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DundjinnMasta's page

806 posts. Alias of Arcmagik.


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I assume based on the thread that camping is taking place. Given the lack of healing in the party at this level I am going to adjust the healing rule of 1 HP from a full day to an eight hour uninterrupted rest. 1 HP restored... If you want to do a bit of Role-Playing now then feel free... You probably want to wait to fiddle with the Sarcophagus until after resting but I will include some information about it here. I'll keep an eye on the thread if RP isn't happening we can move it to spoilers and move forward with the 8 hours.

The arrow platform can be turned toward any of the seven tunnels. Of the seven tunnels two of them appear to be missing their lanterns (Indigo and Red). The only lantern that appears to be lite is the green one. Starting from the Orange lantern which the arrow is currently pointing at the platform can be turned clockwise to Yellow, Green, Blue, Indigo, Violent, back towards the stairwell, and finally around to Red before it could be returned to Orange.


Just a link to a google sheet to give you an idea about the lay out.

Sarcophagus Room


It appears that Brokr's level says 1, but everything appears to be the equivalent of a 4th level character.

@All Interested Parties
Everyone include the class feature where you get increased stats (or a feat) and how it is distributed on your character sheet for easy of reference.

Interested Parties
Torillan - Human Ranger (Archer)
Daniel Stewart - Wizard or Warlock
nilesr - Druid
Jack Daniels - Barbarian
Dale Lee - ???

Complete Applications
Filios - Elf Rogue (Assassin)
caps - Mountain Dwarf Fighter (Champion)

Incomplete Applications

Interested Parties
Torillan - Human Ranger (Archer)
Daniel Stewart - Wizard or Warlock
nilesr - Druid

Complete Applications
Filios - Elf Rogue (Assassin)

Incomplete Applications
caps - Mountain Dwarf Fighter

Gnobby tries to work his skills against the rune, but is confident that he succeed in nothing. Stronger magic or another attempt after the group has rested are the only avenues to trying to disable the rune. However the rune is only at associated with opening the lid, not rotating the "arrow."

Forgot to add the time-frame that I am looking at here.

Recruitment will be open until Monday August 3rd.

Red Hand of Doom 5E

1 person marked this as a favorite.

“We are mercenaries, all of us, but only a precious few have honesty enough to admit it. Whether we sell ourselves for coin, for honor, or ideals, we all have a price whose continued payment leads us inevitably to our end. But when that end comes, will you admit to your balance sheet? Or will you lie when you claim that the blood on your hands was spilled for just cause, not simply your hunger for glory?”

The world has never been a safe place. Bastions of civilization populate a dark, menacing world—islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. One of those bastions are the Elsir Vale, a quiet frontier land bordered by mountains. It is inhabited by farming communities and various small cities and towns. No monarch or ruler holds sway over the Vale; each city is run by a council and manages its affairs in a state of relative peace with its neighbors.

Ancient History of Elsir Vale:

The scattered human towns and villages of the land now known as the Elsir Vale grew up along the Dawn Way, an important east-west trade road linking the heavily settled lands that lie northwest across the Endless Plains with the exotic kingdoms and goods of the coastal lands lying to the southeast.

Much of the Dawn Way was built by an ancient dwarven kingdom that spanned the Wyrmsmoke and Giantshield Mountains more than a thousand years ago. While their kingdom is long gone, their roads, bridges, and cisterns remain in use to this day. After the kingdom passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those years - only scattered settlements of druidic folk who tapped into the rich planar magic of the Vale. In the end, however, they left behind little more than grassy barrows and stone circles on the hilltops.

About five hundred years ago, the nearby city of Rhest came to control the vale and a large swath of land north of the Giantshields as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants.

Under the kingdom's shield, the towns along the Dawn Way - Brindol, Dennovar, Talar, Terrelton, and the rest - grew up from tiny hamlets or lonely soldiers' posts to flourishing human settlements. The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost two hundred years and fifty years ago, the city of Rhest was burned by a savage horde that descended swiftly from out of the Wyrmsmoke Mountains. Although the warriors of Rhestilor killed much of the horde, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens Swamp swallowed the ruined city.

For centuries following the collapse of Rhestilor, the dry and dusty Wyrmsmoke Mountains were home to dozens of goblinoid tribes. Although travelers were forced to skirt the goblin-infested hills by a generous margin, in general the Wyrmsmoke tribes, depleted by the battles surrounding the collapse of Rhestilor, posed no significant threat to the nearby human towns and settlements other than the occasional bloody raid.

In the years after the kingdom's fall, the towns of Elsir Vale came to look after themselves. Most of the local lords still held titles derived from the old kingdom of Rhestilor. While everyone knew that the kings of Rhestilor were long dead, no new realm arose in the Vale.

Elsir Vale Today:

The vale stretches almost 250 miles east to west and averages about 70 miles north to south. Several small mountain ranges and dense forests form the vale's borders. Though the borders of the vale are mostly hills, mountains and forests, the heart of the vale is grassy plains for the most part. Every town in the vale is surrounded by numerous farms. Beyond the civilized areas are vast rolling plains with infrequent hillocks and copses of trees.

Elsir Vale lies in the subtropical latitudes. Summers are hot and dry (although punctuated by the occasional intense thunderstorm), and winters are warm and rainy. Large stretches of the area are quite arid, and the vale is flanked by the vast savannahs stretching for mile after dusty mile. The forests that stretch across most of the vale's northern reaches are stifling and sweltering hot in the summertime, with not a breath of wind to relieve the oppressive heat.The largest town in the Vale is Brindol, located roughly at its center. Brindol is a thriving trade community.

At the western edge of the Vale, a week’s journey from Brindol, the city of Overlook and its fortress of Bordrin’s Watch command the only pass across the Stonehome Mountains and keep the Vale safe from the occasional Orc incursion from the wild, lawless lands of Thar.

In between, along the Dawn Road, lie a number of smaller towns that serve as market centers for outlying farming communities and host various trade fairs.

The town of Dennovar lies to the east of Brindol, and represents the last sizable population center as the Vale spreads outwards into the Golden Plains.

To the east, across the Golden Plains (at least some of the time) lies the fae city of Mithrendain, known to residents of the Vale as the City of Autumn. This magnificent city strides the border between the mortal realm and the Feywild, and exists in each for fully half of every year. During the spring and summer, it resides a few hundred miles to the east of the Vale and is the source (or destination) of a significant amount of the trade that flows through the Vale.

To the north, outside the borders of the Vale lie the ruins of the city of Rhest, once the center of a kingdom that spanned the entirety of the vale, but now a long crumbled remnant inhabited mostly by Lizard folk and other creatures best left unmentioned.

To the south is the eerie and undead-infested Barovia... a blighted land that is ruled by whatever dark master resides there. Only the truly desperate or hopeless visit or worse choose to live in those lands.


Setting Expectations
The following guides are excellent resources for GM & Player's alike.
Doomed Hero's Guide to PbP
Painlord's Tips
I have read several times and will be continuing to use the following guide to help the players and myself remain on the same page.
Painlords PbP GM tips
Some of the things that I want to set expectations on are as followed:

1 - We are here to have fun. When it becomes a chore to be active in the game it is time to take a step back and reevaluate. If the issue is something that a bit of communication and effort can resolve then drop me a PM. If not, and a brief sabbatical (two weeks), can not rectify the situation then I will not take issue with you leaving the game. Just communicate with me!
2 - I ask that you be prepared to post once every 24 hours. You don't need to force it to kep up the rate (though a quick post to describe your character's demeanor, reaction to the last action, or something of the like is always welcome), but being prepared to deal with bursts of activity is a must. The main Combat is absolutely necessary to be as active as possible in because that is one of the points where PbP suffer.

Fair warning I will not hold up the game for anyone. If you take longer than 48 hours, I may either assume your action (or "bot" you) or say your character does nothing.

Barring unusual real life occurrences or especially busy work days, I will be prepared to post once a day (though I will likely check the game multiple times per day), but if there isn't anything for the GM to add then you will not see anything. That is why ensuring that each post is a "Push" per the guidelines threads above is important. If conversation has stalled out then I will push the game in my assumed direction.

3 - Put your vital stats, expended charges and active conditions in your forum tag line. It really helps for those situations when I may need to make a roll for the whole party (eg. everyone makes a reflex save) and I don’t have to click on everyone’s profile.

When you edit the profile for your alias, anything that appears these fields will appear on your tagline in posts on a PbP thread (in this order):
1. Gender
2. Race
3. Classes/Levels

All you need to do is put your vital stats in these three fields and you are good to go. Formatting goes a long way. Here is some code from GM’s Damo’s page (with extra spaces before the the "ooc" that you will have to remove).

Gender: [ ooc]Male[/ooc]
Race: [ ooc]NG Half-Orc[/ooc]
Classes / levels: [ ooc]Fighter 1[/ooc] | HP: 12/12 | [ ooc]AC: 16 (11 Tch, 15 Fl)[/ooc] | CMD: 16 | [ ooc]F: 4, R: 1, W: 3[/ooc] | Init: +1 | [ ooc]Perc: +7, SM: +2[/ooc] | Active conditions: None | [ ooc]Wand (CLW) charges: 12/50[/ooc]
**Note how he used "ooc" tags to alternate the color of each snippet of info to make it more readable.If you run out of room in one field then just put part of the information into a preceding field.

4 - The following PC rolls will always be made by me to keep things moving:
Sense motive
Saving throws
Group diplomacy*

Player dice rolls of these types will be ignored, unless specifically requested by me.
I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself):

Knowledge checks
Survival checks
Individual diplomacy*

Furthermore, I may make a roll of any kind on your behalf if you do not make it within a timely manner (see above on this).

* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.

5 - Format speech in bold with the quotes still there. This helps to draw attention to what the character is actually saying (as opposed to what you are saying about the character).

Eg. Jambon the Ranger runs back to the party. Goblins around the corner, beware!"

Use "ooc" tags to say things out of character. It puts your post in blue and helps GMs and players alike to tell when you are talking about mechanics and when you are talking about your character.

Eg. Jambon tries to squeeze through the door. Do I need to make an escape artist check or something?

Make sure to use the discussion thread for "ooc" text that is not relevant to your current post.

For some cool ideas on how else to format your text, see Doomed hero's advanced tips.

6 - When leveling I will ask that you post all alterations and changes in the OOC Thread so that it can be tracked.

7 - We will be using the D&D 5E “Theater of the Mind” approach to combat. I will post maps / pictures as I feel necessary and have time to alter/create them. If clarification is needed for lack of mapping / pictures then please ask before stalling on the post.

8 - If some of this looks familiar… some of it was copied, altered, and twisted from GM Damo’s page linked off of Painlord’s Guide. Credit where credit is due.

The Crunch:

Standard rules apply except as follows:
Race: Human (use Variant Human Traits)
Ability Scores: Use the standard set (15, 14, 13, 12, 10, 8)

If you are still with me after reading ALL of that… here is the final steps for what I am looking for in the game. I will be looking to recruit 6 players to set off on this journey (though if, and I mean IF, there are just to many absolutely fantastic applications I might expand it to 8 players). Characters should be made at Level 4 with the above (Under The Crunch) ability scores.

I tend to use an amalgamated world so you may see references to many gods or things outside of the “standard”. For example, you may see references to the Krynn Gods of Magic alongside of the Faerun or Greyhawk gods… I also have a soft spot for Norse gods. You may or may not noticed that I included a bit of my own spin to the Elsir Information (replacing the Thornwaste with Barovia and included an Eladrin City). I may include several concepts from other editions here and there… that being said I am pretty flexible with concepts.

Everyone that is planning on putting in an application should understand that I ultimately plan to finish this module as a lead-in to Scales of War. Any player that makes it through the end of this module will be given priority for that but for now we will focus on the Red Hand of Doom.

If you have any further questions feel free to ask them so I can expand upon anything here.

Let's assume that Gnobby informs the whole group about what he found and move forward from there since it has been sitting the entire weekend. Erwin is away these week so we are already a man down.

All that is left is the crunch which will have to wait until I get home to access my book. Game should go up tonight... and I will link to the Recruitment thread when it does.

I have been researching Red Hand of Doom / Scales of War for the last week. I have begun making a draft of the game but stalled on it this weekend while I was taking care of other things. I am down to setting the expectations and the crunch for the game.


It will indeed rotate, but after some careful examination you realize the top can be removed. It takes a bit of time but you discover that there is indeed a hidden magical rune that traps the lid.

Koross has found his way to searching for them (and even rolled). Now for Gnobby, assuming he searches for them if so then I will roll.

A simple push or examination provides no information about the platform.

Are you putting your shoulder into it for a heavy push?


Well that's done. I don't have to worry about anything for the next 4 months.

I will be working on the Recruitment thread during this week. I will post here with a link once it goes up.

Glad to see we had all this interest.

After I accidently let this message get eaten by my browser back button I have rewritten it again...

At the center of the chamber is a raised platform, upon which sits a sealed sarcophagus. The lid bears a white stone relief of a tall figure cloaked in a simple garment of flowing cloth. It's difficult to say why, exactly, but the outfit conjures the thoughts of ancient times. The figure at first appears to be human, but a cursory examination reveals it is about 7 feet tall, is completely hairless, and is of indeterminate sex. Its arms and hands rest at its side. The left hand curls upon itself in a fist, but the right is placed palm up, with the thumb turned in and all but the index finger held parallel to the arm. The index finger, which looks to have originally curled under the thumb, appears to have been broken off. The figure wears a scarab-like amulet around its neck, inscribed with a glyph that is similar in nature, but different to the one from the Arcane Apparatus.

carved in the shape of a stylistic arrow, with the tip aligned with the head of the relief figure upon the lid and a shortThe sarcophagus rests upon a small raised platform "shaft" extending from the foot of the sarcophagus. The arrow's tip points to the orange lantern.

To comment on the thread at this stage...

I am not likely to run the following APs:
Age of Worms
Wrath of the Righteous
Jade Regent

One that I am have little familiarity with because their concepts did not really intrigue me but I still have anyways

Second Darkness
Serpent's Skull
Skull & Shackles
Savage Tides

I'd prefer not to run APs until the full rules are out and enough tweaks exist on the AP for me to tinkerer which removes Giantslayer from my desired list.

That leaves the following APs that I am considering running:
War of the Burning Sky
Red Hand of Doom
Scales of War
Rise of the Runelords
Curse of the Crimson Throne
Legacy of Fire
Council of Thieves
Carrion Crown
Shattered Star
Reign of Winter
Mummy's Mask
Iron Gods

I ran the Red Hand of Doom in tabletop and still have a lot of stuff for that bouncing around in my hand. I've always wanted to run the Scales of War follow-up but I'd want to run Red Hand of Doom first to generate the living background before launching Scales of War.

War of the Burning Sky is pretty long and gets a bit crazy out there if I ran the AP it would be one of the optional condensed versions.

I think with a 5E conversion the best bet for me would be to do an AP that doesn't get to wacky so I can for the most part replace monsters as I need here and there.

I am strongly considering the following:

Red Hand of Doom -> Scales of War
Legacy of Fire
Carrion Crown
Modified Shattered Star (using some elements from Rise, Curse, and Society to bring more information / story of the Runelords into the game).

Lower on the consideration list, but still intriguing:

Condensed War of the Burning Sky
Curse of the Crimson Throne
Reign of Winter
Iron Gods

I do have plans for it, yes. This week I am in crunch time for a LARP this weekend that I host so I have just been tracking the thread to decide on what I wanted to set up. I've also been reading and rereading the "How to make your world better" guide so I can generate a better recruitment thread with clear expectations for the players and myself.

Since nothing has been added in two days I am going to assume the conversation has dried up and move on.

The cobwebs burned away has revealed the tunnel to another chamber. A wide stairway descends into an immense domed chamber. Seven short tunnels branch from the room in all directions, extending some thirty feet before ending in rounded walls. At the terminus of each passage, a thick chain dangles from an unseen high ceiling. Five of the chains bear colorful lanterns, but two hold nothing at all. Opposite the entry stairs, a bright green lantern containing what looks like a torch casts a weird, murky light about the room. Countless chips of glass and shiny metal inset into the chamber's domed ceiling reflect this light, giving the impression of starlight and falling snow. The dome starts about ten feet of the ground and reaches an apex about thirty feet over the center of the room.

Below the dome's peak, a long dais holds what appears to be a marble sarcophagus. A milky white bas-relief figure, perhaps of a human, rest passively upon the sarcophagus lid. Unlike the rest of the tomb, this room is completely silent.

That is intentional that is how the edition that S&W is based on did it. I just assume the reason for this was the Clerics slightly upgraded fighting skills so their spells were delayed unlike fragile Wizard. I will look into it when I get to my personal computer and can access the pdf.

Let me know what you are thinking and I will also look over it.

Just to clarify. There is one physical Indigo Lantern... and the other room is a faded image upon the wall.

The Druid was not exactly a healer, but he did the best he could with herbs and the knowledge that he learned of the wildlife. It wasn't nearly as effective as the divine healing offered by stronger clerics, but it would have to be sufficient or the expedition in the Whispering Cairn was doomed before it had even gotten underway.

Because I'd rather push forward then wait for the rest I am going to go ahead and let the Druid heal a bit with herbs and knowledge this time.

Healing to Koross; Erwin: 1d2 ⇒ 11d2 ⇒ 2

In the wolf den the group of would-be explorers will find an old leather backpack half-buried under a pile of bones of roughly humanoid bones. Inside is an elaborate lantern of indigo metal inset with indigo glass panes. An armband of unmistakable elven craftsmanship, bearing a repeating leaf motif and among the rubble is what appears to be a marble index finger cracked off a statue.

Across from the wolves den is a wide dias spanning the back half of the western wing calls attention to a faded fresco upon the south, west, and north walls. From a vantage point at the center of the dais, the wall painting makes it look like you stand within a massive room with seven short hallways radiating outward from a central point. A chain dangles from the ceiling at the end of each hallway, and each chain bears a gleaming colored lantern. Clockwise, the colors are red, orange, yellow, green, blue, indigo, and violet.

The fire from the webbing has started to burn out as the last of the webbing burns away.

Since I am already running a Sword & Wizardry Age of Worms game... and I am running a tabletop AD&D Wrath of the Righteous game. I would prefer to remove those two from the list of available APs.

I have tried my hand at Kingmaker (a favorite of mine, but I can never get through the first module. Like a curse... both on PBP and tabletop) and I attempted a modified Jade Regent (and it didn't go so well for various reasons).

The starter module for 5E was pretty awesome. My home group had a great deal of fun with it, but I picked up Hoard of the Dragon Queen (or whatever it is). It was a huge disappointment to me... and I know Rise of Tiamat played the same. Not sure how Elemental Evil did though... but I suspect it wasn't much different. However Paizo has some of the best APs, and there are a ton of other APs out there that are just good that I would like to see played.

I have issues with the Pathfinder system and how easily it breaks... but D&D 5e seems to mitigate some of what I haven't liked about d20 systems in years. It has the old nostalgia feel that I remember from my AD&D days. I already started an OSR game on here (and I ran Adventure Conqueror King in a house game. I am currently running Wrath of the Righteous in AD&D in my home game).

So that long and skinny is that I want to use the modern systems for their popularity and ease while not running into a huge amount of problems. I don't mind doing the leg work... I continuously do that anyways because I am forever a tinkerer of settings, systems, and stories.

Just to list a few of the APs that I have access too.

Shackled City (Hardcover)
Age of Worms
Savage Tides
War of the Burning Sky
Red Hand of Doom (not exactly an AP but a rather extensive module)
Scales of War
Rise of the Runelords (Anniversary Edition)
Curse of the Crimson Throne
Second Darkness
Legacy of Fire
Council of Thieves
Serpent's Skull
Carrion Crown
Jade Regent
Skull & Shackles
Shattered Star
Reign of Winter
Wrath of the Righteous
Mummy's Mask
Iron Gods

I also have all three of the "Key of Destiny" Dragonlance modules/AP

I also have the current releases of Giantslayer.

Erwin is concerned about moving forward... but there is an entire new area to explore that was opened by the flames! Just want to see a push so I know how to post the game forward.

Like the title says... just curious how popular running one of the Paizo APs with 5E would be? Or maybe even the 4E Scales of War AP for 5E.

I really like 5E, but I don't quite like their new adventure setup. I have so many AP resources though.

I would likely keep the game in "The Theater of the Mind" because it is easier to work with in a PBP format. I have a few House Rules, but I need to look over them again.

In desperation Erwin manages to muster the strength required to defeat the wolf with a final blow. This left Gnobby the Gnome opened to attack the remaining wolf with a pair of blows from his longsword and dagger. The longsword nearly cripples the wolf and the dagger ends the creatures existence.

The first battle of the Whispering Cairn had been completed... everyone survived (though some worse for where).

Though an unfortunate series of events, that party does not manage to land a single blow upon the wolves. Emblazening them to renew their assault on their desired prey as they continue to snap at their chosen targets of Erwin and Artemis.

Erwin, Artemis: 1d20 ⇒ 141d20 ⇒ 1

Artemis has very little to worry about as the wolf lunches forward to snap his jaws upon his flesh, but comes up short as it hops back.

Erwin, however, isn't as lucky as he moves the wolf gets around armor and shield to close his sharp teeth into the man again.

Damage to Erwin: 1d4 + 1 ⇒ (2) + 1 = 3

The wolves look like they are intending on continuing the fight.

Player Initiative: 1d6 ⇒ 6
Enemy Initiative: 1d6 ⇒ 5

Waiting on Gnobby and Koross' actions.

I've actually been going off the Ascending AC. However if you look at the Monster Rules. HD 1 hits Ascending AC 14 on a roll of 13.

Contained within are spoilers for Scars of the Third Crusade. You have been warned...

Set five years after the events of The Demon Within; a new group of individuals recently signed onto the growing forces of the Crusade. Though the Wardstones against the Chaos Scar remain active they do not have the same strength as they previously had. The efforts of the priests and the devoted is the last line of defense against the demonic hordes of the Chaos Scar as constant prayer and vigil keep the stones from falling.

King Evander Everfield has called for a new Crusade as forces begin to gather upon the border between Halstein and the Chaos Scar. Mercenaries and the faithful alike flock to the banners...

Knight-Captain Alexius, nearly crippled by the events of The Demon Within, finds himself with a new problem. Growing distrust between the citizens and the new Crusaders... rumors of cultist activities leads the Knight-Captain to send a trio of crusades to a small crossroads town where they are arrested for murder and scheduled for execution.

In order to investigate these claims the Knight-Captain must follow up with a new group of recruits. With the growing tension they are ordered to not reveal their affiliation with the Crusade until guilt can be determined against the trio of Crusaders in the town's jail.

With a flurry of blows from the party, the Wolf is finally hit by Artemis. It responses with a yelp and growl as it attempts to return the blow with a bite. The other one turns to face Erwin who comes in close and is rewarded with an attempted bite.

Erwin, Artemis: 1d20 ⇒ 131d20 ⇒ 12

Artemis' manages to deflect the blow with his shield. Erwin isn't as lucky as he sweeps the shield in only to expose his arm to the teeth of the creature.

1d4 + 1 ⇒ (3) + 1 = 4 Damage to Erwin

The wolves look around with low growls as they become more and more surrounded.

Party Initiative: 1d6 ⇒ 3
Enemy Initiative: 1d6 ⇒ 1

Skipping Thantos for now.

Between the combined efforts of Erwin and Gnobby the large wolf goes down. Leaving the remaining two wolves to consider their life choices without their alpha.

Enemy Initiative: 1d6 ⇒ 1
Party Initiative: 1d6 ⇒ 6

So I realize that when I was researching Monster Attack Rolls last night I was comparing the monster ac against the attack roll. Not the character... I need to double check but I don't think Artemis was hit at all.

1d20 ⇒ 15


The other wolves are hungry, but the bigger wolf is the leader. He enjoys hunting the few humans that come around here. If he is taken down than the other ones can be appeased with food.

vs Koross, Artemis, Artemis: 1d20 ⇒ 181d20 ⇒ 81d20 ⇒ 11

Koross imposed himself between the large wolf and Thantor. The wolf's attention is drawn and he leaped upon Koross with a powerful bite.

damage: 1d4 + 1 ⇒ (2) + 1 = 3

The other two wolves leaped upon Artemis one of them is brushed away with a shield and the other one manages to close his jaw around Artemis' leg with a quick snap.

damage: 1d4 + 1 ⇒ (3) + 1 = 4

Melee & Spell Phase to the Party

Strange for some reason it didn't notify me that strange for some reason it didn't notify me that I had to new messages in the game play thread we move forward tonight.

I know the game has been slow-pace in the beginning but when it comes to combat we should make sure that we get everyone to post once a day when combat starts... will that be an issue for anyone? If so we can do the "Include a note on basic combat tactics."

I am going to try to pick up the pace so we can make it through the first module "The Whispering Cairn" as quickly as possible otherwise we will be hard-pressed to ever finish the entire 12 adventure AP.

The Cast (Final):

Jeremiah the Barbarian (played by my six year old) - Human Barbarian
Artyam - Human Fighter
Max - Human Assassin
Stonefist Rockhammer - Dwarf Vaultguard
Knibar of the Blue Arc - Human Mage
Evander Everfield - Human Paladin
Lactor Friggen - Human Cleric
The Living Saint Sarah - Human Priest

The party was ambushed by Succubus that they thought were Knights, though they begrudgingly had accepted their excuses for awhile as the Paladin and Barbarian went to investigate the sealed door. It wasn't until the Cleric grew overly suspicious that a Detect Evil was finally used to reveal their nature.

The Succubus attacked the moment the cleric screamed out his warnings. Trapping the Paladin and Barbarian behind enemy lines (or performed a pincer attack... considering the Succubus bite the dust I'd swing for the pincer attack). They found Sir Holton in the following room... they was an exchange where they berated Sir Holton for being an idiot but forgiving him. They gave him a chance at redemption and brought him along for the rest of the ride.

They finally managed to reach the outer sanctum of the Demonscope as it was being assaulted by 6 dretches manning a battering ram. A lesser Nabasu and 2 Demonic Knights stood guard over them... The party rushed the Knights as the Nabasu launched himself over the group in order to harass the Paladin. Much to the surprise of the party... one of the demonic knights was none other than Evander's father returned from Hell. As the two battled it out... the Demonic Knight Adamant encased the Nabasu in Wall of Ice after it continued to interfere in the fight between Evander and him. They finally managed to defeat the two Demonic Knights and scattered the remaining dretches.

Finally they made it into the Chamber of the Demonscope where they found the last Holy Sentinel. He had been driven insane by Goliath, the Balor in the Demonscope. The party barely managed to restore his sanity to get the correct bone shards together as Goliath had pulled his way out of the Demonscope. Throwing the bone shards in their place as the Demonscope tried to claim the escaped Balor as it was pulled back under he dragged Evander into the Demonscope with his whip... The Demonscope exploded... the party heard trumpets as the world went white.

After the ringing cleared out and the world returned they discovered they had been protected by a Solar who shielded them from the explosion of the Demonscope which left Saint Clywell Keep in ruin. Though the Solar pulled Evander from the remains of the Demonscope it offered him only a sad expression.

"I raised you from perdition, but the things you have endured within the Demonscope. Even a minute in hell is an eternity that can't be unseen for that I am sorry. While the Demonscope has been destroyed not all is lost."

Quote from Evander's Player: "Evander wasn't corrupted by his very brief moment in Hell. Not at all..."

The Solar also offered them advice on maintaining the remaining Wardstones with the lost of the Demonscope though holy vigils much as the Order of the Holy Sentinel had done with the Demonscope.

Thus ended the prologue to Tales of the Crusade wherein the party managed to save Kenebres, but at the cost of the Demonscope. (Though unknown to them the Wardstone in Kenabres (being the closest) was damaged by the destruction of the Demonscope).

We will complete this combat using the original system after which we will likely switch to the following alternative.

From SRD wrote:

The Swords & Wizardry Core Rules use a somewhat simpler order of combat, which is just as valid as the one used in the Complete Rules; it is another method that was used in the early days of the Original Game. In the Core Rules, there are essentially three phases of the round: first, the side that won initiative moves and attacks, or holds the initiative to wait and see what the enemies do. Then the losers of the initiative roll move and attack (the losers cannot “hold” their initiative). Finally, anyone who “held” initiative instead of moving and attacking may move and attack.

This system is faster, and mainly differs in only one way from the Swords & Wizardry Complete Rules: the losers of the initiative roll do not get a chance to take any movement in between the movement and attacks of the side that won the initiative roll.

I wanted to make sure everyone was familiar with the way that S&W is broken down. I might have to look at the Alternate Combat systems now that I think about it to see if one of them are better suited for pbp. Otherwise the system is suppose to go...

1. Check for Surprise
2. Declare Spells
3. Roll Initiative Per Side
4. Movement / Ranged Attacks
5. Melee Attacks / Spell Phase
6. Complete Round

The cobweb seem to go up easily enough as soon as the fire touches it. Erwin has to swing the lantern back quickly the flames leap to life so fast. A light smoke begins to drift overhead as the webbing burns quickly... it as the unintended consequence of drawing three hungry and mangy looking wolves from their den in the collapsed tunnel. Two of them look downright pitiful and hungry while a third larger one looks like he leaves very little for the other two wolves. A straight line of scar tissue bisects its face from forehead to muzzle. The sounds, fire, and smells already having the party on edge manages to allow them to avoid the surprise.

Party Initiative: 1d6 ⇒ 1
Enemy Initiative: 1d6 ⇒ 2 Wolves go first!

How is everyone's familiarity with the S&W combat system?

Target: 1d5 ⇒ 31d5 ⇒ 31d5 ⇒ 1 1 = Thantor, 2 = Koross, 3 = Artemis, 4 = Erwin, 5 = Gnobby

It doesn't stop the wolves from bounding into the midst of the party as they move upon their newly desired prey. The mangy ones seem to be drawn towards Artemis as the larger one pads towards Thantor with hungry eyes and a snarl. (Movement; No Ranged Attacks)

I will post tonight. It has continued to be busy, but this morning I finally took the time to put the adventure on my phone so I can access it from work and post. Things should move more regularly after tonight.

Seems like there was quite a bit of interest in an AD&D 2E game. Before this thread took off I had another thread that went Sword & Wizardry Age of Worms.

I'd be willing to play in an AD&D game too. Possibly even run one, but I need to make sure I keep my other game rolling before I invest anymore energy into pbp. However... my tabletop group is currently pulling out old AD&D books for character creation next week so I will soon be re-acquainted with the game if nothing comes along before then.

Fifteen feet down the east passage a huge pile of collapsed rubble blocks the alcove from top to bottom. It looks like it would take weeks to tunnel through the densely packed debris.

The central hallway opens into a large chamber with wings leading to the east and west. Across the chamber to the north yawns a twenty-foot-wide open arch draped from top to bottom in translucent cobwebs. An eerie green light flickers from beyond the webs, casting strange shadows about this room. The place smells of animal spoor and wet fur.

To the west, three short stairs lead to a wide marble dais, but the far end of the wing is obscured by darkness.

Huge slabs of cracked masonry and irregular piles of scattered debris choke the eastern wing, giving the appearance of complete collapse.

The sibilant, almost human whispers present in the passage become a chorus in this massive chamber, eerily echoing off the walls.

The Kingdom of Halstein, ruled for centuries by the powerful (but cursed) Evershield family, perhaps arguably one of the most powerful Kingdoms on the continent rivaling even the ancient draconic empire of Arkhosia in the north. Though most of its military might is arrayed along the northwestern border that neighbors the nefarious Chaos Scar.

It was upon this border in the walled town of Kenabres that sat two miles from the ancient fortress of Saint Clydwell, the focal point of Halstein's defense against the Chaos Scar, that a celebration and ceremony to rise another Paladin to the status of Holy Sentinel. The Order of Holy Sentinel were responsible for the vigil that kept the ancient artifact that powered the Wardstones active.

Something went horribly wrong...

The Cast:

Evander Evershield, King of Halstein, Human Paladin 8
Saint Sarah, the Living Saint, Human Priestess 8
Stonefist Rockhammer, Dwarven Vaultguard 7
Lacetor, Human Cleric 7
???, Human Wizard 7
The Barbarian, Human Barbarian 7
Max, Human Assassin 7
Human Fighter 7

The ceremony was crashed by a group of dretches, a pair of Vrocks, and a glabrezu disguised as the future Sentinel. This event was the start of a demon assault upon Saint Clydwell Keep... the heroes rushed to the aid of the keep using the ancient tunnels that ran beneath Saint Clydwell's Grand Cathedral. They fought their way through many demons until they managed to rescue a sizable force of Paladins from the dungeons along with one of the Holy Sentinels. The Sentinel lead the paladins to one of the holy crypts to regroup, heal from the statue, and re-equip while the heroes continued their push towards the Chamber of the Demonscope for the entire defense of the Chaos Scar came crumbling around them leaving the Paladins to cover their flank and deal with any remaining demons or reinforcements.


Between Sword & Wizardry and Adventure Conqueror King I have been able to cobble together enough material on the various demons in The Demon Within module to run the game. We are 3 sessions in... and they cut a bee-line to the Keep Proper as soon as they were out in the open. While the module is designed for level 11 characters in 3.5 D&D... ACK only has 14 levels of experience so I figured that was about 7-8th level. It has been a bit of a struggle, but nothing they have been unable to overcome via strategy (and the struggle may be from their horrible dice rolls which I have no power to control!). They are just rooms away from the end of the module having rescued the Paladins from the dungeon.

Evander & Sarah are 8th level because they are returning characters from a previous campaign (Red Hand of Doom) played by returning players from that campaign too!

The Demon Within module is being ran as the prologue to Wrath.

All in all it was a fun experiment but we decided to side-grade to AD&D 2E for Wrath.

If anyone is interested... the Evershield family is plagued with tragedy. While they have ruled with strength and honor... for every King that has made it to the age of fifty they have started to slip into insanity becoming possessed by the fear of death. The reason remains unknown, but Evander's father led a Crusade into the Chaos Scar in a fit of insanity 30 years ago that resulted in him becoming a Death Knight. Evander rushed back to Helstein to defeat him after the events of Red Hand of Doom. Evander is rapidly approaching that age (and will be the stand-in for Queen Galfrey in the upcoming Wrath Campaign).

This is the campaign that I am running with my tabletop group that the following thread was created to facilitate: Preparation-for-WOTR-Campaign

There will be SPOILERS! You have now been warned in the title and in the body of the first message.

Let me precursor this journal with the following statement: I love Paizo products and APs (they have some of the best stories available! I've followed them ever since Age of Worms in Dungeon and James Jacobs work with the Red Hand of Doom), but I have some issues with the Pathfinder system which are the same issues I had with the original 3era system, but that is neither here or there. I won't respond to any messages about that.

This campaign is an experiment in that it uses the Paizo modules to run a storyline in an OSR game. We are currently playing through The Demon Within using ACK (Adventurer Conqueror King) but have decided to move to something with a more solid foundation. We will be picking up our old 2nd Edition books for Wrath of the Righteous.

This game does not take place in Golarion, it is an amalgamation of several worlds and several campaigns. It is using the same world I have used off-and-on for over 10 years. Just so happens that during the Red Hand of Doom campaign that I ran in this world (2006) one of the players created a kingdom for the background of his Paladin with a similar area to the Worldwound. I have now borrowed the material from the Worldwound guide and the name from Wizards (The Chaos Scar) to fill out this area for the campaign. It formally used the old Greyhawk gods (or the stock 3.5 gods you could say) and an attempt at a custom pantheon, but has since "borrowed" the gods from Faerun.

Now let us begin the Tales of the Crusade...

laraqua wrote:

I added orphans to rescue in Book 2 ( encounter.html) which won't be everyone's cup of tea.

And for Book 3 I threw in the Tala Monastery (mentioned in the Pathfinder fiction) and Terendelev's Hoard ( a-monastery.html) as a way to help their own troops and have a respite from demony goodness in the Worldwound by travelling a short way through Mendev.

Possible additions to Book 2.

Not finding a lot of stuff to add around Sword of Valor (Book 2)... interestingly enough. Perhaps the module stands strongly on its own?

Seen some feedback about not using the massive combat rules here and there.

The original design was meant to have 4 armies (one for each PC). The idea has merit... must read the module again with this in mind.

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