Sorry for the delay, been sick end of last week and been busy beginning this week. The area where Doc and Tevvy are walking to are stairs leading down. the Stairs going up are opposite of where the team entered. Gonna do a quick bit fast forward if ppl don't object since nothing really happens. And if everyone agrees put you on the 2nd floor
Carefully framed spellbook pages hang along this room’s walls, while eldritch relics stand in small display cases in the room’s center. In the far corner, shadows hang thicker than the rest of the room, and it seems a boisterous half-orc woman stands there, surrounded by vague figures, as she welcomes newcomers. Her voice is thin and reedy, but eerily familiar. “Congratulations! Let me spice up that punch a bit for you—to celebrate, of course!” As you keep standing around there you see more encounters from the event you have attended.
The order of the scenario makes "less" sense tbh if you go over it Nothing is learned from asking the locals as the team makes it's way towards the Blakross Museum. Once arriving there the door will be opened by what seems to be someone from the cleaning staff, introducing himself as Chayron, checking out the team a frown crosses his face. "I know it is late, but, who are you and what are you doing in this museum after closing hours. Nobody should be here."
Gather intelligence roll from everyone (diplomacy) When the party arrives at the museum after hours, they find the front door closed but unlocked. A single staff member, Chayron, is cleaning the museum, performing maintenance on the exhibits, and acting as a doorkeeper for Tavvar and her assistants. Let me know how people want to enter the College, stealth or just walking in
Doc Bloodshanks:
A closer inspection of the lantern reveals it is in fact an everburning torch formed into a lantern rather than a simple torch, and the lantern’s glass can be manipulated to change the color of light it sheds. Namza:
Hunters: The coat of arms on the aft wall is in fact the insignia of the Taldan navy What has been discovered, it is clear that this is a relic of the original Silent Tide invasion — the evidence Calisro Benarry wants. Which one do you guys want to do now?
Sorry for the delay, work happened yesterday and got me all occupied The Fleshforge dredge regarded the bouncy little goblin with mild interests and sat down in front of the hyper active Goblin, hanging to each of it's words while munching on the trail rations before pointing to Tevvy "Friend!" Meanwhile the rest of the group would go over the ship with a haircomb to see what they could find. It takes them a while as they go over everything but the team finds the following: A smuggler left a pair of magical talismans rolled up in a smelly, salt-crusted rag. These are two crying angel pendants, a bundle of writs of inspection approving the cargo crates for export from the Nexian capital of Quantium. The other is a series of financial records, including notes of sizeable sums paid to the same individual whose name appears on the writs—a clear indication of bribery, and of interest to Gorm Greathammer. There is also a lantern that seems to give off an eerie glow. In one of the rooms there is a coats of arms hanging against the wall Society check for Namza please
Upon being presented with food the creature first looked confused about what it was, when he then reached out and managed to snack some from it he turned and seemed to beam a bit more as the trail rations were snapped from Vellir his hands as he sat down and started to eat, a happy growl could be heard once in a while between the gnarling of food. "Friends..." It was clear the creature possessed no more threat to the party and they could now explore the ship some more to see if they could find that what they were looking for.
Tevvy wrote: As I said before, I've already played multiple times, so... what Vellir said. I understand, however, tevvy has some information as is to assist with the issue at hand. And if that isn't used or shared, combat it is. I understand ppl have played it, and taking a bit of a backseat role. But that kind of info can be freely used / shared with the rest, there is no meta gaming with it.
Doc Bloodshanks wrote:
The lower decks are, however ship has upper deck, middle and lower deck. Sorry if I caused confusion
As the group makes they way through the upper deck nothing is to be found there. While making their way below deck sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in a dim light. Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck. Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs
GM secrets:
Tevvy perception: 1d20 + 3 ⇒ (15) + 3 = 18 Vellir perception: 1d20 + 7 ⇒ (11) + 7 = 18 Doc Bloodshanks perception: 1d20 + 5 ⇒ (20) + 5 = 25 Namza perception: 1d20 + 3 ⇒ (18) + 3 = 21 Matheus perception: 1d20 + 5 ⇒ (4) + 5 = 9 When making their way down the stairs everyone but Matheus notice a peculiar construct under the stair that seems to be staring at them in curiosity but there is also an underlying hint of something. Sense motive roll from those that have it, and can people let me know they Knowledge Arcana
GM Rolls, secret:
random: 1d6 ⇒ 4 Tevvy Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
Menas perception: 1d20 + 4 ⇒ (13) + 4 = 17
As you make your way towards the ship you spend some time asking around and gathering information, nobody seems to know anything out of the ordinary. Tevvy, gathering info:
you have heard that there is some sort of creature onboard of the ship and have learned that there are gnawed bones of sea birds lie in a heap in one corner of the ship. The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead. The ship once boasted three masts, but they are now brokenoff only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level. In its current position, the ship is only partially above the waves. The bottom deck is completely flooded, making it impassable. The top of the masts are broken off, leaving only jagged, waterlogged stumps reaching up about 15 feet above the deck; all the rigging has long since rotted away. Perception Menas / Vellir:
there are several unusual markings on the deck. Map is up, if people can put themselves on the top deck A1 The deck is difficult terrain due to the mats of vegetation and layers of barnacle growth. Characters can instead move along the railings with a successful DC 15 Acrobatics check to Balance
Once Janira sees that the group has picked up their assignments she makes her way to them and listens to them for a brief moment before speaking up "Haunted house? that might be hard, not late enough, maybe do one of the other's first? just sayin'!" She grins a bit as she regards them all for a moment, giving tevvy a light pat on the head to encourage him. The time of the day is roughly late in the morning, so haunted house is an evening thing.
Doc Bloodshanks wrote:
Fola basically will have given you all the information needed to find the prisoner. Overall, you are good to go :)
Tamrin Credence looks in amazement as Vellir pulls off his sleight of hand tricks, once the coin is found he nearly bounces up in delight as he takes it and walks away while talking to himself. Eando watches the exchange with amusment in his eyes before he addresses the pathfinders. "Ahh, new pathfinders, I take it you are here to proof your mettle?" He chuckled for a moment before he continued. "In the Flotsam Graveyard A sunken ship has recently washed up on a reef not far from Absalom. Rumor has it that smugglers areusing it as a safe house, and that they are involved in smuggling texts and possibly living creatures from Nex. There might be books that are valuable lying around, but if you can find any information about the smugglers’ methods, I would be more then happy to take it." Taking a sip from his wine he regarded the pathfinders for a moment "Questions?"
with the distraction being provided by Doc and Vellir Fola manages to speak up some more. "I know it sounds barbaric however the person was petrified during the Charge of the Gorgon, he was caught smuggling a forbidden item into the city." She let it sink in for a moment before explaining the rest "The relic in question had been recovered from an Azlanti ruin within gillmen territory at the Society’s request, i feel it is our responsibility to have the pathfinder to be restored..." Providing the pathfinders a wry smile she provided them with a potion Alchemy craft / lore or to figure out what it is With all said and done, she thanked the future pathfinder team andturned to continued her talk with Ambrus. only Aendo Kline left now
Sorry for the late reply, was waiting to see if more ppl would drop in As Doc makes his way over to Fola Barun he notices that the Steward of the Grand Lodge is talking to her. She turns and greets all the pathfinders by their name and introduces them to Ambrus Valsin who greets them as well. "Ahh pathfinders, it's good to see you here and mingle so you get to know who is who, depending on how you approach your task from Mistress Fola I might have to keep an eye on you all..." Fola seems to be taken aback for a second before speaking up. "Ahh yeah, that thing..." turning to the pathfinders she continues "I need you all to go to the Westgate and use this salve on one of the prisoners there, now this can only be used on the target and not someone else..." She hands Doc a potion Greater salve of antiparalysis "Questions?" if someone wants to distract Ambrus while Fola is talking to the team, roll me a Acrobatics, Athletics, Crafting, Labor Lore, or another Lore tied to a trade involving manual labor.
With the scrolls handed and the team free now, they have to grab their next mission, only 2 left to grab them, who will they go to first? Meanwhile some gnomes and goblins have decided to join in with the spectacle from Namza and Menas and it seems like a full strongman competition might be on the way, if not for the goblins who still manage to make it look like they are out of place.
secret GM stuff:
Society Doc: 1d20 + 7 ⇒ (10) + 7 = 17 The antics of Menas and Namza are being noted by those around them and some give them looks that are clearly indicating this isn't the place nor the time. Doc on the other hand seems to pick up on the hints and notes of politics being discussed. As the conversation continues he manages to distract the lady long enough for Gorm to look at the group and sigh for a moment. "Ahh, young pathfinders, sorry for being occupied, the Lady and I were discussing politics and it seems that she found another victim for those discussions..." chuckling at his own words he continued "Rumor has it that in the College of Mysteries a scholar is working on potentially dangerous research. I have no idea what it is or what he is up to, but should you get your hands on those nameless scrolls, a copy making it's way towards me would be, appreciated..." Just before turning away and continuing the discussion with Gloriana he hands Doc Bloodshank a selection of 3 scrolls and he can choose one of them, Doc scroll selection: Scrolls are disrupting weapon, heal and magic missile
So here is something that is kind of nagging me in the back of my head. With PF2 GM's are needed to do more rolls in secret before informing the players on how to do it (pitfall that I fell into when asking ppl to make the lore rolls). Does anyone know if there is a way to make hidden rolls on the forums so that they are really hidden for you players? or do I need to keep using the spoilers?
Secret GM stuff:
1d10 ⇒ 3 As Doc Bloodshanks makes his way to Gorm Greathammer it becomes clear he is in an animated talk with Gloriana Morilla whose Taldan heritage is obvious from her dark hair and aquiline nose, but her clothing and accessories are more reserved than most Taldan nobles would prefer. When entering and approaching her and Gorm it is clear that they are discussing politics and how to handle those things. Gorm gives a brief nod before turning to Gloriana and explaining to her the advantages of nobility and how to go about it within current societies It seems like Gorm is busy with the taldan, who will distract her, and how?
Calisro laughs at the enthusiasm of the new Pathfinders and nods at each of them. "I wish you well on your adventures and I hope you will share the stories with me!" With that she turns to continue her discussion with Aaqir. Aaqir endulges the pathfinders with some more information but manages to keep Calisro focused on him and not be distracted by the adventurers. Who are you going next to for your assignment?
Calisro smiles and nods to Vellir in appreciation. "I see you know your way around... Should you be interested there is a house in the Precipe Quarter that is rumored to be haunted and marked for demolition... Something that would be worth a story and some adventuring..." She paused for some dramatic effect before continuining. "Unless ofcourse, you aren't up for it?" Grinning for a moment she continued "After all, you don't always have to travel far to find stories and explore buildings..." Aaqir raised his glass for a moment as he engaged Namza, Doc and Vellir with an answer, explaining that he was looking for new trading opportunities and setting up a new company. Namza, Vellir and Doc, roll either a Diplomacy, Society, Guild Lore or Mercantile Lore please
Spoiler:
secret GM roll again: 1d10 ⇒ 1 As the group makes their way to Calisro Benarry they notice that she is in an animated discussion with Aaqir al-Hakam, a well-groomed, clean-shaven man of Qadiran descent, dressed finely and flashing a charming smile. Rumor has it that he once used to be part of a substantial trading consortium known as the Exchange. As they discuss the finer parts Calisro turns to the team of Pathfinders and flashes them a smile "Ahh, the new recruits have arrived! I am so glad you could all make it, let me introduce you to Aaqir al-Hakam, a trader who is known to exchange his goods and coins with us..." She raises her glass to all of them as she turns to the doctor and flashes him a smile "They are doing well, exploring, uncovering more treasures and challenging danger where they can, possibly something all of you are interested in?"
Janira seems to move around as she gather's drinks and food and hands them out to her new "protege's" as the seem to enjoy the festivities, she would point out some of the higher ups and chat away about them, not mentioning any names unless asked by the pathfinders during the chats she would mention that it might be worthwhile for the group to meet and greet, and introduce themselves as well to make sure they are noted. secret GM rolls:
Lore Society Doc Bloodshank: 1d20 + 7 ⇒ (17) + 7 = 24 Lore Society Tevvy: 1d20 + 4 ⇒ (17) + 4 = 21 Lore Society Namza: 1d20 + 3 ⇒ (14) + 3 = 17 Lore checks for Bloodshank, Tevvy and Namza: As you look around and take in you see several faction leaders roaming around or caught up in conversations, the ones standing out are Calisro Benarry former captain of the grinning pixie and now faction leader for the Horizon Hunters Faction. Also Eando Kline of the Vigilant Seal Faction is present, his taldan descent is showing with the with tan skin, dark hair, and a distinctive chin strip of facial hair. Fola Barun of the Envoys' Alliance Faction can be seen, she is a dark-skinned half-elf woman who is near the entrance to the celebration and she has given each of you a friendly nod already to indicate she has seen you and welcomed you. Gorm Greathammer of the Grand Archive Faction can be seen as well standing with a group, laughter seems to erupt time to time from the group as they share stories.
Janira watches each and everyone of the new Pathfinders making their way into the room, beaming with delight at the new recruits. She will point to some food that is being handed out and drinks that are being showcassed as well. "Feel free to mingle, should you need some information on the people of interest, feel free to ask me, or if you are confident enough, share your knowledge with your companions!" For those with Pathfinder Lore or Society, let me know in your next post so I can make the rolls and let you know what info you have! Also, I added handouts to the links, make sure to read that one, forgot to share that this morning due to 7am posting >.<
It seems as though the entire Grand Lodge has the air of a celebration. The great gates are flung wide, and the phoenix trees lining the entryway are in full flame. The halls of the main tower of Skyreach, normally somber and reserved, echo with the sound of voices and music. The great ballroom is decked for a celebration, with colorful banners and bunting along the walls, tables replete with food and drink, and a jovial cacophony of conversation rising from Pathfinders of all ancestries, nations, and backgrounds. After a quick scan of the room, it’s obvious that many of the attendees have gathered in small groups here and there. A half-orc woman in an iconic ship captain’s hat stands near the punch bowl, handing cups to anyone who passes within reach, and a dark-skinned half-elf leads a small group of new agents around the room, introducing them to other attendees. Several senior agents stand in quiet conferral with a dark-haired Taldan man with a distinctive chin strap beard, while a scholarly dwarf tells a rousing tale to a growing audience. A familiar blond halfling woman bounces over, bubbling with excitement. Janira Gavix, Head Initiate of the Pathfinder Society, grins, “Oh, I’m so glad you made it! After all, the celebration is for you. Have you gotten drinks? Snacks? Be sure to spend some time getting to know everyone—it’s best to be on good terms with the movers and shakers in the Society, that’s how you learn about the latest opportunities. I’ll be here if you need me to help you with anyone’s names or to make an introduction. Just let me know how I can help!” Janira gestures everyone forward into the room, beaming all the while. Spoiler:
secret GM roll: 1d10 ⇒ 4 Use this to introduce yourself and make a plan on how to proceed
Menas Redwall wrote:
Cheers for that text box, I moved that to the first page for clutter :)
Matheus Dolabellus wrote: So, we use the normal stats for our characters? yes Doc Bloodshanks wrote: Incidentally, I made a mistake on my Chronicle 1/2 Crafting (I forgot that you can craft consumables in batches of 4), so my starting gold is off. Also, I didn't need a Crafting roll, because I will be continuing the crafting from my previous sheet. no problem
Sooo... screw up on my end :D It's either the: Adventure Level Bump
Or the game as written in the scenario.... I will go with what is written in the scenario due to all of us being "new" and not knowing the rules well enough yet. Sorry for the confussion!
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M Human unchained monk 8/paladin 6
Six deities decide to play a Game of Mortals. They create a demiplane called the Grand Court, consisting of a central hexagon 30 miles across called the Courtyard, surrounded by six hexagons of equal size known as the Outer Domains.
The Fire Domain is a volcanic landscape of lava flows, walls of fire, etc, inhabited by fire creatures. The Water Domain is an aquatic environment of coral reefs inhabited by aquatic creatures. The Earth Domain is a cavernous labyrinth of tunnels and caves inhabited by subterranean creatures. The Glacial Domain is an arctic landscape of ice formations and snow inhabited by arctic creatures. The Wild Domain is a wilderness of jungles, hills, swamps, deserts, and mountains inhabited by all kinds of wild beasts. The Urban Domain is a sprawling metropolis inhabited by warring factions of humanoids and city dwelling creatures. Each domain is contested by multiple factions at the start of the Game of Mortals. At the heart of the central Courtyard lies the Pantheon, a magnificent temple dedicated to the six deities who devised the Game of Mortals: Kwan Yin, Chinese goddess of compassion; Thor, Norse god of thunder; Marduk, Babylonian god of civilization; Bast, Egyptian goddess of cats; Hades, Greek god of the Underworld; and Kali, Hindu goddess of destruction and creation. Inside this temple, sealed within a permanent prismatic sphere, is an artifact called the Throne of the Gods. Whoever first sits upon it after the prismatic sphere is dispelled is granted divine status and joins the deities as an equal! The prismatic sphere can only be dispelled by conquering all six of the Outer Domains and installing a single Overlord in each. But only one can sit upon the Throne of the Gods and become a god-king!
M Human unchained monk 8/paladin 6
In the world of Fairytale Earth, circa The Year of Our Lord 1437, two separate bands of adventurers have begun quests that have come to crucial moments, and led their paths and fates to interwine. The Crusaders of the Catacombs have tracked the Antichrist Nero to his secret subterranean sanctum under the Roman Catacombs, while in Morocco, the Desert Jackals have liberated a number of slaves from a despotic Arab slavelord, and are poised to assault his palace with the Crusaders' help! If the combined might of the courageous Crusaders of the Catacombs and the daring Desert Jackals is sufficient to topple the tyrannical Emir of Marrakech, the combined champions of Good will then travel to Rome to finish the Antichrist, and go on to even more legendary adventures in the wild world of Fairytale Earth!
M Human unchained monk 8/paladin 6
It is the New Year of Our Lord 1437, at the dawn of the Age of Exploration, and the dawn of New Years Day. Winters have been colder and longer than usual in recent years, and folk of Scandinavia and Northern Europe whisper rumors of Fimbulwinter, the endless years of winter heralding Ragnarök, the Twilight of the Gods, the End of Days... All the lands north of the Alps are blanketed with snow, and even the southern kingdoms of the Mediterranean Coast are colder than usual.
Table 2 has been created to accommodate a second party, as the many awesome submissions were too good for me to narrow down to only 6 to 8! Sandbox style campaign, with a different start point than table 1;
Explore a fantasy version of Early Renaissance Earth, circa 1437!
M Human unchained monk 8/paladin 6
Establishing discussion thread for Year of Our Lord 1437 PBP campaign... To reiterate the character creation rules from Campaign Info:
Once you have been selected to participate, you may post here and on Gameplay. Until then, please post only in Recruitment. Thanks!
M Human unchained monk 8/paladin 6
The Antichrist, Enperor Nero, became a lich after his supposed suicide many centuries ago, and disguising himself as such villains as Atilla the Hun, or Constantine, wreaked havoc and mayhem throughout the many kingdoms of Earth throughout the ages, according to his father’s (the Devil) will. Most recently disguised as some Italian nobleman in Rome, Nero called down from the firey planet Mercury a terrible red fire dragon named Wormwood, who now lairs in Mount Vesuvius and demands annual tribute of maidens and treasure from every prince and potentate throughout Europe and North Africa. With this dreadful ally, the Antichrist leads a secret Luciferian cult with branches all over Europe, the British Isles, and parts of North Africa and the Middle East. The Maid of Orleans has been burnt at the stake as a witch, after having been captured by Philip the Good of Burgundy, a high ranking member of the Church of Lucifer, and handed over to the English (the young King Henry VI’s Lancaster uncles were also in league with the Prince of Darkness). The world is on the brink of Apocalypse! It is in dire need of heroes!
The Rambling Litany of Saint Jove of the Hermitage We awoke from the most hideous nightmare into another nightmare today. I just knew it were gonna be one of those bad, crummy days, where you start out by failing to wake up from a bad dream--ye just dream that ye hath been woke, only to realize you keep on dreaming bad, bad stuff... After breaking free of the cells we awoke in, we made quick work of sondry suspicious bystanders suchs as I'd sniffed the stink o' evil on. It was me, Saint Jove of the Hermitage, the one who writes these very words; Firestarter the Sarcastic; Flintstone Lightdrinker; Monocles, with his mighty Earth breaker; Reiki the half-ogre and his pet, Chuckles; and Calisthenics, who is apparently some kind of swamp elf wizard... It seems the gods may be trying to tell us something with the strange dreams we woke up from today, yet even now, my memory of them doth wither like the grass in winter. My mind, my damned, accursed, flawed mind... I know I be mad, and I try best as I can to understand it myself, but if I could only recall that crummy dream... something about choices--directions, and options changing ominously, a yellow fog, a withered and inhuman monster hiding in the fog... This is the part that becomes to painful, apparently. My mind, my weak, wimpy mind has covered it up for me, it seems. So now we're still trying to suss out our confusing situation. Unfortunately, my companions seem to have minds just as foggy and befuddled as mine own at the nonce. I pray to what gods will deign to hear my humble plea that we can make some sense of it all, in time to make a difference against... whatever the dreams tried to warn us of.
M Human unchained monk 8/paladin 6
Here we go. So, it seems that there is not a Knowledge (technology) skill in RAW? If a link to such a skill can be provided, then it can be used. At any rate, Lady Zal's Knowledge (engineering) check would have the same modifiers, and she could put the rank she had in Knowledge (technology) into Knowledge (religion) or another skill if desired.
M Human unchained monk 8/paladin 6
Our saga begins in the Spring of 4714 AR, in the rugged, barbaric, irradiated Numeria, Land of Fallen Stars.... In the shadow of the great Silver Mount sprawls the decadent, barbaric City of Starfall.... The foul smokes of this dangerous, violent city mingle with the alien radiations of the colossal Silver Mount, a crashed vessel of some ancient starfaring race, according to legends.... haunted by the spirits of the dead voyagers, monsters from across the starry void, and strange creatures of living steel, and filled with magic from an advanced civilization.... The Mages of the Technic League have held true power in Starfall ever since the current Black Sovereign, Kevoth-Kul, formed an alliance with the technomancers in his bid for the throne of Starfall.... For decades now, the Technic League has been the true power behind the throne in the Palace of Fallen Stars.... Once a mighty conqueror, Kevoth-Kul has been corrupted by his allegiance with the cunning technomancers, who ply the barbarian king with strange ichors distilled from the Silver Mount, bedevilling and beguiling him, and enabling his decadence and escapism into his darkest carnal desires by providing new playthings.... As Kevoth-Kul descends into addiction to the unwholesome ichors of the Silver Mount, a cunning advisor whispers in his ear: Ozmyn Zaidow, Admiral of the Technic League....
The 1st-level adventurers begin the campaign as slaves of the Technic League, either convicted criminals or those chosen by lots, trained in techniques of survival and exploration of the strange metal ruins that fell from the sky so long ago. Implanted with tracking devices capable of killing them to ensure their cooperation, they are sent into lesser metal ruins scattered throughout Numeria to recover technology for their arrogant masters. Races: Any from Core Rulebook, any featured race from ARG
June 1st, 1430 AD It was a motley crew indeed that responded that evening on June the first, in the Year of Our Lord, 1430, to the clangor of a great bell falling from its mooring in the north belfry of Notre Dame cathedral. They had all been strangers to one another at that moment, enjoying tankards of beer in the common room of L'auberge du la Grotte, an inn on Isle de la Cite, just a bowshot from the cathedral. An English knight, Alphonse Veritas.... A fugitive ninja from Nippon named Hisao.... A Norse sage and alchemist, Tyr Magnusson.... A charming Irish rogue named Paddy.... A more unlikely quartet of companions, one could hardly imagine.... Nonetheless, it was these diverse adventurers who answered the clarion call of a fallen bell that night. Dashing out of the inn and through the cobbled streets that lead to Notre Dame cathedral, these four strangers came into the shadow of the great cathedral's facade, and as they rushed across the square in front of the three great portals, they became the latest targets of the gargoyles perched along the roof over the facade! Though they had long been the benign protectors of the clergy and parishioners of Notre Dame, these gargoyles were lately the victims of a dark curse laid upon them by a necromancer, a traitor who had once been one of the priests of the cathedral, but now laired in a secret chamber within the subterranean catacombs that riddled the earth beneath the streets of Paris. Now the gargoyles dislodged slate shingles, loose mortars, or crumbling pieces of architecture, and hurled them forcefully at the four approaching interlopers!
M Human unchained monk 8/paladin 6
The kingdoms of Europe suffer under the tyrannical yoke of a new overlord: a great red wyrm named Conflagratius has flown to Earth from the fiery planet Mercury to make a new lair in the caldera of Mt Vesuvius, and demands annual tributes of treasure and maidens from every realm in Europe.... The Holy Roman Empire, the Italian city-states, the kingdoms of England, Scotland, Wales, Ireland, France, Spain, Greece, Turkey, Transylvania, Poland, Hungary.... All must bow before the mighty dragon or face it's fiery wrath!
Hear ye! Hear ye! Now recruiting for a RAW 1st to 20th level Pathfinder PbP set in a version of Medieval Europe where magic and monsters of myth and legend exist.... Gilgamesh, Beowulf, Arthur, Robin Hood, et al are historical figures rather than semi-legendary or outright myths.... Artifacts such as Excalibur, the Holy Grail, and Mjolnir are real.... A great red wyrm from Mercury has flown to Earth and has taken up residence in Mt Vesuvius, and demands (and receives) annual tributes of gold, jewels, and maidens from the kingdoms of Europe.... Who will (eventually) bring an end to this fiery tyrants reign of terror (after first gaining levels chasing gremlins out of cathedrals and purging catacombs of undead)?
M Human unchained monk 8/paladin 6
On December 21st, 2012, the stars were aligned and the way was opened for the desperately insane dictator of North Korea to perform the vile ritual that raised the sunken city of R'lyeh from the depths of the Pacific, unsealed the tomb of dread Cthulhu, and resurrected the Great Old One, unleashing an apocalypse of unimaginable horror and madness on the world. In a matter of days, civilization had collapsed into screaming barbarism worldwide, as Cthulhu and his monstrous spawn reveled in bloody slaughter and wanton destruction. Humanity has been reduced to scattered bands of traumatized survivors struggling to eke out stealthy existences in ravaged and blood soaked wastelands.
No race restrictions, as bio-engineering can pretty much explain any racial crunch. RAW Core races, and all races from ARG, are acceptable. No class restrictions. 25-point buy for Ability Scores, optimizing is encouraged. Maximum starting wealth. Max starting hit points, one-half max plus 1 hit points each level after 1st.
This is a 32-page guide to happiness from "an anonymous stranger", who would appreciate feedback. Nothing herein is intended to offend, and at the very least, hopefully it will provide some amusement to whosoever takes the time to read it.
Yesterday in my game, a ninja wearing slippers of spiderclimbing, fighting a number of foes in a narrow but high hallway, wanted to jump onto the ceiling over their heads and drop down into an empty square in their midst, and then make an attack on one of them. It's my understanding that distance jumped counts as squares of movement, so the ninja, with speed 30 ft., jumped 20 feet onto ceiling, leaving him with 10 feet of movement left in a single move action. Falling prone or dropping something is usually a free action, but in this case, the ninja was not falling prone, he was landing on his feet. Could he still make an attack in that round, even though he fell further than 10 feet? Or would that be a double move?
Here is a superhero base class I'm working on. Please feel free to make the most broken superhero you can so I can fix it! :) I will first post the class info, then the superpowers, then power stunts. SUPERHERO
Coming next: superpowers
An old terror has returned to plague the lands that border the forbidding Yatil Mountains! The folk of Perrenland, Highfolk, Ket, and Bissel have begun to whisper with fear that Iggwilv the Archmage has returned to the Lost Caverns of Tsojcanth to reestablish her old kingdom! The first signs were a sudden rash of ill omens observed throughout those realms bordering the Yatils; then came the withering of crops, the curdling of milk, and other signs of black witchcraft; and finally, the return of Iggwilv was heralded in the capitals of the afflicted realms by black-robed witches, who delivered a dire ultimatum--accept Iggwilv as queen and goddess, or suffer drought, pestilence, and plague! And so began the dreadful drought that has afflicted the lands bordering the Yatils for the last four months. Rats and vermin infest the cities and towns, spreading disease and draining granaries, pantries, and larders. A plague of locusts devoured what was left of the withered crops, and famine was soon felt in the afflicted lands--livestock were lost daily to starvation, and predators deprived of their usual prey. Already reeling from the news of Iggwilv's return and the effects of her black coven's craft, the lands were to suffer even worse fates: After the stalwart folk of the afflicted lands had resisted Iggwilv's demands for two months, a gargantuan red dragon began to ravage the countryside, burning the dead groves and causing wildfires to race across the lands. Virtually overnight, the capitals filled with refugees, and the countryside was abandoned. Many folk have fled to safer lands, and as word of the evils affecting the lands has spread far and wide, trade to those lands has ground to a halt, all but delivering the coup-de-gras to the doomed lands. Unfortunately, the true coup-de-gras has finally been delivered: Demons have begun to stalk the crowded streets of the cities, torturing and killing in wanton raids until they are driven off by the mightiest clerics, wizards, and other adventurers in residence. The subjugation of the afflicted lands has already begun--Ket and Perrenland have submitted to Iggwilv, and an exodus from those realms has begun, but many who try to flee are captured by Iggwilv's monstrous minions and publicly tortured to death. It seems that a second reign of Iggwilv the Witch-Queen is at hand!
This is for anyone who wants to run a PF-compatible post-apocalyptic RPG based on "the world's first sci-fi RPG". Enjoy! :)
Here is the most recent edition (as of 4/18) of R&W. Numerous edits have been made to fix errata, and the page count has been reduced by about 120 pages by reducing font and using double columns. Enjoy!
ERRATA (thanks, Evil Genius!): On pg. 84, the last sentence of the section entitled "PSIONIC ITEM CREATION FEATS" should be replaced with: Psionic item creation feats, psionic items, and Psicraft checks are treated as magic item creation feats, magic items, and Spellcraft checks respectively. Any other errata will be posted here as it is discovered.
One of the PCs in my game on saturday summoned a Large air elemental (CR 5), which has a speed of 100 ft., whirlwind is DC 18, and slam damage is 1d8+4. He used it to mow down several foes in a way that had everyone at the table rather increduluous (including the player who summoned the AE). By running back and forth across a line of three or four foes, the AE was able to hit each foe at least 4 or 5 times with its 100 ft. speed, forcing them to make DC 18 Ref saves to avoid being caught and a 2nd save to avoid 1d8+4 dmg on each pass. Now imagine the same tactic used against a single foe, with the AE passing into and out of the foe's square ten times in one round (which it can do with 100 ft. speed), purposely dropping the foe (a free action) any time it gets caught in the ww in favor of forcing the foe to make a new save vs. the slam damage on every pass. If the foe makes its Ref save on half of the passes, that's still an average of 42 dmg per round. If the foe fails all of the saves, thats an average of 85 dmg per round, with the potential to do as much as 120 dmg in 1 round. Does that seem broken for a CR 5 monster?
Hi all, I'm working on a post-apocalyptic RPG that is compatible with PF RPG. I've read the Pathfinder Compatability agreement, and I understand what I need to do on that end, but I'm unclear on how to use the OGL. Do I need written permission from WotC? And if so, how do I go about that? Is there a form someone could kindly link for me? I know I need to copy and paste the OGL at the end of my document, but I'm not sure which version I need to use, or where to find it, and would greatly appreciate some help. Thanks!
Here it is as a word doc, for those who would like to do a bit of editing for their personal use.
Here is a free, unofficial, Pathfinder-compatible edition of Gamma World, the classic post-apocalyptic RPG originally published by TSR in the 70s. It was based on James Ward's earlier sci-fi RPG (the very first!), Metamorphosis Alpha. I welcome comments, suggestions, critiques, et cetera, and especially would appreciate feedback based on playtesting! Enjoy! http://docs.google.com/fileview?id=0BxCliOSSjOuZMjM0Yjg2NzMtZDMwYS00ZDVhLWE 2ZDAtMDViNjgyYjg3MmJi&hl=en
PATHFINDER: GAMMA WORLD
GENOTYPES PURE STRAIN HUMAN
ALTERED HUMAN
MUTATED ANIMAL
SENTIENT PLANT
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