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Welcome to Mylhaven...
Water runs like blood in the Wahika river – sluggish and ponderous. A minor tributary at best, its black and turgid waters have spattered and dripped down the mountainsides for eons. Born on the heights, the Wahika, trips through the high forests, staggers through open scree, tumbles off precipices, and crawls blindly among the lowland slopes and brambles before collapsing – exhausted – in the rock strewn wetlands at the mountain’s base.
For long years, the Wahika has worn its plodding path through the forested mountains, carving a deep wound. Along that crevasse, devoid of the dense trees, men have slowly insinuated themselves – finding their way like worms through the broken skin of a bruised fruit. Up they have come over the years, higher and higher up the mountainside, in search of rich and arable lands, stocked waters, rare lumbers, and game animals.
DIES DREAR sits in the treeline, deep in the gorge, hugging an outside bend of the Wahika as it winds and pools before plunging into the valley below. The little thorp sits in a broad gap along the gorge's often narrow seam – a gift of the winding river that overruns the banks here often, cutting away at the rocky walls. Its situation is doubly blessed – as it is free of the encroaching trees, has fertile silty soil (often replenished by spring floods) and gathers what meager sunlight is available from the open sky. When the first families found it three generations ago, it must have seemed a piece of Heaven. But if it was Heaven, the families didn't share that knowledge willingly. Dies Drear has always been a kept secret.
No sense inviting jealousy from others who maybe don’t have such a nice piece of land, right? was how the common thought went.
Just need to work our land and mind our business... let the rest of the world mind theirs, others agreed.
No sense inviting problems to your doorstep, right? argued the superstitious.
And so, to the outside world, Dies Drear was just another small thorp scratching out its existence and occasionally trading goods when a year was particularly good. They just happened to have more good years than others and were very careful to trade with different towns each year so no one caught on. That was the Dies Drear way – quiet and careful. And when someone new wandered in to their thriving, if sleepy, community? And if that someone figured out the town's prosperous secret? Well, they were invited to stay, of course, and appreciate what it offered... provided they were quiet and careful too.
Dies Drear grew. The five First Families became twelve. The few, original stilt houses that stood like grey storks (to stay above the yearly floods) became a modest ‘flock’ surrounded by deep rooted fences, paddocks, and small farming furrows.
Recommendations - Glass cannons will get crunched in this game. You are far better off going with a good 'all around' character with a mix of combat abilities, stats, and a range of skills. Extreme optimization and min/maxing are not needed. If you want a Fighter with a CHA of 14 - go for it. Since Horror/Dread Points will be 'in play' and they require Will and/or Fort saves - depending on the type of horror that confronts you - flat-lining (i.e. minimizing to less than 10) your WIS or CON is not a good idea. You have been warned.
I expect the game to have a large element of RP (conversations, sleuthing, deduction, etc.) - so social skills will not go to waste. Also, you'll want to have a variety of skills covered. I'd suggest that you (as a group) go through the build process and divvy up skills to make sure you have the range covered. Hopefully you’ll have a bit of overlap, so Bob isn't the only guy who can throw out a Know: Religion roll.
Without revealing too much of the broad plotting… you can expect to run into a good number and variety of undead encounters, so Combat Maneuvers will be of reduced use and ‘straight forward’ combatants will probably be more successful. Plan accordingly.
You are all from the same small thorp (with roughly a dozen families) in Mylhaven called Dies Drear. It is in the forested foothills of one of the innumerable mountain ranges that cross the Demense. Your story can either have you living there all your life or, for characters whose classes require more exposure to the outside world, you have recently returned to the town to settle down, lick your wounds, or the like. We can hash those details out privately. The key points being - you are very familiar with this little community and you have an investment here. You each must have one or more family members in town. No 'orphan' stories please... I've got more than enough tragedy in mind for you. :) Finally, you should pick a local profession that fits your class and or skills and dovetails with the Grimm's fairy tales atmosphere... so a Barbarian or Fighter would likely have a career in logging, a Witch would be the crazy old hag living in a mud and wattle hut away from the village proper, an Archer Ranger would be a skilled hunter, etc. We can work through the details but have something in mind.
Typical professions in Dies Drear: Logging, Hunting, Forest Foraging, Farming.
About the Game...:
This is a 'small sandbox', homespun, Horror-based Campaign. I've always found horror one of the more difficult genres to do well and I want to take another whack at it. As such, I'll be going for atmospheric descriptions, lurking menace, and dread. The choice of an all-human cast and an E7 level cap is to keep the campaign gritty and scary - darkness is very much an enemy when no one is allowed low light or night vision.
The campaign takes place in the land of Mylhaven in my world-in-progress called Miir. For more information on Miir and Mylhaven, check the Miir Guide and Mylhaven Guide (under the Campaign Tab). Mylhaven is an homage to the original Ravenloft and the 2e (or there-about) version when Ravenloft became the Demi-plane of Dread. The atmosphere of Mylhaven is very much in that spirit but the rulership of it and the realities are quite different. Nevertheless, if you are familiar with Ravenloft, you'll feel 'at home' in Mylhaven.
I build my campaigns around my players and their characters. So the more feedback I get from you guys on what you like, don't like, want more of, want less of, etc. the better the experience will be for you and the happier I'll be as a DM. Normally, I'd judge all that based on watching you while we play and listening to your IP OOC chatter. Alas, PbP is a poor medium for that kind of feedback. So please, do me a favor and get as chatty as you like in the OOC thread. Let me know what you liked and how much. If you want to discuss the twists and turns of the game in the OOC instead of via PM, that would be great. It lets me know what you are thinking and I can tweak things... especially if my poor writing has led you down a wrong path.
DM Policies / Quirks:
So a bit about me... I have only one rule, I don't play with anyone I wouldn't have a drink with. My philosophy is that good people make for a good campaign and great fun. Simply put, the right players (and DM) make or break any game - regardless of the actual characters. So you can take it as a compliment that you've been invited to play. In part, my decision was based on your observed play-styles. I think this may be a campaign you guys will enjoy and I hope my DMing style will suit your tastes. The larger part of the equation is that I think you guys have the right personality types for my brand of play - the right blend of tactical acumen, love of challenges, and an appreciation for a healthy mix of RP and flat-out, balls-to-the-wall, fighting.
More about me... I've been playing and DMing a pretty long time but I haven't built up an ego about it. I don't have all the answers and I don't have all the rules memorized. I look to you guys to correct me, or at least speak up when you think I've got something wrong. I'm happy to retcon if I've screwed the pooch and happier to apologize if I've shorted your character in some way. I have an open door policy about my DMing, the campaign, and everything else. So feel free to critique my performance at any time.
So, on to expectations - for me and you. Not to start on a downer but...
Finally, I don't have the rules, spells, or feats committed to memory. Any help you can give me in terms of putting in a link to the spell you are casting, citing the important things I need to know, and keeping your character sheet easy-to-read with *gasp* linked references would be greatly appreciated. I also reward honesty. If I've shorted the damage you will be taking and you let me know - your honesty will not go unnoticed.
I will be making EXTENSIVE use of the Campaign Tab. Chances are, if you don't remember a NPC's name, a village name, an important event, a Map, or a House Rule, you will be able to find it listed in the Campaign Tab.
Just to let you know, I'll be asking you to post a Status spoiler with some basic info in your combat posts and will probably have some format requests regarding your character sheets just to make them easier for me to reference/read. For the moment, you won't need to worry about that.
OK, gentlemen, feel free to post your character concepts here (or link to your character sheets in progress) and we can hash things out.
I doubt there is a DM on this site that hasn't (from time to time) wondered who might be silently sneaking about their game thread(s). Time to stop skulking behind those bushes, my fellow lurkers, and declare yourselves!
Whose game thread do you lurk? Give us a link and (if inclined) tell us why.
Ideally, you'll give us only one delicious lurky link per post... that way other lurkers can 'favorite' it and show their near silent support as well. :)
Between waking and dreaming, there is a moment… and in that moment, that heartbeat, that eternity, is a space. A space between night and day. Between life and death.
A space where the soul isn't quite alive or dead. Where the mind isn't awake or asleep.
It is in this space of shapeless unreality that nightmares roam. It is in this space of fleeting eternity where ghosts and shadows live. The deeps of the subconscious psyche. The playground of deities and demons.
The Space Between.
As I scribe these words, I close my 15th year – old for one of my kind. I find my mind often turns to thoughts of the past, of our very earliest days – before Ascension.
In those days, Humans thought that they could not long survive the invocation of the Bright Sky Fire. In this, for once, their wisdom exceeded their folly - for they were correct. Most of them, along with their proud civilizations, did not live through the destruction they brought upon us all… but we did. Though many of our brethren were lost, the rest survived by tooth, claw, skill, heart, and talon. It is to those earliest fore-bearers that we give thanks. Blessings be upon them!
While it is right and proper to venerate these heroes of our past, let us not forget who they truly were, mistakes and all. Their deeds are not lessened by the fact that they were performed by flawed and imperfect creatures. In truth, it was their struggle to rise above their shortcomings and join together for the benefit of all that makes their actions laudable and worthy of our reverence and remembrance. Truly, they made it possible for the lion to lie down with the lamb. And our jobs, as Keepers and Chroniclers, is to maintain the true memory of those earliest of days and the long march of years and decades in between… so that our progeny will know the truth and learn from that dark and glorious past.
And so, I begin with one of our earliest records – and one of my favorite stories - not because of the actors (whether real or fictitious – though I hope they were real) but because of the lesson it carries for all of us about solidarity. So let us put our story in its proper context.
This tale begins several moons after the Bright Sky Fire, near the small haven of Restenford, in the midst of the great swathe of what was once called ‘the Midwest’ of the Furthest Continent. What the Fire and Shaking Heavens failed to destroy its partner, the Slow Waste, set about killing by small degrees. It was a desperate time for all creatures as famine, disease, and worse things were set loose to prey upon our once-green world…
Ascension Day, 221 PA
GUIDELINES & INFORMATION:
Roadkill is a Round-Robin game with multiple GMs (Chroniclers). We are using the Mini Six game system with some modifications, mostly related to species’ racial packages.
This game is designed to be evolving, episodic, rules light (but present), and is largely a break between our more serious games. As the game progresses, we may add additional characters, players, and GMs. Any such changes will be made by consensus decision and will mostly be by invitation only.
Lurkers: Feel free to post discreet lurk dots. If you have comments or questions, please post them in the OOC thread. I think I speak for all of the guys when I say that we’ll be happy to know if we manage to drawn a small group of twisted admirers. :)
Welcome to Roadkill...
...where you can expect to become the title if you aren’t careful.
Also consider that the Chroniclers themselves may be separated in time from each other and each has his or her own personality and quirks. Chroniclers are as individual as the characters from the stories they faithfully relate to their audiences.
OK, folks, the bar is open! Game ON!
To avoid any confusion for possible future lurkers...
Welcome to the Great Southern Islands campaign and thanks for playing!
You dream... You dream of flying or perhaps tumbling through turbulent clouds at the heart of a storm.
Your first waking breath, sucking in the bitter taste of seawater, causes you to choke and rouses you fully. Your head, throbbing with pain, is slow to register the salient fact - you aren't flying, you are drowning! Your body tumbles out of control - spinning through churning, frothy, violent, and black water - the surface nowhere in sight. You strike out in the general direction of what you believe is the surface...
Swim checks with a -2 for disorientation, please.
Straehan Swim 1d20 + 0 - 2 ⇒ (19) + 0 - 2 = 17 disorientation
Apparently the dice reader has gone belly up... In preview, Strae's Swim was 11 and Perception 19
Although we've discussed some of these ideas, rules, and brain-fluff off-line, a little repetition may be helpful.
1. This is a Neutral (with good tendencies) to Good game. Alignments are 'real world' flexible in terms of there being shades of grey in which you can play. Good doesn't mean you are a Boy Scout 100% of the time.
2. All monsters are equal, but some are more equal than others... :) While I may put you up against a standard Orc, from time to time I will also be taking liberties with their stats and abilities. That includes alignment. You could run into a 12HD LG Harpy if the mood strikes me. Generally, you will receive some warning that creature X may not be quite 'typical'. I won't purposefully sandbag you... but if your trigger fingers are a bit too quick, that is your problem. :)
3. Spontaneous Casters receive their stat bonus on BOTH the number of spells they can cast and the number they know.
4. Criticals still require confirmation HOWEVER on a critical threat the first die of weapon damage automatically scores its maximum. So, if the threat is 'failed', the damage is still Die Max + additional bonuses. If the threat succeeds, the damage is Die Max + additional bonuses + critical die(ce) + bonuses.
5. After you purchase it the first time, your standard ammo supply is unlimited provided that you are close to a town or other vendor/resource that can reasonably resupply you. I decide what is 'reasonable'. ;)
6. While most NPCs you encounter will be of the standard classes found in the Pathfinder Core materials, a few will be either from 3PP sources or a homespun class.
7. I will, from time to time, make rolls for all characters to keep things moving. In general, I will try to let you guys roll for yourselves.
8. I will, periodically, act on obvious suggestions without waiting for agreement from all characters to move the plot along. I won't do this in any situation where the choice seems 'questionable' to me. If you disagree with some choice I've made after the fact, I am happy to retcon things.
9. Hit Points are gained as the 'averaged' Pathfinder Society method OR by die roll, whichever is HIGHER. So if your roll is less than the 'average' then you get averaged roll.
10. Some of my rolls will be done 'on the table' and others will be done privately (using the dice-roller on my iTouch) to keep certain aspects from being metagamed.
11. We are on the honor system here. I'm not going to be looking over your shoulder or constantly reviewing your character sheets.
12. This is an open world and you are free to roam around - but there are no training wheels. There are challenges and areas that will be well beyond your ability to handle early in the game. I will give warnings about these areas if I think you are walking into a TPK but ultimately the decision is yours. If you don't mind rolling up new characters, who am I to say 'no'? :)
13. Please try to respect the DM spoilers to individual characters/players. It is information designed for the characters to reveal or not as they choose. I don't mind you peeking into language-based spoilers.
14. I do give out DM Hints on request. So if I lose you guys or you feel like you are floundering, ask for a little help.
Other Matters - I have a website built for this campaign and will be sending you invitations shortly.
New Question - How do you guys want to do Experience? I am planning on medium track advancement. Do you want a running total on your XP points? Just updates as you get close to leveling? Would you prefer I just tell you when to level at good points in the story?
Female Aasimar -- born Kelesh Cleric / 2
Priyya shuts the door to her room, latches it, and sags against it. What did I just do? She looks around the room and recalls that first evening when she discovered Felmor passed out on her bed... and the next morning when he thrashed in his sleep and said 'Armandia'... and then when he was so scared at realising he was in the wrong room.
How did I get from there to here? She doesn't know and she can't think about it. She kicks off her boots and drops her armor, weapons, and belt... every tool of her trade. She dumps her headdress, robes, and everything that identifies her as a cleric.
She pads into the bathroom and draws a very high and hot bath. She throws in a heaping handful of bath salts, trying to get the smell of the damned creatures from their recent adventure out of her nose. She sinks gratefully into the claw-foot tub trying not to think about anything except the soothing effect of the water and the aromatic salts.
Got a iPod Touch for my b-day and now I'm wading through the miles of apps... can you folks recommend some top-notch RPGs that are worth getting (free or paid)? I'd prefer ones that are turn-based not reflex heavy because my fingers are pretty big compared to the screen.
Bonus points for any Strategy game recommendations and/or a really comprehensive solitaire game (my wife loves it).
Appreciate the help!
A monk is grappling (and choosing to damage) a wizard. The wizard is trying to get a spell off. What is the formula for his Concentration Check DC?
A) Grappled while Casting -> 10 + monk's CMB + Spell Level
And would it make a difference if both grapplers were nekkid?
I'm starting up a Thief campaign. Each of the characters has a different Rogue 'role' to prevent a lot of overlap in their skill-sets and to give each character places to uniquely shine.
So now I'm debating the appropriate amount of XP to hand out for defeating Traps and how to divvy that XP up.
I could just share the experience evenly among all party members regardless of whether or not they actually had a hand in disarming the trap... but is that fair when the 'burglar' handles the lion-share of the work? Of course, that opens the door for all characters to receive solo XP for their particular contributions - in other words - XP accounting Hell.
Conversely, if all of the experience goes to the burglar... are the experience point totals based on Trap CR appropriate? Should defeating a CR1 trap really be worth 400 XP? So conceivably defeating 5 traps gets a Rogue (on the Medium Experience Path) from 1st to 2nd Level.
Do you give 'partial credit' to a rogue that spots the trap but fails to disarm it?
What I'm looking for is your general thoughts on XP for Traps and how you handle them in your own campaigns. I'm not tied to RAW - so feel free to mention your methods even if they are very different than the rules.
Thanks, in advance, for your opinions.
So I'm drawing up a Monk and doing the calculation for CMD. I'm using Hero Lab for most of the raw number crunching... but their numbers aren't jiving with mine so I'd like some second opinions to make sure which one of us is in error. The relevent stats:
Human Monk 1st Level
Feats - Defense Combat Training, Dodge
CMD = 10 + BAB + STR + DEX + Size + 'Specials'
By my calculation that means 10 + 1 (BAB from DCT) + 5 (STR) + 3 (DEX) + 0 Size + 4 (WIS as Monk) + 1 (Dodge circumstantial Bonus) = ... carry the 2... CMD 24 / 20 Flat-footed.
Is my math correct? Am I missing something?
According to Hero Lab the numbers are 28/24 Flatfooted... I just don't see where I'm missing 4 points.
Any help would be appreciated.
So you have a Monk (level irrelevant) that is slinging an @ssload of shurikins using Flurry of Blows. He expends a Ki point to tack on one more attack (a-load +1). Can he use the Rapid Shot feat to make it a-load +2?
Please note - I'm aware that the -2 to Hit on every shot due to Rapid Shot might make this an 'iffy' tactic. I'm just wondering if it is possible according to the rules OR (as with Two Weapon Fighting) the feat doesn't work with Flurry of Blows.
Edited a typo
I hope I'm putting this in the correct forum...
I habitually create my own adventures and worlds. As a consequence, I haven't bought an adventure or published world since 1st Edition. But what I would LOVE as a DM, is a compiled list of the new creatures, classes, and templates that appear in the Modules and Adventure Paths. Are there any plans on board to compile these resources into a single volume?