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Danse Macabre

GM Kip's page

508 posts. Alias of Kip84.


1 to 50 of 508 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

" Indeed it is my catch and there is a story behind it. " Puglas says, " Wine or Ale? " he asks the Elven lady (Markus) before pouring the drink expertly with only one arm.

" It was six years ago, " he begins and the other patrons in the taproom all drop there conversations to listen to the familiar story. " I was out fishing on the lake I'd been dragging this fish in for what seemed like forever. I'd finally dragged it up to the side of my boat and it seemed like it had given up the fight. I reached down to pull it in over the side but, CHOMP! " he makes a snapping motion with his good hand at his missing arm. " the blasted fish ripped into my arm. Took it right off in two bites. Luckily as I fell in the water I managed to grab my knife from my boot. Stabbed it in the guts. After that I had to have it stuffed and mounted. "

The Gar’s Last Meal is a fine inn if you can get past the smell of fish. The innkeeper, Puglas Tamall is a grizzled veteran of the lake who is missing his left arm. He asks few questions of those who stay at his establishment. Mounted on the wall behind the bar of the taproom is a giant gar.

" Puglas is the name. Looking for a room or meal and a drink or two? What brings you to Tamran? "

Experience Points!

Crab Exp: 360 each
Pirates Exp: 320 each

The Pirates all look about frantically and continue to hold a course taking them further out to sea. The half Orc stares back at the Blavk Mist from the back of the ship until the ship fades out of view in the rain.

About 2 hours later, the city of Tamran draws near. In the dark, Tamran glitters with hundreds of tiny lights, emanating from the windows and lamps that dot the city. It has the look of a new town, built primarily of wood, though some older buildings linger here and there, many showing signs of damage from the war with Molthune to the south. Cracked walls and burnt remnants can be seen even from this distance, fresh scars from the long conflict.

As Ewem ties the Black Mist up at the docks Captain Walren helps every one disembark. " Well, thank you all for your assistance. It certainly was an eventful trip. The way you sent those pirates off... Just great! If your looking for somewhere to rest your heads for the rest of the night I suggest Gar's Last Meal. A good, safe establishment on the docks here. "

Hey everyone, sorry for the delay in posting. I've been having migraines all week.

The illusion has been very effective though.

1d20 + 6 ⇒ (7) + 6 = 13
1d100 ⇒ 9 Miss
1d8 ⇒ 6
Cora fires her crossbow at the Halforc but the bolt skims past him barely missing.

The two pirates continue to squabble over the wheel.

GM rolls:
1d20 ⇒ 11
1d20 ⇒ 17

The man at the wheel throws off the Halforc and yells at him. The Halforc yells back but he moves over to a water barrel and fills a bucket.

The helmsman yells some more in a different direction and the guy that ran comes back out on the deck. Still looking up into the clouds for the dragon he dashed over to the flames and starts beating at them with a blanket.

More GM rolls:
1d20 ⇒ 19

He turns to the helmsman laughing. He puts his hand in the flames and still laughing speaks to the helmsman.

Back in the Black Mist

" Ha, ha! Ya got em! Look at them run! " Captain Walren exclaims as he picks up and loads the crossbow Brayken discarded.

  • The ship is now about 90ft away from the Black Mist to the rear and left. It's heading out to deeper waters at almost a right angle.
  • There is 20 percent concealment due to the rain. Please roll a d100 with any attack rolls. Rolls above 20 hit.
  • To cast a spell will require a DC 5 + Spell level Concentration Check
  • Everyone is up.

GM tracking:
Old helmsman: 13 damage, AC 13
Pirate below deck: 3 damage, AC 13
Half Orc pirate: 13 damage, AC 13
New Helmsman: DEAD, AC 13

Captain Walren bursts out of the cabin carrying crossbows and quivers of quarrels.

" Quick! Grab a crossb... " his mouth hangs open as he notices the flaming ship already running away.

Brayken grabs a loaded crossbow and fires at the Halforc pirate.

Atk : 1d20 + 4 ⇒ (16) + 4 = 20
1d100 ⇒ 80
1d8 ⇒ 5

Feel free to grab a crossbow if you want Quinn. They are all loaded. I guess that's what Walren and Ewem have been up to for the least couple of rounds.

GM tracking:
Old helmsman: 13 damage, AC 12 (grappling)
Pirate below deck: 3 damage, total cover.
Half Orc pirate: 13 damage, AC 12 (grappling)
New Helmsman: DEAD, AC 13

Cora Montajay wrote:
I think the force rapier gets MVP for this fight.

Nice job. It certainly tore through the two guys at the wheel.

This has been one of my favourite battles ever guys. Thanks a lot :)

Nice use of the silent image spell Markus.

Apologies to those who don't have a ranged weapon. I've just now thought of something that would have been good to do a round or two a go...

Brayken wrote:

Happy Easter!

As some of you might have heard from me here, or in other campaigns, I have found a job in Japan teaching English. I have been packing and busy tying up loose ends for the past week/week-and-a-half and I apologize if this has screwed with my posting rate. I am posting this because tomorrow I am heading to Salt Lake City and will be boarding a plane to leave the country the following day. When I arrive, it will be flurry of moving in and starting my new job As such I may not be able to post until next weekend. I don’t however know what the situation will be like until I am there and may not have access to the internet for personal use for longer, though I highly doubt that will be the case. I will get a post (or may already have one) into the gameplay thread, and if I am holding up combat or role-playing please feel free to bot me! I’m sorry if this causes any problems and I hope to be able to post again soon.

Wow congratulations. Sounds very exciting. Good luck settling in.

Actually they turned away last round.

Cora's force rapier slams through the new helmsman's back and then disapates just as her crossbow Bolt slams through his eye. He sags, collapsing onto the wheel

Both Faunra's arrows find there mark one slamming into his shoulder and the other into his thigh.

The original guy from the wheel staggers to his feet feeling a little safer now that the rapier was gone. For the first time he notices the dragon. He screams as the flames billow out, grabbing the dead pirate off the wheel and yelling at the Halforc to put out the flames his eyes search the sky for the dragon.

The Halforc yells right back at the helmsman he runs towards the wheel and they start fighting for control of the ship.

  • The ship is now about 80ft away from the Black Mist to the rear and left. It's heading out to deeper waters at almost a right angle.
  • There is 20 percent concealment due to the rain. Please roll a d100 with any attack rolls. Rolls above 20 hit.
  • To cast a spell will require a DC 5 + Spell level Concentration Check
  • Everyone is up.

GM tracking:
Old helmsman: 13 damage, AC 12 (grappling)
Pirate below deck: 3 damage, total cover.
Half Orc pirate: 8 damage, AC 12 (grappling)
New Helmsman: DEAD, AC 13

Quinn sees the small ships crew in chaos.

The helmsman is stabbed in the shoulder by Cora's force rapier and then knocked aside to lie bleeding on the deck by one of the other crew members. That guy grabs the wheel and starts hauling on it to turn the ship.

The ship starts to turn, one of the other crew is shot by Faunra the arrow whipping past his face drawing blood and taking his ear. He throws his crossbow down and runs below the deck while the last guy, a burly half orc screams at the dragon in defiance as he loads and fires his crossbow again. His scream turns to a burly laugh and he yells something back to the man at the wheel. The new helmsman just yells right back at him as he continues to turn the ship.

GM rolls:

1d20 + 5 ⇒ (17) + 5 = 22
1d100 ⇒ 78
1d20 ⇒ 20
1d20 ⇒ 17
1d20 ⇒ 12

You are able to make out the words that are shouted. The half orc yells " It's not a real dragon, my bolt went right through! "
The new Helmsman yells back " Keep shooting you crazy #&@% ! "

  • The ship is still about 65ft away from the Black Mist but now it's cutting away to the left.
  • There is 20 percent concealment due to the rain. Please roll a d100 with any attack rolls. Rolls above 20 hit.
  • To cast a spell will require a DC 5 + Spell level Concentration Check
  • Everyone is up.

GM tracking:
Old helmsman: 13 damage, total defense: AC 17
Pirate below deck: 3 damage, total cover.
Half Orc pirate: 0 damage, AC 13
New Helmsman: 0 damage, AC 13

The small crew of the other ship wail as the dragon swoops out of the clouds and rain. They fire at it screaming at the helmsman to veer away. Back at the wheel however the man there is desperately trying to use the wheel as cover between himself and the force rapier.

One of Faunra's arrows thunks into the hull and the other goes wide into the sea.

GM rolls:

1d20 + 5 ⇒ (6) + 5 = 11 1d100 ⇒ 12
1d20 + 5 ⇒ (13) + 5 = 18 1d100 ⇒ 54
1d20 + 5 ⇒ (16) + 5 = 21 1d100 ⇒ 44
1d20 ⇒ 1
1d20 ⇒ 19
1d20 ⇒ 15
1d20 ⇒ 8

After they fire one of the men starts running back to the wheel.
None of them react in any way that would suggest they realise the dragons true nature.

The boat keeps coming towards the Black Mist though it cuts this way and that a little.

  • The ship is about 65ft behind the Black Mist.
  • There is 20 percent concealment due to the rain. Please roll a d100 with any attack rolls if you roll above 20 you can hit.
  • To cast a spell will require a DC 5 + Spell level Concentration Check
  • Everyone is up.

GM tracking:
helmsman: 9 damage, total defense: AC 17

Happy Easter everyone!

Gm rolls:
1d20 ⇒ 17

Ewem moves over to the rail and stares out into the rain for a moment before nodding and racing to the Cabin.

"Pirate, Pirate!" He yells as he bursts into the cabin doors.

Faunra can just make out three people standing on the small ships prow, another stands at the wheel. The three at the front have noticed that you have seen them and level crossbows at the Black Mist. Two of the bolts thunk into the hull and one goes wide into the sea.

  • The ship is about 80ft behind the Black Mist. It will come alongside in ten rounds.
  • There is 20 percent concealment due to the rain. Please roll a d100 with any attack rolls if you roll above 20 you can hit.
  • To cast a spell will require a DC 5 + Spell level Concentration Check
  • Everyone can post one rounds actions now.

"Alright, ok then... But next time warn people... and maybe don't turn into an orc, aye?"

Ewem and the Captain get the Black Mist under way. The Captain tells you all that if the winds are favourable the barge should reach Tamran by night fall.

As the day wears on and the sun starts to sink in the horizon Walren starts to look edgy, letting Ewem take the tiller as he stares out across the water with his spyglass muttering under his breath. About an hour after dark clouds have rolled in unleashing a steady downpour of rain onto the deck. By this time Captain Walren has ordered Ewem to keep sailing for Tamran and retired into the cabin to take a break and get dry.

Anyone staying on deck after dark and in the rain can make the following perception check/s.

Perception DC20:
You spot a boat coming up behind the Black Mist on the port side. its about a minute away from catching up and doesnt have the normal running lamps lit.

Perception DC15:
You notice a boat slipping up right behind the Black Mist on the port side. There's only seconds to prepare! One Round

" Well...but...that's! " Walren blusters slowly calming down. " That seems a little, well paranoid. How do you do it? "

Gm rolls:
1d20 ⇒ 13

The rest of the night goes uneventfully, in the morning however everyone is awoken by Captain Walren's loud exclamations "What the hell is going on here? You a stowaway or something? Where have you been hiding?"

Walren is right in Markus's face.

Ewem shrugs and tucks the dagger into his sash. The captain goes back to steering the barge as Quinn and Markus work on preparing a feast of crab legs for supper.

About an hour after the fight Walren and Ewem let down the anchor and after they've made the ship ready for the night they join in and try some of the crab. " It's a little gamey but pretty good... Might have ta be getting meself a bigger pot aye? " The captain comments.

Again the end of my work week is very hectic. I will post tomorrow.

Markus doesn't detect any poison on the crab.

Walren laughs " Ha! I don't really keep a man sized pot on board but if ye can figure a way ta cook them I'd be willing ta give it a try. "

The deck hand, Ewem walks over to Markus and offers him back his dagger with a nod.

Blood and goo spurt from the crabs eye. It collapses onto the deck twitching.

" What a mess. " Walren says " We would have had a hard time getting rid of those without your help. Thanks everyone. " he walks over to one of the crabs and Braves it over the side.

Brayken steps back and swings his glaive at the crab again.

Power Atk : 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
1d10 + 9 + 1d4 ⇒ (4) + 9 + (4) = 17

His glaive slams through the crab pounding it into the deck. It's claws flop about for a second, then it lies still.

The last remaining crab tries to squeeze Quinn in its claws but somehow Quinn gets free.

Maintain Grapple : 1d20 + 8 + 5 ⇒ (1) + 8 + 5 = 14 Fail Quinn is no longer grappled.

Initiative: Everybody is up.

Updated Map

Crab Stats:
G8= 9 Dmg (AC 16, T 11 CMD 15)

Faunra slashes at the crab grappling Quinn, cracking its armor the sword digging in to the flesh underneath. I wasn't sure where everyone wanted to start so I was waiting for the first actions before adding people to the map.

Quinn Struggles against the Crabs grip but to no avail, he remains stuck in its grasp.

Markus offers Ewem a dagger before shooting a ray of frost at the wet deck, the water freezing up under the crabs legs. Ewem takes the dagger but hangs back at the moment. The Crab slips and slides trying to keep its legs under it.

I like this. I'm happy to consider creative uses of spells. Next time make an attack against Dc10. This Crab (F7) has a -2 to AC this round.

Cora sprints around the deck coming up behind one of the crabs and stabbing at it with her rapier. The attack lands but isn't enough to pierce the shell.

Waiting for Brayken's action, then Crab turn!

Updated Map

Crab stats:
G8= 9 Dmg (AC 16, T 11 CMD 15)
F7= 13 Dmg (AC 14, T 9,)

Quinn's sword bounces off the crabs hard carapace. Brayken now flaming glaive however cracks straight though the other crabs armor and into it's fleshy insides. The crab scrambles about a little and collapses onto the deck in death throws.

One of the remaining crabs attacks Quinn, snapping at him with its claws.

Claw 1: 1d20 + 4 ⇒ (20) + 4 = 24 Hit
Crit confirm: 1d20 + 4 ⇒ (6) + 4 = 10
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3

Claw 2: 1d20 + 4 ⇒ (17) + 4 = 21 Hit
Dmg: 1d4 + 2 ⇒ (4) + 2 = 6

Free Grab: 1d20 + 8 ⇒ (18) + 8 = 26 Quinn is Grappled

The other crab scuttles towards Ewem who backs away fending it off with a mop. The crab ends up going for Brayken.

Brayken's AoO: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 -2 for cover from mast.
Dmg: 1d10 + 9 + 1d4 ⇒ (3) + 9 + (1) = 13

Brayken cracks this crabs shell as well, giving it a bad wound that just seems to make it angry. It keeps coming claws flailing wildly.

Claw 1: 1d20 + 4 ⇒ (11) + 4 = 15 Miss

Updated Combat Map

Initiative: Faunra is up, then everyone else again.


A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Sorry everyone, super busy day at work and now it's the mother in laws birthday party.

Feel free to keep any conversations going from the days I've skipped over while this combat is going. Just put them in a spoiler.

Gm rolls:
1d100 ⇒ 46
1d100 ⇒ 99
1d100 ⇒ 99

1d100 ⇒ 43
1d100 ⇒ 72
1d100 ⇒ 1

1d100 ⇒ 23
1d3 ⇒ 2

Brayken: 1d20 + 2 ⇒ (20) + 2 = 22
Cora: 1d20 + 2 ⇒ (20) + 2 = 22
Crabs: 1d20 + 1 ⇒ (10) + 1 = 11
Faunra: 1d20 + 2 ⇒ (4) + 2 = 6
Markus: 1d20 + 2 ⇒ (14) + 2 = 16
Quinn: 1d20 + 2 ⇒ (13) + 2 = 15

After 3 days, the barge leaves the Tourondel River and enters Lake Encarthan. Captain Walren keeps the Black Mist to within about a mile of the shore, avoiding sandbars and rocky outcroppings along the way. Steady rain plagues this journey drumming on the roof of the cabin and wetting through those who venture out onto the deck, but fortunately the waters remain mostly calm and they do not endanger the barge.

As evening falls after the second day on the lake the Captain calls out to anyone who is inside the cabin " Ho! we'll be needin' some help out here! "

Three Giant Crabs as big as a dwarf have climbed onto the barge as Walren guided it between two small rocky islands.

Combat Map

Initiative:Brayken, Cora, Markus and Quinn are up first. Post in any order. Make sure to check the Map, you can start from anywhere on the barge, in the cabin or outside. Use the coordinates to let me know where you are and I'll update the map with your avatars.

" Well, let's get started then. Ewen! Get the gangplank out and help these folks ta get thier stuff aboard. "

A heavily scarred Kellid man takes a wide plank and puts it out between the dock and the barge and walks across to help with any bags. He doesn't say a word to anyone using gestures to see if anyone wants help.

The Black Mist is a rectangular, small-sailed barge, 60 feet long and 20 feet wide. The cabin occupies the back third of the barge, and contains enough cots for the entire party, as well as the captain and his deckhand.

Once every one is on board Captain Walren pushes off and Ewen raises the sail. Walren takes the tiller and starts to whistle a tune as he steers the barge gently down the river.

Cygar sees Markus and Cora out his door saying " Good. Good, I'm glad you will help. See you in two days. "

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

When Markus and Cora arrive at the docks they spot Cygar waiting next to a river barge. Three people stand with him, a tall battle scared man with greying hair, an elf woman in scale mail, long golden hair falling from underneath her helmet, and a young man with dark tussled hair. (You might recognise these three as Brayken, Faunra and Quinn if you attended the harvest festival.) Cygar spots the two of you and waves you over.

" Ah, Cora, Markus. Meet Brayken Faunra and Quinn. I've booked you all passage on the Black Mist here. "

He points to the river barge and then waves over a Dwarf with a bald head and a thick shaggy black beard. The dwarf hops off the barge and walks over.

" This is Captain Walren " says Cygar.

The Dwarf offers his hand to the nearest adventurer.

" I'll be glad ta have ye all aboard. The lake can be dangerous at times and lately pirate activity has been on the rise. Still not bad mind, but it can't hurt ta have a little extra muscle. "

Cora Montajay wrote:
"Reginar, can you tell us anything else about him? Human, elf, short, fat? Just want to know who I'm looking for." She drums her fingers on the table for a moment. "I you have any further knowledge of the bandits? Like what kind of weapons or tactics they use, and in what numbers they often attack? I know these questions are vague and grasping, but I would know all that I can before embarking on a dangerous venture."
" Sorry how silly of me, of course you'll need his description. Reginar is a human, he's tall and he has light brown hair and last time I saw him, a goatee. " He listens to your questions about the bandits but shakes his head. " The tracks around the crypt were quite old but judging by them the group that raided the tomb was was fairly big, ten to fifteen but at least six of them didn't make it back out. The ones that were found in the crypt had shortswords mostly. They only took the amulets of Kassen and Asar and left everything else alone. Like they came here specifically for those. That's what's got me really worried about them. "
Markus Alexander wrote:
Markus thinks for a moment. "Maybe we could have a secret code to let each other know who we are. "

" Do you mean Reginar? It's not a bad idea but I have no real way of getting a message to him quicker than you'll get there. I'll explain everything in the letter and it will have my seal on it. But that's something to consider for the future. Code words. " he strokes his chin.

The corners of Cygar's lips turn up ever so slightly at Markus's joke but other wise he remains serious but looks pleased. " Good I'm glad your both in. Meet me at the docks on the third bell afternoon in two days time I should have a boat organised by then. I've got a contact in Tamran another Pathfinder you should contact him when you arrive, he may be able to confirm my suspicions and help your investigations. His name is Reginar. I'll give you a letter of introduction. Any questions? "

Click the link on Cygars name above for his picture.

@Brayken and all, it would probably be best if Brayken and Quinn just have a quiet word but I'll leave it up to you guys. Do whatever seems right for your characters. Faunra might also be looking for Brayken at this time to tell him the good news about the Commanders orders.

Quinn you wake up with a splitting headache, a quick look about shows that you are in a disused warehouse. A little bit of light streams in through a hole in the roof. There's dust everywhere and a few overturned crates. On one of the crates is a small sack that gives off the faint odour of bread.

Markus and Cora, Cygar has been asking around town for two days looking for some adventurous sorts to investigate something for him. When you expressed an interest he asked you to meet him at his room in the Seven Silvers Inn on the night following the Harvest feast.

Cygar opens the door as soon as you knock and quickly waves you inside looking out into the hall as if to see if anyone is watching. " Only the two of you, " He says shaking his head slightly. " I'd hoped for more but nevermind. I'm sure the other three will help. " at this point he turns to you and looks both of you in the eye in turn. " I'm sure you've probably heard the crypt has been robbed by bandits. " He picks up a mask off his desk. " All of the bandits bodies that were found at the crypt were wearing these. Masks like the followers of Razmir wear. I believe the bandits probably came from Tamran in the south. I'm organising a barge to take you there by the Lake Encarthan. It will be quicker and probably safer than going through the woods. So do you still want to help? "

I'll introduce you into the gameplay in just a moment Cygar has asked you and Markus to meet him in his room at the Seven Silvers Tavern and Inn. Which would be the Inn that Markus is staying at. This will take place the evening of the day after the Harvest Feast.

Ok personally I found this funny. I'll leave it up to Quinn's player whether he goes for it (partially or fully) or not. This should be all roleplayed and mutually agreed upon. No die rolls against each other please. I don't want anyone to feel forced by rolls from another PC.

Wow, this was hard. So hard I even considered taking three of you but even then I couldn't pick. In the end I've decided to accept

Markus Alexander, by ScubaSteve
Cora Montajay, by CampinCarl

Thank you all for your interest. I will Pm you if a spot opens up.

Markus and Cora please introduce yourselves in the discussion thread and dot the gameplay thread.

1 person marked this as a favorite.

Recruitment will finish tonight. Sorry about the wait.

Wisslow takes his quill and makes a few notes on the parchment. " Well, Colbin has reported some gold missing from the woodcutters guild office and there was a witness that put Quinn there around the time the gold went missing, only one witness mind you and not a very reliable one. I value your opinion Captain. I think I'll have to get the guards to dig a little deeper on this one. It doesn't seem to fit that this Quinn fellow would be the culprit considering how helpful he's been with the crypt... But keep an eye on him. "

He stands up and looks to the door. " Well I'm sure you've got plenty of preparations to make so I won't schedule you or Brayken for any duty from today. Good day Faunra. " he salutes you.

1 person marked this as a favorite.

Skipping ahead to Faunra's meeting with the Commander but feel free to continue rping from the end of the party.

Commander Wisslow's office is neat with not one mark of personality. The walls are bare, the plain wooden desk has one straight stack of parchment in the corner and is flanked by identical plain functional chairs. As Faunra enters Wisslow stands up and offers her a seat " Well. What a turn of events with this business at the crypt Hmm? " he says making a bad attempt at small talk. " Ahem, well. The mayor has asked me to look into these masked bandits and seeing that you and Brayken have seen all the evidence and ah, walking dead first hand and at the scene, well, I'll be assigning you to this case. Now I know you'll be worried about your responsibilities here but I promise you I'll make sure everything is looked after... So it will be up to you to work out where these bandits went and what they took. I know you won't let Mayor Uptal down. " he pauses and picks up a piece of parchment from the top of his pile.

Perception Dc 12:
with quick upside down glance you see that this is a formal statement from Colbin Vetnar (the head of the woodcutters guild) concerning a robbery. Asina Silvers (the daughter of the inn keeper and the towns biggest gossip) is marked down as the only witness and in the paragraph with her statement you notice the name Quinn Garside.

" Now I have another matter I wanted your opinion on... What do you think of the Quinn fellow that helped out at the crypt? He's new in town and well, there have been some claims levelled against him. You know how the some townsfolk can get about outsiders... "

Thanks Brayken, how's everyone else going with the level up? Recruitment is almost done and we should be able to get started in earnest about midweek. For now we can do a few scenes for the next few 'in game' days as Cygar organises your transport...

EDIT Thanks for your patience everyone.

The party begins to wind down as the night becomes late. The mayor makes one last speech about the new hero's of Kassen extolling their bravery in the face of unexpected danger and their dedication to making sure the townsfolk remain safe. He ends his speech, telling everyone that he will do everything in his power to see the crypt restored and to make sure the bandits that desecrated it are brought to justice.

Shortly after the townsfolk begin to file out some swaying as they make their way towards their homes.

Gregor Wisslow, the Commander of the town guard approaches Faunra as she makes to leave. " Faunra, I'd like to see you in my office tomorrow at the mid morning change of guard... I've got a few matters to discuss with you. " he glances across the room as he finishes the sentence.

As your leaving you see the head of the town guard talking to Faunra. Then he glances over in your direction and for a brief second makes eye contact with you.

Background info on Wisslow:
As an aging experienced fighter, Gregor is a qualified teacher and he's trained most of the town guard, but his lessons are rigid and his discipline harsh. The guards he has trained are quite skilled, but they secretly detest the old man, calling him names behind his back (Captain Is-Slow is the current favorite).

Akvius Syrthos wrote:

will this be for a single mod, or are you planning to continue on after this one?

submitting a cartomancer witch.

cartomancer basically removes the mechanic of a familiar.

With 3 martial characters (rogue, fighter, ranger), thought a spellcaster (no offense ranger) would make a good addition to the party. This witch is a de-buffer, allowing the rest of the party to do their jobs more easily.

I originally created him as a tiefling (fits flavor of witch), but can easily change to either an elf or human if you want to stick with only core races (as state in creation guidelines). I currently have him at lvl 1, but bumping up to lvl 3 can be done quickly if accepted.

When are you planning on selecting/starting?

Thank you for your consideration.

I'd like to get this game back underway soon so recruitment will end early this week.

On your character: I would need you to change his race. I'd really like to stick with core only races. I really like the cartomancer archetype.

So looks like the submissions so far are:

Scubasteve with Markus Alexander
Jaime Sommers with Deidre "Dee" Elendir
CampinCarl with Cora Montajay
Gossamer4 with Akvius Syrthos

Vahanian 89 wrote:
Would you allow a sorcerer that is a Priest of Razmire sorcerer archetype? That is from another temple and is trying to stop this one from becoming more powerful?

I'm not really keen on this idea. Sorry.

Jaime Sommers wrote:

Hello GM, I'll re-submit Dee from the previous thread, for your consideration:

Deirdre "Dee" Elendir

** spoiler omitted **

** spoiler omitted **...

Good to see you Jaime :)

1 person marked this as a favorite.
That Other Guy wrote:

I tried so hard to come up with a savvy ninja quip to come back at ya but I couldn't. You win. Also, kids are great, so you have some points already.

I mean to have the outline of the backstory in concise narrative form within 24 hours of posting this, if chosen for the campaign I can expound on it if desired.

I also think the idea of a soulbound servant dude would be cool, and that playing it well could add to roleplay a bit. WE SHALL SEEE.

Question: What is the pacing like in your campaign as it's going right now? Let's say for like the past month, how has it been/felt going through it?

The last month was pretty good. It did take us awhile to get back into the swing of things after Christmas. I've just gone and counted and I made roughly 30 posts in February and that's with a week off where I was unable to post due to being on vacation.

CampinCarl9127 wrote:

Dotting for interest. I played through the first book as a half-elf ranger and the game dried up before going any further, and I've always wanted to see where the adventure path went from there. I'm going to put together a halfling cleric of Cayden Cailen to help with healing and divine casting. Probably a support/protection type character.

Hey ScubaSteve, how would you like the idea of having intertwined backgrounds? We would have similar alignments and my character would have a lot of fun keeping you out of trouble when your escapades went wrong. GM, what do you think of the idea of having backgrounds that tie into each other?

Kind of double posting for context because I was ninja'd by That Other Guy while I was putting kids to bed. :P

Backgrounds that tie into each other can be great, go for it.

Looking forward to seeing your submission CampinCarl

That Other Guy wrote:

I want to buy a slave for my witch character. It would be like a perma-unseen servant, but seen. Slave as a Gear Thing. I'm open to all ideas about what we could do with it, the slave could have a personality and I could roleplay him too if you want. It's just an idea at this point, but it could make for an interesting character point. We could make it something cool.

I have the crunch for this character made out other than gear.

His general concept is that as a youth he went on a spirit journey into a desert (we can put it on the Golarion map wherever fits) and had a spiritual encounter. He was imbued with certain mystic energies and has the ability to tell fortunes, interpret dreams, and is a flute-charmer. Visually, when he uses his hexes, he bewitches his foes by his flute's melodies. Sort of a sandman/snake charmer dynamic going on.

Of course, that's his backgrounds' general concept without any personality or actual character development developed yet...
Which will be expounded and contextualized to fit the setting and style of your campaign.
His name is Reaubalt, and here is his character sheet thus far:

Reaubalt of the Sands

Tactically, he is a buffer/debuffer support.

I don't know what your GM'ing style or gameplay preference is, but I'm down for heavy roleplaying, immersion, tactical wargaming, or hacknslash. Let me know what your game is geared towards and I will gear myself and Reaubalt towards it.

I'm open to the slave idea. Are you aiming for some kind of tangible bound spirit? That could be interesting.

My gameplay preference is fairly balanced with a possible slight leaning towards the roleplaying side of things.

My Gming style is (I like to think) player driven. I do like to react and improvise depending on what the players decide to do, though that can be tricky when running modules.

Backgrounds that tie into each other can be great, go for it.

Looking forward to seeing your submissions That Other Guy and CaptainCarl

Ok, the group has decided not to play for PFS credit. Also Samuel (the groups wizard) has decided not to continue.

If you posted a character here and are still interested Here is the new recruitment thread.

Sorry for the inconvenience.

Angelpalm wrote:
GM Kip wrote:

Classes: no Gunslingers, Ninjas, Samurai or Swashbucklers (Sorry just my personal preference.)

So what is allowed?

Allowed classes:


JohntheVast wrote:

Any purchased materials required? Would you take a cleric with no deity?

Will start on a character now.

Purchased materials? Sorry I don't understand the question.

A cleric with no deity? Yes that would be acceptable (and possibly quite an interesting character).

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