty linear as written, then they can buy into that and play it, or not. Neither is intrinsically a bad choice. I have personally enjoyed linear games in the past, and sandboxes too, and I will enjoy both again in the future.

However this is not good advice:

Quote:
The art of GM'ing has always been to manipulate the player into doing what you want them to do without the player realizing that they have been manipulated.
If you have to manipulate your players into doing things, then they haven't bought into the fundamental nature of the game. You've said it's X, it isn't X, so you're lying to them. You do not need to do that. If you really want to run a linear path adventure, then advertise it as such when recruiting. That way you will not be lying and your players will not be kicking the edges of the story, because they know and have agreed to follow the obvious path.

No, it's really, really good advice. How much time do you think DMs have to prepare for every eventuality? DM'ing is really hard work, much more time consuming that being a player. Players just truck up, interact a bit, and then wander off at the end of the session. The DM, on the other hand, has had to create all of the stuff they are playing with. Even if you have handy tricks, shortcuts, are really great at improvisation (and not all DMs are, even some very good ones), and other dodges to reduce that time, it is still time the players don't have to put in. if you are remotely busy, have a family, and so on, you do not want to have to create multiple versions of stuff in case the PCs want to wander off in a different direction.

That's not to say that the players should not be given any choice at all. But in the end, the DM may have some cool ideas of his own, which the players might even enjoy. It seems unbalanced for the players to have absolute choice and the DM none at all. The DM is a person - a player of the game too.

And since many people are playing in plotted games using published modules, there will be an assumption that at least the basic premise of the adventure will be stuck to - the players will have appreciate that, and that will necessarily restrict their choices to some extent. In the end, that may even come down to what sort of character they play - i.e. someone who is actually motivated to do the adventure, rather than do something else.

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Mathmuse wrote:
HWalsh wrote:

The point of D&D/Pathfinder is to be an adventurer. You are not a normal person. If someone DOES

want to be a normal person, I am likely to say, "Hey, sure. Make a commoner class."

My players don't play normal adventurers. The glory-and-wealth motives of stereotypical adventurers are pretty dull. Individual motivations males railroads more obvious, because the PCs pass up the usual incentives to stay on the plot.

HWalsh wrote:
I mean, your statement that a group of 1st levels not being able to handle it is kind of silly, as well, they handled it.

Presuming that the nine unoptimized bandits were CR 1/2 like the low-level bandits from the NPC gallery, that would be a total of 1800 xp, about CR 5. Thus, if the party had encountered 8 or 9 of them together, the bandit gang would have likely killed a party member or two. And encountering the bandits together was the most likely outcome of tracking them down. Why would a band of adventurers risk losing one member for the low payment, perhaps 10 gold, appropriate for picking up a package? I could understand a paladin wanting to rescue the caravan, but why did a paladin accept a menial job of picking up a package?

If the bandits were even weaker than CR 1/2. then they could have been defeated by four shopkeepers with kitchen knives. Do caravans typically travel unarmed in that setting?

I asked my wife for a sanity check. She says that for a one-time three-hour game at a game store or a convention her character would follow the plot hook and chase the bandits. That kind of session is a race through a maze of opponents, rather than a story. But when she carefully makes a character to contribute to the story of a full-scale adventure, that character won't run off on unrelated heroics. The bandits look like a distraction. Notice that in...

This doesn't sound like a problem with railroading as such. It is perfectly possible to have a fairly standard adventure with side-plots. There isn't a single route which must be kept to at all times - I've been running a PbP RotRL and the players went off piste for a significant length of time to pursue a personal goal. And players love it when a plot revolves around their characters. And a good DM can find a way to accommodate that.

BUT...

This sort of stuff can cause problems, especially if you are playing something that is reasonably plotted in advance. I.e. the bad guys are doing stuff irrespective of the actions of the PCs - because, hey, the world does not revolve around the PCs any more than the world revolves around me or you. If I want to conquer the world or raise a dead god of ultimate evil, I will set about doing that irrespective of the views and wishes of a bunch of people I've never met. ISIS don't consult me, and they wouldn't consult the adventurers.

Second, even if I have given the PCs their shot at fame, where their goals have been pandered to, I (the DM) am still controlling the game and what happens to them. I don't necessarily go ahead and give them what they want either - I might reference their desires and interests, but I won't necessarily give them what they want. At the very basic level, whether they achieve what they want is pretty much up to me as the DM, since I am setting up the world around them. Things may have consequences they didn't expect. What they want might be unachievable.

To be honest, I don't see this as any different to my normal "railroading" - by which I mean unfolding a plot before the players for the characters to interact with. Just because it references the PCs' goals, I don't really see why that's not manipulating them with the illusion of choice when actually I know exactly what is going to happen to them. I certainly don't feel honour-bound to let them reach their goals. To be honest, I might have something more interesting for them to do.

In the end, this boils down to what your players want. But to a certain extent, the players need to cooperate with the DM too, and what he or she might want to do. I remember in an earlier iteration of this discussion someone writing to the effect that the PC were standing outside the entrance to the dungeon for the Whispering Cairn, the first adventure in the Age of Worms AP (back in the day). The players then said, "What are we doing here? I don't want to go down there!" And so they never got to play the adventure, they went and did something else. Which is OK as far as it goes. Except the Whispering Cairn is a really great adventure, and they walked away from a potentially great experience. The poster at the time thought that was great, a good example of avoiding railroading. I just thought it was dumb, an example of players sabotaging the fun which they might have had if the players had actually considered pandering to the DM's wishes. An extreme example, but also illustrative.

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The towers are stone. They are weirdly smooth and free of vegetation. You haven't seen inside any yet.

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Not dying is good!

You chill and relax, I'm sure we can wait a few days and weeks while you recover from major surgery.

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All I can say is.... bwahahahahahahahahahahaha!

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I wasn't aware of the app either. I play games on my phone and it says supported for tablets only, so it may not work for me.

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You can if you want, but as things get tougher you'll find that might stop working. That said, I'm happy to have it that Smite Evil works exactly the same way as the paladin ability (including DR negation).

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Yes. He was the first healer to die.

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Anyway Mothy, apart from anything else, good luck for the surgery and wishing you a speedy recovery.

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It's fair to say that necromancy is frowned upon (at the very least) by the Church of the Silver Flame, and probably the Sovereign Host too (although they are less fanatical about it - and everything else - in general). mdt's character "isn't from around here" so he is free to react in a way that seems appropriate. But in the context of a very long period of warfare, one could argue that ends have probably justified the means on more than a few occasions. The legal position can vary - in Thrane they would probably put down undead abominations with extreme prejudice, in Karrnath they could be full citizens, maybe even war heroes. Most places fall in the middle.

The Exchange

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Greetings to the new guys! If you could flick through the game thread to get an idea of what is going on, it would be helpful. mdt's character might take a little while to get on the scene (sorry about that) but Ashshar can go on his next initiative (nothing like starting in the middle of a fight). If mdt wants to play Otto for the moment, that would give him something to do until the Big Reveal.

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Sure thing, check out the Bestiary entry as lizardfolk get quite a lot of racial abilities too which I think you missed - bonus to Acrobatics, Swim speed, Hold Breath and so on.

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Thanks you everyone for you interest, but as it stands we have two winners: mdt and Emissary of the North. So we will run with those. Sorry for those who contributed and didn't get in.

The Exchange

Pathfinder Adventure Path, Modules Subscriber

OK, a few comments:

- happy with your notion of the backstory. You can develop it as you go along, so no need to give me reams here.
- happy (in fact, very good idea) with the slayer thing.
- could you show your workings on his ability scores, I just want to see those work OK? His racial mods are +2 STR, +2 CON, -2 INT.
- his AC looks a bit odd. Lizardfolk have a +5 natural armour bonus. I think you might have mixed up the "character class" lizard folk and the "Bestiary" lizardfolk (which differ significantly). You need to basically treat him as "multiclassing" with his racial it dice (and his +5 AC is a sort of payoff for those) and then add the three slayer levels. He's also got a +6 armour bonus to AC. I've got some bad news - Ashshar doesn't have any armour.
- in fact, there's more bad news. Ashshar's only equipment is as follows: MW Morningstar, MW Heavy Wooden Shield, 10 Javelins, Quiver, Potion of CLW, Potion of Bear's Endurance, Battle harness and pouches. Given the last fight, he can have a MW Composite Longbow (+2 STR bonus) and 20 arrows as well. Lizardfolk don't typically use bows, so perhaps he's been picking it up from Rehil.
- his saves don't looks quite right. His Fort base saves would be +3 for 2 levels of lizard folk, +3 for levels of slayer, +3 for CON 16 = 9, not 7. Ref would be +0 +3 +2 = +5, not +9. Will would be +0 +1 +2 = +3.
- his attack with missile weapons also looks a bit high. I make it a base +6 (+4 BAB, +2 DEX), not +7.
- no traits in this game.
- you don't have the Multiattack. That will make you attacks with natural weapons much more problematic as you take a -5 penalty for you non-primary attacks (instead of -2 with the feat). I'd strongly recommend you take that feat, otherwise you may get very little benefit for your natural attacks, which can be handy as secondary attacks.

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Storyteller Shadow wrote:

Hit Points 4d8

My rough draft, getting too late to finish the submission tonight, will complete it within the next few days.

** spoiler omitted **...

Hi SS, you haven't really explained why he's at these particular ruins in your backstory. Also, I'm not sure you can take more than one lesser dragonmark feat. And the lizardfolk are quite xenophobic, and are whipped up into a bit of an anti-human frenzy right now - after all, "humans" did invade their holy site and rip up their monuments, and "humans" also assassinated the chief of the Finback tribe (PCs begin whistling innocently). While he's a half-elf, the lizardfolk may not be bothered by that subtlety. So what impact is this having on his pro-lizardfolk stance?

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They would be PF lizardfolk with racial hit dice.

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Backstory on the lizardfolk:

There are two lizardfolk NPCs. First is Ashshar. He is a hunter a guide (currently a rogue, but that can be changed). He is a member of the River Serpent tribe, a small and peaceful tribe. His chief Pooma assigned him to guide the PCs through the jungle. The jungles have been in uproar since humans took over a lizardfolk holy site, Da'sheth. Pooma was concerned that the lizardfolk attacking the humans could cause terrible repercussions from New Galifar. So the chief encouraged the PCs to head upriver to see if they could solve the problem somehow, either by brokering a peace or getting the humans to leave Da'sheth. Unfortunately, things didn't go so well....

Eshsheth was the apprentice of the shaman of the Finback tribe, Koouri (he's a druid, but again that can be changed). The Finbacks were a powerful tribe, and the most in favour of war against the humans. When the PCs arrived, Koouri, who also favoured peace, tried to arrange for the PCs to kill warlike Finback chief, Ylyeshshi. They succeeded, but in the aftermath Koouri's plans unraveled as a smaller tribe, the Skinwings, formed a coalition and staged a coup, overthrowing the overweening Finbacks. If anything, the situation is worse, as the Skinwings chief also hates humans but is nothing like as stupid as Ylyeshshi. As the Finback village burned, Koouri sent Eshsheth to guide the PCs to Da'sheth to see if they could rectify the situation there.

And the PCs have just, at this point, arrived in Da'sheth, where they are encountering the human mercenary force guarding the place.

(This is a bit of a potted history of the game - it's all laid out in glorious Technicolor in the game thread.)

The Exchange

Pathfinder Adventure Path, Modules Subscriber

OK....

Spoiler:
I'm not overly enamoured with the proposed backstory. Similarities with Cole's story notwithstanding, it doesn't really explain why you are here very convincingly. The war didn't really touch Qbarra much - it's why New Galifar was established here in the first place. So what special forces missions you were doing would be a bit unclear. And this place is trackless jungle, miles away from anywhere and surrounded by extremely hostile lizardfolk tribes. So it wouldn't really make much sense to be just casually "on operations". You'd need a really good reason to be here.

Also, there's no such thing as restraining bolts and so on for warforged, at least not as I see it. In game terms it screws up their free will. Nor can you just press a button and deactivate them - they aren't machines, they are living constructs, and so that doesn't really work for the same reasons.

I'm up for the character being a former Cyran commando. The mercenaries didn't come here on spec, so perhaps a previous expedition of which you were a member located the site. It is a dormant volcano, in which is built ruined (but fairly serviceable) buildings. It is also a holy place to the lizardfolk, who have had to be beaten back several times as they have waged war to get it back. So perhaps you were with the earlier expedition, got damaged and lost and ended up inactive due to damage somewhere. The second, bigger expedition show up, find you and heal you back up to an active state.

(Alternatively, you could just be hired on because you wanted something to do, and came along with the second expedition. There's no real need for you to be injured and revived, it doesn't actually make any difference.)

But this time they are with a group of "scientists" (for want of a better term) who are calling the shots. Something weird is going on and you don't know what. A lot of warforged have been killed fighting the lizardfolk, lizardfolk holy places have been ransacked, and this place has been commandeered. You are a vaguely religious person as an oracle, perhaps this sits badly with you. Perhaps the casual disregard for the casualties also bothers you as a healer.

The Exchange

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OK, the backstory as it stands is kinda similar to Cole's. I should explain that warforged are a good option because the BBEG's minions are mostly warforged. So I really need to know:

Spoiler:
why you were with the mercenaries, who are from Aundair, at least by birth, but operating out of the Lhazaar Principalities.

I also need to know:

Spoiler:
why you might throw in your lot with the PCs.

Please spoiler any replies if they refer to the information I just spoilered for you.

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mdt wrote:
** spoiler omitted **

I sent you a PM.

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First, feel free to read the gameplay thread, none of that is secret. I will provide more detail of the lizardfolk imminently.

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Vagabond? wrote:

I have a random thought for a character; No idea how aplicable it would be:

A souldoll Evangelist Cleric. Mechanically, we'll have to build her in race builder- I did it before, and what I did was to basically make her take double damage from all sources, be a tiny construct, with light blindness.

Fluff-wise, I'm thinking the soul of one of the BBEG's daughters, or some random child, after being shattered into a thousand pieces. He wanted to create a vile creature to serve as his minion, so he planted the soul he found into a doll. The doll ends up rather decent, and unfortunately flawed. The souldoll bearly functions as a souldoll. So he just threw her away, in a cold dark room, with a bunch of cleric books.
And so she read, reading about The Travveler. She read. And read. And read. And prayed. Prayed for his help. To bring her to safety. To freedom.
And, lo and behold? Help came.

** spoiler omitted **

If no soulbound doll, may I request the Illumian, from Races of Destiny, as that is the second closest to the fluff I had in mind for her.

This could work but I wouldn't be especially keen on a bespoke character race. And I wouldn't really be keen on such a fragile PC as I planning on handing out quite a lot of senseless carnage. But it could work, with modification, with a warforged, perhaps a warforged scout model.

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Whoops! Freudian slip.

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JoshB wrote:

It wouldn't solve your healer issues, but I think a changeling character that uses the new metamorph alchemist archetype from Ultimate Intrigue would be cool.

There would need to be a place for a shapeshifting, skill based character in the game though.

And, in general, I'm most interested in being pitched ideas about characters - who they are (and how they fit in the setting and the game) - rather than being given ideas about character builds. Most builds will fit in the game, but the character background and how they actually got to be in this place are what I'm interested in.

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Cole. wrote:

we're actually level 5. At least ... that's what Cole is (the Warforged Armored Hulk Barbarian).

Some people need to update their character sheets.

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There would be a place, and we may have room for more than one character, but yes it doesn't solve the healer problem. That said, I don't own Ultimate Intrigue and know nothing about the archetype.

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We are using Eberron gods.

Stats for warforged are basically the same, except that the -2 WIS is gone.

Background (this is spoilered from my current players - no peeking, guys - not from anyone who wants to join):

Spoiler:
Thinking about how to get a new player in, I came up with a few basis methods. Like I said, the players are basically attempting to invade the enemy base.

We could do the old "you find someone tied up as a prisoner" which is tried and tested, if a little bland. But it gives a degree of freedom as to what character you can have, providing you can justify what they are doing in the middle of a trackless jungle.

Alternatively, the new player could be part of the evil guys' crew - obviously, not as evil as they are, and maybe looking for a way out. As a background you would be a mercenary of some kind (possibly Aundairian, since that it what most of them are).

Thirdly, the PCs left behind (a very long time ago) a patron who could potentially organize a rescue for them. So you could be part of a group trailing after the PCs, perhaps the advance scout. On that basis, you might have a background either with House Tharashk or the Brelish military special forces.

And fourthly, we could combine a few of these.

Or, fifthly, you might have some ideas of your own.

The PCs are currently in Qbarra. They have just fought their way through the jungle, got involved in a coup d'état amongst the lizardfolk, and generally had a miserable time trying to find out what is going on at the place they have just arrived at. The group currently comprises:
- human True Necromancer
- warforged Barbarian
- lizardfolk Warlord
- elven Rogue/Ranger
- human Cleric (the player has recently left the game)

There are also two lizardfolk NPC companions with the party, local guides leading them to where they are now. One is a rogue and the other a druid. They are also possibles for converting to full PC status.

Party level is 4th.

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Hi all, we have one or two vacancies in this game due to player departure. If anyone is interested, please let us know here. Please note that the game is in a bit of a tricky position to introduce new characters - the PCs are in a very isolated place, about the enter the evil guys' secret base in a volcano - so a degree of flexibility about what character class, race and background. But we can discuss as ideas are put forward.

Thanks for your interest in advance.

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No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Ahem...

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Yeah, we had some really good roleplay back there.

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Yes, they do.

Feeling nervous?

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Guys, I've had a player drop out of my OTHER Eberron campaign at very short notice and was wondering if anyone was interested in stepping in. The intention with this one is to go mythic, using the mythic rules but in the context of Eberron. Currently the PCs are about to go attack the enemy's secret base in a volcano, so there might be a little delay bring in a new character. Also, there might be limited options as to what will work in the context of where the game is now, but I'm interested to hear any ideas should anyone be interested.

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No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Guys, I've had a player drop out of my OTHER Eberron campaign at very short notice and was wondering if anyone was interested in stepping in. The intention with this one is to go mythic, using the mythic rules but in the context of Eberron. Currently the PCs are about to go attack the enemy's secret base in a volcano, so there might be a little delay bring in a new character. Also, there might be limited options as to what will work in the context of where the game is now, but I'm interested to hear any ideas should anyone be interested.

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No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Guys, I've had a player drop out of my OTHER Eberron campaign at very short notice and was wondering if anyone was interested in stepping in. The intention with this one is to go mythic, using the mythic rules but in the context of Eberron. Currently the PCs are about to go attack the enemy's secret base in a volcano, so there might be a little delay bring in a new character. Also, there might be limited options as to what will work in the context of where the game is now, but I'm interested to hear any ideas should anyone be interested.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Guys, I've had a player drop out of my OTHER Eberron campaign at very short notice and was wondering if anyone was interested in stepping in. The intention with this one is to go mythic, using the mythic rules but in the context of Eberron. Currently the PCs are about to go attack the enemy's secret base in a volcano, so there might be a little delay bring in a new character. Also, there might be limited options as to what will work in the context of where the game is now, but I'm interested to hear any ideas should anyone be interested.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Guys, I've had a player drop out of my OTHER Eberron campaign at very short notice and was wondering if anyone was interested in stepping in. The intention with this one is to go mythic, using the mythic rules but in the context of Eberron. Currently the PCs are about to go attack the enemy's secret base in a volcano, so there might be a little delay bring in a new character. Also, there might be limited options as to what will work in the context of where the game is now, but I'm interested to hear any ideas should anyone be interested.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

On reflection, this changes the complection of things. I think I'll hurry up and get the party back together again. Also, assuming you guys are OK with it, I'll try and recruit a new member of the party.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, Djal will fade into the background and possibly give up and go home, depending on how things go.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, on that basis, we'll have to run Otto between us. Thanks for taking part, DW.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, sorry to see you go. Live long and prosper.

The Exchange

2 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

The traditional fantasy setting will not be dead until people stop complaining about warforged from Eberron and saying, "I don't like robots in my D&D."

The Exchange

1 person marked this as a favorite.
No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Here's a headline you don't see every day:
Eagle carries off policeman's kangaroo

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Here's a headline you don't see every day:
Eagle carries off policeman's kangaroo

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Here's a headline you don't see every day:
Eagle carries off policeman's kangaroo

The Exchange

1 person marked this as a favorite.
No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Here's a headline you don't see every day:
Eagle carries off policeman's kangaroo

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