Rakshasa Maharajah

Branding Opportunity's page

Pathfinder Lost Omens Subscriber. Organized Play Member. 1,679 posts (10,453 including aliases). No reviews. No lists. 1 wishlist. 10 Organized Play characters. 24 aliases.



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Discord Chat

You may dot/dot-and-erase here.


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Discord Chat

OK, let's start character creation. Freebooters on the Frontier is a hybrid of both OSR and PbtA games, and a funnel is an introductory game in which everyone plays multiple underpowered "commoners" for lack of a better word. Most aspects of the character generation is random, so we'll be doing a lot of dice rolling to begin with.

For those who are joining us on what I hope to be a fun, wacky adventure, please roll (or complete) the following:

1) Occupation: d100 (this will also generate your heritage and your corresponding heritage move)

2) Ability Scores: Roll 3d6 for all characteristics in order: Str, Con, Dex, Int, Wis, Cha, and Luck. In order means your first 3d6 goes to Str, your seond to Con, etc. Don't worry if these are low, they will get bumped in the next two steps.

Once everyone has completed these steps and I've give you the results (if you haven't looked them up yourself, see the link to the free RPG docs in the recruitment thread), we'll move on.

Scarab Sages

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Pathfinder Lost Omens Subscriber

Just seeing if there is interest in running a Level 0 Funnel using the playtest version of Freebooters of the Frontier (2e) by Jason Lutes. For thems who aren't familiar with this RPG, it's a hack of Dungeon World combined with OSR elements (mostly from Dungeon Crawl Classics). If you're interested, you can download the complete game from the Author's Dropbox Account (account not needed). The exact funnel adventure will be chosen by the players, but will either be a homebrew that I create with player input, or one of the published DCC funnels.

What are the elements of a funnel game? (see also this StackExchange posting)
* Random PC generation of low-powered individuals
* Multiple PCs per player so that you don't mind if one or two die
* High lethality (generally)
* Whichever PC survives can become your 1st-level PC (if we choose to continue)
* Wacky Fun

What are the elements of Freeboters of the Frontier?
* Four classes (Fighter, Cleric, Thief, Magic-User)
* Standard heritages (Human, Dwarf, Elf, Halfling, etc)
* Alignment
* Player and GM "Move"s (this is a Powered by the Apocalypse Game)
* Most rolls are 2d6 plus ability modifier (-3 to +3), with results of 10+ an unqualified success, 7-9 a success with drawback, and 6– is a failure.
* Standard stats (SCDIWC) + Luck
* Fort, Ref, and Will saves
* Standard D&D Mechanics (weapons, Armor, HP, XP)


Discord Chat

This will be the IC game thread for our Pathfinder for Savage Worlds game of Paizo's module "D0 - Hollow's Last Hope".


Discord Chat

This will be the OOC discussion thread for our Pathfinder for Savage Worlds Hollow's Last Hope game.

Scarab Sages

Pathfinder Lost Omens Subscriber

Hi folks,

Looking to run Paizo's excellent module Hollow's Last Hope using the new Pathfinder for Savage Worlds Rules. Looking for 4 – 6 interested players who are willing to commit to a posting rate of at least 1/day during the week and at least once during the weekend. You don't have to own the Pathfinder for Savage Worlds game in order to participate, nor do I require familiarity with the rules, as I will teach the game as we go along.

We will be using the standard Golarion setting of northern Andoran. Here's the blurb about the adventure:

"The Town of Falcon's Hollow Needs a Miracle! The plague has come to the town of Falcon's Hollow, and not even the town's priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch's haunted hut, and delving the ruins of an abandoned dwarven monastery. Do your heroes have the skill and courage to find the cure in time?"

If you have a copy of the rules, you are free to create a character using the Pathfinder for Savage Worlds Core Rules. If you don't have a copy of the rules, you are free to chose one of the pregens and reskin it as you see fit. Available pregens include:

* Amiri (Human Barbarian)
* Lem (Halfling Bard)
* Kyra (Human Cleric)
* Valeros (Human Fighter)
* Merisiel (Elf Rogue)
* Ezren (Human Wizard)
* Lini (Gnome Druid)
* Harsk (Dwarf Ranger)
* Seoni (Human Sorcerer)
* Sajan (Human Monk)
* Seelah (Human Paladin)
* Kira (Half-elf Barbarian)
* Teller (Human Bard)
* Brokar (Dwarf Cleric)
* Zyril (Elf Fighter)
* Korva (Human Rogue)
* Paelie (Halfling Wizard)
* Fariel (Elf Druid)
* Marn (Half-orc Ranger)
* Gnorr (Dwarf Sorcerer)
* Madda (Half-orc Monk)
* Sil (Elf Paladin)
* Darla (Human with no class but with magical abilities)

If you are interested, please submit the following by May 20th, 2022:

1) Your interest and willingness to adhere to the posting rate (see above).
2) A basic character concept (Name, Ancestry, Class, Personality) or a willingness to play a pregen. Don't worry about coming up with a detailed background, as I prefer to do that cooperatively once all the players are on board.
3) Your stated willingness to deal with the central concept of the adventure, which is helping a locale experiencing a lethal pandemic that resists a cure. If this is too close to home for you personally, please think twice about submitting an application.

I will pick 4-6 players from the applicants, giving slight preference to those with whom I have played with before (especially if the game became inactive before its conclusion, even more so if I was the one that caused it to become inactive).

Submissions will be accepted until May 20th, 2022.

Scarab Sages

Pathfinder Lost Omens Subscriber

It's pretty much all in the title. I just downloaded the proof of the new Magpie Games Avatar Legends RPG and want to try out the rules. Anyone interested in joining me? We'd all get input about the type of game it would be (mystery, coming of age, fighting oppression, etc) and what Era (Kyoshi, Roku, 100 Year War, Aang, or Korra). If you didn't back the Kickstarter, I think the quickstart rules are still available on the Kickstarter or Magpie website.

For those who don't know anything about this, just do a web search for the Thread title and you'll get a lot of info about it.


Discord Chat

This is the OOC Discussion thread for the OSE Palace of the Silver Princess Game.


Discord Chat

This will be the IC thread for this game. Feel free to dot.

Scarab Sages

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Pathfinder Lost Omens Subscriber

Game Name: Palace of the Silver Princess (Orange edition) or Who Will Save Our Land?

Game System: OSR (system TBD, see below)

Theme: Young adventurers return home to find it in the clutches of a ruthless baroness and must rescue their friend

Flavor: Open World Survival hexcrawl based on published B/X D&D and 1st ed AD&D modules, all flavors from dark fantasy to gonzo

Background: You left your home in the Barony of Gulluvia only a few years ago, leaving behind your family, loved ones, and the places you loved in order to pursue your dreams in the wider world. You thought that you had outgrown the rolling hills and fruitful meadows of home, and were destined for great things.

A month ago, you received a desperate letter from home. Bernadette, the younger sister of your close friend Jeremiah who had stayed behind in Gulluvia to take over his family's farm, was begging you to return home and help her brother. She wrote that Jeremiah had been arrested by the soldiers of Baroness D'hmis, who had accused him of being a traitor and thrown him in a cell. Appeals for justice and mercy had gone unheard, and the Baroness' magistrate was moving forward with seizing their family farm.

Rushing home to come to your old friend's aid, you met Bernadette at the Shady Dragon Inn in the settlement of Velders on the edge of the Barony of Gulluvia. Clearly in a state of panic, Bernadette's eyes darted around, fearing she would be overheard. After you had sufficiently calmed her, she tearfully confessed that Jeremiah had been tried and convicted by the corrupt magistrate and was scheduled to be executed for treason in one month's time after which their farm would be seized as well. The magistrate proclaimed that if she could come up with 500 gp, however, she would be allowed to keep the farm. That amount of money was ludicrous, as no farmer in the history of Gulluvia had ever acquired that much wealth. Bernadette was deathly ashamed but didn’t have anyone else to turn to and asked you if there was anything you could do. Clearly, her estimation of your collective worth was off by a few hundred gold pieces, but that did not make the situation any less tragic.

Game Information: This will be an OSR (Old School Revival/Renaissance) game based on published TSR adventures from the early to mid-80s. Your PCs will be a group of young people from the Barony of Gulluvia, which was first sketched out by Jean Wells in her only TSR adventure: B3 Palace of the Silver Princess, published in 1981. In that description it states that the barony was recently taken over by the ruthless Baroness D’hmis. However you feel about this baroness, you all want to free your imprisoned friend Jeremiah, but lack the funds to do so. Of insufficient experience to take on the baroness directly, you have instead decided to do the only thing you can think of for coming up with the 500 gp needed to free him: become treasure hunters. Knowing that you have only a few weeks before your friend Jeremiah is unjustly put to death, you head off into the mountains north of Gulluvia, following the rumors of a wealthy princess who ruled a hidden valley and possessed a giant ruby. Surely a ruby of that size (if it exists) would buy your friend’s freedom, would it not?

Game System: As I mentioned above, I have not determined which of the OSR systems we will be using to play this game, but since I own several, we have options. I also thought it would be helpful if everyone who is chosen to play this game gets a chance to help pick it. As part of your application for this game, please select your top 4 from the options listed below in the "Application" section.

Application: If you are interested in the game, please submit the following:

Name:
Race:
Class:
Alignment:
Background/Backstory:
Personality:
Description (pictures are nice):
Game System Preference: Pick your top 4 from the following and list them in preference (highest to lowest):
Old School Essentials by Necrotic Gnome
Five Torches Deep by Sigil Stone Publishing
Labyrinth Lord by Goblinoid Games
Maze Rats by Questing Beast Games
Neoclassical Geek Revival
Sharp Swords & Sinister Spells by Gallant Knight Games
Swords & Wizardry by Frog God Games
Worlds Without Number by Sine Nomine Publishing
White Hack, 3rd edition
Trophy Gold

Submission Deadline: Feb 18th, 2022
Expected Posting Rate: 1/day M-F and once on Sat or Sun
Starting Level: 2

Scarab Sages

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Pathfinder Lost Omens Subscriber

Hello Customer Service folks,

Please cancel my Pathfinder Society subscription effective immediately.

Please cancel my Pathfinder Lost Omens subscription once "Absalom, City of Lost Omens" ships.

Finally, please cancel my Pathfinder Adventure Path subscription once "#174: Shadows of the Ancients" ships.

If the Lost Omens and AP cancel requests are too finicky to work on your end, please let me know and I'll put in separate requests for each of them at the appropriate time. The PFS subscription can be cancelled immediately, however.

Many thanks,

Alex


Howdy Paizoteers,

The subject line says it all: Breath of the Dragonskull Product Page.

I know, not the highest priority ever, but, you know :)


Discord Chat

For Dotting and erasing once your PC is approved in the Recruitment thread.


Discord Chat

For Dotting and erasing once your PC is approved in the Recruitment thread.


1 person marked this as a favorite.

Hi folks,

I've begun a new online campaign via video chat based on the old Dungeons and Dragons module B 1–9 "In Search of Adventure" using the 13th Age RPG rules set, and am considering starting a PbP here of the same thing if enough folks are interested. I would run the two in parallel and use the background and story elements that are generated by both games to cross-pollinate one another.

Would anyone be interested in adventuring through the Grand Duchy of Karameikos, first presented in the Moldvay D&D Expert Set, albeit using the 13th Age RPG rules published by Pelgrane Press?

The module as written is very sandboxy and allows the players to head off in a number of different directions. We'd start at 1st level in the town of Threshold and use the 13th Age Icon relationships to help inform backgrounds and plots. The Icons themselves would be powerful (although not immortal) forces in the Grand Duchy of Karameikos and surrounding nations.

Any interest? Questions?


Discord Chat

This will be where we play the game once we've finished the character creation process. Feel free to dot if you like.


Discord Chat

This is where we'll be discussing the game.

Everyone should begin by going to the Torchbearer RPG Downloads page and download the "Torchbearer Sheets Bundle" and the "Torchbearer Cheat Sheet".

After everyone checks in here and confirms they have downloaded both, we can begin the character creation process.

Scarab Sages

Pathfinder Lost Omens Subscriber

Hi folks,

I have long been interested in the Torchbearer RPG published by Burning Wheel Press and am wondering if anyone else might be interested in playing with me if I run a game of it here. I've been reading the rules for the past few months and am ready to give it a try.

For those of you who are unfamiliar with Torchbearer, it is a heavily modified version of the Mouse Guard RPG with some elements of the Burning Wheel RPG thrown in. Since I backed the Torchberer 2nd Edition Kickstarter, we'd be using the beta version of it that has been released for backers. If you have the 1st edition rules or none of the rules at all, that is perfectly fine, as the nature of Play-by-Post allows us to introduce rules elements bit by bit as we play.

For those of you who are unfamiliar with the Torchbearer RPG, it plays like a low-powered (compared to Pathfinder anyway), simulationist survival game where you have to keep track of supplies and live by the edge of your wits. Success or even just survival is not guaranteed, and players are encouraged to make plans and work together, rather than simply wading into every combat knowing that is is "balanced" for the party. In many ways it feels like the early editions of D&D and AD&D (which is intentional, as it is an homage to it). Unlike many modern games, it is actually quite crunchy rules-wise, but I feel the rules are well-designed and make sense.

There are quite a few reviews of the game online if you'd like to check them out: HERE, HERE, and HERE (video).

In order to make the game more friendly to folks here on the Paizo boards, I would be setting it in Golarion, specifically in northern Cheliax in the foothills of the Menador Mountains. Players would be portraying down-on-their-luck treasure hunters, searching the ruins of ancient civilizations for fame and glory.

There's no need to come up with a character concept right away, as Torchbearer character creation is best if it is done along with your fellow players, so just let me know if you are interested. If you'd like to start thinking about your character, please go ahead. The available classes are: Halfling Burglar, Human Magician, Dwarf Outcast, Elf Ranger, Human Theurge, and Human Warrior.

Scarab Sages

Pathfinder Lost Omens Subscriber

Hi there. I'm home on lockdown with lots of RPGs that I've never played. I want to change that. Anyone interested in joining me for a short, low-key PbP adventure? I'm happy to GM.

If you're interested, please give me a list of the games you've always wanted to play but never have and I'll let you know if I have them. We'll narrow it down to a half-dozen and then will vote. Sound good?

Game on!


Discord Chat

This is where OOC discussions will happen.


Discord Chat

Game will be played here. Feel free to dot in once you are chosen.

Scarab Sages

Pathfinder Lost Omens Subscriber

Greetings and welcome to the Recruitment Thread for "Operation Unfathomable" by Jason Sholtis using the Swords & Wizardry game system published by Frog God Games. At its heart, Operation Unfathomable is an Underworld exploration game in a surreal sword and sorcery universe that has more in common with the books of of Robert E. Howard (Conan), Fritz Leiber (Fafhrd and the Gray Mouser), and Michael Moorcock, than the imaginations of Tolkien and his intellectual descendants. The universe in which Operation Unfathomable exists is cruel, uncaring, and more than a little weird, but Sholtis has injected quite a bit of humor (often quite black) as well. This is not a place of dashing heroes and steely heroines with high ideals and seemingly endless hit points, but one where people have to be careful and clever just to survive, and where most are just out for themselves. But does this mean that things are grim and there is no hope? On the contrary. I hope to create a game where the PCs don't always get along, but try their best to make the best out of a bad situation, and have a laugh or two while they're at it.

Here are some additional notes about the game:
* This game will be potentially deadly, and the encounters will not be balanced. This means that sometimes the best option for everyone will be to run like hell. The GM will drop serious hints when it's time to flee.
* The rules for Swords & Wizardry can be downloaded as a "Pay What You Want" file HERE
* There's also a Player's Guide, but it's not necessary to play the game. It includes a fun comic based on the setting along with new PC races, classes, items, and spells that will eventually be available to the PCs, but won't be at the beginning of the game.

Posting Expectations
* I've played and GM'd games where people play frequently and ones where they don't; I prefer the former. Players will be expected to post at least once a day during the week and at least once over the weekend. If you don't think you'll be able to keep this pace up, please don't submit a PC. I also expect players who know they will or may miss this posting rate over a short period to let us know in advance if possible.

Character Creation Basics:
* 1st level PCs of any of the standard races presented in Swords and Wizardry: human, dwarf, elf, half-elf, halfling. We'll be adding other races later once you encounter them, but we'll start with these. Backgrounds for the races have not been created, so feel free to come up with something interesting if you like.
* Instead of the standard 3d6 method of stat generation, we will use the 4d6 and drop the lowest die method, after which you can assign stats as you chose.
* Standard classes will be used: Assassin, Cleric, Druid, Fighter, Magic-User, Monk, Paladin, Ranger, and Thief. Note that this will be an almost entirely subterranean game, so druid may not work too well.
* Standard money for equipment: 3d6 multiplied by 10 in gp
* Generate at least 2 PCs (possibly more), as you'll want to have a backup in case your first one dies.
* Come up with at least five descriptive sentences that tell us something about your character. You may substitute common sayings or catch phrases for these describptions. There should be some background information about your PC among these, and can also include descriptions of what the PC looks/sounds like.
* Make bold choices for character personality and background. Bold choices make for better RP. There is a lot of cross-planar travel in this universe, so your character could come from this world, or could have dropped through a dimensional portal from pretty much anywhere or anywhen. That means that if you want to play an airborne ranger from WW2, or a water merchant from Osirion, I'll allow it. If you are from another universe, we'll assume that you've been here long enough to get a basic handle on things.
* The game begins at the frontier outpost of Fort Enterprise, with all the PCs already having formed a group to explore the wilderness around the settlement for fun and profit. You should have an explanation of why you find yourself risking your life at the edge of civilization. Someone who is comfortable and well-off would not risk everything to be outside of the more civilized areas, so what brought you to Fort Enterprise? Also ask yourself how you get along with the other PCs in the group. What made you trust them enough to join a "company" together?
* Fort Enterprise is part of the City-state of Mur, also known as the Murian Empire. This is an (evil) empire ruled by the Sorceror-King Syantides, and Fort Enterprise is run by one of his less successful nobles. Mur is quite a distance from Fort Enterprise.
* Feel free to make up setting details in your background whole cloth. In fact, player contributions will be a major source of setting details and GM inspiration for this game.
* Here is a sample pregen from the game.

Spoiler:
ORASK ZORUNAM
Level 1 Magic-User
Intense scientific interest in all things Underworld coupled with below-average wisdom a possible liability
Speaks like David Attenborough and given to descriptive monologues with evangelical fervor
STR: 6 (-1), INT: 17, WIS: 8, CON: 13 (+1 to hp), DEX: 13 (+1 to missiles, 1 pt. bonus to AC) CHA: 12
Spells: 1 first level/day Armor: None Weapons: Dagger [1d4]
Age: 45. HP: 4, AC: [10], SAV: 15, Move: 12, XP Bonus: None
Equipment: backpack, bedroll, waterskin, lantern. 4 flasks oil, 8 specimen jars in leather case, 2 contain fungal spore samples, 1 contains a dozen live microsnakes, 1 week iron rations, 10’ pole, vial of holy water, portable spellbook containing sleep, detect magic, magic missive, reveal location, scroll containing fireball, 16 GP

Here are some additional house rules:
* Instead of awarding extra experience points that have to be calculated every time. simply reduce the total experience needed by 5, 10, or 15%.
* Use of ascending AC (p. 31) makes a lot more sense and is easier in conjuction with the "to hit bonus" instead of having to look everything up on the the THAC0 table
* Use the standard S&W basic saving throws instead of the various different kinds (p. 35)
* We'll use the Quick Method for Ascending AC Combat system (p. 44)
* Natural 20s will always hit and do +1 damage, while natural 1s will always miss
*It is impossible to instantly slay a PC (barring obvious exceptions such as being dropped into lava, etc). Upon being struck by an attack that would drop the PC to 0 hp or below, the PC drops to 0 hp and will lose 1 hp every round after that. Once the PC reaches a negative hp value equal to her level, the PC dies.
*Leveling up in Underworld will be allowed as long as the PCs have created a relatively safe place to retreat to.[/list]

Please let me know if you have additional questions! I'll keep this recruitment open for two weeks (10/23) after which I'll take my pick from among the 4-6 PCs I like best.

Scarab Sages

Pathfinder Lost Omens Subscriber

I recently purchased Operation Unfathomable by Jason Sholtis and found it is really up my alley. For those of you unfamiliar with the setting, it's been described as a gonzo, subterranean sandbox adventure that's plenty deadly but is probably very different from any Tolkienesque game you have ever played. The game is written for the D&D 0E retro-clone "Swords and Wizardry", and since I've been curious about how that game plays, I'd like to give it a try.

Everyone begins at 1st level with the standard classes and races from the Swords & Wizardry Core Rulebook, which is available as a "Pay What You Want" PDF. The setting below the earth (where the adventure is set) is well-described in the campaign book, but the world above as imagined by Sholtis still hasn't been published, so we'd all be making it up as we go along.

Here is the blurb describing the game:

From DriveThruRPG:
OPERATION UNFATHOMABLE is a 108-page, internally-consistent, gonzo funhouse module for Swords & Wizardry that runs like a subterranean wilderness trek instead of a “down the 10 foot hall and kick in a door” affair. There are random elements aplenty to keep GMs guessing as well as players. No balanced encounters to be found here, but the clever setup allows low level characters to drop into the dungeon “deep end” and still have a chance of making it out alive—if they’re smart and wary.

OPERATION UNFATHOMABLE includes:

Underworld Phenomena: Novel environmental hazards to challenge explorers like Horizontal Cave Lightning, Whirlwinds of Unbidden Transportation, Sudden Seismic Events, and many more!
Fractious Factions: Enter a crossroads of Underworld civilization where combat is only one of the options (and often not always the wisest!) for dealing with its denizens. The PCs can make a temporary truce with Blind Antler Men or forge an unlikely alliance with the minions of Nul the Mindless God!
Races, Weirdos and Chaos Godlings Galore: Over two dozen new creatures, from Batwinged Dwarfs to Shaggath Ka the Worm Sultan, malevolent...and even more malevolent!
Near-Endless Adventure: Enough NPCs, encounters, and areas to explore to keep a campaign going well beyond the initial scenario.

And if you want more background about the actual adventure, here's the full player's background:

Spoiler:
Sorcerer-King Syantides, autocrat of the ancient city-state Mur, has made a terrible blunder. The fabulous Nul Rod (an anti-magical artifact of mythic proportions), long kept safely locked away in his Tower Impregnable, has been taken by one of Syantides’ sons, the gallant Prince Eyraen.

Unable to master the mystic arts and doomed to obscurity in the shadows of his nine (confirmed) siblings, the Prince dedicated himself to mastering the arts of war and became a mighty fighting-man and prominent explorer. While outfitting himself for an expedition, Eyraen discovered the Nul Rod among his father’s substantial treasure hoard and appropriated the relic for use on a suicidal errand into the unfathomable Underworld.

At some point in their delve, the Prince’s party met with a terrible fate from which only a single porter escaped. This young man, his hair prematurely white from terror, was able to offer very little in the way of coherent testimony before breaking free of his restraints and throwing himself into Stonespear River. The authorities found a rough map from the expedition in the youth’s tattered sack, along with a small golden idol depicting a little- known godling, Shaggath-Ka the Worm Sultan. Former associates of the Prince confirmed that Eyraen had long a terrible vengeance upon the Worm Sultan, to whom one of the Prince’s most ardent lovers was sacrificed in an unspeakable rite.

According to the map, Shaggath-Ka’s realm lies somewhere beneath the frontier territories to which your group has traveled in search of adventure. Just yesterday, the local captain attempted to plumb these depths with a sizable force of soldiers. A half-insane survivor, before renouncing his citizenship and disappearing into the night, reported that the war band attracted so much attention they were drawn into a series of nonstop battles. The captain and his remaining stalwarts fell in an encounter with a singular horror that the surviving man-at-arms was either unable or unwilling to describe. The agents of the Sorcerer-King hope that a smaller expedition, proceeding stealthily and choosing their battles wisely (this cannot be overemphasized), might have a better chance of success. The section of the Underworld visited by the Prince’s party was at least partially pacified, and many horrors were destroyed. Certainly, whatever wiped out the party remains at large, but with care, planning, and stealth, the Nul Rod may still be recoverable. The further opportunity to reclaim any treasures procured by the Prince before fate overtook him should not be ignored.

The entrance to the Underworld used by the Prince lies but a few hours’ travel into the nearby wilderness. But, with perpetual internecine wars raging on all fronts, most of the greatest heroes in the Sorcerer-King’s service are dead, occupied, or very far away. And so in Fort Enterprise, the modest wilderness outpost you have chosen as your base of operations, the Sorcerer-King’s regent has determined to press into service whomever he can find who might pass for bold adventurers. Your newly formed company, already planning a career in exploration, treasure hunting, and dungeon delving, will simply have to suffice.


Discord Chat

This is the OOC/Discussion thread for our Trail of Cthulhu game "Ritual Pursuits" written by Steve Dempsey.

Feel free to post your rules-specific questions or other OOC material here.


Discord Chat

It’s 1931 and the Indianapolis Indians have just opened their new Perry Stadium on 16th St., and the newly reformed Indianapolis ABCs are playing in the Negro National League. You are all traveling to Indianapolis cross country from New York in quite a decent car, a Ford Model A Sedan, looking to take advantage of these exciting times (Picture of Ford). There are two ball players, a sports journalist, a doctor, an author (whose car it is), a photographer, and Woodrow Chadrick, the driver. It’s not been an easy journey. Unmarried women traveling with men, and whites traveling with blacks, are viewed with great suspicion.

You took a slight detour in Ohio to check out a haunting in Lima, Ohio. You had hoped to make better time, because you need to be in Indy tonight. You’ve been forced to push on into the night and now you’re just south of Muncie, Indiana. It is a moonless, clear and cold March night, and the stars are bright.

Please feel free to introduce your investigator (that's what PCs are called in Trail of Cthulhu) in an OOC manner. The reason for this is because you've been traveling together for more than a day and that actual in-character introductions happened yesterday, if not before). You're all going to Indianapolis for different reasons, which are covered in your investigator's "Contacts and Notes" section. It's assumed that all of you have shared that reason with one another. You should also consider your "Drive" (also listed on the character sheet): this is the reason for why you are interested in the occult/weird stuff, and what personally motivates you in general. Here are the descriptions of each of your drives from the Trail of Cthulhu book. Each also lists an example of a character from a Cthulhu mythos story who shares that ambition.

If your drive is "Adventure", the book has the following suggestion:

ToCBook wrote:

"Nothing gets you going like the promise of action, combat, and strange new experiences. You’re an adrenaline junkie and if ichor is the cure, then so be it! Turning down an adventure to “play it safe” is like admitting that your whole life was meaningless before."

Example: Harry Houdini in Under the Pyramids.

If your Drive is "Arrogance":

ToCBook wrote:

"Your ultimate success will be its own justification, and it is sure to come to you, since only you have the will to grasp it. The rules of petty people don’t apply to you, and neither do their shrinking, timorous fears."

Examples: Herbert West, Crawford Tillinghast in From Beyond, Denys Barry in The Moon-Bog.

If your Drive is "Artistic Sensitivity":

ToCBook wrote:

"You are already aware of the numinous and supernatural quality of the world – it is what you seek to capture in your

art, of course. You must follow your Muse wherever she leads, clay in her hands for molding. nothing, especially not mundane concerns, can stanch your need for inspiration."
Examples: Robert Blake in The Haunter of the Dark, Richard Pickman in Pickman’s Model, the sculptor Henry Wilcox in The Call of Cthulhu, and possibly Erich Zann. Walter Gilman in The Dreams in the Witch House also essentially fits this pattern, treating higher mathematics as an art.

If your Drive is "Duty":

ToCBook wrote:

"You know it’s dangerous and ill-advised, but somebody’s got to go down those steps or bust up that cult. And you’re elected, because if you don’t take care of things now, they’re just going to get worse. If you don’t, who is? Some time-serving goldbrick just counting down the days until their pension? Don’t be ridiculous."

Examples: Inspector Legrasse in The Call of Cthulhu and Detective Malone in The Horror at Red Hook, the sailors and G-men who expunge The Shadow Over Innsmouth, the colonial-era posse that burns out Curwen in Charles Dexter Ward, Professor Armitage in The Dunwich Horror.

If your Drive is "Thirst for Knowledge":

ToCBook wrote:

"You must – you must! — learn the secret lore of the cosmos. This is not footling, footnoted scholarship. It is the quest for truth. You don’t want to advance human knowledge – the herd don’t desire, or deserve, to know what lies behind the walls of the world. only you (and perhaps a few fellow initiates) truly burn to possess such secrets, and only you are willing to do what it takes to get them."

Examples: Both Henry Akeley and Albert Wilmarth in The Whisperer in Darkness, Harley Warren in The Statement of Randolph Carter, the narrators of The Nameless City and The Lurking Fear.

Scarab Sages

Pathfinder Lost Omens Subscriber

This is the recruitment thread for the demo game of Trail of Cthulhu using the GUMSHOE system, and a de facto continuation of the previous interest thread.

As previously stated, we'll be playing the convention demo adventure "Ritual Pursuits", which serves as an introduction to the setting and the system.

If you've previously expressed interest in playing, please let me know which of the pregens (see below) you'd be interested in playing, and if you have any questions about the game.

Pregens:

Fran Tyler, Author
Lian Chao, Shutterbug
Dr. Alex Lansdale, MD
Brad Heller, Minor League Baseball player
Eugene Stafford, Criminal turned pitcher
Amanda Jones, Journalist

Scarab Sages

Pathfinder Lost Omens Subscriber

Wondering if there is interest in playing through a very short demo game of Trail of Cthulhu. I'd be using the convention demo "Ritual Pursuits", which is very brief and serves as an introduction to the game system. Trail of Cthulhu uses the GUMSHOE system from Pelgrane Press, which is easy to learn. The setting is pretty much identical to a standard Call of Cthulhu game, except that is is set in the 1930s instead of the 1920s. Pregens are available if you don't have access to the rules.

Scarab Sages

OOC discussion of the game are open!


Discord Chat

Hello everyone!

This is where we'll be having the kinds of discussions about the game that don't involve your PC saying "Hey, why is that goblin wearing a leotard?", or things like that.

Got a questions about how I run the game? Put it here.

Want to ask another player a question, or communicate something to the player (and not the PC)? Put it here.

Want to tell us a funny story about what happened to you today? Put it here.

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

So with that out of the way, let me tell you a little about this game.

This will be a sandbox game, very much unlike the Adventure Paths that Paizo publishes (and which are very good), but one which hearkens back to the game of AD&D that I grew up with back in the eighties. For those of you who don't know the distinctions, a sandbox game is one in which the players provide the goals and motivations for the game. An Adventure Path generally has a predetermined story in which the PCs play the central roles, but which they can't completely escape from. Sorry if this is very old info, but I have to assume that not everyone is in the know.

Your sandbox adventure begins in the town of Saltmarsh (well, it begins in a tunnel underground, but think of that as more of a prologue), but from there you will be able to go in any direction you want. Want to work for the town guard and track down criminals? You can do that. Want to buy a boat and become pirates. Um, sure, you can do that, but please give me a little more time to plan. Want to explore an abandoned mine that is said to be teaming with monsters and treasure? Oh yes, sure.

How will you know which way to go? I will hopefully be dropping lots of adventure hooks throughout the game, ones that will point you toward a place that you've never visited. Or perhaps you've visited them before, but you receive new info about a person in that place that you didn't know before.

I would like to draw these adventure hooks from the types of PCs that you have created, drawn from their backgrounds and their desires, their wishes and dreams. Maybe your character really wants to become a nobleman and have his own stronghold. Is that possible? Well, maybe not right away, but given enough blood, sweat, tears, and gold it certainly might be. I can guide the story in that direction.

Maybe during your adventures you meet a big bad guy, and you decide that THAT'S THE GUY WHO KILLED MY SISTER! Ok, thank you for the campaign arc, let me build something about taking down that guy (or gal).

So that's basically how my sandbox game will run.

How can you help? Let me know what your PC wants, desires, needs. Also tell me what he hates, fears, and is jealous of. Don't tell me here in this thread (well, do if you like), but I prefer it if you tell it in your character's actions, words, and in her backstory.

If you have questions, ask away.


4 people marked this as a favorite.
Discord Chat

You could swear that the last shadow moved of its own accord, but it was probably just a trick of the light.

You were hired several days ago to accompany a pioneering caravan traveling via the "Old Dwarven Road", an underground highway built centuries ago by an ambitious, but now forgotten dwarven king. For the last two days you have been moving through darkened tunnels, crossing rope bridges that span crevasses, and squeezing through small gaps in natural caves, following a route that once was well-maintained and patrolled, but has deteriorated considerably after centuries of neglect. What once was a wide road paved with broken stone that was regularly patrolled is now a broken path frequently interrupted by fallen rock and patches of subterranean flora. For this and other reasons, no one has used the Old Dwarven Road in a very, very long time.

These obstacles did not deter the dwarven spice merchant Amelius from hiring all of you to accompany the caravan and protect his mules for three days until you reach the coastal town of Sandpoint on the far side of the Old Dwarven Road. A young dwarf of high birth, Amelius bought a map of the Old Dwarven Road in an antiquarian's shop, and has invested a good deal of his inheritance on this expedition. Having no first-hand experience with the route, he hired an ancient dwarven miner named Grakkus the Deaf to lead the way. Grakkus is one of the few people old enough to have traveled this route during its heyday, and claims to "remember it like it was yesterday". In truth, Grakkus' memory has deteriorated over the years, and you have had to backtrack three, perhaps four times in the two days you have been underground.

You have seen a healthy amount of vermin during your travel through the darkness, but none larger than a large rat. You have been told that there are goblins in these tunnels, but have not seen any so far. Grakkus has mentioned that Underdark trolls took over parts of the Old Dwarven Road several decades ago, but they haven't been seen in these parts for years.

You have taken a mid-day break in a carved room with a fountain to rest, eat, refill your canteens and give the four mules a good long drink. Grakkus, as always, is studying the map, and Amelius is sitting on the ground next to the fountain, eating a piece of yellow-gold cheese and taking bites of meat jerky.

You are on the second day of a three-day journey through the Underdark to the town of Sandpoint. You have been hired as caravan guards, and to lead the four mules carrying the merchant's spice shipment. You are currently in a room that is approximately 40' by 50' with a domed ceiling about 25' above your heads. The room is covered in light rubble and has two open exits, each about 15' wide. The only sound (besides the sounds of your caravan) is the trickling of water from the mouth of a bronze pipe sticking out of the wall and flowing into a small catch basin.

Feel free to post an introduction with the understanding that you have all known each for about a week (perhaps more). All of you are inexperienced and have had to take this crazy journey because you are nearing the ends of your funds. Who else would take this job?

Scarab Sages

Pathfinder Lost Omens Subscriber

Greetings,

I've recently been inspired to introduce some of the adventures I grew up playing to a new generation of players who might have missed them, as well as older players who never got the chance. Although I played quite a few during my misspent youth, I have a particularly fond memory of U1, The Sinister Secret of Saltmarsh, the fist adventure published by TSR UK back in 1981. The adventure was fun for a 1st level adventure and offered several locations, a fun mystery, and several RPG tropes that have become legends.

Despite the nostalgia for the adventure, I don't really have any desire to run the adventure using the 1st edition AD&D rules it was written for. My tastes as a gamer have changed, and although I remember AD&D fondly, it's not a game I am dying to play again in a PbP setting. There are just things I enjoy about more recent games that AD&D just can't offer. I also am not particularly interested in running it as a Pathfinder or 5e game, as I prefer something a bit more narrative driven these days.

I would therefore like to run SSS (Sinister Secret of Saltmarsh) using the new SWADE (Savage Worlds Adventure Edtion) rules with some modifications from the old Fantasy Companion to make it feel a bit more like AD&D. I'm fine setting the game in Greyhawk as it was written, as I still love that campaign setting.

I would make some adjustments to the adventure to fill out the parts that haven't aged well or that need some more "interesting tidbits", but mostly I plan to run it largely as written.

Posting Expectations:

I don't like my games to drag. By submitting a character you agree to post at least once a day during the week (M-F), with no posting requirement for weekends. If you plan on being away for more than two days, please let us know in advance. Once I post a GM combat post, you have 24 hours to post your actions (except for weekends), or you will be botted.

Here are the rules of character generation:

Players have until Monday, February 18th to submit their completed characters. If you need help with the Savage Worlds rules, or even just the new Adventure Edition, please feel free to ask here.

Beginning Novice character

CONCEPT
Start with a general idea of what type of character you want to play. If you want to keep with the AD&D theme, pick a concept that generally fits in with one of the classic 1st edition classes: cleric, druid, fighter, paladin, ranger, magic-user, illusionist, thief, assassin, monk, but you aren't limited to these.

RACE
Any of the 1st edition AD&D races: Dwarf, Elf, Gnome, Halfling, Half-elf, Half-orc, Human
I'm still tinkering with the racial abilities, but here's what I have so far (but feel free to make suggestions):

List of Races:
Dwarf

*INFRAVISION: Dwarven eyes are accustomed to the complete blackness of the Underdark, allowing them to detect and “see” heat through their eyes. This halves Illumination penalties when attacking targets that radiate heat.
* REDUCED PACE: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die one die type.
* TOUGH: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12 + 1.

Elf
* AGILE: Elves are graceful and agile. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1.
* MEAN: Due to their advanced age, elves see other races as children, and can therefore come across as aloof and mean. They receive a -1 on all Persuasion rolls when interacting with races other than their own.
* LOW LIGHT VISION: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination.

Gnome
* LOW LIGHT VISION: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination.
* REDUCED PACE: Decrease the character’s Pace by 1 and their running die one die type.
* SIZE −1: Half-folk average only about four feet tall, reducing their Size (and therefore Toughness) by 1.
* TOUGH: Gnomes are preternaturally blessed with great resilience. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12 + 1.

Halfling
* LUCK: Half-folk draw one additional Benny per game session.
* REDUCED PACE: Decrease the character’s Pace by 1 and their running die one die type.
* SIZE −1: Half-folk average only about four feet tall, reducing their Size (and therefore Toughness) by 1.
* SPIRITED: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4. This increases their maximum Spirit to d12 + 1.

Half-elf
* HERITAGE: Half-elves may retain the grace of their elven parent or the adaptability of their human ancestry. A half-elf may either start with a free Novice Edge of his choice or a d6 in Agility instead of a d4 (which also increases his Agility maximum to d12 + 1).
* LOW LIGHT VISION: Half-elves ignore penalties for Dim and Dark Illumination.
* OUTSIDER (Minor): Half-elves are never quite comfortable in human or elven society, having a foot in both worlds but never fully standing in either. They subtract 2 from Persuasion rolls with all but others of their kind.

Half-orc
* LOW LIGHT VISION: Half-orc eyes are accustomed to the blackness of the Underdark, allowing them to detect and “see” heat through their eyes. This halves Illumination penalties when attacking targets that radiate heat.
* OUTSIDER (Minor): Half-orcs aren’t trusted by most other civilized races, and so subtract 2 from Persuasion rolls with all but others of their kind.
* STRONG: Half-orcs have some of the strength of their ancestry. They start with a d6 Strength attribute instead of a d4. This increases maximum Strength to d12+1.

Human
* ADAPTABLE: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.

HINDRANCES
Select up to 4 points of Hindrances (Major are worth 2 points, Minor are 1). For every 2 Hindrance points you take you may: raise an attribute one die type or chose an Edge. For 1 Hindrance point you may take another skill point, or gain 500 silver pieces additional starting funds (see Gear below).

List of Hindrances:
Anemic (minor)
Arrogant (major)
Bad Eyes (minor or major)
Bad Luck (major)
Big Mouth (minor)
Blind (major)
Bloodthirsty (major)
Can't swim (minor)
Cautious (minor)
Clueless (major)
Clumsy (major)
Code of Honor (major)
Curious (major)
Death Wish (minor)
Delusional (minor or major)
Driven (minor or major)
Elderly (major)
Enemy (minor or major)
Greedy (minor or major)
Habit (minor or major)
Hard of Hearing (minor or major)
Heroic (major)
Hesitant (minor)
Illiterate (minor)
Impulsive (major)
Jealous (minor or major)
Loyal (minor)
Mean (minor)
Mild Mannered (minor)
Mute (major)
Obese (minor)
Obligation (minor or major)
One Arm (major)
One Eye (major)
Outsider (minor or major)
Overconfident (major)
Pacifist (minor or major)
Phobia (minor or major)
Poverty (minor)
Quirk (minor)
Ruthless (minor or major)
Secret (minor or major)
Shamed (minor or major)
Slow (minor or major)
Small (minor)
Stubborn (minor)
Suspicious (minor or major)
Thin Skinned (minor or major)
Tongue-tied (major)
Ugly (minor or major)
Vengeful (minor or major)
Vow (minor or major)
Wanted (minor or major)
Yellow (major)
Young (minor or major)

ATTRIBUTES
Agility, Smarts, Spirit, Strength, Vigor

  • Attributes start at d4 (higher for certain races). You have 5 points to distribute among them. Each step costs 1 point.
  • Attributes may not be raised above d12 unless your hero's racial bonus states otherwise.

    SKILLS

  • Athletics, Common Knowledge, Notice, Persuasion, and Stealth are Core Skills and start at d4 for free.
  • You have 12 point to put into skills
  • Each die type costs 1 point up to and equal to the Attribute it is linked to (e.g. Agility for the Fighting skill), then 2 points per die type after that.
    List of Skills:
    Note that everyone receives a free d4 in the skills marked with an asterisk:

    Academics (Smarts)
    *Athletics (Agility)
    Battle (Smarts)
    Boating (Agility)
    *Common Knowledge (Smarts)
    Faith (Spirit)
    Fighting (Agility)
    Focus (Spirit)
    Gambling (Smarts)
    Healing (Smarts)
    Intimidation (Spirit)
    Language (Smarts)
    *Notice (Smarts)
    Occult (Smarts)
    Performance (Spirit)
    *Persuasion (Spirit)
    Repair (Smarts)
    Research (Smarts)
    Riding (Agility)
    Shooting (Agility)
    Spellcasting (Smarts)
    *Stealth (Agility)
    Survival (Smarts)
    Taunt (Smarts)
    Thievery (Agility)

    DERIVED STATISTICS

  • Standard pace is 6", but my be changed by racial abilities, Edges, and Hindrances.
  • Parry is 2 plus half your Fighting skill die.
  • Toughness is 2 plus half of the Vigor die, plus any Armor.

    EDGES

  • Use any leftover Hindrance points to purchase Edges. Each Edge costs 2 Hindrance points.
    List of Edges:
    BACKGROUND EDGES
    Alertness (N, CR 37)
    Ambidextrous (N, CR 37)
    Arcane Background (N, CR 37)
    Arcane Resistance (N, CR 37)
    * Requirements: Novice, Spirit d8+ or Race: dwarf
    Improved Arcane Resistance (N, CR 37)
    Aristocrat (N, CR 37)
    Attractive (N, CR 38)
    * Requirements: Novice, Vigor d6+ or Race: elf
    Very Attractive (N, CR 38)
    Berserk (N, CR 38)
    Brave (N, CR 38)
    Brawny (N, CR 38)
    Brute (N, CR 38)
    Charismatic (N, CR 38)
    Elan (N, CR 39)
    Fame (N, CR 39)
    Fast Healer (N, CR 39)
    Fleet-footed (N, CR 39)
    Linguist (N, CR 40)
    * All non-humans receives this edge for free due to the Multiple Languages setting rule
    Luck (N, CR 40)
    Great Luck (N, CR 40)
    Quick (N, CR 40)
    Rich (N, CR 40)
    Filthy Rich (N, CR 40)

    COMBAT EDGES
    Brawler (N, CR 41)
    Calculating (N, CR 41)
    Dead Shot (N, CR 41)
    Extraction (N, CR 41)
    Feint (N, CR 42)
    First Strike (N, CR 42)
    Free Runner (N, CR 42)
    Hard to Kill (N, CR 42)
    Iron Jaw (N CR 42)
    Martial Artist (N, CR 43)
    Mighty Blow (N, CR 43)
    Nerves of Steel (N, CR 43)
    Improved Nerves of Steel (N, CR 43)
    Steady Hands (N, CR 44)
    Sweep (N, CR 44)
    Trademark Weapon (N, CR 44)
    Two-Fisted (N, CR 44)

    LEADERSHIP EDGES
    Command (N, CR 45)

    POWER EDGES
    New Powers (N, CR 47)
    Power Points (N, CR 47)
    Power Surge (N, CR 47)

    PROFESSIONAL EDGES
    Acrobat (N, CR 48)
    Adept (N, FC 6)
    Artifact Hunter (FC, 6)
    Assassin (N, CR 48)
    Familiar (N, FC 5)
    Investigator (N, CR 48)
    Jack-of-all-Trades (N, CR 48)
    McGyver (N, CR 49)
    Scholar (N, CR 49)
    Soldier (N, CR 49)
    Thief (N, CR 49)
    Wooodsman (N, CR 50)

    SOCIAL EDGES
    Bolster (N, CR 50)
    Common Bond (N, CR 50)
    Connections (N, CR 50)
    Humiliate (N, CR 50)
    Menacing (N, CR 50)
    Provoke (N, CR 50)
    Rabble-Rouser (N, CR 50)
    Reliable (N, CR 51)
    Retort (N, CR 51)
    Streetwise (N, CR 51)
    Strong Willed (N, CR 51)
    Iron Will (N, CR 51)
    Work the Room (N, CR 51)

    WEIRD EDGES
    Beast Bond (N, CR 51)
    Beast Master (N, CR 51)
    Champion (N, CR 52)
    Danger Sense (N, CR 52)
    Healer (N, CR 52)
    Liquid Courage (N, CR 52)
    Scavenger (N, CR 52)

    GEAR

  • Purchase up to $500 worth of equipment. In this game, we'll substitute silver pieces (sp) for dollars.

  • Scarab Sages

    Pathfinder Lost Omens Subscriber

    Greetings,

    I've recently been inspired to introduce some of the adventures I grew up playing to a new generation of players who might have missed them, as well as older players who never got the chance. Although I played quite a few during my misspent youth, I have a particularly fond memory of U1, The Sinister Secret of Saltmarsh, the fist adventure published by TSR UK back in 1981. The adventure was fun for a 1st level adventure and offered several locations, a fun mystery, and several RPG tropes that have become legends.

    Despite the nostalgia for the adventure, I don't really have any desire to run the adventure using the 1st edition AD&D rules it was written for. My tastes as a gamer have changed, and although I remember AD&D fondly, it's not a game I am dying to play again in a PbP setting. There are just things I enjoy about more recent games that AD&D just can't offer. I also am not particularly interested in running it as a Pathfinder or 5e game, as I prefer something a bit more narrative driven these days. My personal preference would be to run it using the new SWADE (Savage Worlds Adventure Edtion) rules with some modifications from the old Fantasy Companion to make it feel a bit more like AD&D. I'm fine setting the game in Greyhawk as it was written, as I still love that campaign setting.

    I would make some adjustments to the adventure to fill out the parts that haven't aged well or that need some more "interesting tidbits", but mostly I plan to run it largely as written.

    If Saltmarsh goes well and the group gets along and is interested in continuing, I'd be happy to continue to a different AD&D adventure, but that's far down the road.

    So is there anyone who might be willing to join me? I'm guessing that I won't be able to start the game until the end of Outpost II at the end of April, although that depends on how fast my games there go. If you've never played Savage World before, it's a pretty easy system to learn, and I'm happy to help teach.


    Please dot and delete. Gameplay is scheduled to begin March 11.

    Scarab Sages

    This is where we will be playing ...

    Scarab Sages

    This is where the OOC discussions for the Steve Jackson's Sorcery! game will take place.

    Scarab Sages

    2 people marked this as a favorite.
    Pathfinder Lost Omens Subscriber

    Greetings,

    As I assume was true for others of my generation of European gamers, I was first introduced to RPGs not through D&D, but through the British "Fighting Fantasy" books by Steve Jackson and Ian Livingston (e.g. "The Warlock of Firetop Mountain", "Citadel of Chaos", "The Forest of Doom", etc). These books were IMO a step up from the "Choose Your Own Adventure" books, because they felt more "grown-up", and your "hero" had stats and a simple combat system with which to fight the bad guys. The artwork by Russ Nicholson and Malcolm Barter sucked me in as well and was dark and evocative (just do a search for "Citadel of Chaos Art" and you'll see what I mean). The encounters and stories were good as well, and really gave you the option of how to play your hero (callous, helpful, etc).

    The five books of Steve Jackson's Sorcery! bumped it up even more, adding a full spellbook that your hero could cast from, and spreading a single adventure over four books while adding a magic system that AFAIK, has never been duplicated. The artwork in these books is also extremely evocative and the writing (if very "80's") was still top notch.

    Though the years I've lost or given away all of my Fighting Fantasy books, but a few years ago I was gifted the Sorcery! books.

    I'm wondering if anyone might be willing to join me in reliving this part of our youth (or just my youth if you never read these books) by play through them.

    I haven't completely decided on how to do this, but here are my various suggestions. Please chime in with your opinion of what you think might work out best.

    1) Play it through "straight" using the rules of the books with one person playing the hero and me typing all the text as it appears in the book. This is basically the equivalent of you reading the book.

    2) Have more than 1 player in the group using the rules as written, and multiply the enemies by the number of players. Because of the power of magic in these books, only one person would be able to cast spells. This would allow players to add a bit more flavor by interacting with each other and not just the NPCs.

    3) Convert the story into some other RPG (not Pathfinder). This would mean changing the structure of the books quite a bit and would take some prep time for me, as I'd have to do the conversion. To speed up this process I'd prefer to use a somewhat simpler RPG that is not Pathfinder that would fit the source material like Orginal D&D or a clone of it, or something simpler like Fate Core or Dungeon World, or something that would work with the dark setting like Shadow of the Demon Lord or Zweihander.

    What do people think? Anyone interested in exploring the Shamutanti Hills, Khare, and beyond with me?

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    I just realized that I can't think of a single normal non-human ruler (historical or current) of one of the "human" nations of the Inner Sea region (i.e. those that are not explicitly non-human like Kyonin and the Five Kings Mountains). Can anyone else think of one?

    Yes, I know that the lich Whispering Tyrant ruled a wide area of central Avistan, and that a lawful good (no, neutral!) gold dragon rules Hermea. I'm talking about a otherwise normally human nation like Cheliax or Taldor being ruled by a non-human. Has it ever happened in canon?

    Scarab Sages

    1 person marked this as a favorite.
    Pathfinder Lost Omens Subscriber

    Hi folks,

    As so often happens, we've lost one of our players in our ongoing run of Tom Moldvay's Classic "The Lost City" and are therefore looking to recruit one player who might be interested in playing a divine caster.

    You can find character creation rules in the Original Recruitment Post.

    Current PCs include a human diviner, a half-orc barbarian, a halfling rogue, a human ranger, and a human fighter.

    If you like writing fun, interactive prose and enjoy classic Original D&D modules, why not submit a character to join us?

    Submissions will be accepted until Friday, December 15th at 8 PM Pacific Time, and which point I'll make my decision. Preference given to interesting, well thought-out personalities.


    Discord Chat

    This is the gameplay thread for "The Broken Tower", the Runequest Quickstart adventure.

    Scarab Sages

    This is where out-of-character discussions will live.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    Dear CS,

    Please add a back-ordered subscription copy of Incident at Absalom Station to my sidecart once it becomes available. My Starfinder AP subscription seems to have started with #2.

    Many thanks


    Discord Chat, Map

    Picture of sandstorm

    The sandstorm hit the caravan faster than any of you could have believed. One minute you were preparing the animals for the evening, and the next the wind was picking up and a mile-high wall of darkness was advancing toward you from the southeast.

    The caravan master Elloit called out a sharp warning, directing everyone to secure the animals and goods for a storm just as you had practiced weeks ago. Guards and muleteers sprang into action, securing the supplies and trade goods under weighted tarps, while others gathered the horses and camels who were already braying in alarm, leading them to a small rock overhang near the oasis where they would find the best shelter.

    The wind picked up quickly, and you began to feel the sand batter your faces and other exposed skin. Evening turned to night as the sand and dust obscured vision. Once you had performed your preassigned duties, some of you headed toward the nearest shelter: a small tent set up on the leeward side of one of the camels under the rock overhang, while others tried to accomplish one last thing.

    You are being hit by a major sandstorm on the edge of the Alasyian Desert. You had been warned that you might encounter a sandstorm, but that they are very unusual for this time of year. Your caravan is composed of 15 horses and five camels, along with two wagons. There are 12 people in the caravan (other than the PCs), most of whom have traveled this route before.

    Each of you can post how you enter the tent, or if you want to do anything before you find safety. Every action causes you to take 1d3 points of nonlethal damage (no save) from pelting sand, rocks, etc, as well as a percentage chance to become disoriented in the storm and take additional time to find shelter. Possible actions include 1) double-checking to make sure trade goods are secure, 2) double-checking to make sure supplies (water, food, tools) are secure, 3) tending to animals (making sure they have all been tended to and secured), 4) tending to fellow caravan members (making sure everyone has found shelter), 5) making sure your tent is as secure as possible, 6) anything else you can come up with given your abilities/skills. You may simply describe what you are doing, although making a successful skill or ability check (DC 15 or 12 respectively) can only help you. You may use any skill or ability you have as long as using it makes sense given the task you are attempting to perform.

    Scarab Sages

    This is eventually where OOC questions and comments will go.

    Scarab Sages

    1 person marked this as a favorite.
    Pathfinder Lost Omens Subscriber

    Hi folks,

    I've been wanting to run Tom Moldvay's classic "The Lost City" for quite a long time and was wondering if anyone would be interested. We could either play the original Basic D&D version (using a retro-clone like Labyrinth Lord) if you don't have the original books, or I could easily update it to Pathfinder.

    If you don't know much about the adventure, you can read about it on its Wikipedia page HERE.

    Scarab Sages

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    Pathfinder Lost Omens Subscriber

    I've been looking at my bookshelf and the PDFs on my computer for a while and thinking that I would love to try games I've never played.

    In the spirit of experimentation and getting to know a new system, I would like to run the short adventure included with the Runequest Quickstart ruled from Free RPG Day 2017 named "The Broken Tower". It's an adventure for 3-5 players and all the players would be playing the pregens included in the adventure. It's a great introduction to the new Runequest rules and the campaign setting. I'm old enough to remember the old 2nd edition Runequest rules with great fondness (although I never got to play it).

    Anyone interested in playing would have to download the rules from DriveThruRPG (it's free, just do a search for "Runequest Quickstart") and pick one of the PCs in the back of that publication.

    I'm including some information for each of the PCs for those who want to check things out a bit before downloading the free PDF:

    Vasana, Daughter of Farnan:
    I am Vasana, the daughter of Farnan, a hero of Starbrow’s Rebellion, slain and devoured by the Crimson Bat. In my war of revenge against the Lunar Empire, I gained the attention of Argrath at the Battle of Pennel Ford. I was sorely wounded at the Second Battle of Moonbroth, granting me this terrible scar across on the left half of my face. I returned to my mother’s farm to recover, and now I am ready for adventure. My friends know me for a fearsome bison rider, a skilled hand with a sword, and a devout worshipper of Orlanth Adventurous. My honor is my greatest strength.

    Vasana is a small but athletic woman with red-hair and a vicious scar across her left face. Despite her small size, she rides a bison and is more than capable of commanding warriors and priests more senior than herself.
    Vasana’s grandmother was a scribe in the service of the Princes of Sartar, and died with great glory in the Battle of Boldhome. Vasana’s father was Farnan, a temple orphan who married Vareena, a priestess of Ernalda from the Ernaldori clan. Farnan joined Starbrow’s Rebellion and later personally aided Kallyr Starbrow in her escape from Sartar. He died defending Whitewall in 1620, devoured by the Crimson Bat. Farnan’s soul was annihilated and Vasana, then a teenager, swore revenge.
    As soon as she was initiated as an adult, Vasana left her mother’s farm to avenge her father against the Lunar Empire. In 1623, she followed King Broyan to the metropolis of Nochet, accompanied by her half-sister Yanioth. At the Battle of Pennel Ford, she fought with great glory, and gained the attention of Argrath. Vasana followed Argrath into Prax and joined the army of the White Bull in the liberation of Pavis. Pursuing honor again, she fought with great glory at the Second Battle of Moonbroth, and was nearly killed (receiving a nasty scar across her left eye) in the process of killing a Lunar priestess. After the Dragonrise, she returned to her mother’s farm to recover.

    Yanioth, Vareena's Daughter:
    Call meYaniothVareena’s Daughter, and like my mother, you will know me as
    a priestess of Ernalda. Praised be the Earth and all its secrets! I know the sacred dances of life and lust as well as the rites of birth and renewal. I speak to spirits of the higher worlds and those of the earth, and I know the ways of knitting flesh and bone to their wholeness. With my half-sister Vasana, I ventured to Nochet, and there I earned the blessing and favor of Queen Samastina. Now I travel with her, following the path that my goddess has set before me.

    Yanioth is a voluptuous woman with brown hair with braids that twist like snakes. She wears the traditional vestments of an Ernaldan priestess, and has a tone ranging from lofty to occasionally salacious. Despite this, she is helpful and generous to her friends, and ruthless towards her enemies.
    She is Vasana’s half-sister, sharing the same mother, Vareena, but with a different father. Yanioth’s grandmother died at Grizzly Peak defending the Feathered Horse Queen, and her mother (Vareena, a priestess of Ernalda) stayed completely out of the next twenty years
    of con ict.
    It was a great shock to her mother thatYanioth accompanied her half-sister to Nochet, where she gained the blessing and favor of Queen Samastina. Yanioth was present at the Battle of Pennel Ford, accompanied Argrath to summon Jaldon, and helped acclaim Kallyr Starbrow as Prince.

    Vostor, Son of Pyjeem:
    Hold before you strike, brave adventurers! It is true that I am a Lunar, out of Dunstop inTarsh, but I have renounced any allegiance to the Lunar Empire, and have chosen
    to follow a destiny other than that of invader. My name isVostor.Though I am a deserter, I
    am no common traitor! I put my kopis-sword and shield to use serving the Red Emperor in Nochet and at the Battle of Pennel Ford, and in his name, I was nearly maimed by the savage called Harek the Berserk. While I recovered, an attempt was made on my life, a purge initiated by the new regime. I had little choice but leave or face assassination or prison, at best. I have found acceptance, even friends, among my former enemies, and now I am my own man, seeking my own path in the world.

    Vostor, Son of Pyjeem, is from a long line of Lunar Tarshite soldiers from Dunstop. He has a thick mop of black hair, piercing eyes, and a powerful physique, but his most noticeable feature is a ragged row of fearsome scars across the right side of his face
    and his right arm, healed but still testament to the terrible injury he suffered.
    Vostor’s grandfather fought and died for the Red Emperor at the Battle of Grizzly Peak. Pyjeem followed General Fazzur Wideread but died with great glory in the Hendriking Campaign.
    At adulthood, Vostor joined the Dunstop Foot and was shocked when
    the Red Emperor replaced Fazzur Wideread as the Governor-General
    of Dragon Pass. Nonetheless, he followed his regiment to Esrolia and
    fought valiantly in the siege of Nochet. However, the Empire failed to take
    the city. At the Battle of Pennel Ford Vostor was nearly killed by Harrek the Berserk, gaining the terrible scars across his face and right arm. Vostor returned to Dragon Pass to recover, but during the retreat from Sartar, partisans of King Pharandos tried to assassinate him as part of a purge of those of cers who were loyal to Fazzur. Rather than be murdered, Vostor deserted and sought allies amongst his former enemies in Sartar.

    Sorala, Daughter of Toria:
    Let me be brief here, for I am in the middle of composing a treatise and I do not wish to lose the trail of thought. I am Sorala, a scholar out of the Lhankor Mhy temple in Nochet. My mother taught me in the ways of writing and reading, and instilled in me a great love for the pursuit of knowledge. History, languages, lore, rhetoric, logic, and even the paths of sorcery are among my specialities, and my translations of Second Age Auld Wyrmish brought me great acclaim amidst my peers. But do not think me a mere book-mite or meek copier: I have fought and shed blood for Queen Samastina and King Argrath, and put my sword to work as readily as my stylus! I have joined a small group of adventurers and travel with them now, wishing to explore more of my homeland of Dragon Pass.

    Sorala is an adventurous and athletic scholar, with long brown hair. Her attire is practical and nondescript, aside from the bejeweled veil she wears as a “beard.”
    Sorala is the granddaughter of a Lhankor Mhy sage at the Nochet Knowledge Temple. He aided the House of Sartar against Lunar Assassins and died with great glory when Belintar raised the Building Wall. Her mother was Toria, also a sage of Lhankor Mhy. She survived the Lion King’s Feast but died with great glory during Greymane’s Great Raid.
    After a lengthy apprenticeship, Sorala was initiated into the Lhankor Mhy. During the civil war in Esrolia, Sorala supported the usurper Samastina, and fought gloriously to protect her from Red Earth assassins. During the siege of Nochet, she was blessed by the Earth Queen, and fought with distinction at the Battle of Pennel Ford. Sorala accompanied Argrath White Bull to Pavis, and acclaimed him as King of Pavis. In Pavis, she befriended Vasana and Yanioth, and accompanied them back to Dragon Pass.
    Sorala is a noted sage concerning the Second Age, particularly the city of Old Pavis and of Auld Wyrmish writings.


    Harmast, Baranthos' Son:
    Harmast is my name, and I am the firstborn son of the great chieftain Baranthos. You have no doubt heard of me. My clan, the Ernaldori, are loyal Sartarites, famed for our prudence and our success.True, my clan defended Colymar tribal lands while others rushed
    off to war, but when they returned, where were the thanks for our service? I fought in the Battle at Pennel Ford alongside my kinsfolk, and saw the crowning of the Prince of Sartar. My friends and enemies alike know me for a man of words, an envoy and skilled negotiator, but they also know that this fine sword at my side is not for show.

    Harmast is from a noble lineage of the Colymar tribe. His father is the chieftain of the Ernaldori clan, and his grandfather and great-uncle were kings of that tribe. His family are famed for their loyalty to Sartar and for their caution: Harmast’s family survived the Lunar Occupation
    with their lives (and wealth) intact, whereas others of their clan perished.
    Harmast was initiated into the cult of Issaries, and tried to avoid the growing con ict in Dragon Pass, preferring talk and negotiation to warfare. However, following the Great Winter, Harmast fought a duel with a thane from the Grey Dog clan and killed him; the thane’s kin have sworn vengeance upon Harmast. Harmast fought at the Battle of Pennel Ford, alongside his kinfolk, Vasana and Yanioth. He witnessed the Dragonrise and fought for Starbrow during the Liberation of Sartar, acclaiming her as Prince.
    Of average size and appearance, Harmast has close-cropped dark hair and surprisingly bright eyes. His garments and gear are well made and boast ornate decorative motifs, a clear display of his family’s wealth. In person he is occasionally a bit arrogant, and quickly defensive when it comes to his choice to remain and defend his family’s farm estate when others of his kin answered King Broyan’s call.
    Harmast is a dealmaker: when he can’t make a deal he relies upon his fearsome skills as a duelist. Generally, he tries to remain out of con icts, but does not hesitate to act decisively when drawn into them.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    Hi folks,

    I just found out that my favorite band of all time, The Bobs, will be performing in Seattle on their farewell tour (i.e. they're breaking up after this), and the only show I could make is the Sunday night of PaizoCon 2017. This is the only date on their tour I could make, since none of the other venues are within 500 miles of where I live.

    Is there anyone who would be willing to trade GM slots with me for the Sunday evening slot (I'm scheduled to run Tier 3-4 of the Special). I am free to trade for GMing the following slots: Friday morning, Saturday morning, or Sunday morning.

    Many thanks,

    Alex


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    Was searching through Paizo PDFs for the word "Janderhoff" recently when I noticed that certain fonts used throughout numerous Paizo publications turn the double effs into typographic ligatures so that search functions can't recognize them. I checked it against the hard copy, and found that it exists there as well, and wasn't just a problem with my PDF reader or the PDF file displaying fonts incorrectly.

    I then did a messageboard search and found THIS DISCUSSION. It seems that although folks were aware of it back then, it's continued (see "Curse of the Crimson Throne hardcover" page 413).

    Don't know if this is still on people's radar, but I thought I'd mention it as it impacts the usefulness of the PDFs.