Vhalhisstre Vexidyre

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(*Some Spoilers Included*)

When "Caulky" Tarroon was spotted trying to poison the locals at the Ridetide Alehouse in a nefarious plot to press gang them into the Wormwood's crew, one hell of a bar fight took place! Despite the chaos of the brawl, Tarroon was cornered and ol' Captain Karth of the Black Lady gave her one chance to surrender and make amends. Tarroon agreed..

The next morning (and every morning since) "Caulky" has cooked up some of the finest waffles in Port Peril history thanks to her new job as cabin girl of the Black Lady. And, of course, because of the shiny new Mithril Waffle Iron the crew all pitched in to buy!

Mmmmmm Pirate Diplomacy.


The idea hit me near the end of "Night of Frozen Shadows" and I had a hard time shaking it. The following is a series of events that took place in our JR campaign that smoothed out a few issues and made for an exciting new twist on the AP.

(*Some Spoilers Included*)

So far, Ameiko had fallen into a coma during "The Brinewall Legacy" and had managed to get herself captured the very first time we left her with the caravan in Kalsgard. It got to the point that the characters were muttering to themselves about perhaps leaving Ameiko to her fate and looking for more lucrative adventure than that of Minkai's shaky destiny. (Some friends, huh?) As has been noted in other threads, Ameiko was becoming a liability and we feared she'd never live long enough to see the Jade Throne.

I was playing an elven Blackblade Magus who was making short work of most of the AP's encounters and the GM was questioning the classes balance within the campaign. Although my character was CG, the GM had decided that the blackblade was a LE ancestor that had been imprisoned within the blade due to his malicious hatred towards humans, and he was slowly taking over my character's mind.

It was evident that a change needed to take place to pave the way for the next chapter so I brainstormed with my GM and the results have been a fantastic and memorable addition to our game.

******

Thus, my magus (Sindarin) was secretly possessed by his ancestor (Malcor Tahl) and the two of them traded places. Now Sindarin was trapped within his own blade and Malcor Tahl (who just so happens to be a powerful wizard) was free to invoke his plan. A plan that involved forming an alliance with the 5 Storms and betraying the heroes within the halls of Ravenscraeg. In return for his aid, Malcor Tahl wanted the 5 Storms to unleash their power on those human nations and cities that refused to relinquish ancestral elven lands. With the Amatatsu Scions all slain, Malcor Tahl and the 5 Storms could focus on new territories to conquer outside of the realm of Tian Xia.

When the heroes managed to sneak their way into Ravenscraeg, Malcor Tahl betrayed them to the guardians of the keep and fled to meet with Kimandatsu and offer his bid for allegiance (I handed my character sheet over and retired my Magus as a PC.) All hell broke loose and the heroes were attacked on all sides by the sudden assault!

Meanwhile, Ameiko became my new character, and with the help of Ulf and Skygni's frost breath, managed to break the brittle bars of her cell and escape. She met up with the heroes later on and joined them in the fight!

******

As a PC, Ameiko is wielding Suishen and has replaced all of her previous levels with Samurai levels (we already have a rogue and bard). Essentially, Suishen has flooded her mind and body with the groundwork training and edicts of the samurai and continues to mentally train her as the days go by. At first he was physically controlling her body in combat, but Ameiko is slowly learning the way of the warrior through his strict instruction and discipline and he is relinquishing control to her.

With Ameiko as a PC, not only is she less of a liability in the AP, but she now has a real voice and a relevant and progressive hand in claiming the Jade Throne for herself.

Malcor Tahl has become a major recurring villain in the campaign and is racing the heroes to Minkai in hopes of gaining an alliance in exchange for his intimate knowledge of the Scions as well as his assistance in killing them off.

Also, the blackblade (with an audible and communicating Sindarin still inside) was found floating in Kimandatsu's koi pond. Malcor Tahl cast it aside as he does not fight with a blade and had no use for his previous prison. It is now being wielded by a fellow PC named Cadence, Sindarin's half-sister, and there is plenty of great humor and quotes that comes from her wielding her brother in battle!

All in all, for our group, it turned out to be a great twist on the story and for me it become a chance to breath some life into the AP's focus and one of my favorite NPCs in Golarion.


The Jade Regent Adventure Path begins in just a few days!


The Jade Regent Adventure Path begins in just a few days!


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Greetings, heroes of Varisia! I will be starting a PbP campaign based on the Jade Regent adventure path! While many NPCs, locations, items and plots will be coming straight from the APs, I will be making some changes to the story as I see fit.

I will be looking for a balanced 4-5 player group that can commit to at least 2 posts a day and have a passion for traveling to new and exciting places! (You'll have your very own caravan!)

Character guidelines:

20 point buy (no stat above an 18. No stat below an 8.)
1st Level
Average Gold
3 Traits (1 from the JR Player's Guide)
Fast exp. advancement
Core races and class's are preferred.
(With that being said I will entertain any concept idea)
All Core Pathfinder books allowed. Please no 3.5 material.
Other material may be considered on an individual basis.

Getting Started:

Keep in mind this campaign will be focused on a great deal of traveling so sign up if you want to see all sorts of wondrous places within Golarion! There is also a distinct Tian (oriental) theme to the AP so classes like Samurai and Ninja will feel right at home. With that being said, a wide selection of classes will work for this campaign as you will be traveling and encountering many diverse cultures and peoples along the way.

You will be starting the adventure in the small city of Sandpoint and many of you will have some tie to the NPCs located there. Be sure to check out the JR Player's guide for details.

What makes me a happy GM:

A character that feels alive, with a short back story and a physical description. Characters should have a good balance between enough info to guide the beginning of the story, and general enough to develop and evolve along the way.

I’m looking for players who enjoy cinematic combats and creating interesting descriptions and dialogue. I'm also looking for friendly folk who enjoy the social interaction and casual nature of such a game.

I will always attempt to keep to the Pathfinder rules and mechanics when it comes to gameplay unless something does not translate well or is bogging down the posts.

Well, noble players, I have said too much as it is. The legend of the Jade Regent begins and that legend requires heroes of renown! Do you have what it takes to see this journey to the end?


Skull and Shackles begins in just a few days!


Hello everyone! I will be starting a PbP campaign based on the Skull and Shackles adventure path! While many NPCs, locations, items and plots will be coming straight from the APs, I will be making some changes to the story as I see fit.

I will be looking for a balanced 4 player group that can commit to at least 2 posts a day and have a passion for plunder, infamy and life on the open seas!

Character guidelines:

20 point buy (no stat above an 18. No stat below an 8.)
1st Level
Average Gold
3 Traits (1 from the S&S player's guide)
Fast exp. advancement
Core races and class's are preferred.
(With that being said I will entertain any concept idea)
All Core Pathfinder books allowed. Please no 3.5 material.
Other material may be considered on an individual basis.

Getting Started:

Keep in mind this entire campaign takes place on the decks of ships, in the thick jungles of forgotten cities and sometimes completely under water! Try and make your characters have some kind of theme that would fit such an adventure. You also need to keep in mind that your characters, at least to a degree, WANT to be pirates! This doesn't mean you have to be murderous curs without honor or compassion...but you should be relatively alright with robbing other ships of their goods and shiny, shiny gold!

Your reasons for being in the Shackles can be your own, but your reasons for being together will be brutally revealed at the very start of the campaign. You sorry lot have had the unfortunate luck of being press ganged in the service of one of the Free Captain's most nefarious pirates- Captain Redtide!

What makes me a happy GM:

A character that feels alive, with a short back story and a physical description. Characters should have a good balance between enough info to guide the beginning of the story, and general enough to develop and evolve along the way.

I’m looking for players who enjoy cinematic combats and creating interesting descriptions and dialogue. I'm also looking for friendly folk who enjoy the social interaction and casual nature of such a game.

I will always attempt to keep to the Pathfinder rules and mechanics when it comes to gameplay unless something does not translate well or is bogging down the posts.

Avast! I 'ave rambled on enough! If you wish to be' havin' a part in THIS crew, lets be' hearin' yer submissions!


Skull and Shackles begins in just a few days!


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In AP 57, Tempest Rising, the Hurricane King awards the players a Marque proving their status as Free Captains and outlining their authority to pirate in the area.

This seems like an important piece of document for the campaign and I'd love to create a handout that seems authentic and fitting to the AP as far as how it is written.

Does anyone have any suggestions of a Marque right-up I could put down on paper or has anyone already created one of these for their players and could offer some tips?

Game Well!


Is there any way to build a relevant and reliable Magus/Samurai that can contend with going straight Magus or Samurai?

To add further complication, the character has plans of wielding Suishen in the Jade Regent AP so blackblade might not be a viable option.


So I am currently GMing a "Skull and Shackles" campaign and playing an illusionist in a "Jade Regent" campaign and I've had the chance to view the Illusion school from both sides of the coin.

As a GM and as a player, I haven't personally run into any illusions that are overpowered or "break the spirit of the game" in my opinion, but a fellow player who takes part in both campaigns is convinced that illusions are terribly powerful and ruin encounters.

The mentioned player has serious issues with the mechanics behind Silent Image, Minor Image, and Major Image specifically as they don't give a Will Save until interacted with. He is planning on running a campaign in the near future and has ruled that..
A. All Illusions allow a Will Save as soon as they appear
B. Enemies will never fall for multiple Illusions in a row and will either gain large bonuses to their Will Save or Auto-pass these saves after the second illusion (He hasn't officially decided).

I am certainly open to hearing his points, but to me Illusions have always been a clever and interesting way to control the battlefield without actually doing damage or causing status effects.

How do you all Handle Illusions in your games, what are your opinions of the school and how do they effect your encounters?