3rd day of Lamashan 4711AR
The death of Professor Lorrimor! That was the impetus for your journey to the Ustalavan settlement of Ravengro (population 300+ souls), known for its proximity to Lake Lias. Whether it was out of respect, loyalty, love, gratitude, admiration, or just simply politeness, you undertook a rather long journey to this small farming/fishing community to pay your respects to the late Professor upon receiving the news. You remember your arrival in this town only briefly, as you and other travelers, some familiar to you, were quickly ushered into stagecoaches that delivered you to the Restlands, the local cemetery and soon to be last resting place of the Professor, where you were quickly chosen to be a pallbearer without much say in it. A harsh wind blows in your face, as you struggle a little with the coffin on your shoulders. It is only early fall, but the weather has only worsened since your trip began, with temperatures dropping into the 30s, and a strong sense of chill and dread fills your bones. A creeping fog can be seen in the distance encircling the grounds and the skies are cloudy and dense, allowing no sunlight to shine through, despite the fact that it is only about 3:00 pm. You hear the constant crunching of the autumn leaves under your boots, as you follow Kendra Lorrimor, the Professor’s only child, at the head of the somber procession down the Dreamwake. A small handful of villagers and locals follow but for the most part remain quiet, only heightening the sound of the wind and the crunching of the leaves.
Hello all, I'm back from a long hiatus and I've picked up GMing my Savage Tide PbP and I find myself with time on my hands so I'd like to give this AP a shot. After all, it's Halloween and I think a horror-filled campaign would be quite fun to play. At least that's how I'll be playing Ustalav: dark (shadowy during the day) and ominous. Looking for 4-5 souls to sacrifice...uh, I mean have some fun rping with. :-)
1st level, 15 point build (want to get gritty) (20 points only if you want to be a monk or paladin), all races from RG are open (your back story just has to make sense). No summoners, ninjas, or samurai. Average gold and 2 traits (1 has to be chosen from Player's Guide).
Familiarize yourself with the Player's Guide and come up with a connection to the Professor and why/how your character is in Ustalav, this Gods-forsaken land. Look forward to reading your concepts (I enjoy interesting backgrounds that I can possibly weave into the storyline later). Also list your posting frequency. Will close recruitment on 11/10 although, if I receive enough applicants, I reserve right to close earlier.
Any questions, let me know.
10th day of Calistril 4711(Year of the Faithless)
A cold chill hits your face, as the freezing wind whips around the cast snow on the ground. You wrap your cloak and furs around yourself tighter in a vain effort to keep warm on this 23 degree day. As you look around at the travelers at your side, you see they are also frustrated and depressed. Gavin, the herbalist from Sandpoint, is futilely wrapping his arms around his wife and their two children ages 10 and 12 (the kids asked you to carry them or perform tricks to keep them entertained throughout the trip); there's Anna and Anton, Varisian gypsy brother and sister spice merchants, trying to stay as far apart as possible to avoid any implications of an incestuous relationship, whispers of which were heard early in the trip; there's Joshua, the rug merchant from Magnimar, with his three sons, their heads all down, as it was their wagon that broke down half a day ago and forced you in your current predicament of walking the rest of the way to Korvosa. And then yesterday, a snowstorm hit, leaving three inches of snow on the ground. Combined with the wind chill coming off the coast, you are not in a good mood.
You stop to eat and rest and unload the bundles of wares the merchants are carrying. As they stretch their shoulders and crack their backs, Gavin begins the conversation, "So, it's been years since I've been to Korvosa, at least ten I would say. Is it true that King Eodred II, that old horndog, married a woman 1/3 his age? That lucky bastard!" His wife, Audrey, scowls. Joshua laughs upon seeing the wife's look and speaks, "Yes, it's true, Queen Ileosa is barely 21 summers old and I hear from my brother Devon that she is quite beautiful, almost nymph-like. But a lot of the nobility is not too happy, given the King's advancing age and with no male heirs, they think it would be a scandal to have the throne in a trophy wife's hands, especially one from Cheliax. That and she's emptying the kingdom's coffers on beautification projects all over the city, like statues and gardens. My brother works in the Treasury so he knows all about it." Anton, who has kept quiet till now, speaks passionately, "Yes, King Eodred II, the Stirge King, as my fellow gypsies call him, is bleeding the city dry and the downtrodden and poor are suffering. Of course, the nobility don't care about them. Who needs more statues of themselves when our children are dying of hunger? Who is speaking for them? First the gods abandon us and now this! While your brother Devon, I am sure, enjoys his privileged position." As the political passion spikes, you see Joshua and Anton about ready to come to blows, over their class and sociological differences.
Anna and Joshua's children look to you for help.
It is said in the annals of history that the gods are fickle beings and as such, are sometimes controlled by their impulses and their insecurities. Some like to challenge the faith of their mortal worshipers; some like to teach and educate them; some like to punish them for their frailty; some like to weed out the weak among their flock; and others just mess with them for the fun of it out of sheer boredom. Whatever the reason for it, the gods of Golarion select one year out of every century and decide, for the most part, to not bless their most ardent worshipers (priests) with their magic and divine guidance. The gods call it the Year of the Faithful, where they can divine by their actions, whose faith is unshakeable despite their absence and who is the most worthy of their gifts.
The mortals on Golarion, however, call it the Year of the Faithless. Some see the gods' actions as punishment; some see it as a test of their faith; some see it as a form of population control. Crime and disease run rampant and the death rate increases exponentially, as there is no one around to cure the masses or the soldiers, the rich or the poor. All suffer equally. Morale among the guards and soldiers is at its lowest level, as no one rushes off to stop a crime, bar fight, etc., knowing the slightest injury could result in death. However, this global event is a great deterrent of war. No wars throughout history have ever been fought during the Year of the Faithless.
But the gods do not forsake their worshipers completely. It is said one out of every hundred priests (usually the young) continue to receive their divine gifts, but those poor souls are so rare indeed that their gifts become a curse in itself. The masses overwhelm them with requests for healing, the military wants to chain them to their barracks so they can heal their wounded, and the evil scoundrels of the world try and kidnap and torture them or their family members to force them into working their divine gifts for their causes.
Yes, the gods are fickle indeed!
Hello all, I am back from hiatus and have decided to pick up on a campaign I had proposed and particularly enjoyed a year ago but fell through after 500+ posts. To those familiar or unfamiliar with my DM-ing style, I hardly stick to the AP (Curse of Crimson Throne) as written and make major modifications to fit the plot (as evident by the global event mentioned above), playing style of the players, and just my particular tastes. What I look for in characters rp-wise: energetic, vibrant, creative and detailed personalities that allow for the development of the story; in combat, I love cinematic and dramatic battles as well as good tactics and teamwork.
I bring: creativity, enthusiasm, and good grasp of the rules to the game. You bring: committed characters (available to post at least 1x day, the more the better), colorful personalities, and good rping. As I always say, the players’ great rping inspires me to tell a good story.
Mechanically: 1st level, 15 point buy (want to make this as gritty as possible), max hp and gold at 1st level, 2 traits, all classes open, all core races allowed (any from ARG need prior approval from me). For those familiar with the CotCT Campaign Guide, those campaign traits will not apply, as there is no Gaedren Lamm hook (like I said in the 1st paragraph, I change things!), and I don’t particularly like the old man “beating and molesting” the adventurers when they were kids to inspire vengeance storyline. The players’ home should be in Korvosa (campaign doesn’t work if players don’t care about their home city) and the story begins during the Year of the Faithless, as they are traveling in a caravan back to Korvosa from a trip abroad when a harsh storm forces them to seek refuge in a coastal village about 3 days’ journey from home. News of King Eodred’s severe illness has reached your ears and there are rumors of panic in the city. Include in your concept where you went and why you left Korvosa, albeit temporarily.
I will be accepting 4-5 characters so post your concepts with your time zone (I am in EST, GMT -5), character's appearance, your posting frequency, concept, stat array, and background, which should include your motivations in this politically charged climate. If you choose a cleric, how do you feel about being a member of the 1% who still has their divine gifts? Is it a blessing or a curse for you? Are you open with your gifts or do you hide them? I do not need a complete character sheet with equipment and feats, etc. I will make a decision on the players selected by 3/10 by noon. I reserve the right to change the deadline if I feel I have enough concepts. Thank you in advance for your submission.
Any questions, let me know!
Hey all! I recently took a brief hiatus from PbP due to RL work issues, but now I'm back. My PF Savage Tide PbP (set in Eleder) lost one of its players in the interim, so I'm looking for one player to complement the group, which currently consists of:
Half-elf Barbarian 1/Sorcerer 1
The player would be 2nd level, 20 pt build, 1 trait, average gold. Post a character description with motivations as to why he/she would be in Eleder. Any questions, let me know.
Baron Darkstrom lifts his arms and says, "It is time." He pulls from his pocket a mirror that magically grows to 10' in height. He admires himself for a second in the mirror before invoking some arcane magic and now reflected in it is a scene of a crowd of about 1000 people gathered at an Arena, chanting, "We want blood, we want blood!" The Baron spins the mirror so you call can see it and you see among the crowd, the wardens who have tormented you for the past five years.
"Ladies and gentlemen, you shall have your blood...in due time! Now, let me introduce you to the men and women who be spilling said blood for you:" As he does the introductions, he walks by each of your cells, the mirror following him, so the crowd gets a good look at you.
The crowd cheers at the roll call, immediately shouting out names for their wagers.
The Baron continues: "What is clear to all is that whatever these men and women are, they are killers, plain and simple. Now, usually society condemns them to death or banishment from society in our prisons, but these are desperate times that require desperate measures. Five of these prisoners will survive the trials that await them to embark on a mission many have attempted and none have succeeded. Let us wish them luck!" More crowd cheers as the mirror goes blank.
"Now to the rules. As stated before, once your cells open, this territory is fair ground for all the battle and blood-letting you desire. To the west, where the dirt floor becomes stone tiles, are the Tournament grounds and fighting is prohibited. Any violation will result in your immediate death. There are five trials, the last being physical combat with a single opponent, who will be chosen in reference to the number of prisoners still alive at that time. The other four trials will test your various skill sets. You can work together or you can work alone. As I stated before, you are all killers, so be careful in whom you put your trust. The fourth trial you must solve alone. Know this about the trials and this is very important. Each one has been created specifically to have two possible solutions, perhaps more, depending on your creativity. Remember this as you grapple with your decision how to tackle each problem, as your life literally depends on it. Patience may be a virtue in these trials but know also, that the first who completes each trial will receive a reward, be it a better weapon, healing, etc., that may better prepare you for future trials or the Arena. So high risk, high reward! Your choice to risk it or not. Once the fifth trial is completed, there shall be no combat between prisoners until you are brought up to the crowd to fight in the Arena, where you will fight until there are 5 survivors. As a wizard of considerable power, I will have arcane eyes monitoring your progress, in case you decide to violate any rules. Ah, last thing. Once you step on tournament grounds, you will have 15 minutes to complete the trials. Should be plenty of time. Know that if you dawdle and fail to complete the trials within the time allotted you will also die. Any questions before I leave?"
There may be 2 late entries who PMed asking me for a little more time.
Your aching bones awaken you... or was it the nightmare you were having. What time is it? What day is it? Maybe if you had a window, you would know. Your eyes adjust to the torchlight coming from the sconce in the wall, as you survey your surroundings. Yeah, you're still in the same place. The hay on the floor that serves as your bed, the bucket in the corner for your biological needs. All is in the same place where you remember. You try to stand but your bones creak from the pain, courtesy of the daily beatings, and you fall to the floor, your leg jerking from the manacle attached to it. You stay on the floor for a few seconds, praying for death, but it does not come. You sit up, your lips chapped and dry, your body covered by only a loincloth, caked in dirt and grime. No, whatever nightmare you just had, it certainly couldn't compare to the hell you've faced here for the past five years. Suddenly, movement from multiple figures coming from outside the door. "Move back degenerate! Door opening!" The reinforced wooden door opens and you see your normal jailer, the one responsible for the beatings, always out of your reach. This time something is different, he's not alone. He's accompanied by two men in robes. The jailer smiles at you, showing you the gap in his front teeth. "Relax, it's your lucky day!" Both men start casting magic and seconds later, sand falls on you, closing your eyes little by little. The last thing you hear before you doze off is the jailer's laughing voice, "Luck! You're gonna need it!" Ahhh.....more dreaming! For the elves, if applicable...You see a barrage of colorful lights knocking you unconscious. You awaken again, but this time not from pain. Your memory of the past few days is hazy. You remember the spell then waking and being bound and stuffed on a wagon with guards and then more magical sleep. This kept on for days, as you heard the rolling wagon on the road. This time, however, as you awaken, there is no wagon. You are lying on a bench, covered by the same loincloth. Your bruises and wounds have been completely mended, though you feel a burning pain on your neck. However, as you look forward, there are still iron bars and you are still in a cell. You walk up to them and see numerous other cells arranged in a circle. You hear other prisoners awaking in their cells too. What the hell is going on?
Welcome all to my homebrew campaign, inspired by numerous movies and literature, including Hunger Games, Age of Worms, Challenge of Champions, Escape from New York, Way of the Wicked, and some Japanimation flick that I saw years ago whose name I can't remember. Whatever you may think of it, the beginning will be definitely be different than any other PbP you may have applied for/played. And no, this is not my version of Way of the Wicked.
Really last comments!
Any questions, let me know and let the dying begin. Hope there's some interest in this.
Hey all! Players just finished prequel and we're ready to start the Council of Thieves AP in full when one of our players disappeared. Link to Thread.
Current group consists of: 2 rogues, cleric, and inquisitor so some type of melee specialty is preferred but all concepts will be considered.
Submission: I am looking for a player who can post multiple times per day. Not looking for a number crunch unless that is your style, but a feel for the character's appearance, personality, and background (ties to Westcrown). I want the characters to be from Westcrown or have significant ties to it, as the campaign only works if you care about this place.
Mechanics: 1st level, max hps, 20 pt build, 2 traits (1 must be Campaign), average gold. No gunslinger, samurai, summoner, or ninja. Please post your timezone in your application. I am in the EST. Since I am only looking for one player, recruitment will close fairly quickly so don't wait till last minute. Any questions, let me know. Thanks!
Hello all! I am running a Pathfinder-ized version of the Savage Tide set in Sargava, with the city of Eleder replacing Sasserine. For those not familiar, it is an AP filled with pirates, demons, and thieves on the high seas, though there is plenty of urban adventure as well. PbP is young, only 500+ posts: Link to Thread
The party, currently 2nd level, consists of:
A divine caster may help, but open to other roles as well. I want a dedicated and creative player, who can post multiple times per day on weekdays.
Please post your timezone in your application. I am in the EST.
Mechanics: 2nd level, 20 pt build, max gold.
Any questions, let me know. I will try and pick a player very soon so don't wait too long to post your application.
Hi guys, I DM a few PbPs on this site and I've got a problem: one of the players just quit, as he was too busy to keep up with the thread. We're still in the Prequel intro scene (less than 100 posts) of my second Council of Thieves PbP. Link to Main thread
Current groups consists of:
There is good chemistry among the group and the rping posts have been coming fast and quick, so if you're the type to post once in a 24 hour period at around 3am EST, this is not the game for you. Looking for a good rper and frequent poster. Recruiting ends tomorrow 6 pm EST since just looking for one player.
Rules: Core races, 20 pt buy, 1st level, avg gold, 2 traits (1 of which must be campaign). Submit background concept with traits and time zone.
The air in the place was hazy, as you strain your eyes to look around...must be from the cigar smoke, you thought. You counted eight oaken tables with mahogany chairs, with stools at the counter. People huddled together, whispering, and looking around to see who was listening. Like if you didn't know what they were talking about. It wasn't exactly a news flash that Westcrown was heading to hell in a hand basket, given the number of disappearances, the escalating murder rate, and the monsters that prowled the night. Yeah, you knew all too well the troubles Westcrown faced, as you took another sip of your drink and finished it.
The place was still pretty crowded (after all, the Crossed Swords tavern was one of the cheapest around in the Rego Scripa or Scribe Sector of the city) but a few of the regulars had left by now, hurrying home before the curfew. Curfew?! Bah! The hell with it, you thought, let the shadow beasts come for me! Nothing left, anyways...nothing to do but wait and die. And have another drink, of course! Besides, you still had 45 minutes to kill.
As you raise your hand to call the serving girl, four armed dottari (city guards) burst into the establishment. All of the patrons froze, accustomed to these entrances. Their leader, a man named Lars Tannerson, spoke, "By Order of the Lord Mayor Aberian Arvanxi, the following people are required to attend the funeral procession of Armin Velbottis." The guard captain then signaled to six of the tavern's customers, seemingly at random, his finger, thankfully for you, falling on a person next to or near you. He then continued, "You six, your appearance is mandatory tomorrow at noon at the Qatada Nessudidia. Failure to appear will have severe consequences, including but not limited to fines, appropriation of any properties and/or business, and/or exile to the Rego Cader ("Dead Sector")." The people present in the tavern gasped in horror at the reference to the fancy term given to the Northern ruins of Westcrown, mostly abandoned by the dottari and now home to cutthroats, barbaric humanoids, goblins, tieflings, and horrific monsters from nightmares. The guard captain finally directed his comments to his men, "Check their papers and get their information." Turning back to the crowd, he said, "Have a good evening" and walked out, crossing a name off a list. You hear curses under their breath, as the six people reluctantly show their papers and then leave, worried looks on their faces, a pretty red-haired halfling girl among them.
A thunderclap! Seems like rain is coming. Good! Hope the dottari catch a cold this evening, drafting mourners! Well, that was someone else's problem, right? You were lucky today to have missed the draft..now where was that serving girl? You only had 30 minutes of drinking left!
Click clack! The monotony of the horses' hooves on the wet cobbled stone road...what an odd thing to focus on, you thought. You lift your eyes from the stone, a light drizzle falling on your hooded cloak, on this overcast and chilly autumn afternoon. You look to your sides and see Wiscrani folk, mostly merchants and lower class, all walking in front, along side and behind you, wearing dark garments and hoods. Maybe 400 people in total, all quiet, with grim looks on their faces, be it out of fear or sadness, following the procession of two hearse carriages, leading to the cemetery. You think hard to remember who the deceased in the wooden coffins are, and then your mind wanders to last night...
It was as joyous as the evenings in Westcrown can get at the Crossed Swords tavern in the Rego Scripa or Scribe Sector of the city, which means it wasn't joyous at all. There was much hushed talk of city politics, the escalating murder rate, the evening curfew in effect for more than 30 years now, and the shadow beasts that controlled the night (hence, the reason for the curfew!), when four armed dottari (city guards) burst into the establishment. Their leader, a man named Lars Tannerson, spoke, "By Order of the Lord Mayor Aberian Arvanxi, the following people are required to attend the funeral procession of Armin Velbottis." The guard captain then signaled to six of the tavern's customers, seemingly at random, his finger falling on you last. He then continued, "You six, your appearance is mandatory tomorrow at noon at the Qatada Nessudidia. Failure to appear will have severe consequences, including but not limited to fines, appropriation of any properties and/or business, and/or exile to the Rego Cader ("Dead Sector")." The people present in the tavern gasped in horror at the reference to the fancy term given to the Northern ruins of Westcrown, mostly abandoned by the dottari and now home to cutthroats, barbaric humanoids, goblins, tieflings, and horrific monsters from nightmares. The guard captain finally directed his comments to his men, "Check their papers and get their information." Turning back to the crowd, he said, "Have a good evening" and walked out, crossing a name off a list. The five others selected quickly showed their papers, verifying their biographic information. You hesitated, thought about going for your weapon, but in the end, discretion overcame valor. So you appeared, at the largest temple to Asmodeus in Westcrown, and followed the procession out of the city.
Armin Velbottis, that was the name of the deceased in the wooden coffin in the first horse drawn carriage. After the dottari's "draft" for the funeral procession, rumors spread as to the decedent's identity. He was a minor nobleman, a mage of some renown, who had been killed the night before in a dottari raid, for allegedly consorting with demons! And in the former capital of Cheliax, a country devoted to Asmodeus and the devil-worshiping clergy, consorting with demons was the gravest crime possible! The second hearse carried the body of a guard killed in the raid. So, this "funeral" was not to mourn the the Velbottis nobleman but to make an example of him, even his corpse, and show the public what it meant to consort with demons!
Lost in your thoughts, you do not immediately notice that the procession arrives at the cemetery and the first horse-drawn hearse stops near a stack of oil-soaked wood. A heavy gray fog blankets the graveyard and obscures all but the nearest gravestones. You can hear some faint cries from up front. You assume from the deceased dottari's family. The assembled crowd falls silent, as a priest of Asmodeus begins to address the crowd, as to the evils of the Abyss and demons.
I've set the stage, you are currently in the cemetery. You were "recruited" the night before to be present at random, whether at home, business, tavern, or market square. There is a crowd of 400 people present. Make your character introductions, thoughts, and give me an idea where you are in the crowd...in front, in the middle, back, on the edges?
Thrown into chaos after the death of the god Aroden, Cheliax found a new spiritual guide to help tame the resulting lawlessness and destruction—Asmodeus. Dominated today by the Thrice-Damned House of Thrune, Cheliax is a land of inflexible order, like a rigid steel blade tempered in the fires of Hell. It is a land where nobility and virtue take second place to a ruthlessly imposed harmony. It is a place where talks of past glories are only whispered in the dark, where heroic ambitions are kept to oneself, and where normal people strive to blend into the safe anonymity of the crowd. Like the fading warmth of twilight, Westcrown, the country's former capital, remains but a specter of its former glory, its ancient and eclectic architecture dominated by a crumbling northern quarter filled with an unseen menaces and its nights haunted by a twilit plague of deadly shadows. Paizo.
Don't know about you, but that place sounds like it needs heroes really badly! Hello all, again. I find myself with much time on my hands and my two current PbPs are progressing at a slow rate (one is new and the other is down to 3/5 players due to character death/incapacity - combat is challenging in my games!), so I decided to start a new one and I chose CoT for its obvious need for heroic deeds. As I want and hope for a solid pace, I'm going to request the all applicants be able to post multiple times per day on average (at least twice). I feel that livens the game's energy as well as my energy as a DM/GM. One post per day slows things down to a crawl, especially in combat. Hope that's not too unreasonable.
As before: With regards to my DM-ing style, I tend to modify/alter/and sometimes completely replace parts of an AP, as it fits my style and the story (and that may happen with Part 2, if we get that far - not really into the whole play/drama thing, we'll see). As I said before, combat is challenging and dramatic and I root for the players to succeed!
Submission: Not looking for a number crunch unless that is your style, but a feel for the character's appearance, personality, and background (ties to Westcrown). Please download the free Campaign Player's Guide. Link
I want the characters to be from Westcrown or have significant ties to it, as the campaign only works if you care about this place.
Mechanics: 1st level, max hps, 20 pt build, 2 traits (1 must be Campaign), average gold, and classes and races from PFRPG and APG. Tiefling will be allowed but most likely, only 1 will be selected for the party and they are considered second class citizens. Magus allowed as well but no gunslinger, samurai, or ninja. Archetypes/concepts/spells from UM and UC ruled on case by case basis but most will likely be allowed. Please post your timezone in your application. I am in the EST.
I will be accepting 4 applications (5 if they're really good) and the deadline to submit is Monday March 5th, by 12 noon EST. I reserve the right to advance this deadline if a sufficient number of applications come in. I have been pleasantly surprised by the interest in my games before and I hope that continues.
Any questions, let me know.
16th day of Desnus 4712
Ahhh...the cool breeze of the salt air did its best to relieve Captain James Barron of his foul mood but the glare of the sun and the 80 degree temperature were not going away anytime soon. Damn those summer months! Captain Barron took his red handkerchief from his pocket, removed his hat, and swabbed his forehead and sunburned neck of sweat. He then scratched his brownish scraggly beard...when the heat got in, it was hard to get out! Two more days of this and I can relax, he thought. Take some time off. The pay for this trip was going to be significant.
As he put his hat back on, he admired the mast of his baby, the Velvet Rose, her sails flowing in the wind. We're making good time, he thought, should be in Eleder in two days. I'll treat my crew to some drinks when we arrive, even the six Mwangi. He smiled, only on the seas did colonials and Mwangi get along. But that's politics, never good for a seaman of his stature to get involved in that.
He looked over the decks and saw some of the passengers who had embarked in Senghor. Seems they must want to be cooling off as well, he thought. His eyes lingered, much too much, even by his standards, on the petite young girl of golden locks. Wow, what a body! If only I were 20 years younger... He let his thoughts trail off, as he spotted the elven lass of auburn locks...she was a looker as well. Hell, even the green one was a pleasure on the eyes...but she was tall and strong and looked like she could hurt someone. Must be the Mwangi blood in that one. He made a mental note to be careful what he said around her. Then he smiled, as his thoughts turned to the first day the three women came aboard: many a crew member was disappointed to learn that they were not women of the night, paid by the Captain for a job well done, for navigating the ship so close to the Shackles without incident. But at least, the sight of the women kept the men in good spirits both during the day and at night..
Captain Barron chuckled at himself, as he looked over and saw the bald half-orc, a monster of a man with muscle to boot, but he was quiet and seemed peaceful and full of respect, quite unlike any half-orc he had ever encountered. At least, in his brief conversations with the man. The Captain rolled his eyes, as he caught sight of Chesley...ugh! Even the name was pretentious! How he preferred the silence of the half-orc to the loud ostentatious behavior of this so-called playboy, who swore he had bed every noblewoman up the Mwangi coast. Well, he had yet to get anywhere with the three exotic females.
Finally, the Captain gave a surprised look, as the two men he had dubbed "Frick" and "Frack" came up the stairs. But for the older one's moustache, they were nearly identical in appearance: colonials, around 25, clean cut, freshly shaven, hair parted in the middle, dressed in the same uniform, with finely polished sabers dangling at their sides. Guess they're not automatons..they get hot too! The Captain held back his laughter. These two were quite a pair, having embarked in Senghor and supposedly accompanying the shipment of three crates stored in the hold. The Captain smiled, as Frick and Frack walked along and around the deck, marching in perfect unison, tipping their hats to the ladies and nodding to the men.
What a voyage, he thought, glad it's almost over. Hmmm...with the gold he was going to earn, maybe one of the fine ladies on board would accompany him to celebrate! One can only dream, thought Captain Barron, as he turned his eyes to the horizon..
I know it's a weekend but I got inspired to write the intro to this PbP...no obligation to post till Monday, unless you get inspired too! You've informally seen each other during the past 2 days but now the stifling heat has forced you all to be in the same place at the same time, so you may want to formally introduce yourselves. Besides the Captain, his crew of 14, and Frick and Frack (they have kept to themselves so you have not formally met them), there's just you. Any questions, let me know.
It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness. Charles Dickens
On the distant shores of an unexplored tropical continent, brave colonists strive to break with their devil-haunted past and make new lives for themselves in a land of plenty. Yet in fleeing tyranny, these colonists have also imposed their own, and the land’s indigenous peoples have greeted the imperialistic settlers with open arms and leveled spears. This is Sargava: a nation on the brink of disaster, surrounded on all sides by pirates, hostile natives, and trackless jungles full of howling beasts and ancient ruins. Through its ports flood ancient treasures beyond imagination, brought forth from the wilderness by the blood and sweat of intrepid explorers. But can the colonists maintain their delicate balance, or will greed and their own deals with the devil see them swept into the sea? Paizo
Hello all! My first foray into PbP went great, as my LoF PbP is well and running, with over 5000 posts with a core group of great players. Since I find myself with time on my hand and with the recent articles in the Pathfinder AP books, I have decided to run a Pathfinder-ized version of the Savage Tide set in Sargava, with the city of Eleder replacing Sasserine. For those not familiar, it is an AP filled with pirates, demons, and thieves on the high seas, though there is plenty of urban adventure as well.
Now with regards to my DM-ing style, I tend to modify/alter/and sometimes completely replace parts of an AP, as it fits my style and the story. I place an equal emphasis on role-play and roll-play, as I challenge my players in combat situations, upping the drama factor. I want dedicated and creative players, who can post at least once a day on weekdays (if more, even better).
Application: Not looking for a number crunch unless that is your style, but a feel for the character's appearance, personality, and background. I am a very visual person and tend to put such aids in my PbP for monsters, npcs, etc. The AP will start with the party aboard the Velvet Rose merchant vessel two days out from returning to Eleder from the port city of Senghor. Why is your character aboard the ship, in this part of the world? Why is he/she an adventurer? If human, are you a colonial? Mwangi native? Etc.. Do not feel the need to pigeon hole yourselves into the 4 main roles of tank, healer, arcane, and rogue. I will be selecting the most intriguing and interesting concepts. Please post your timezone in your application. I am in the EST.
Mechanics: 1st level, max hps, 20 pt build, 1 trait, average gold, and only classes and races from PFRPG and APG (no UM or UC).
I will be accepting 4 applications (5 if they're really good) and the deadline to submit is February 25th, by 12 noon EST. I reserve the right to advance this deadline if sufficient applications have come in.
Any questions, let me know. Later! Here is some information on the setting.
Korvosa, jewel of Varisia….Oh, how time has passed and things changed since you last had been in its shadow? Probably not since the winter, in late Kuthona, when King Eodred fell ill and his young beautiful wife, Queen Illeosa, began ruling in his place with his blessing. Many of the populace of Korvosa begrudgingly accepted the fact that the King had to remarry after the suicide of his saintly first wife, Cassandra, three years ago if he wanted a male heir to the throne. Yet, Queen Illeosa, a foreigner, had yet to conceive and deliver the child so promised, despite the enormous expense spent on witch doctors, prophets, and any other type of healer the Queen had brought in, from as far as Tian. This fact alone did not put her in good graces with the people of Korvosa. As you make your way home, you have heard disturbing rumors about the current state of affairs in your home city. There is much unrest and protest. King Eodred is never seen in public now and given the Year of the Faithless, it is rumored his health is deteriorating without remedy, as the clergy of Abadar, Sarenrae, and even Asmodeus have proven unable to cure his ailment. Queen Illeosa’s extravagant use of the treasury to build statues in her honor and throw lavish parties, while the King lies ill, also has not endeared her to the masses. Rumors of critics of the royal family and protesters disappearing in the night also run rampant, as the situation is said to grow more volatile with each passing day of this cursed year. Still….this is the only home you’ve ever known and what you need most of all is its comfort and embrace…if you can survive this storm!
Your voyage above the Sea Serpent navigated by Captain Trent Fenris had been a calm one until your keen eyes had spotted those dark clouds gathering, as the ship eased its way past Vedraine into Conqueror’s Bay. You went to warn the Captain, but he had seen the signs of a storm coming as well, though he admired your natural sailor instincts. Despite your status as a passenger aboard his vessel, he asked for your help during the upcoming storm. The Captain gathered the rest of the crew and advised them of the situation. There was a halfling aboard who was hitching a ride, also present, who had proved to be quite a sailor herself. Though the crew initially viewed you as an outsider, given your Chelaxian descent, they begrudgingly had accepted you, given your knowledge of sailing and strength. The storm that hit the ship was powerful, with waves reaching 20’ high. One of the crew was even swept overboard but was saved by the halfling, whom you swear walked on the water to do so, but given the heavy rain, your eyes may have deceived you. The ship may have made it through to Korvosa, until Nature or Fate stepped in and a lightning bolt hit the main mast. The Captain navigated the vessel to the port town of Andora, despite the many curses aimed at the sky and the gods. Anchored in the port, the Captain sent an envoy to town, who returned to report that of the two inns, one was at full capacity, and the other establishment had only five rooms available. Given the number of the crew, the Captain advised you that he and his crew would be remaining with the vessel, making repairs. You were free to stay in the inn, located about a 20 minute walk from the ship, warm and dry until morning.
You may read Elric’s spoiler, as you were aboard the ship as well. Given your natural charisma, however, most of the crew was quite friendly with you, though they hated the Sable marine. He became mockingly known in private as “Kaptain Korvosa” among the illiterate crew, who etched his name in the wood with their knives, for his massive biceps and leg muscles, his good looks, and his skills as a sailor. Really, as they confided in you, what was not to hate? During the trip, you proved your skills as a sailor as well, and you even saved a poor soul who was thrown overboard during the storm.
You may read Elric’s and Serry’s spoilers, as you were aboard the ship too. Released with no funds from prison after serving 5 years for manslaughter, you boarded the Sea Serpent and enlisted as a member of the crew for passage to Korvosa. Given your appearance, the rest of the crew treated you as an outsider and gave you wide berth. After the storm, the rest of the crew “recommended” that you stay at the inn, since you were not a part of the true crew.
For Todor and Tristain:
You joined a caravan from Janderhoff to Korvosa that was assailed by the storm and forced to seek refuge in Andora. Many of the caravan members quickly booked and sold out the inn on the eastern section of town, the Rest of Andora. You two were forced to trek through the heavy rain to the remaining inn in town in the western section, the Sleeping Mackerel.
As you make your way to the inn, heavy rain bombards you, as well as the occasional lightning and thunder. You are wet, cold, and upset and seeking refuge. The 40-degree weather also does not help. Large puddles of water form and you are soaked from head to toe when you see among the lightning flash, the wooden sign of a green colored fish, with the name “Sleeping Mackerel” etched into it, most likely with a knife or other sharp tool. As you slog through the mud through the dirt road, you see the road split: east toward the rest of town, north toward the countryside, and south back to the pier and dock. The smell of salt air is unmistakable, as is the warmth of a fireplace as you approach the building.
As you walk in through the main double doors, the wooden floors creak under your weight, but the establishment looks sturdy. You see a common room filled with 5 circular tables, a bar, a door which you assume leads to a kitchen, and stairs heading upstairs, to the rooms you assume. Dried stains of blood on the floor and holes in the wall suggest this place has seen its fair share of violence. Above the bar are several parchments of paper in a row, held in the wall by a knife. The top sheet of parchment reads 320 in big red letters. As you stare at the number, you are suddenly interrupted by the bartender, whom you failed to notice standing behind the bar, In case, you’re wondering, that’s the number of god forsaken days left in this year! By the way, welcome to the Sleeping Mackerel. Wipe yer boots or feet on the mat or else you be cleanin’ the floor afterwards. Seems Abadar be blessin’ me establishment tonight with yer business. I sure need the coin. Rain, rain harder! Hahaha! The man’s boisterous laughter almost drowns out the lightning and thunder. He is human, stands 6’ tall with a portly belly, placing his weight at almost 250, you believe. He looks to be about 40 years old and has a tattoo of an anchor on his right forearm. He points to the tables. Please, please sit. I am Harwell. Jenna, put some more fish on the skillet, we got customers!
Ok, Todor and Tristain are already inside seated. You don't have to be together or friends. Up to you. Just describe and introduce yourselves to the game.
Congrats again to all selected, your creativity impressed me so let's have a fun time.
First of all, I am throwing a wrinkle in the game world (it is my world now, after all!) that will help explain later events in the campaign world and this AP, if you're not familiar with it. As you finish your character sheets, take a second to modify your background with how your character feels about this global event:
It is said in the annals of history that the gods are fickle beings and as such, are sometimes controlled by their impulses and their insecurities. Some like to challenge the faith of their mortal worshipers who live beneath them; some like to teach and educate them; some like to punish them; some like to weed out the weak among their flock; and others just mess with them for the fun of it out of sheer boredom. Whatever the reason for it, the gods of Golarion select one year out of every century and decide, for the most part, to not bless their most ardent worshipers (priests) with their magic and divine guidance. The gods call it the Year of the Faithful, where they can divine by their actions, who is the most worthy of their powers and whose belief is unshakeable.
The mortals on Golarion, however, call it the Year of the Faithless. Some see the gods' actions as punishment; some see it as a test of their faith; some see it as a form of population control. Crime, disease and infection run rampant and the death rate increases exponentially, as there is no one around to cure the masses or the soldiers, the rich or the poor. Morale among the guards and soldiers is at its lowest level, as no one goes to stop a crime, bar fight, etc., knowing the slightest injury could result in death. However, it is a great deterrent of war. No wars have ever been fought during the Year of the Faithless.
But the gods do not forsake their worshipers completely. It is said one out of every hundred priests (usually the young ones) continue to receive their divine gifts, but those poor souls are so rare indeed that their gifts become a curse in itself. The masses overwhelm them with requests for healing, the military wants to chain them to their barracks so they can heal their soldiers and nothing else, and the evil scoundrels of the world try and kidnap and torture them or their family members to force them into working their divine gifts for their causes.
Yes, the gods are fickle indeed!
And of course, as the campaign starts, it is the 15th day of Calistril (equivalent to February), Year of the Faithless. This event only applies to clerical and paladin magic (congrats Todor, you are the lucky 1%!). Oracles, druids, and all arcane casters are unaffected.
Any questions, let me know!
Hello all! As I struck gold with my Legacy of Fire PbP players, 4600+ posts and going strong, I have decided to give another AP a shot: Curse of the Crimson Throne. To those familiar or unfamiliar with my DM-ing style, I hardly stick to the AP as written and make major modifications to fit the plot, playing style of the players, and just my particular tastes. What I look for in characters rp-wise: energetic, vibrant, creative and detailed personalities that allow for the development of the story; in combat: I love cinematic dramatic battles and good tactics and teamwork.
Mechanically: 1st level, 4d6 (drop lowest die)(8 rolls, drop lowest 2), 2 traits, classes and races from Core and AP Player's Guide (no UM), except Summoner. For those familiar with the CotCT Campaign Guide, those campaign traits will not apply, as there is no Gaedren Lamm hook (like I said in the 1st paragraph, I change things!), and I don’t particularly like the old man “beating and molesting” the adventurers when they were kids to inspire vengeance storyline. The players’ home should be in Korvosa and the story begins as they are traveling back to Korvosa from a trip abroad when a harsh storm forces them to seek refuge in a coastal village about 3 days’ journey from home. Include in your concept where you went and why you left Korvosa. albeit temporarily.
I will be accepting 4-5 characters so post your concepts with your time zone (I am in EST, GMT -5), character's appearance, your posting frequency, concept, stat array, and background, which should include your motivations/politics in this politically charged climate. I do not need a complete character sheet with equipment and feats, etc. I will make a decision on the players selected by Friday by noon. Thank you in advance for your submission.
Any questions, let me know!
1st day of Desnus 1471
You find yourself seated at a long and lovely banquet table in the capital city of Kalendor. You are dressed in your most luxurious clothes, in honor of the occation. Many other famous dignitaries are present, including nobles, aristocrats, ambassadors, merchants, and special guests of the Realm. The inauguration of the palace has been a rousing success! King Kalendor gave a spirited speech, thanking his subjects for their support during his five-year rule, especially his Cabinet of advisers, financial supporters, and allies. After the King spoke, Lady Carrigan, familiar to all of you as all interest in the King goes through her, gave a beautiful inspiring speech that left most of the crowd in awe and some in tears, as she wished for many more prosperous years for the new Kingdom. King Kalen excuses himself, as Lady Carrigan advises the guests that the business of running a kingdom never takes a break and to enjoy yourselves for the rest of the night, as she leaves with the King.
The appetizers are served and soon enough, dinner is served along with exhibits of acrobats, jugglers, and fireworks to entertain the guests. As coincidences tend to happen, the five of you are all sitting near each other, while you enjoy your meal of exquisite roasted pheasant and other fruity delights.
You may RP and get to know each other.
Hey all, I'm currently running an LoF PbP for a group of 4 stable players who have been there since the beginning. The problem: we keep losing the 5th player, healer type. Lost the last 2 players I've recruited (oracle then druid), hence the title of this post.
The players are 5th level now. 20 point buy, 2 traits, Player's Handbook races (unless your back story for another race blows me away). What else? Be able to post regularly. Don't apply if you can't commit.
Current players: Rogue/bard, Ranger, Wizard, and Fighter with archer archetype.
Any questions, let me know. Will keep this open till Monday or I love a concept, whichever comes first.
Hello all, my LoF PbP group has just lost its cleric due to RL issues and we are looking for a replacement for a healer-type.
Background: The current group has finished Book 1 of the AP and consists of a bard/rogue, a ranger (recently returned to life), a wizard, and a fighter (archer) and I've been really lucky to find a great core who has been with the game since Post #1, at 1st level, and have risen to 5th level now.
Character creation guidelines:
For those unfamiliar with the AP, it is the desert setting of Katapesh. Depending on the quality of the concepts, I will accept applications until Wednesday, October 20th, Noon EST.
Don't worry about equipment for now. What I want to read in the concept is a visual image, base stats, and background of why your character would be doing/adventuring in the gnoll-infested desert or why he/she would want to meet/join the Sand Stalkers, a local adventuring group of some renown.
Any questions, let me know.
13th day of Desnus Year 4710
Two men, obviously out of place in the inn/establishment where you are staying, enter and speak with the proprietor. Both are lightly armored and dressed in expensive clothing and appear to be of noble birth. They easily catch the attention of anyone nearby. Some coins are exchanged from one of the men's pouches, and the innkeeper nods in your general direction, where you are enjoying your meal. In Lord Aroden's case, the two men are escorted by military guards. One of the men is armed with a longsword and appears to be experienced in battle and carries a backpack. The other man, unarmed, addresses you by name and asks to approach. When given permission, he approaches and gets down on one knee. He pulls a scroll from his vest pocket, sealed with wax, and offers it to you from his kneeling position. The other man looks around the room and also asks to approach, while you are in the process of breaking the scroll's seal. You hear him whisper something and as he reaches into his backpack, he immediately pulls out an oaken chest, which he proceeds to place on the table next to your plate. He then takes 5 steps back and both men wait for you to finish reading the scroll. Scroll click here When you have finished, the man who is on one knee gets up, awaiting the return of the scroll. After you have marked the scroll with your ring or other evidence, the man takes the scroll, smiles, wishes you a good day, and then both men depart before you have a chance to ask any questions.
I assume you all mark the scroll or this will be the shortest PbP in history! You can let me know of any preparations, etc. you do. If nothing, we will skip ahead 10 days to the 23rd. I will follow your pace.
Congratulations to all who made it! For anyone not yet finished, feel free to post your characters with complete equipment/stats in your profile or some useful link which gives me easy access to it. I will go through them with a fine-tooth comb and let you know of any errors/modifications. I chose all of you for your intricate history/stories, so I hope we keep up the role and roll playing. And main thing, let's have fun....I'll do my part to keep it entertaining and fresh.
Any questions, let me know.
I really enjoy the Kingmaker AP and know there are tons of Kingmaker PbPs on these board, but to get to the juicy parts, i.e. Books 3 and especially 4 (great job Neil, love Blood for Blood!), it would take several months if not years in the PbP format, if you were lucky enough to have the PbP last that long! I say let's skip directly to the good parts, starting with Book 3. The stories can stand alone without the exploring every single hex mantra of the AP! Besides would love to see some high-level combat in action.
So I'm looking for 4 (maybe 5) player characters, starting at 8th level, 20 point build (no more than 1 below 10 Stat), 1 trait. All core races and classes available, as well as APG. Any other races must be approved by me. Please post a character concept/background, race and class, and description, so I can get a visual image of the character.
This is my second PbP. I lucked out and found really great and consistent players on my Legacy of Fire PbP (2000+ posts and counting), so I hope I get the same here. Minimum posting 1x a day, and more is better, obviously. My one pet peeve: If you cannot post for some reason for an extended period of time, simply let me know.
Hopefully, this interests some of you and I will accept applications till Wednesday, since I am posting this on the weekend. I am in the EST time zone, if that's important to anyone.
Any questions, let me know.
I had this issue come up in a recent RL game of mine and 2 of the players with Protection from Evil believed they were immune to the song during the duration of the spell. I let it slide because the song is described as a charm effect but I just wanted to know what the community thought.
Here are the relevant descriptions:
Captivating Song (Su)
A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Protection from Evil:
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Hey all, I'm currently running an LoF PbP for 5-6 players and we just recently lost our cleric. Don't worry, if he miraculously come back, you won't lose your spot. The game has been quite fun and the players are currently 2nd level. They are currently clearing out a Monastery, so the main gist of the adventure, i.e. the recapture of a village from the hands of gnolls, is next, so an introduction to a new character would fit perfectly. 20 point buy, 2 traits, Player's Handbook races (unless your backstory for another race blows me away). What else? Be able to post frequently, usually more than 1x day.
Here is the thread, if you want to skim through what has already occurred: Link
You can post your application/concept here or e-mail it to me at:
Any other questions, let me know. Depending on the volume of responses, I will keep this thread open until Tuesday, unless I come on and post otherwise. Thanks!
Here is a picture of Garavel to start with Link
As you walk through the streets of Solku, you see your destination: a slew of camels (8 in total) reined in at the North Gate and the already recognizable figure of Garavel, with customary cigar in mouth. He appears to be discussing/arguing with a small bald rotund human merchant dressed in ripped and stained clothes. As you approach, you see five other figures, differently attired, some with weapons, others unarmored, also approach the two men. The fat merchant, perspiration accumulating on his brow, stares in shock at the gathering of five humans and a half-orc in front of him. “Calm yourself, Hashu, these are the men (and woman!) I recruited for my little mission.” Garavel stops to take a puff of his cigar. “We have two ex-convicts, one very tall zealot, a pretty boy, a celebrity..” Hashu says “Jarva bin-Stavain” when he sees the human, mouth agape and in awe. Garavel does a mock bow. “And finally”, continues Garavel, “the Terror of the Desert Eel!”, looking at the human dressed in the burgundy robe. He then laughs heartily. “And your future, Hashu, and everyone else’s… is in their hands!” More laughter ensues. “Ok, that’s enough of that. Please mingle, get to know each other”, says Garavel, referring to the group, “your life literally depends on it. I have to see a man about a camel.” Smiling, Garavel walks off with Hashu towards a nearby awning with shade, leaving the six of you standing in front of the camels.
Everyone except the druid please make a DC 15 Knowledge (Local) check to read spoiler
You have heard locals in Solku during your time here refer to a person named Jarva bin-Stavain as the "Child of the Dune" or more commonly as the "Sand Whisperer"
This is your time to interact with each other, describe each other, etc., if you feel like it.
Congrats to all who made it! Let's try to have a fun time! Please post your characters into the Paizo profile. I'm not that computer literate so if you need help, ask someone else in the group...lol.
I will be sending you all e-mails as to how you came to be about on the caravan to Kelmarane, altering your backgrounds a little. Hope you don't mind. :)
Please feel free to post anything else you'd like to say or comment about OOC.
Recruiting characters for a PbP game of the Legacy of Fire AP. This is my first shot at a Play-By-Post, though I have been GMing for years. My current RL group is on hiatus. I bring: creativity and enthusiasm to the game. You bring: committed characters (available to post at least 1x day), colorful personalities, and good rping and combat tactics.
1st level, 20 pt build, traits from AP Player's Guide (if available to you), and only core classes and races from PFRPG book. I am prone to making changes to Adventure Paths, as it fits my taste and style, so even if you're aware of the AP or have played through it, there will be something different for you.
I will be accepting 4-5 character players so feel free to e-mail me your character concepts/history if you're interested to Lucendar32(at)yahoo(dot)com. I will post the accepted characters here by Monday at 6pm, if there are more than 5 submissions.
Any questions, let me know. Later!
Hey guys, I'm planning on starting the STAP with 2nd level characters, but my current 4 player group consists of 2 knights, a wizard, and a duskblade (roguish type). They play well as a group but from what I see from the first few modules, there's a lot of underground delving and ship traveling. Will the knights be out of place, as well as their mounted combat be wasted, in this campaign?
My players have reached SoLS and I am worried about the abilities of one of my players. He is a 13th level human cleric of Pelor and has dedicated himself to destroying undead. He prepares regularly the Light of Wisdom spell (3rd level) from Complete Champion (+4 Level when determining what is the highest level you can affect when turning undead) and he has the Disciple of the Sun feat (spend 2 turn attempts and any undead turned is instead destroyed). This is really a good combo as theoretically, on a high turn undead roll (+4 level), he can affect 21HD of undead (Kyuss Knights = 20HD with turn resistance). I am afraid he is going to turn undead and wipe out most of the undead on the 1st level (I believe he can turn undead 8-10 times, so he could destroy 3-4 undead with good rolls).
As for Kelvos, who is nasty but only has 65 hp, he has the bolt of glory spell from Spell Compendium, which does 13d12, once you beat the spell resistance.
I know he will have trouble with the worm naga sorcerors, the overworm, and the Spell-weaver lich (I can give the latter life ward from SC through his limited wishes to prevent the turning tactic).
Now I do not want to cheat the player, he did pick his feats and spells legitimately and he has been playing for years. As written, is there any legitimate counter to these tactics without changing the npcs as written or should I just allow the player to enjoy the fruits of his feats and spells?
I thought this might be the best way to bring up this issue. My hard copy of Pathfinder #3 arrived in the mail and the following is the sequence of pages:
7, 8, 5, 6, Table of Contents, 4, Cover Page, Credits section, 15, 16, 13, 14, 11, 12, 9, 10, 17-94.
Please resend me another hard copy and/or contact me regarding this issue.
In my game, I just TPK'ed the party in Theldrick's Battle Temple (you can read about it in the Obituaries). Anyway, I get the feeling the players do not want to investigate the disappearance of their characters but still want to continue the Adventure Path, so I'm thinking of having them make new characters and proceed with Blackwall Keep.
I don't know if this has been posted before, but what happens then with the Ebon Triad if the players skip this part and do not kill or deal with the priests? If the priests are not dead, does the Ebon Aspect still rise?
If a weakened Aspect rises, the plot says eventually the town and the militia take it down. I may have the players in town to fight the Aspect.
Any suggestions on how it would affect the plot of AoW if I skip TFoE? Thanks.
I particularly did not like the starting point/motivation for the players to enter the Whispering Cairn as laid out in Dungeon. In my game, I has the players explore some nearby caves in search of goblins who had recently occupied them and whom were raiding the surounding areas. While exploring, an earthquake struck the area. After the party dealt with the goblins (i.e. killed the chieftain), they find the long lost Tomb, now uncovered by the eathquake, as they are exiting the caves. Then, I'll rely on the party's natural curiosity to explore the Tomb, as well as the normal greed factor. Sure, my version requires alterations: perhaps undead wolves or spiders at the entrance and changing the ghost of Alastor to be an explorer who died in the tomb rather than some little boy.
I'm curious if anyone else used an alternate starting point rather than the one proposed in the Adventure Path.