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Port-a-Lucine. A beacon of culture, sophistication and civility on the coast of the Sea of Sorrows. A gleaming jewel all alone in the night. Sure it looks pretty. The handsome opera stars, the well-heeled merchants, courteous nobles, studious scholars, musicians, painters.
You remember the strange missive you received. Decorated with hellish symbols and grinning imps was an invitation to the grand re-opening of the old gambling house, the Golden Goblin, only a stone's throw from the old territory by the docks. The invitation declared the event to be called Cheat the Devil and proclaims, "win not only soul back but also take the devil's treasure! But beware, only the strong of heart need venture forth!" Below it in a cramped but legible handwriting is another message; "Come to the opening. I would like to discuss an important business opportunity." -Kind Regards, Helene duSuis Helene duSuis. Recently nominated to the Council of Brilliance, the ruling body of advisors under the Governor General Marcel Guignol. Even in the salad days, the DuSuis weren't on the Council. She's now heading up public works. You're not sure what the story was how she survived the Night of the Knives. You recall something. Caught in a fire but escaped. There were many lives lost that night, hard to keep track of them all. Impelled you have arrived for the gala evening. Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus.
Hi all, am setting up a Ravenloft pbp set in the Port-a-Lucine, the capital of Dementlieu and we're looking for up to 2 more players. Pathfinder ruleset. So a little bit about the campaign. The DuSuis Family had it all. Rising from humble roots on the docks, the DuSuis family seized control of much of Dementlieu's merchant shipping. Shrewd businessmen that also knew how to blackmail, intimidate and eliminate those that opposed them. The DuSuis, over three generations had gained money, power, and influence.
In a nutshell its a mobster/gothic horror urban campaign. Evil is definitely an option but subtle, controlled evil (Michael Corleone is a good example, does evil things mainly to protect his position, family not because he likes to go on shooting rampages). The party still needs to work together. Of course you're familiar with Ravenloft evil has a tendency to get noticed. So looking to play that grey zone of morality and the temptations of power Characters should either be a member of the DuSuis family or some loyal retainer. Currently we have a wizard/gadget guy, a fighter/enforcer type, another player whose concept is undeclared (though was leaning towards rogue) Starting level is choose one NPC level (e.g. aristo, expert) as your level 1 and then take 1 level of a PC class of your choice. Dementlieu is fairly high-tech so guns (muskets, blunderbusses) are readily available. For further info check out the discussion thread which is char gen info, background etc. Ok guys so I know this is rough but to get it out there so if folks want to start generating characters. Hope to get started by the coming weekend. Dementlieu Campaign
Setting Notes – I’ve added more countries, ports of call to the Sea of Sorrows. Liffe, Vechor and Zherisia are found to the west. The sea extends down the coast to the southern cape of Nova Vaassa where it joins the Nocturnal Sea.
Anton DuSuis is credited as the founder of the house. DuSuis was not from Dementlieu but arrived on a ship from an unknown land across the Sea of Sorrows. He spoke of unimagined lands beyond the mists. Some even hinted he possessed arcane powers. At first he was but a tough but canny dockhand that began organzing and rigging games of chance. Anton quickly established himself as an entrepreneur and began DeSuis Trading Company. Recruing dock toughs, Anton began to establish a profitable control of the docks until running afoul of the Renier clan. The Renier were a family originally from Richemulot. They are distantly related to the ruling Renier family but seem to have little or no support from the relations. The Renier gang attempted to move in on the DuSuis territory but were rebuffed. Anton murdered one of the Reniers stabbing him in a gambling hall brawl. Ever since, the families have clashed with increasing hatred.
Character Generation
So finished HoH the other night and we concluded with the encounter against Splatterman. Just wondering what other GMs experiences were. The party took him down with seemingly little risk it took awhile but it didn't feel very dramatic. The party had dealt with four other encounters (gray ooze, ectos, crawling hands, and the maiden) so they didn't come in with all resources to bear. The thing is I thought this would be a deadly encounter and while it can be with Splatter's corrupting touch if he holds back and uses the tactics (e.g. dire rats, centipedes and magic missiles). He did kill an NPC (2nd level fighter that was being used as the Sheriff) but only because he used the corrupting touch. The party wasn't uber or all that unusual (cleric, magus, barbarian 3rd level with aforementioned 2nd level fighter).
To Whom It May Concern, It appears that my sub skipped over this issue. I received Brinewall and I see that Forest shipped yesterday. I know that I had to update my CC info after having misplaced it. Can Hungry Storm be shipped with the next issue of the Jade Regent (#5 that is)? Regards, Brendan Wiklund Hi there, I recently moved to the Battlefords here in SK. Thought I'd post here and see if there are any folks interested in gaming. 30 yrs old with a gf that also games. Looking to meet people, roll some dice, and have a good time. I usually DM but enjoy playing as well. Prefer PF/D&D (any edition). Also enjoy CoC, Savage Worlds, Rifts and non rpg games (Settlers, Dominion, Carcossone etc.) Drop me a line if you're in the Battlefords area. Hi all, so as we're just about at the end of CC I thought would pose a question about something that has been bothering me as I've been reading through the APs to date. Firstly, I renewed by sub for this AP having been a long-time player and fan of Ravenloft back in the 2e days and other horror rpgs CoC and Kult. I acknowledge and even like that each adventure is pretty self-contained (e.g. here's the Frankenstein adventure, the ghost-busting adventure, the werewolf adventure etc.) The adventures thus far have some great stuff, Trial of the Beast and the whole scenario of defending the Flesh Golem in court, great. The Lovecraft blender in Wake, fun stuff. Real sort of Hammer Horror approach on the whole. So, I am looking forward to running this AP. However, my main issue with the AP is how the adventures are connected. Each adventure essentially starts with following the Whispering Way cultists as they go about picking up their ingredients for their evil ritual. And each adventure is so far essentially cleaning up the mess they left behind in obtaining said items and ending with an 'aww we missed them again'. Sure you catch up with Vrood at the end of Broken Moon which give some satisfaction for players that they get their man.
I realize the challenge is that to have the big climax at the end of the campaign the bad guys need to have obtained the ingredients so this is perhaps the reason for the linking structure. I don't mind using it once or twice but in reading through the campaign it feels very repetitive and I would imagine a bit frustrating for players. So my question to folks is can we think of ways to tweak the connecting hooks to give the players some variety and hopefully the feeling that they are acting rather than reacting. I feel that the connection b/w Harrowstone and Trial is fine but certainly leading into Broken Moon and Wake and Ashes could use some adjusting.
Hey all I thought I'd solicit some advice from those that have played or ran thru Kingmaker. I'm thinking of picking up this path as the whole establishing a kingdom, sandbox thing appeals to me. That and after running CoCT, Savage Tide I'm looking for an AP that is not about stopping the resurrection of some god, evil dark lord etc. or world-shattering ritual. I had been thinking of renewing my sub for Carrion Crown but given that is exactly what's it about I'm looking for other options. So while I've glanced over the reviews for the individual volumes I was curious to hear from those that have played through the path. -Good things -Bad things, issues -What type of players would this appeal to? -Kingdom building rules in play - good or just sort of more paperwork? -Suitable for beginning players? (its likely I'll have a few players who either have not gamed before or only a little) -The Guide to the River Kingdoms - needed? Any comments, suggestions appreciated. Thanks! Well the other day I happened to be walking by a used bookstore sadly closing up so like a vulture I descended into the stacks. Picked up quite a bit including one or two books by Brackett. Just finished The Big Jump which was quite enjoyable and started to wonder if there might be any plans to publish further Planet Stories featuring her work. Failing that anyone know any good sources to locate more of her stuff? All right so my party is coming up to the confrontation with the final villain in the campaign. Many of this villain's powers are rooted in enchantment compulsion, mind-affecting stuff. The party is more than likely going to have protection from evil up on each of them in addition to other buffs. So my question is, the way the rules are written can the villain select for Protection From Evil to be the effect dispelled or does it need to start with the highest level buffs (say stoneskin or the like)? Hey all, so my group is perhaps two sessions away from the final showdown with Ileosa. They're still in the castle and have yet to face Togomor and Sermignatto. I changed things around a little bit allowing them the opportunity to find Venster's body and retrieve the Harrow Deck of Many Things. It seemed a good way to end the last session. Luckily, no campaign shattering things came up. Quite the contrary I now have 4 evil clones of the party's thief running about unbeknownst to them. However, one card did come up: the paladin (Which basically gives the party member a holy avenger that they can use once to summon a paladin 2 levels higher then themselves to aid them in one encoutner). While I'm not going to change anything I am somewhat concerned about the last battle with Ileosa. Its already a six person party. While not all characters are crazy tough, a few are, particularly the fighter (two-handed weapon specialist, power attack and a few other feats like Leap Attack). The fighter single handedly mows through encounters with Serithtial. Which is fine at this level that is what they're supposed to do and I can usually still give them challenging encounters. However, with now 7 characters on the good guys side that last encounter is not looking so good. My thought is to save Sermignatto until this battle. Though I wonder if that might be compensating too much? Fo folks who ran the final battle how deadly, challenging is it? Hey all a question for those who ran/played thru Scarwall. My group of six is on the cusp of wrapping up Ashes but I am a bit concerned about adding Laori, Sial and his Asyra to the party creating a group of nine. High level combat is already becoming somewhat of a headache as we go around the table.
Any other ideas? So just ran thru a good chunk of the hospice and the temple to Urgathoa. The party had a hard time of it after they set off just about all the possible alarms. They barrelled straight on ahead to the blood veil vats where Rolth, Davalaus and minions were waiting with a welcoming party. The party was definitely on the ropes but managed to snatch victory from the jaws of defeat, finish off the minions and nailed Rolth just before he cast dimension door to escape. A rather wounded Davalaus fled into the room behind with the Leukodaemon and is waiting to unleash that beastie when the party follows. That's where we left off. However, I think there's a sizeable chance they might decide to get out. Certainly with Dav, the Leukodaemon and Lady Andaisan (not to mention Ramoska) there's several chances they all might get offed.
Hey all now I know much metaphorical ink has been spilled over this section of the AP but I wanted to garner some group's experiences re this. I'm currently running a CoCT campaign and they're just about to wind up Seven Days and start Escape from Old Korvosa so I'm looking ahead.
Hey all was hoping some fine sages may be able to clarify a question. On pg. 207 of the Pathfinder Core it states: "To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect." I'm a little confused by the comment in the parentheses. Does this mean that as long as you have say a 3rd level spell prepared you can in essence jettison it to counter a 3rd level spell? Doesn't seem right but not sure how else to interpret that comment. Hi there all I just recently moved down to Burquitlam area from the Yukon. 28 years old going back to school for a year at SFU. After unpacking and getting out to see the area also looking to meetup with a gaming group. I usually DM but I wouldn't mind playing either. Interested in just about anything. D&D either 3.5/PF. I do have 4e core books haven't had a chance to play that system yet though. Otherwise also interested in getting a Call of Cthulhu campaign going or well whatever else piques peoples interest. So if you're in the area and looking to game let me know. Hello all was wondering if people here have had tried out any of the Savage Worlds games. Specifically any thoughts on the system itself? I've seen a few of their setting books like Solomon Kane and Ragnarok (which I'm tempted to pick up just for the heck of it. Nazis brought about Ragnarok, the Jorumungand serpent wipes out a good chunk of Europe and Africa, 1950s post-apocalypse. Got my attention). Do you need a Core book or does each of their settings come with the needed rules? Hi all thought I'd post a query here. Getting a new gaming group together and still on the fence as to whether to run 4e or 3.5/PF. I picked up the 4e core books when they came out last year but still have not run them. Despite my reservations I'm still curious to give it a try. So am toying with trying 4e out bearing in mind that all the players except one are entirely new to rpg can anyone recommend a good 1st level adventure? And by good I mean not just a hack and slash dungeon crawl (which is what I've heard said of Keep on the Shadowfell). I read over Rescue at Rivenroar and with some work it might be all right but I wasn't too impressed either. Does anyone knows of a decent wilderness or urban adventure for starting levels? Hi all, thought I'd post this query here and elicit any sage opinions. I've been working on a campaign modeled on early 19th century russia though still borrowing liberally from folklore and earlier eras (lots of backwater areas where the 'old ways' persist). Wondering what if any D&D slavic stuff is out there that anyone is aware of. Also other horror rpgs such as Call of Cthulhu, Ravenloft Masque of the Red Death etc. Last anyone can recommend any good books on slavic mythology/folklore? cities such as Moscow, St. Petersburg or random russian places (Arkangel, Northeast Passage expeditions) I've garnered some stuff thru wikipedia, project gutenburg but a physical book w illustrations would probably help for inspiration. Hello all, we're looking for one to two new players to join an existing pbp as one of the players has dropped. Feel free to take a look at the current thread or the discussion thread A brief description of the concept. The campaign is low-magic set on an island nation in the North akin to Viking Iceland. The island is in the midst of a civil war following the argued succession of the king. The party had started in the frontier town of Raudurfoss threatened by an unknown pestilence (they've just finished a modified version of Hollow's Last Hope). The party consists of a cleric, barbarian and knight. (druid dropped out). I'm hoping to move the campaign to a little more improv, sand-box style than premade adventures (ie bouncing off player's ideas/goals than any preset campaign arc). The setting is fairly low-magic though supernatural forces are strong influences on the land. The flavour is a bit inspired from REH, Bernard Cornwell (particularly the Uhtred novels) and of course the Icelandic Sagas. Other than that the name says it all Vikings and Vampires together at last. The game is 3.5 with a few elements from Iron Heroes thrown in. If you're interest is piqued let me know. The setting writeup is as follows: (if you like I can email you the version with fancy pictures) The Island of Norvanbard At the edge of the world high in the northern waters of the Scouring Seas lays the bleak island nation of Norvanbard.
The vast island has been forged by fire and ice. Deep under the earth powerful forces sometimes shake the foundations of the island by tremors and churning plumes of ashen smoke rise from the snow-wreathed peaks of the Twin volcanoes, Valka and Jotur. The landscape is littered by strange twisted shapes of black volcanic rock that rise from the grassy plains or jut like teeth from the jagged coastline. INCLUDEPICTURE "http://photos.si.edu/earthquakes/krafla500.jpg" \* MERGEFORMATINET While the fires rage below, the heights are ruled by frost and ice. The centre of the island is dominated by the Blackstone Mountains, a vast tract of mountain ranges riven by deep wide trenches. From these high peaks, immense glaciers and crevasse-filled icefields snake their way down into the deep mountain valleys. The mountains and ice form a formidable maze. Stretching out from the mountain ranges lays a rolling landscape of taiga forests or barren tundra criss-crossed by plummeting white rivers and lakes. Human settlement is sparse and nearly completely confined to two coastal regions or fiefs. The oldest settlements are on the northwestern peninsula of Vesturmark and the more recently established are found in the forested lands near the southwestern bay of Mosfell. The Vesturmark peninsula is low arable farmland with many sheltered bays and inlets ideal for making port. It boasts the largest city, Stromsund, of the island.
The interior is bereft of human settlement but it is not uninhabited. Deep in the mountains are said to be the halls of the mysterious Frost Giants and their icy servitors. Prowling the barrens and the forests of the taiga are said to be all manner of beasts and monsters. Tales tell of savage goblins, cunning trolls and capricious fey that lurk in these empty places. Old moss-covered megaliths dot the island from an unimagined eldritch epoch. Folk speak in whispers of the men that lived on the island in ages past; they were known as the sceadugenga , shadow-walkers or sometimes referred to as the Shadow Kings. Their kingdom, Symorga sank below the waves, in ages past and mercifully little remains of their baneful influence. The folk of the isle fervently shun these ruins believing all such places to be cursed.
Recent History The island of Norvanbard has only recently been settled in the past two centuries. The earliest inhabitants in recent times were ascetic monks and a few hermits that had braved the cold waters of the sea to find solitude here at the western edge of the world. Some conclaves still remain hidden in the wilderness. After some decades they were followed by sailors in search of walrus tusks, whales or the horns of the narwhal. The ivory trade was so successful that colonists began to arrive to settle. Others were attracted by the means of escaping debts or past crimes back home and thus came to Norvanbard seeking a new life.
Vesturmark Strömsund, the largest and oldest city of the island lies sheltered on the western end of the isle in the deep bay of Krakenvik. It is a small city compared to those on the mainland in the south. A great wooden palisade hewn of the thick and sturdy trunks of the Waleska trees rings the city. The avenues are earthen avenues are often muddy and heaps of midden choke the alleyways. The buildings are typically simple wood and thatch affairs though a few locations such as the temples and keep are splendid wooden buildings marked with ornate carvings and fantastic arches.
Outside of Stromsund, a network of fishing and farming communities stretch out around the city along the shores of the bay. Sihtric has placed his followers as vassal lords in these communities and executed or banished any loyal to Halfdeane. The towns struggle under their new lord’s harsh levies of supplies and men but none dare oppose the Lord’s Men. INCLUDEPICTURE "http://upload.wikimedia.org/wikipedia/commons/thumb/3/37/Godafoss_Iceland_ 2005.JPG/800px-Godafoss_Iceland_2005.JPG" \* MERGEFORMATINET Mosfell The southwestern bay of the island is dotted with the villages and towns that comprise the fiefs of Mosfell. The lords of Mosfell are a varied lot and are only held together by their opposition to the usurper Sihtric. Halfdeane boasts the greatest following but many lords have little care to see him as King either.
Other Locales The northern coast of Norvarbard is a cold inhospitable place. It is nearly completely devoid of inhabitants. The Albtraum is a great stretch of tidal marshes shunned by most. It is believed to be a haunted place ruled by an ancient hag known to most as the Marsh-Queen. Those few sailors that have been washed into the marshes and return have spoken of peculiar feelings and impressions in the Albtraum. A feeling that the marsh moved around them and a constant feeling of being watched by the very plants themselves. A few have spoken of catching glimpses of a high castle shrouded in the marsh-mist. Most dismiss such tales as mere fancy yet no one disputes the strange feelings of foreboding near the Albtraum.
Religion and Myth The peoples of Norvanbard share a deep connection to the land and the sea. Their gods are ever present forces in their life; giving boons to courageous warriors or sending doom to the prideful. The most worshipped gods of these people are wise Odin, powerful Thor, and courageous Tyr. Frigga, Odin’s consort and goddess of life is the most well respected of the female deities.
The Outside World Many believe the island of Norvanbard lies at the end of the world. The veteran sailors of the great longships know otherwise.
Amongst the islands near Thule are reports of giants but unlike the aloof and haughty frost giants are savage, deformed creatures that cry in gibbous tones and attack in frenzied bloodthirst.
Raudurfoss The adventure begins in the small inland town of Raudurfoss, one of the Mosfell Fiefs. The town is situated on the banks of the twisting River Wend and is a day’s journey by boat to the coast. It is governed by Earl Thorolf, an old man who had once sailed on many great raids in far southern lands but after an injury lamed his leg he came to this town to retire. He has governed for the past ten years and is a highly respected leader despite his brash manners and quick temper. His age is telling though and his health has been wracked by pains and ague in the past year. His son Egil despite a strong skill in combat and courage is not well regarded due to his over weaning pride and high-handed manner.
CHARACTER GENERATION 1st level start
Skills: Essentially add 2 per level (so a Barbarian would instead of 4+Int be 6+Int per level). All skills are considered class skills. 
At 1st level characters gain 4 bonus skill points that can be used for the Craft, Profession and Knowledge skills. The peoples of Norvanbard have learned the need to be self-sufficient and thus acquire numerous skills (ie sailor, smith, navigator, fletcher etc.).
Was wondering if anyone knew what this location is? Its in the Bandu Hills (mwangi). I've googled to see if Dio was perhaps some geographical formation or something similar but all I've turned up is stuff related to the character from Last Exile, a place in italy and the band Dio. Now its possible that this is where the band has made its lair while they plot their foul schemes but... So does anyone know? Ruins? Weird geographical formation? Now I don't think there's any info in Pathfinder but if anyone has a notion as to what it could be given the name. Thanks in advance. Hello all thought I'd post my proposal for the PFS 21 scenario (Eternal Obelisk). Any thoughts, input would be greatly appreciated. Trying to sharpen up for the next one. Thanks. Spoiler:
“The Eternal Obelisk” or “Inferno” Outline For years, the Eyes of Rubadah, a band of deadly assassins and thieves, struck fear in the hearts of powerful sheiks and merchants along the Silken Road. However, a month ago Sheik Osman struck a fatal blow against the sinister murderers, storming their mountain fortress and reputedly slaying their leader, a veiled sorceress. The surviving members were sentenced to spend their lives toiling in the mine pits of the Golden Foundry. However, this was all staged according to the Sorceress’s design… The Golden Foundry is the finest forger of weapons and metalwork in all of Qadira. The foundry lies in the Zho Mountains at the foot of the volcano, Mount Iblis. In the heart of the mountain lies the Eternal Obelisk, an artifact that holds the volcano’s fury in check. This allows the foundry to mine and use the volcanic heat in their crafting. It has long supplied the Pathfinder Society with many exquisitely crafted weapons and armour. The Ten have received a plea for help from Al-Hallaj, the Steward of the foundry and a former member. Al-Hallaj suspects sabotage and does not trust his own people. The Steward insists upon absolute secrecy. The party is sent undercover as bodyguards to Sheik Osman and Lady Kafira, a noble couple touring the foundry. Inside, the adventurers must uncover a deadly conspiracy before it is too late. The party escorts the Sheik’s procession into the mountains. The Sheik is a charismatic but boastful warrior with a booming laugh. His wife, Lady Kafira remains aloof and unseen in her veiled litter. The party is ambushed when scouting ahead by bandits who cause a rock slide and then descend from the canyon sides to attack (Tier 5-7: (4) Human Rogue 4, Tier 8-9: (6) Human Rogue 4). After defeating their foes, the PCs discover tattoos upon the bandits revealing that they were Rubadah Assassins. It would almost seem that the assassins targeted the PCs rather than the convoy.
With luck, the party puts an end to the medusa and restores the obelisk to its proper place. In saving the Foundry the party will have exposed Osman’s perfidy and put an end to the Rubadah. As a gift, the party is presented with fine works of the forges. If the party fails the volcano will erupt destroying the Golden Foundry and devastating the valley. Am preparing to run CoCT in the near future and having been mulling over the Queen issue. Bearing in mind, I haven't seen the next few installments one thing that has been bothering me a bit is the Queen. It might be from knowing roughly the arc of the path but she seems all too obvious as the real villain. Her reputation, history, attitude etc. makes her the #1 suspect for the king's death, and the troubles in the city. I'm thinking of ways to conceal her villainy, maybe even make her appear as a noble queen, or at least the damsel in distress. That way when she is revealed to be the demonic creature that she is it comes as a nice sharp twist. To quote Sanjuro "The worst one is beyond your imagination".
So was looking forward to the start of a new season. That was until I watched Partners In Crime. I think this takes the cake for worst of the new Who (even surpassing my previous top loathe Love and Monsters). Unsurprisingly, Russell T. Davies penned this one as well. While I thank the man for bringing the series back, I just wish he'd stop writing scripts. Re the episode the Doctor and Donna are reunited as they face up against the evils of a new diet pill. Oh and the shot of that familiar face in the crowd near the end...
Spoiler:
I liked Rose as a companion but seriously can this show move on? I can't wait for the lame reason that Davies will create for this one. Bad Wolf? Aaaarrgh! Well the season can only get better from here. Pompeii, Sontorans are something to look forward to. Yeah another skill thread... Thought I'd put this concept in a thread of its own. I was skeptical re the new skill system yet I have to admit when I sat down and made characters with it I did quite like it. However, what's been brought up by others is that this system doesn't consider multiclassing. The examples of people taking rogue at 1st level for the skill choices and then say moving onto a fighter so a rogue 1/fighter 10 has as many skills as an 11th level rogue.
The difference in amount of skill choices could be lessened. So say all classes have at least 4 +Int modifier for choices. With the rogue, ranger and bard at 6 +Int modifier. (Or alternately all classes were at 6 + Int modifier with the 'skills' classes at 8 + Int modifier)A difference of 2 still gives those classes an 'edge' but really the fighter or cleric should be able to do more than 2 things even at 1st level. Not too many fighers are going to have a beefy Int modifier to help them out. One thought I've often had re skills, is why even bother with the idea of cross-class skills? For me I would like that concept jettisoned. With no cross-class skills characters are more customizable and allow you to play against 'type'. That said, a Fighter with Use Magic Device is not likely to better at it than the Rogue (by virtue of the rogue have on average more skills and higher Int). The change doesn't upset the apple cart that much but it does give more options to characters. Also I know Iron Heroes has no cross-class and I'm not sure but I believe Conan d20 also dropped that concept (could be wrong about the latter)... Anyways just was curious if anyone else felt this way?
All right so here we go: (if you haven't had a chance to see the town info on the discussion thread here is link It is a chill fall evening in the river town of Raudurfoss. The market booths have been struck and only a few stragglers here and there are to be found on the muddy streets. A cluster of torches burn bright outside the Alf, a large public hall within a close distance to the piers and marketplace. Inside the Alf a thick throng of townsfolk crowd the hall. Despite the numbers, the Alf remains relatively subdued. Farmers, loggers, traders and wanderers tend to their cups only exchanging a few words here and there in low voices. An air of anticipation hangs over the crowd but also a seething undercurrent of outrage permeates many of the hushed conversations. The presence of missing faces at the table and absent friends is palpable. Thora and her servants wind through the throngs pouring ale and mead and some plates of roasted mutton. Thora is pleasant but nervous. Kjartan Bloodeye stands back from the crowd leaning against a thick Waleska-hewn pillar. His eyes continually scan the crowd for signs of trouble. A number of Egil's men lurk at the back tables while at the front various friends of Unn and her family sit. The two parties exchange stony looks. The hall falls silent as Egil himself enters flanked by two men. The Earl's son bears a dark and grim expression. He makes his way to a seat that is prepared and he curls his lip in visible disdain as he eyes the throng. Taking a seat Egil helps himself to a cup while staring coldly at the door. Unn and her two sons have yet to arrive. Feel free to look around the town or describe yourselves, mix, mingle OK so thought I'd set up a discussion thread for character stuff, setting thoughts. As you've probably read from the campaign outline a lot of the world remains fairly hazy and I want to encourage a colloborative approach. So if you're character hails from the war-torn steppes of the Rus feel free to fill in those blanks in the world so far. So the first post is some more detail on the starting point of Raudurfoss: Raudurfoss Fall has come to Norvanbard. The long sunlight of summer has begun to wane giving way to gray ashen skies with icy rains and longer nights. In the mornings a touch of frost blankets the ground and patches of thin ice have appeared on the River Wend. In Raudurfoss the preparations for winter have begun in earnest. It is much like most years; farmers finishing the harvest, boys stocking wood for winter, the closing days of the traders market, and Earl Thorolf’s loggers clearing the final tracts of Waleska trees for the last shipment before the Wend freezes over.
Locales of Note 1.Jokul’s Forge: The aged Jokul, a jovial prankster who once sailed with Earl Thorolf has ran this forge after settling on lands provided to him by the Earl. He once had the reputation of a rabid womanizer and great drinker but has mellowed in age. However, his appetite for jests and pranks has not lessened to the annoyance of many locals. His family and sons tend to his small farm while he busies his days in the smithy. Several apprentices and other craftsmen work with old man. In addition, to providing a smithy Jokul sells various other goods and is the closest thing to a general store in Raudurfoss. Most locals simply barter their goods with each other. However, Jokul has contracted the disease. He is still alive though bedridden. He may pull through but only time will tell. 2.The Alf: A ramshackle hall that serves as the village’s public watering hole. It is mostly frequented by loggers and traders. The establishment is run by the sharp-tongued Thora, the wife of the late ‘Alf’ (so named for his duck like waddle) who died three winters ago no doubt hastened by his own fierce brew of ‘Raudur-mead’(a potent concoction of local herbs that spice the mead and give it a distinctly reddish hue).
3.Thorolf’s Hall: This is the homestead of Earl Thorolf. Perched at the edge of town where a small brook runs through emptying into the River Wend, a significant tract of fertile farmland rings the wooden hall. The Earl possesses an abundance of livestock and has rights to most of the forest groves where the Waleska trees can be found. 4.The Unn Homestead: The household of Unn the Deep Minded is a simple home but next to Thorolf, Unn and her sons possess the richest farmland in the region. Unn is the daughter of one of the original settlers of this area and is a respected wise-woman and herbalist. A few people that have run afoul of her sons whisper that she is an enchanter who gives her enemies bad luck by inscribing runes but most give little credit to such malicious gossip. 5.The Docks: Several piers line the bank of the river providing berth for at least four knorrs. The lumberyard sits at the north end in a small bay of the river. Logs that had been sent down from the logging camps are collected here to be loaded onto to the knorrs. 6.The Market: A wide muddy flat area within a stone’s throw of the piers forms the local ‘market’. It is only used in the warmer months when there is enough traffic going up and down the river to warrant it. Various tools, crafts, weapons or commodities such as fish, mead and other foodstuffs are common items for sale. At the time of the adventure the market is still operating but will be closing in a week’s time when the last shipment of lumber is sent out. Hello all. I'm pondering starting up a pbp here. I just finished running the STAP and have now put on the PC hat with my group but I do feel somewhat inclined to keep a campaign going. Since STAP was Pirates and Dinosaurs I began to think along those lines and came up with Vikings and Vampires.
-its a homebrew micro-setting on the island nation of Norvanbard (modelled on Viking Iceland), with some nautical jaunts. The rest of the world is only hazily drawn out but you can assume the existence of something pretty similar to mainland Europe of the Middle Ages c. 900AD. -Am thinking of using either Iron Heroes or Conan (1st edition) or just stick to regular 3.5 (core only) dependant on responses -It's not historical but magic is very rare and not well understood. No magic shops or going to the temple and paying a small fee. Magic is feared and shunned by most. If we go with regular 3.5 spell casting classes will be available though. -I don't have any big campaign arc like the adventure paths. I'm hoping to make it more of a sandbox at first and see how things evolve.
So yeah Vikings. Blood, guts, iron, longships, giants, Thor, Odin etc.
So any interest in something like that? I can post more setting info if there's a response. Thought I'd post this up here to share. So I've been running STAP for nearly a year now and saw that the group while enjoying the campaign was not really onboard for going all the way to lvl 20. That and high level stuff began to weigh down the sessions. So I began thinking how to wrap up the storyline prior to the abyss adventures. I had made several adjustments to the campaign as I went along. It's only a three person party (psion, ranger, cleric) and at the beginning of SoS were 14th level. So to wrap up the path I took a smattering of the last several adventures and threw them in an abyssal blender. So the rundown was SoS pretty well started off as written. Lavinia had been abducted by Vanthus and the party comes to the city to make contact with Harliss. I ran the ambush at Red Foam Whaling and then the changes began. Harliss had made contact with a higher up in the Crimson Fleet. I yanked Orgosh from Into The Maw and made him in charge of 'human resources' for the fleet. The lich was responsible for creating undead slave labour and was the jail warden of Scuttlecove though he was as much of a prisoner as his wards. His phylactery was being held as ransom and was in the possession of a nasty little marilith (not the one from Into the Maw just straight out of the MM). So after the party crashes the marilith's lair the lich snatched the phylactery. The party nearly tried taking it back but decided against it for the time being. They then discovered from the lich that the master pearl is indeed in Scuttlecove in the main palace of the Crimson Fleet. Vanthus returned from the dead sacked the other pirate lords (now dread wraiths under his command) and has taken up residence in the palace.
So without further ado the big battle broke it on the bridge with Vanthus using his nightmare steed to rain blows down upon the party while three shadow demons attacked. The battle worked quite well. Luckily for the party two of the demons were dispatched quickly due to Banishment, Destruction and unlucky rolls. The cleric and Harliss still get to enjoy a good amount of vile damage. Once able to focus their energies on the wounded death knight his corpse was sent plummeting down into the burning lake below. We left off there but for the last, last session they will need to enter the shrine at the centre of the bridge which opens up into an extradimensional sanctum. There once overcoming the wards and traps they will still need to contend with Ghorvash, (not as potent as in Prince of Demons but still a CR 18 glabrezu) who has been upgraded to a bit more of the top agent for Demogorgon on this plane of existence (aside from ensuring Vanthus' fall from grace Ghorvash was also responsible for some of the events that led to the first savage tide on the Isle of Dread). Once after that assuming they find a way to destroy the pearl and evade an angry bullywug lich the path will be concluded. I was curious if anyone else has done a edited ending for the path? I thought I'd garner some other opinions on this. Is Searing Light a positive energy effect? There is no fire descriptor. The description states "Focusing divine power like a ray of the sun..." Sounds like positive energy.
My group ran the showdown with Khala last night (and by slaying him discovered the true spirit of christmas and rescued Santa Claus and the elves forced to make shadow pearls. errr.. nevermind.) Anyways, I was somewhat surprised, the encounter with Xerkamat seemed much more challenging in comparison to the result of this one (The party successfully dispatched the wastrilith if only by the skin of their teeth).
Well I have no problems with the party making a good strategy and they sat down for awhile. Long story short the party beamed back in. Protection From Evil spells warded off Khala's confusion gaze and other buffs kept the fear gaze a minimal risk. The party was airborne so the Skulvyn threat was all but negated. A flying astral construct, and a Huge Air Elemental ran inteference while the party attacked primarily with distance attacks. Khala dispatched the summoned creatures quickly with dispels. Took to the air himself knocking down the cleric with a dispel on his fly (skulvyns swarmed). Over the last several rounds as Khala was cutting a path he was being wailed on by the ranger with the Nimbus Bow and the psion blasting with Crystal Shards (no power resistance, rng touch atk).
As I said I can't fault the party with a good plan. They kept Khala at a distance and kept him busy for several rounds which made all the difference(That and having gathered some intel from the first encounter). I still was surprised that it felt like it was a pretty easy go for the party. THe only member who was truly in danger was the psion (who had wisely boosted her temporary hp before the encounter). In hindsight, I should have boosted 'security' in the temple with some demonic allies (vrocks or something). WOndering how this battle went for others? Did anyone else have a plan of attack that survived contact? |
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