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Sea Devil

Great Green God's page

Pathfinder Society Member. 1,763 posts (2,004 including aliases). 1 review. No lists. No wishlists. 9 Pathfinder Society characters. 8 aliases.

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Male Human Inquisitor (Pharasma) 1 | HP: 12 | AC: 16 T: 10 FF: 16 | CMD: 11 | F: +3 (+7 w endurance) R: +0 W: +8 (+10 v fear) | Init: +0 | Perc: +11 SnsM: +9 | Speed: 20' (armor)
Richter Kyras wrote:

Richter steps up next to Coiger. "Pardon my rudeness Father Grimburrow but this matter is not exactly something that can wait. If Professor Lorrimor's death was foul play then whoever... or whatever caused his demise is still out there and in my experience will probably strike again. Neither one of us would like that... but you too have a point.

What if just two of use were to look through your records and the rest go back and keep Miss Lorrimor company in this time of tragedy? Would that be acceptable to you?"

Richter nudges Coiger a little to indicate for him to help out.

Coiger looks at the stranger the way you might now well imagine he would look at any common barfly in a similar situation who attempted to touch him.

Richter Kyras wrote:
"I would recommend Mr. Coiger and myself as we both understand, respect and honor the traditions of Pharasma. Would this be acceptable to you Father?"

Then with an added bit of: I did not go to seminary for four years to be called 'Mister' indignation. ;)

Richter Kyras wrote:
Richter lets the holy symbol of Pharasma fall into view with a shift of his weight.

Through the use of shear will power, Coiger manages to contain the act of rolling his eyes and slapping his palm to his forehead to his imagination. It still hurts though as evidenced by the expression on his face he's trying to hide. Bluff (remain calm): 1d20 + 5 ⇒ (11) + 5 = 16

All this of course in spite of the fact he often uses a very similar technique (remember the funeral)--though he would vehemently argue otherwise.

He is also curiously (and keenly) aware of everyone's eyes upon him.

"Yes... Well... He takes a step closer to Grimburrow (and away from Richter). While it is true, you don't know us, He looks over his shoulder at Richter for a moment. it is also true that there is something more to these burnt ruins than meet the eye. I mean, Father, if Harrowstone is just a harmless brunt ruin, why the taboo surrounding it? Why not rebuild, or if its dangerous, raze it to the ground?"

Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2

Edit: Ha!

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Male Human Inquisitor (Pharasma) 1 | HP: 12 | AC: 16 T: 10 FF: 16 | CMD: 11 | F: +3 (+7 w endurance) R: +0 W: +8 (+10 v fear) | Init: +0 | Perc: +11 SnsM: +9 | Speed: 20' (armor)

Looking about before he begins to make sure they will not be overheard, Coiger says in a serious tone just above the tavern noise: "Indeed you are correct sir, the matter is gravely urgent. Councilman, we have reason to believe Ravengro maybe under threat by a dangerously fanatical cult of undeath--the Whispering Way. Perhaps a man in your position has heard something of them? We believe they may have infiltrated the ruins of Harrowstone to stir up trouble in the area. It makes sense given the location is taboo to tread upon--a perfect hiding spot from the law. And that sir brings us to our untimely visit. Being mindful of Ravengro's laws we seek permission to investigate the site from her ruling council. Alas, time is of the essence forcing us to interrupt your evening's repast to seek your aid in this important endeavor."

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The above plus, any of the various art books by Brian Froud (Faeries (with Alan Lee), Good Faeries/Bad Faeries, Goblins!. The Time Life Enchanted World Series serves as a sort of Cliff's Notes to fairy tales, folk lore and world mythology. For a straight bestiary try the Encyclopedia of Things that Never Were. And lastly, for a bit of cosmic nihilism, I suggest you try The Encyclopedia Cthulhiana which, as a bit of meta-fun, posts it's own Chaosium Call of Cthulhu RPG mythos tome stats inside the book itself. Remember to divest yourself of sharp objects and confine yourself to a room with no right angles before cracking the spine on this one.

Oh and I guess, Wikipedia's list of cryptids.


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Male Human Inquisitor (Pharasma) 1 | HP: 12 | AC: 16 T: 10 FF: 16 | CMD: 11 | F: +3 (+7 w endurance) R: +0 W: +8 (+10 v fear) | Init: +0 | Perc: +11 SnsM: +9 | Speed: 20' (armor)

Coiger steps forward calling the small congregation to prayer:

In his time, Professor Lorrimor has touched the lives of more people than any living person can count, through his wisdom, his kindness and his warmth. Oh that we could have him longer, but now his soul lights Pharasma's realm. His was the torch of inspiration that lit the way for so many others, that gave solace and hope to those adrift, and courage to those lost and alone in the darkness. It falls to us who remain to continue. Candles though we are, we have a shared spark lit within us by Professor Lorrimor. It falls to us to sally forth from here to bear our shared light against the dark, to go forth and continue his mission to serve as a beacon of hope and through our actions and words to kindle that hope in those around us, and through them to those farther out still, and outward, and outward until the world is filled with this light, this faith, this hope--light, faith and hope that all originated with the Professor's one small candle, a flame that is never truly extinguished in the world, until Pharasma claim us all.

Head bowed, he steps back.

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Molech wrote:

Who knew Hastur....

-W. E. Ray

Dude! don't say his name!!

::Pulls out 1st edition Deities and Demigods flips to page 45, scans texts, rolls percentiles. Whew! Close one.::


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KnightErrantJR wrote:
I don't know . . . we are talking about a campaign setting the size of a galaxy here. If you free a planet of a crime lord or stop the Imperials from destroying a population in this or that system, you could still feel pretty important, even while being light years away from the characters and events of the movies. The main issue during the movie timeline is the lack of jedi characters that you can play, though that doesn't bother me that much.

I agree with KnightErrantJR, and as a (ICE) MERP player/GM I have to disagree with the idea of a books and movies not converting well to the role-playing environment. First of all as KnightErrantJR said, it's a big galaxy and even something as small as Middle-Earth (where it took several months to walk from the Shire to Mordor) is still very expansive and players have all sorts of opportunity to make a difference even without bumping into the main heroes. The only real limiting factor in any table-top RPG is the imagination of the people playing it. Trying to recreate even a single scene from a book or movie is kinda asking for trouble as you never know what your improv troupe will do next.

If you are set on recreating something from a book with the characters as the protagonists mix it up. Using MERP as an example: Have a simple dwarven baker from Blue Mountains stumble on the One Ring. Perhaps the elven master of the Grey Havans istructs him to go by sea to Gondor and seek wisdom there. Now instead of an overland trek you have an epic sea voyage. The ship is sent off course after an encounter with corsairs and makes landfall south of Tharbad. The crew now needs to brave the ancient half-mired ruin of a town to make the main road and from there the Gap of Rohan where Saruman awaits, but trolls and dunman stand in their way and so they make for the ruins Ost-in-Edhil instead. Here they find the ancient forges of the elven smiths who unlocked the secret of ring-making only to be tricked by Sauron into creating the rings of power. Sauron destroyed this land long ago but ancient elven weapons can be found if the characters can get by the "watch dog" Sauron's armies left behind at the end of the Second Age, the terrible dragon Turukulon. Etc.... As for the group the party could be as ad-hoc as the players like with some characters being there because of the strength of their friendship rather than the strength of their weapon arm.

As for level dependence, D20 is far more variable than previous editions of D&D were (what with Feats, skill points, multi-classing, etc...) and therefore the level issue is not as bad as old timers might think. Combat (as always in Star Wars) is still mostly blasters unless you have a compelling reason to fight otherwise, but is doesn't last as long anymore thanks to Vitality and Wound Points. The classes are more balanced than d6's templates so jedi don't always show everyone up anymore although they also can't compete with all the powers ascribed to jedi in books, movies and cartoons. The powers are listed but you'll never get all of them to fit on one character.

As game systems go I would say both 6d and d20 versions of Star Wars where okay. Making them more than okay is the job of the gaming group.

Have fun,

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Big Jake wrote:
Great Green God wrote:
2. The land the character's castle is built on is sacred, cursed, the meeting place of fairies once every century, located on a faultline, strategic position between rival nations or planes.

I can see it!

"People said I was daft, building a castle on a sacred, cursed, meeting place of fairies once every century, located on faultline that is in a strategic position between rival nations *and* planes... but I built it anyways. Then it fell into the swamp."

"So I built another and when that one sank beneath the Earth's crust I built another. That one burned down, so we built this one on top. And no singing!"


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Medesha wrote:
I was born in 1977!

Good for you.

That means you missed most of the 70's.

I started buying Dragon sporatically with issue 116. That issue featured an overview of an RGP game based on a TV show I had never heard of before, Doctor Who. It was love at first sight and the fact that a local PBS station was about to start broadcasting it in about six months kept me geeked for most of the summer. Thanks Dragon you introduced me to my favorite sci-fi show ever.

On the whole though I never really got into magazine because it never had any ICE Middle-Earth Roleplaying in it (my first RPG). I just picked up the ones with modules in them. Issue 100 was killer and when Dungeon came out I was in heaven. I finally did get into it because I started running games from the various "colored boxes." Right around 1987 was my high point in the magazine. In my never-humble opinion it was one of the best years of Dragon ever. Then Forgotten Realms became an 800lb. gorilla and my beloved Known World went AD&D - a system I dispise to this day. And that was the last you saw of me until 3.0. I didn't even know there was a second edition. ;) For a long time I hung out in the realms of DC Heroes (BEST SUPERS GAME - PERIOD), or in the classic World of Darkness with occasional forays into the D&D Rules Cyclopedia.

I liked the fact that multiple RPGs were included in the magazine once upon a time. I realize that won't be happening again but still it's a shame.

Great Green God

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