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This is the discussion thread for the closed game of Hell's Rebels.
I'd like a link to character sheets, and background info. I can rely on you guys to do good, but I approach background for level one characters as being someone who is semi-skilled. They know enough to be dangerous but are really still wet behind the ears. Tie it into your campaign feat.
Your arrival in the city of Maerh-Varza has gone unheralded and without incident. Led by Captain Johnson, you have arrived at the Stirge and Hammer Inn in the Market Hill district; an area of the city reserved for the working class and the occasional wandering adventurer. As you have arrived at the behest of the Guild of Streetsweepers and Lamplighters, your board and meal has been pre-paid, although any alcohol purchased is to be paid from your own pocket.
The Stirge and Hammer Inn is run by a man in his early 50s by the name of Vasaro. He is possessed of hawk-life features, greying curly black hair and a twisted beak of a nose. He seems completely at home speaking with you, as he spent over twenty years serving in the King's Rovers; guarding the city within a range of 100 miles, protecting the outlying villages and keeping the roads free of bandits.
Assisting him is his lovely daughter, Basila. She's only recently turned 17, but upon instantly speaking to her, you can tell that she is far from your average serving wench, with an excellent head for numbers and a warm, caring personality. It is obvious from the way that Vasaro watches her that he loves her deeply; unsurprising once you learn that he lost his wife and son in childbirth almost twelve years ago.
For those of you drinking, the Inn serves only one beverage; Vasaro's own beer, Old Blind Stirge, which he brews in part of his stable. It's a heady stout with a deep taste. Whilst perhaps not the best ale in the land, it is certainly a fine way to spend the evening.
Captain, which table are you and your fellow mercenaries going to sit? No one else is in the Inn aside from yourselves, Vasaro and Basila. At this point in time, feel free to chat amongst yourselves, engage Vasaro or Basila in conversation or just generally enjoy the ambience. It is currently around 9pm at night.
I'm looking to recruit six characters to run through the Total Party Kill adventure, The Reaping Stone. This is an adventure that begins at level 2 and should end at level 5.
This is to be considered OOC knowledge, and should not form part of the characters' background.
Three years ago, Azrenar, a half-elf cleric devoted to the goddess Maramaga, met with King Thurzen XVI of Maerh-Varza to request the king’s royal blessing to build a public temple. King Thurzen, well-versed in ancient history and religion, knew the truth behind the ancient worship of Maramaga and declined the cleric’s request with great vehemence. The learned king had read tales of mass human sacrifice of the old and the infirm, and of the proliferation of rot and disease, all in Scythe Mother’s name.
Azrenar’s request filled King Thurzen with dread, revulsion, and anger. So strong was the king’s fury that several days after ejecting Azrenar from the royal court, he ordered his assassins to seize the cleric, put his followers to the sword, and hang their bodies in full view of the road into Maerh-Varza as a warning to others. The king’s orders were carried out, but his assassins failed to capture Azrenar. Instead, Azrenar lost his wife, three children, and a dozen loyal followers when the king’s men laid siege to the cult’s temporary encampment just outside the city walls. Azrenar was away at the time, and when he returned he was driven mad with rage and despair at the sight of his slaughtered family hanging limp and bloody alongside his loyal followers. He swore a blood oath to Maramaga that he would have his revenge.
Azrenar had originally chosen Maer-Varza as the site of his temple because a lifelong series of mystical dream-visions led him to believe that an ancient holy site sacred to Maramaga existed somewhere in the deep catacombs beneath the city. So, after burying his family and gathering his few remaining followers, Azrenar slipped into the city and secretly began months of painstaking subterranean exploration. Finally, after many setbacks and lives lost, Azrenar and his cult discovered the great vaulted cavern of Hrazhad-Kul and the ancient and profane Temple of Maramaga.
Azrenar’s exploration of the ancient temple soon revealed the site was originally constructed by an evil sect of dwarves devoted to Maramaga centuries before the city of Maerh-Varza even existed. These dwarves were led by a wizard-priest of great and terrible power called the Midnight King. The Midnight King oversaw the creation of the Reaping Stone, a profane artifact rumored to be a divine fragment of the goddess Maramaga herself. When Azrenar finally breached the doors leading into the temple’s inner sanctum and laid eyes upon the Reaping Stone, his already unstable mind was immediately inundated with visions of pestilence, blood, and horror that coalesced into a cruel and twisted plot for vengeance.
Now, three years after his fateful meeting with King Thurzen, Azrenar is finally putting his mad plan of revenge into motion. Having tapped into the power of the Reaping Stone, Azrenar has created a supernatural disease he has dubbed the reaping sickness. Though terrible for its ability to slay those it afflicts and then animate their corpses as ravenous plaguecarrying zombies, the reaping sickness is even more
Azrenar’s goal is to unleash the reaping sickness on Maerh-Varza in a series of coordinated attacks. He then plans to spread word that he holds the only cure, which he promises to those who pledge themselves to Maramaga and join his crusade to overthrow King Thurzen. If his plan fails and the king is not overthrown, Azrenar is content to let the reaping sickness slay every living creature in Maerh-Varza, and turn the city into a great zombie-infested necropolis.
Now that you've read the synopsis, a disclaimer. Having read this adventure, it has the distinct possibility to seriously hammer the party involved, likely causing some character deaths. If you are applying for the game, you are accepting this fact.
Point Buy: 25 points
Races: Any Paizo-created race. For sake of simplicity, I'm not going to permit custom races from the ARG, or third-party races.
Classes: Any Paizo-created class, with the exception of the Gunslinger. Again, for the ease of simplicity, no third-party classes.
Archetypes: The only archetype excluded is the Synthesist Summoner.
Wealth: 1,000 gp plus average for your class.
Alignment: Any non-evil.
Background: This is yours to create, but the common link is that you're all members of a mercenary group, The Shining Blade. You've been employed by The Guild of Streetsweepers and Lamplighters to combat an otyugh in the sewers of Maer-Varza. Your first night at The Stirge and Hammer Inn has already been paid for by The Shining Blade.
Any questions, feel free to ask below.
Applications close Friday the 25th of October, with the game looking to start on Monday the 28th.
I am considering running an adventure for an all-dhampir party where, at some point, the dhampir will be given the opportunity to turn into full vampires. I've got Blood of the Night but I can't find any real way for me to provide a progression. Should I just apply the vampiric template at the relevant time?
You are summoned to a vault deep below Skyreach in the Grand Lodge at Absalom by Master of Spells, Aram Zey. As you enter the vault you notice a five-by-seven-foot tapestry hanging on the wall, surrounded by a series of platforms and ladders to allow a close view of any spot upon it. The room is otherwise empty, save for the Pathfinder Society’s Master of Spells, Aram Zey, who paces impatiently before the Hao Jin Tapestry, glancing up as the door creaks open.
“Thank you for your quick arrival, Pathfinders,” Zey says curtly, speaking without making eye contact, as though his mind is moving faster than his mouth. As he continues his focused pacing, he gestures toward the tapestry.
“As I’m sure you know, we recently came into possession of this wonder behind me—the Hao Jin Tapestry—by winning the Ruby Phoenix Tournament in distant Goka. Within this piece of fabric lies an entire world in which one of Golarion’s greatest magicians placed treasures and mysteries beyond imagining. And it was supposed to be ours alone. This promise of exclusive access was made a lie, however, when the Aspis Consortium found a way into Hao Jin’s astral vault that bypassed the tapestry altogether, and Aspis agents are now busy stealing whatever they can move, hoping we will act too slowly to protect our winnings. Fortunately, a recent mission into the tapestry managed to uncover a clue about a possible Aspis base within the tapestry. That is your destination. The camp, interestingly, is within a great stone temple complex uprooted from the Vudran jungle many centuries ago by the sorceress herself. Since her disappearance, that part of the tapestry has been encased in a massive glacier. This temple — dedicated to a Vudran monkey-god, we believe — could prove enlightening on its own, notwithstanding the Aspis presence there. It’s a grim thought imagining what the Consortium has done to the place, but apparently more than three-quarters of it is still protected by the glacier, so we can still salvage a great deal. Vanaras — the simian humanoids responsible for constructing this temple — are great builders, and this temple is representative of the huge complexes that once graced the Vimada Forest before their wars with men and the rise of Khiben-Sald. It’s a representation of the cosmos, really, a series of nested squares with symbolic shrine-mountains all directed toward great Bahmenu, the mountain birthplace of the god Ragdya and, the vanaras believe, the center of the universe. This symmetry may serve you well, since it will help you predict the layout and functions of the temple as you make your way around it. Every corner of the temple will be fitted with a small shrine, all facing the symbolic mountain,” Zey pauses for a moment.
“Even an abandoned temple is a holy place to the vanaras, as it is to most of us Vudrani as well, and we hope you respect that fact. If you can save the sanctuary from the insolence of the gods-damned Aspis, it may draw the mirthful and enlightened eye of Ragdya himself upon our Society.”
This is the discussion thread for the Gulf Stream Lodge, a trans-Atlantic group playing Society scenarios.
For the players, can you please list all of the subtier 1-2 scenarios that you have played? This will ensure we do not get ourselves into a position where a scenario will be illegal.
Also, please post either a full workup of your character or a link to a valid profile that contains a full workup/character sheet. I will be checking to ensure the characters are legal. Also, if that character has played any previous sessions, please send me a link to where I can look at the chronicle sheets.
As for chronicle sheets prepared by myself, I shall get permanent storage where you will be able to access them.
I'm a new GM looking for players, preferably in the European time zones as I'd like to expand this online forum into conventions where possible.
I have access to most, if not all, of the scenarios currently printed so can accomodate new and old players alike.
Games will be played in the Play by Post style. As much as I would love to commit to a VTT, at the moment I'm working away from home four weeks out of six and that could prove problematic for ensuring that I can play the games on a VTT basis whereas PbP would make things much easier.
I'm looking for players rather than characters, so I shall accept the first six players who sign up and then if/when players drop then I'll return to this thread for a replacement.
I will require that players give me both their Society ID and a private email address to which I can email the chronicle sheets. I will retain hardcopies of all chronicle sheets, should these need to be presented or mailed out at any time.
For just now, I will not sign boons. As these are handouts at a convention, I'd be happy enough to sign them in person but not online.
Ideally I would like to kick off in the next week or so, so please feel free to register interest below.
Good evening all,
I'm looking into running a campaign for my local group. They tend towards "no black or white, just grey" kind of campaigns, likely stemming from their background as wargamers.
What I'm interested in running is essentially the first encounter from Curse of the Crimson Throne and then heading off for pastures new from there. Rather than Zellara recruiting them, I think a local crime lord would make a good stand-in and also a unifying force for the group.
So a couple of things; 1) what adventures are there I can use to flesh out their experience and 2) has anyone got any idea for mechanics for turf wars?
Good afternoon all,
I was just wondering how many Scottish players we have? Are you a member of a Lodge that doesn't have a large web presence? Would you be interested in a convention north of the border?
I know there are a few of us dotted around the place, but I'd really like to get a firm idea on what kind of numbers we have.
Thanks in advance.
Greetings. I'm going to be playing a new character, Bedmyr Thunderbeard, at PaizoCon UK and as I expect I'll level up I'm looking for a bit of advice from anyone who has multi-classed Gunslinger with Alchemist.
Bedmyr is an experimental kind of guy, a bit aggressive in combat preferring to come in close to pepper his enemies with shot before resorting to an axe if necessary.
What I'm not sure about is the 'mix' of multi-classing. I think I've written off 1-for-1 although I do think I'll take Alchemist at level 2. After that, however, I'm unsure. I definitely see him as more of a Gunslinger than an Alchemist but I think there is a lot of utility that I could take in Alchemist too.
Does anyone have any ideas?
Following the contracts blog, and as the company master of The Balanced Scales, I'm wondering if there will be an opportunity for administering contracts and the like from a mobile application, the prime example being Blizzard's mobile Armory app. I can't sit at the PC all day but I'd find it a great help if I could administer contracts and possibly guild functions from a mobile device.
Any thoughts on whether we'll see something like this?
I'd like to make a formal announcement for my chartered company, The Balanced Scales Trading Company.
Who are The Balanced Scales?
At the top will be the Company Master who will be responsible for solving any inter-company disputes as well as setting out who the company will and will not trade with as well as other diplomatic functions. They will be responsible for the long-term vision of the company and for liaising with the Chapter Masters on how the company is running from day to day.
A step below the Company Master will be the Chapter Masters. These will be experienced members who will be responsible for day to day operations of their Chapter. As the Company moves into other territories other than their home territory, a new Chapter will open. The Chapter Master is appointed to deal with any small intra-company disputes as well as coordinating production to fulfill orders.
Then there are the Employees. This covers everyone who works for the Company regardless of their specialisation. There will be an opportunity for promotion within this band; experienced employees may step up to become Senior Employees who will essentially be subject matter experts on their chosen fields. It is likely that new Chapter Masters will be promoted from the Senior Employee band but Employees who make a significant effort into moving into a new territory may also be rewarded with a Chapter Master promotion.
Restov is abuzz with the news that the Swordlords of Brevoy are issuing charters to select groups of individuals in order to settle the area to the south known as the Stolen Lands. While attempts have been made in the past, none of them have managed to survive.
Nobles and commoners alike are scrabbling for positions on the chartered teams in order to bring their families wealth and fortune, but for some there would never be that opportunity. You are one of those number; people who have neither the influence nor connections to be able to afford yourself a place.
While you are cleaning down your mount, a page boy enters the stable looking for you. Neatly avoiding any horse dung that is lying around this commoner's stable, he thrusts a sealed parchment towards you.
"Lander of House Lebeda requests your presence at the Lebeda Estate this evening," the boy musters with disdain before walking off without waiting for a response. Cracking open the seal, you see that it is an invitation to attend the Lebeda Estate at seven this evening. The invitation is plainly written and bears no decoration that you'd expect to see from a noble's invitation. It doesn't indicate why you've been summoned to the Lebeda Estate either.
As you finish checking the ledgers for another day, a page boy enters the small temple that you've found yourself working in for the past few weeks. Despite having been trained as a lawyer, recent events have seen the Church use your mathematical rather than legal skills and you can't help but feel a little put out.
"Lander of House Lebeda requests your presence at the Lebeda Estate this evening," the boy says flatly before walking off without waiting for a response. You crack open the seal to reveal that it indeed an invitation to the Ledeba Estate at seven this evening, only a couple of hours away. The invitation is plainly written and does not bear the decoration that you would expect to see on an invitation to a noble's estate. It doesn't indicate why you've been summoned to the Lebeda Estate either.
Since presenting yourself at the Lebeda Estate, you have been housed at a servant's house within the city of Restov itself. You while away the hours by leafing through well-worn copies of books which have no real worth. As you are slowly leafing through a family history of the Lebeda, a squire sticks his head through the door.
"His Lordship has asked me to inform you that you are to report to the Estate this evening at seven. The guards will show you where to go," the squire relays his orders and then disappears back through the door again, leaving you to wonder what is happening. You arrive at the estate at half past six, eager to avoid annoying His Lordship, Lander of House Lebeda. The guards let you through without ceremony and a human servant shows you through to a small pantry where a table and four chairs have been set aside, with a simple meal of bread and water.
"There are three others who are set to arrive, and then the Master will address you all," the servant says with an air of disdain, "You are to wait here until then."
Kari the Feytouched:
Ever since your capture, you have felt the eyes of the Surtovas on you. So much so that you are caught completely unawares by the House Lebeda page boy who seemingly appears from nowhere in front of you.
"Lander of House Ledeba requests your presence at the Lededa Estate this evening," the boy says, handing you a parchment before disappearing into the crowd before you can answer. After cracking open the seal, you find an invitation to the Ledeba Estate at seven this evening. The invitation is plainly written and features none of the decoration that you would expect from a noble's invitation. It doesn't indicate why you have been summoned. Oddly enough, as soon as the page boy disappears, the feeling that you are being watched also dissipates.
Osmond, Sirian & Kari:
Finding the Lebeda Estate is simple enough, as it is one of the larger in Restov. Surrounded by an eight-foot high red brick wall, there are two gatehouses which are manned by guards in dress uniform. However, their longswords and shields maintain their air of authority as they check the invitations of those people who have been invited. As you queue, you notice they have an air of deferrence to the honoured guests at this evening's event. That air disappears as they look at your invitation.
"Servant's entrance, someone will collect you from there," the guard says brisquely, ushering you through the gate and out of the way of the other guests. You follow a thin path down the side of the palatial mansion to a small, discreet door. Knocking on it elicits it's opening and a servant greets you.
"Follow me, the Master will be with you shortly," the servant ushers you inside and indicates you should follow him. You are led to a small pantry where a small table and four chairs have been laid out. A simple meal of bread and water has been laid out and one of the chairs is occupied by a halfling.
"Wait here," the servant says before disappearing back through the door.
You've got a few minutes before Lander arrives to brief you all. Feel free to give a quick introduction of your characters to one another; there will be time for further introductions on the journey to Oleg's Trading Post.
Hello, please check-in with your characters so that we can begin the game as soon as possible. A few notes on how I'll run things:
Combat - Group Initiative
This means that there will be no requirement for ret-conning actions due to targets who no longer exist or because of actions which have changed the face of the battlefield. This can also mean that the order of acts first can change from round to round, but I see little problem with this.
This will be a four-player game. I fully expect there to be a large amount of applicants but I’m interested in really making this game a battle to survive and extra characters means extra work on my part in order to keep the challenges at a similar level. At the moment, that’s not something I can devote time to. I will not necessarily stick to the “holy trinity” and will be selecting interesting characters over synergy. After all, the holes can be plugged by NPCs/magic items.
I’m interested in this being a good story, therefore min-maxing characters will not win any brownie points. In fact, it might well be to your detriment.
I will not fudge rolls, as I want this to be a true story of survival. However, circumstance bonuses will be put in place if proper tactics are used. For example, if a group rush headlong into battle and get crushed, then that’s their fault. However, if they use tactics to divide their enemy then bonuses to attack will be granted. Damage rolls however will not be modified unless through core game mechanics.
Application end date: Sunday 8th April
Somehow, you've found yourself in a small cluster of buildings and tents on the banks of the River Sphinx. Mount Na-Ken rises in the distance, surrounded by its brothers and sisters.
However, the local chatter talks of a new menace; the Cult of the Locust Lord. Adventurers have tried to plumb the depths of the Locust Lord's temple and not returned, and some pilgrims have recently gone missing. All the evidence points to the Locust Lord's cult being the party behind the attacks. The locals are all in agreement that something needs to be done, usually mentioned within earshot of the well-armed strangers to their encampment.
Feel free to introduce yourselves. You will be able to purchase standard gear and up to masterwork weapons here.
I'm looking to recruit a party of four adventurers to play in the first level of the Purple Mountain mega dungeon. For this particular game, the mega dungeon will be set in Osirion.
Point Buy: 20, no stat higher than 20 or lower than 8 after racials
Sources: CRB, APG, UM, UC, PF SRD.
Deadline: 8PM GMT, Sunday 29th 2012 (28 hours from posting)
Nothing is banned but I'm looking for well-rounded characters so min-maxing will be at a disadvantage. Looking for decent role players.
A couple of days after your first assignment, Venture-Captain Valsin summons you to his office once again.
"Greetings, Pathfinders," he rumbles, absent-mindedly leafing through a small mound of paperwork that constitutes his desk. "Venture-Captain Amara Li has requested your presence at her annual Snapdragon Festival. It seems you've made something of an impression."
Valsin indicates to a small batch of beautifully-prepared envelopes wrapped with a single red ribbon.
"Your invites," he says by way of explanation. "Everything you need to know is in there. Now, off you go. You'll probably need the time to prepare."
Inside the envelopes are matching invitations, cordially inviting the group to the Lantern Lodge in Absalom's Petal District as guests of Venture-Captain Amara Li. You are encouraged to dress as befits the occasion and that once they arrive they are to seek out the Venture-Captain immediately.
Welcome, minions. Feel free to mingle, bwa ha ha ha. Introduce yourself to your cellmates and see who has bragging rights for the grandest criminal scheme. You'll all end up on the chopping block anyway, to be welcomed by my servants.
Each of you should make an introductory post, although I doubt they'll be very upbeat. Once each of you has made this introduction, the following event occurs.
Once you have fallen into silence once again, you all hear the heavy-booted footfalls that suggests a group of guards heading your way. Right enough, within a minute six well-armed guards who look ready for trouble, enter the cell led by a fat well-dressed sergeant. Each of you recognise him as Sergeant Thomas Blackerly. You all recognise him as the man who held the brand that marked each of you. He laughed as your skin burned. Right now though, the sergeant seems a little dazed.
He points at Hurak and says gruffly:
"You there! That's the scum! Get 'em unshackled. If any of you makes trouble, they'll earn a thrashing! Today's your lucky day, scum. You've got a visitor. How you ever warranted such a fine lady is beyond me. Seems she wants to say good-bye. Now step lively. We wouldn't want to keep her waiting." Two guards step forward and unshackle the prisoners, hauling Hurak to his feet. The other four watch the rest of the prisoners for any sign of movement, ready to beat any kind of resistance with brutal punishment.
Hello, I'm planning to run the Fire Mountain Games' Way of the Wicked Adventure Path. This is an unabashedly evil adventure path. Good-aligned characters NEED NOT APPLY.
You begin the adventure in the Branderscar Prison having recently been branded 'Forsaken' and sentenced to death for your crimes.
This adventure path pulls no punches and will not be easy. You will be beset on all angles by the forces of good. The following is the blurb from the rear of the first book.
The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. This is the story of how you burned this insipid paradise to the ground. It’s only fair. They
burned you first.
They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they’ll be rid of you.
They’ve given you three days. The fools, that’s more than you need to break out. And then, it will be their turn to face the fire.
Races - All races in the PF SRD are permitted, although the GM retains the right to veto any race. Unusual or monstrous races are going to be very difficult to play beyond the prison. Keep in mind that the over-arching objective of the game is to infiltrate and destroy the nation of Talingarde. Kind of hard to do with a massive minotaur as backup.
Classes - All are permitted save the Paladin and Gunslinger. Anti-Paladin has had the alignment requirement relaxed to include LE and NE. An LE Anti-Paladin may not use their fiendish boon to add the 'anarchic' property to a weapon. Instead, they may add the 'axiomatic' property.
Any class linked to the divine is strongly suggested to select Asmodeus as a patron.
Skills - As normal but there is a house rule that each player receives two extra skill points per level. This is due to the fact that the characters must be self-sufficient for much of the adventure.
Equipment and starting wealth - You begin with nothing, including class-based boons.
Alchemists begin without their formula book, extracts bombs or mutagens. Bards begin without their instruments. Cavaliers have lost their mount, however the week of mourning has past. Clerics begin with their chosen spells but have no holy symbol or material components. Druids begin with their chosen spells but their animal companion is either outside the prison walls or dead. Inquisitors and oracles don't have their holy symbols. Summoners begin the game with their eidolon and their wrists shackled so they are unable to complete the ritual to summon another one. Witches, Wizards and Magi do not have their spellbooks, material components, familiars or bonded objects. They do however have a full selection of spells memorized prior to incarceration.
Finishing details - Only alignments permitted are lawful neutral, lawful evil, neutral or neutral evil. Lawful evil is the preferred choice.
Characters must choose a crime that they are guilty of. Note that your characters are guilty. You have not been wrongly accused.
In this adventure path every character will have a chance to join an evil organization and swear allegiance to the master of that organization and its patron - the lawful evil god Asmodeus. This adventure path assumes your character says yes to that choice. Do not make a character who will outright object.
Traits - Each character gets two traits, one of which must be a Crime of the Forsaken below.
Crimes of the Forsaken:
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning.
Punishment: Death by beheading.
Punishment: Death by burning.
Consorting with the Dark Powers (Witchcraft)
Punishment: Death by burning.
Punishment: Death by burning.
Punishment: Death by hanging.
Duelling unto Death
Punishment: Death by beheading.
Punishment: Life at hard labor in the salt mines.
Punishment: Life at hard labor in the salt mines.
Punishment: Death by beheading.
Punishment: Death by burning.
Punishment: Life at hard labor in the salt mines.
Punishment: Death by drawing and quartering.
Punishment: Death by beheading.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.
Punishment: Death by beheading
Punishment: Death by hanging.
Punishment: Death by beheading.
Punishment: Death by beheading.
Punishment: Death by beheading.
Please feel free to post your characters for approval.
For some time now, I have been trying to come up with a solution to a problem that I percieve in modern MMORPGs: the reputation grind.
I'm a time-served player of World of Warcraft up until Cataclysm. A number of factors led to me dropping WoW but chief among them was the loss of immersion that I felt and the chief contributor to this in my opinion was the lack of interaction with the various factions in the game. Blizzard had spent a great deal of time in crafting these unique and flavourful factions and then implemented a very shallow system of interaction where the player was rewarded for doing the same quests over and over daily for rewards that only began to shine at the top level.
In my eyes, spending so much time with one faction should result in a much greater reward: immersion. I view factions as something akin to a career. I put my hours in to raising my standing and for that I expect greater reward (which happens in the way things are set up at the moment) but also in greater challenge. As I become better known to a faction, I want to have them come to me with problems! Otherwise the faction simply becomes another time sink for little reward other than access to equipment which eventually becomes obsolete.
However, in my system I make a distinction between reputation and faction. Faction is what is what reputation is in Warcraft. Reputation, however, is a multi-tiered resource which represents a character's involvement with the larger community (NPC community that is). The system is split into what I would term 'settlement, region and nation'. The lowest tier is settlement, which would increase quite quickly as you complete tasks for quest givers within any given settlement. It would also marginally increase your standing in the region. Conferred bonuses would be improved buying and selling prices in that settlement, the award of more difficult quests geared to that settlement and the recognition of NPCs as you were in and around the settlement.
Region standing would confer similar bonuses, albeit along the lines of getting a lower level if discount but across all settlements in that region, quests that would be geared towards the region and also wider recognition perhaps with the bestowal of unique titles, etc.
Nation standing would help in driving the endgame. In my system, the intention was that all of the nation levels were linked and that players could drive the politics of the game by completing quests for their nation that would be antagonistic towards other nations thus driving the war/peace state of each nation's relationship.
Nations rewards would confer improved prices across the nation, quests geared at a nation level, including PvP quests for those nations at war with one another and the purchase of unique rewards that to in with the lore of each nation.
Obviously rewards could be up for debate and my intention was to implement a questing system which would deliver the same framework for quests but the content would be different so that you didn't have a roleplaying situation where 1000's of players have killed the same mob.
What are the thoughts of you guys on a system like that?
So from what I'm reading, it appears that we'll have a sandbox world for what I'll term 'social' interactions such as trading and sightseeing but we'll see the adoption of 'theme park' elements which I take it to be the 'combat' interactions like adventure paths, modules, etc.
It very much seems to take the style of DDO where we have a 'hub', for want of a better word, which then has branches off of it for the actual 'bread and butter' things like dungeons.
Am I aiming in the right area? Have there been any decisions made in that regard yet? Any inclination on whether we'll see the adaptation of existing adventure paths and modules or will they be exclusive to the online offering?
Also, are we looking at something similar to World of Warcraft in regards to actual content or something more akin to The Elder Scrolls where there will be ways to circumvent combat encounters through diplomacy, etc?
I, for one, am excited to see this project get off the ground and I'll be looking forward to getting more information as and when it gets released. While the technical side of things is interesting, I'm sure I speak for a large number of us when I say that we'd really like to see some of the social side early on. How are we going to manage our organisations, for example?
Don't get me wrong, the market leaders (Warcraft, et al) are enjoyable enough but for me they often lack depth. That's what I'd be most excited to see, that ability to truly interact with the world rather than moving from level 1 to the top level largely on rails.
With your induction into the Pathfinder Society fresh in your mind, you are surprised to be greeted by a summons from Venture-Captain Ambrus Valsin. The messenger relays little information, simply instructing you to be at the Venture-Captain's office inside the hour.
You are well aware of who the Venture-Captain is, being as he is responsible for the day to day operations of the Grand Lodge on behalf of the Decemvirate. Reasoning that annoying such a senior figure inside your first week as a fully-fledged Pathfinder, you head for his office forthwith.
As you arrive, you find that you are not the only one to have been summoned as five other Pathfinders arrive either shortly after you do, or are already there. Some of them you know from your training during the past year or so. Before any introductions can be made, the same messenger who delivered your message appears from within the Venture-Captain's office.
"The Venture-Captain will see you now," she intones, opening the large office door a little more so that you can all be admitted. You all troop in dutifully, to be greeted by the sight of a Human male poring over several documents in disarray on his desk. The office is well-appointed, as one might suspect of such a senior figure within the Society.
"Thank you, Jaryn, you may go now," the Venture-Captain says, waving the messenger away without looking up from a document that he is scrutinising intently. Six seats are arranged in a semi-circle around his desk and he waits patiently as you seat yourself. Only after a few minutes does he relinquish the parchment and sits back against his seat, giving you all the once over.
"All right, Pathfinders, listen up," he begins in his trademark booming voice, "I know you are new recruits and eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won't get yourselves killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day's end." At this point, the Venture-Captain grabs an envelope and hands them to the person at one end of the semi-circle of seats.
"Every day we get some doe-eyed hopeful or some snivelling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It's rough out there and I'm not just talking about the ruins, tombs and wilderness Pathfinders find themselves in on missions. We've got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it's difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies," the Venture-Captain slumps in his chair, as though the weight of the world were suddenly on his shoulders.
"Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I've prepared a list of things I want you to do. They're not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location."
1. A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.
2. Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
3. Visit the offices of Osirian nobleman Dremdher Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarass the Society in this matter.
4. Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate by the Ivy District and retrieve the item in her possession.
Over to you guys.
Greetings fellow Pathfinders!
A slight change in plan as I have discovered that there are three free modules for 1st level characters released in Season 3. Therefore, I intend to run these as a trio first so we can quickly get up to level 2. This will replace the intended Frostfur Captives which we will run at a later date.
Use this thread to brainstorm on the characters that we shall play. Personally, my own character will most likely be some form of arcanist, potentially a Magus. While we brainstorm, I suggest that we introduce ourselves.
My name is John, I am 28 years old, married with a six week old daughter. I work in information management. My main hobbies are Pathfinder, Magic the Gathering and playing in the Nuts Poker League. I've been actively roleplaying for the past three years or so, although I used to play AD&D when I was much younger.
A friend and I are looking to run some Society modules online, as getting a local game is difficult due to family commitments, etc. We're looking for three like-minded individuals to set up a regular group that will play via PbP preferably from the UK as we intend to attend PaizoCon UK 2012.
- We plan to run the season 3 modules but we will run season 2 modules as well to make up numbers.
We haven't yet chosen characters but I think we'll want to keep numbers as close to 5 as possible purely to keep the tempo going as it is easy for PbP games to get bogged down.
If anyone is interested, please post below with character details and whether you would want to DM or not.
DM Wellard, we met at PaizoCon UK a couple of years ago and you gave me your email address which I unfortunately lost before I got home, but I recall you were interested in getting a game set up back then. Is that still the case?
So, I've been playing for about three years and decided to take the AP-DMing plunge recently. I've done a couple of Society games which is fine; there are set rules and numbers that I can play with.
However, with the AP, things are slightly different. Essentially every single roleplayer in the wargaming club that I'm part of wants to play Kingmaker but we only have one person proficient enough in the rules to DM; me.
So, what's the issue? 14 players. I don't want to turn anyone away, and whilst there are a couple of guys who are willing to DM, they want to get some more time under their belts before they do so. So I need to up the difficulty of the encounters and then some. I think they might even kill the 1d4 Trolls, if all of them are playing at the same time!
I've only addressed the first encounter so far, and here are the building blocks of what I have considered so far.
- Upgrade Happs to a level 2 Ranger with the Guide archetype so that he can apply his Ranger's Focus against whichever opponent makes most sense, rather than having just a simple "I hate this race" which doesn't really stick with a bandit type, personally.
- Add a healing NPC; I'm thinking a Nature Oracle with the Tongues curse. Screaming Terran as they partake in battle. I did consider an arcanist in the form of a Witch instead, but figured some healing was required given the number of possible opponents but a Cleric doesn't really fit. Druid is also a strong possibility.
- Add two more mooks, and make them first level PC classes (2 Barbarian, 2 Fighters with crossbows, 2 Rogues for flanking).
For gear and stats; heroic all round, and stick to the NPC wealth tables. So, any more experienced DMs want to help out? And I'm afraid any calls of "split the group" will probably be largely ignored. :)
So I've just got my grubby mitts on a Samsung Wave, and after perusing the app stores for both Samsung and Orange here in the UK, I've found that the only dice rolling app rolls multiples of d6's. Fine for my Warhammer 40K hobby, not so good for Pathfinder.
I've done programming in university but I haven't done it for a few years but I was thinking 'heck, why not?' so I'm wondering if there is anyone out there who has touched on bada development (C++ based, whereas I did Java in my studies) that I could lean upon for some development assistance.
I was just flicking through the NPC rules to create my Limbo alter-ego, Bob the Scrooge, when I had an interesting thought. Playing Kingmaker but starting out with NPC classes instead of the regular classes.
The group would perhaps be local celebrities in Brevoy, or are otherwise plucked from obscurity to embark upon a stirring quest!
One important note; I'm not offering to DM this, as I don't have the AP! However, I thought it might be a cool idea.
All characters hail from the village of Kassen (more detail to follow in the discussion thread). Any further character creation questions may be asked here, otherwise please use the discussion thread.
I'm trying to write my first adventure, and rather than being sensible and going for something easy, I've decided to go for an adventure with plenty of intrigue as well as just simple combat.
However, I'm a bit stuck on the antagonist; a ghost who was once a Paladin and was ritually executed by a local power-hungry cabal. I could use the ghost in the Bestiary, but I want to try and retain some flavour of the Paladin and I'm unsure as to how to go about that.
Semi-experienced PbP player looking for a game, preferably Eberron setting. I have a few character concepts in mind at the moment.
Human Artificer -> Cannith Wand Adept -> Dragonmarked Heir
and for a Sharn-centric game
Half-Elf Rogue -> Master Inquisitive -> Dragonmarked Heir
Although I would prefer an Eberron campaign, I will gladly play in any of the Paizo stuff, as I find them to be of an excellent quality.
So, are there any DMs out there looking to fill any spots?