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Shadow

Storyteller Shadow's page

5,401 posts. Alias of Dennis Harry.



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The Discussion Thread.


I have a few closed campaigns showing up in my Current Campaigns tab from DM's who have vanished from the Boards.

Some of these Threads have not had a post in months. With the DM MIA, is there any way to remove these Campaigns from my Current Campaigns tab?


The Discussion Thread.


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Only the open wooden gates and a few narrow windows suggest that the heap of rocks ahead was once something more. A small gatehouse to one side still stands intact, though it seems in danger of collapse beneath the light covering of moss on its stones.

Fort Estazano hunkers atop a small, flat hill, tall enough to give a fine view of the surrounding countryside from the gatehouse.

You can enter the fort either through the open gate or by climbing the crumbling walls.


Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret.


Shekan points out a narrow passage that descends deeper into the tower. With each step down, the odor of mold and sewage becomes stringer, and you can hear liquid sounds increasing in volume as you descend.


Where out of game things should be discussed.


Private Game ONLY sorry folks.


Gameplay for Table Top Game moved to PbP!


This Tab shall the Discussion thread for both Group I - The Mysteries of Khorvaire and Group II - The Secrets of Sharn.


The five major kingdoms of the continent of Khorvaire were once part of a greater kingdom of legend, the mighty state of Galifar. When King Jarot, the last Galifaran monarch died, his five heirs, each in command of one of the Five Nations that comprised the kingdom, refused to bow to ancient tradition in regards to the succession. Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually sought to gain control of the kingdom for themselves. Over time, this decades-long destructive conflict became known as the Last War, for everyone involved came to imagine that the taste for bloodshed and violence would be wiped from the face of Khorvaire when it ended, never to return.

The Last War continued for more than a century, with each of the Five Nations alternately fighting against or alongside one or more of the others as alliances shifted with the wind. In time, new, independent kingdoms were formed as deals were cut and opportunities for rebellion presented themselves. After 102 years of war, the leaders of the twelve recognized nations of Khorvaire that had emerged from the wreckage of Galifar met at the city of Thronehold, the ancient capital city of that kingdom, to draft a peace agreement. With the signing of the Treaty of Thronehold, the Last War at last came to an end.

Today, two years later, the nations of Khorvaire seek to rebuild what has been destroyed and find a long-absent prosperity as the new and uncertain peace spreads across the continent. While officially at peace, the nations’ continue to vie for economic and political supremacy across the face of Eberron. Most of the citizens of Khorvaire seek to heal the wounds created by the Last War, forgetting the past and start a new chapter. After all hope springs eternal and at the end of every long night there is a day, at the end of every winter there is a spring. But history existed before the war that consumed the Kingdom of Galifar and for those who seek to uncover histories mysteries, great power is ripe for the taking. Unfortunately for the citizens of Khorvaire, not all of these seekers of secrets have the best of intentions…


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The five major kingdoms of the continent of Khorvaire were once part of a greater kingdom of legend, the mighty state of Galifar. When King Jarot, the last Galifaran monarch died, his five heirs, each in command of one of the Five Nations that comprised the kingdom, refused to bow to ancient tradition in regards to the succession. Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually sought to gain control of the kingdom for themselves. Over time, this decades-long destructive conflict became known as the Last War, for everyone involved came to imagine that the taste for bloodshed and violence would be wiped from the face of Khorvaire when it ended, never to return.

The Last War continued for more than a century, with each of the Five Nations alternately fighting against or alongside one or more of the others as alliances shifted with the wind. In time, new, independent kingdoms were formed as deals were cut and opportunities for rebellion presented themselves. After 102 years of war, the leaders of the twelve recognized nations of Khorvaire that had emerged from the wreckage of Galifar met at the city of Thronehold, the ancient capital city of that kingdom, to draft a peace agreement. With the signing of the Treaty of Thronehold, the Last War at last came to an end.

Today, two years later, the nations of Khorvaire seek to rebuild what has been destroyed and find a long-absent prosperity as the new and uncertain peace spreads across the continent. While officially at peace, the nations’ continue to vie for economic and political supremacy across the face of Eberron. Most of the citizens of Khorvaire seek to heal the wounds created by the Last War, forgetting the past and start a new chapter. After all hope springs eternal and at the end of every long night there is a day, at the end of every winter there is a spring. But history existed before the war that consumed the Kingdom of Galifar and for those who seek to uncover histories mysteries, great power is ripe for the taking. Unfortunately for the citizens of Khorvaire, not all of these seekers of secrets have the best of intentions…


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Any interest in an Eberron Campaign?

It would be starting at 1st Level. I could run it at 3.5, Pathfinder or I suppose 5E (I don't do 4E).

This is only an interest check.


Male Dwarf Cleric 8

Use this thread to roll when playing the Table Top D&D game via Skype.


I run 8 games here on the boards. Rather than recruit in each game's recruitment thread I am opening this thread to post to when I have openings.

1. v20 Dark Ages - Bloodlines

2. Star Wars - Saga Edition - The Tion Cluster Gambit

3. 5E Ravenloft - Hour of the Knife

4. Call of Cthulhu 5/6E

5. Way of the Wicked AP

6. Hell's Rebels AP

7. Skull & Shackles AP

8. Rise of the Runelords AP


The OOC thread.


ROUND 11

From the Wormwood a round of crossbow bolts fires laying low your immediate threats on the merchant ship, the Man's Promise.

It appears the tide is turning in your favor as the Rahadoumi crew begin to surrender en masse. As you turn you see Captain Harrigan appear from below deck gripping what appears to be a human heart and chucking loudly waving it around to intimidate the remaining crew.

I cannot see the map and assume you are all located at B5. FYI, maps are not my thing, I will place a map up and describe where you are located for battle scenes moving forward.

Perception DC 18:
You notice that not everyone is surrendering, what appears to be a senior officer and two sailors exit from below at the foredeck.


I have ONE spot available for Way of the Wicked. This is a game I took over on as DM so character creation rules are as follows:

Background on Talingarde:

What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.

Character creation - Crunch:

1) You will start at 1st level in two classes, as noted in the gestalt rules.

Thereafter, you will pick 1 Class as your primary class as the game will not be run as Gestalt. The Gestalt levels are a Legacy from the initial DM left in place for the benefit of the Players who spent so much time crafting their characters. Thus, you complete submission will be 2nd level.

2) 25 point buy

3) All core races are allowed, as well as Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Ifrit, Kitsune, Orc, Oread, Sylph, Tiefling, and Undine.

4) All classes are allowed, and all archetypes. Unchained versions of core classes are also on the table.

5) Content from all Paizo books are allowed. For Unchained specifically, we will not be using any variant rules beyond classes, largely due to not wanting to make the book a requirement for those interested in playing.

6) Two traits, one of which must be a crime trait taken from the list further down. You may take a drawback to gain a third feat.

7) Starting Gold as a 1st level max as the break out has already taken place in the campaign.

8) All characters must be LE or NE. No CE exceptions.

Crime Traits:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be. However, you, unlike your comrades, escaped before being sent to Brandescar Prison.

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

A one to two paragraph background which fits into your crime will be sufficient.

I will keep Recruitment open until Friday April 15th at 7:30 PM.


I have a well established table top group looking one new player.

The rules set is 3.5 with elements of Pathfinder mixed in.

The current group is between 6th and 8th level and the campaign will take the group to 17th level. The bulk of the story will take place in Waterdeep.

I generally DM twice a month though we take breaks for the summer and winter months, averaging about 16 sessions per year.

I have been DMing for 25 years so if you are interested in campaigning for beyond the forseeable future you will not be disappointed.


NEED ANOTHER PLAYER FOR 1930'S ERA CTHULHU

In 1930-31, Miskatonic University funded an Antarctic Expedition which ventured forth into the icy wastes of the southern continent in search of new discoveries. Instead the intrepid adventurers found horror, tragedy, and a great and ancient secret.
Those secrets still lie under the ice of that mysterious continent waiting to be uncovered...

Real Life, a greater killer of PBP characters than any Killer GM has laid low another one of my players.

Please post a concept you are interested in playing if you wish to join the campaign.

Thank you for your interest.


I run a Legacy Era Star Wars Saga Edition campaign and just today had a player drop due to RL issues.

The character I am looking for will be an 8th level Jedi.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

OR

You may step into the roll of the Jedi who just departed the group Caleb Rook if you so choose.

Thank you for your interest.


An existing Rise of the Runelords Game needs a new Player. The preference is for a Martial type character though a Cleric could be useful for this group.

Note that Marcelano is the Player you will be replacing and the God he currently worships is one whose presence I would like to keep in the group...

I will make my decision based on CONCEPTS initially so a brief background is all I am looking for at the moment. Once I make my selection crunch can begin.

I will keep this Recruitment open until next Friday the 12th.

What makes this special:
each character in this play through will have been chosen by one of the gods- marked from birth and delivered to Sandpoint to be taught by the priests there. This must be a significant element of each character's background. And each player must select one of the 6 gods worshiped at the Sandpoint Cathedral to be the god that chose your character. More details about this are spread through various sections.

Character Creation basics:

- 25 point buy (standard Paizo sliding scale)
- alignment within 1 step of your god; no evil,
- *NO 3pp materials*
- we will be using Hero Points; you cannot take the anti-hero option

races:

- all core races are fine. see the special note about humans below.
- you may apply with a featured race, with the following caveats: no aasimars (it would interact oddly with a plot point); a tiefling must be chosen by Sarenrae (the backstory should include being shunned as a result, and some form of redemption); the chances that I'll accept more than 1 character with a featured race are very slim.
- no uncommon races.

Humans:
Humans are by far the most common race in Varisia (and most of Golarion). Ideally, I would like the party to reflect that. I also think there should be more in-game/mechanical cause for humans to be so dominant- so... Humans gain +2 to any one physical stat, and +2 to any one mental stat; this replaces their normal stat adjustments and does not alter any other racial abilities (dual talent is not available).

classes:

all paizo classes are available (see unchained section though). no high-tech archetypes. you may multi-class or take prestige classes normally.

*Please Note*
While all classes are permitted some may have a very difficult time fitting with the theme. You are all servants of specific gods- something like a shaman or spiritualist that's gaining power from another entity (beside the god who chose you) may be very difficult to make work.

Divine Power:

each character gets to pick one domain (or subdomain) granted by their god. the available gods are: Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn. their domains and subdomains can be found at the Archives of Nethys.

the character gains all the granted powers of that domain, as a cleric of their character level (using Wis for DCs/# of uses/etc as normal). they also gain the domain's spells as Spell-like abilities. each SLA is usable 1/day starting when their character level is double the spell level (so they gain the 1st level spell at second, the 2nd level domain spell at 4th, 3rd at 6th, etc). The caster level for these SLAs is equal to their character level and any effect tied to their casting stat (such as DCs) is based on Cha. I understand that using 2 separate stats for the powers and spells might be tough on MAD characters, but it will help mitigate against anyone trying to super-specialize one stat like some pally or oracle builds do.

unchained:

- summoners and rogues must use the unchained versions.
- barbarians must use the standard version.
- monks can apply as standard or unchained versions.

- we are using background skills. because of your particular backgrounds, knowledge[religion] is available as a background skill.

- no variant multiclassing. (your divine power is kind of already a better version of VMC Cleric).

- only rogues get skill unlocks (classes or archetypes like investigator or slayer that have an opportunity to select a rogue talent may choose to gain signature skill as a bonus feat in place of any rogue talent).

- we will not be using the Stamina system (we have enough options, and enough things to track, already)

feats:

You're welcome to take item crafting feats but we're going to keep the pace of the game fairly brisk so be warned that the amount of free time you have (or don't have) will restrict how much crafting you can get done.

traits:

everyone gets Birthmark as their campaign trait it's normally a faith trait, but for this campaign it will count in all ways as a campaign trait. this should be reflected in their backstory, and everyone's parents/guardians/whatever should have brought them to Sandpoint because of their birthmark (at least 6 months ago, but as early as infancy if you prefer).

everyone may pick two more traits following the normal rules. no drawbacks.


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Please for now just dot the Discussion thread.


The city of Kintargo is suffering. Renowned as the most prominent beacon of artistry, creativeness and free thinking in the whole of the opressive infernal empire of Cheliax, the city has fallen on dire straits.
No more than 10 days ago the lord mayor Jilia Bainilus disappeared under mysterious circumstances, apparently leaving for Arcadia, and was immediately replaced by Barzillai Thrune, the newly appointed paracount of the archduchy of Ravounel.

These are strange times for Cheliax. Nothing has been the same since the iomedean inspired revolt known as the Glorious Reclamation has rocked the southern part of the country and the reigning House Thrune has responded by thightening its grip on everything it could.

It seems Barzillai was the attempt to secure the archduchy of Ravounel, a notorious hotbed of sedition and rebellion against the Asmodeus-given right to domination of House Thrune, but no one thought too much of it.
Apparently this lack of concern was a grave mistake.

A week ago, 3 days after mayor Bainilus disappearance, the Victocora's estate burned to the ground and the whole noble family went suddenly missing, in what is now called the "night of ashes". At the same time important figures and common people alike started disappearing. Some were taken in for interrogation by the dottari guards and never came back home, while some others just disappeared, apparently without anyone able to confirm what happenend to them. The most unfortunate were those found guilty of some alleged crime and publicly exectued by order of Barzillai himself.

In the following days this trend continued and after declaring martial law, Barzillai issued seven proclamations who offended and enraged the sensibilities of several kintargan citizen:

Barzillai Proclamations:

Proclamation the First: All slayers of city pests (hereby ascribed as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of one copper piece.

Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Magestrix Queen Abrogail II. Said portrait must measure no less than 17 by 11 inches.

Proclamation the Third: All those who capture, alive and unharmed, feral dogs of a weight exceeding 50 pounds are to be rewarded with a payment of two silver pieces upon transfer of the dogs to the dottari. Such noble guardian creatures should find homes worthy of their kind!

Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion.

Proclamation the Fifth: Grain is life! Should grain be spilled in public, all must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined one copper piece per grain.

Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed.

Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.

Unsurprisingly the dituation didn't sit well with a lot of Kitargans. Several minor protests have already taken place into the city's streets and squares, only to be rapidly put down by the dottari guards and the hellknights of the order of the Rack.

Yet even this has not been enough to quench the flame of rebellion and today you find yourselves at Aria Park, a location just south of the Kintargo Opera House where Barzillai Thrune has made his new home, after closing it to the public.

By fate or design you find yourselves near each other in the wet and crispy morning air. A light drizzle has just finished pouring over your heads and people are starting to converge on the still half empty plaza, seems like you have time to make the acquaintance of your fellow protesters!


The Sith Empire Gameplay


The Jedi Order Gameplay


Roan Fel’s Empire Gameplay


I am considering running a campaign set in the Legcy Era - later in the period when Darth Krayt is the dominant Sith Lord around the year 140.

An interest check only at this time.


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OOC Thread for Rise of the Runelords.


The lingering warmth of summer still holds to the Lost Coast. The temperature and sunshine have blessed Sandpoint and The Swallowtail Festival. Kids scamper about waving brightly colored paper mockeries of butterflies. Men and women alike holler, laugh, and share hearty conversation as others set up food carts, tents, and the like. The occasional guard will walk through, but is often engaged completely in the festivities like all the other residents of the village.

The temple itself, the reason for the enhanced celebration, is brightly decorated with streamers hanging from its walls and flowers blooming from its gardens. The new chapel stands proud and tall, a bastion of faith and religion.

Though the town, especially the square outside of the church, buzz with bustle and activity, a spreading and respectful quiet begins to possess the revelers as Mayor Deverin takes the stage for the opening speech.
The slim woman stands upon the makeshift stage erected in front of the new temple and smiles. She raises her arms out and begins a welcoming speech. Her words are encouraging as she mentions a new era of prosperity for Sandpoint. Her speech is littered with jokes and anecdotes, both raucous and sublime . . .Playwright Drokkus even interrupts to note that his mayor was such an accomplished jester, much to the mirth of the citizens.

The mood does shift, but only for a second, as Sherriff Hemlock reminds people to be safe, and leads the town through a moment of silence for those who lost their lives 5 years ago in the fire. Playwright Drokkus takes the stage and with an impromptu limerick about Das Korvut, lightens the mood. Finally, Father Zantus himself declares the festival underway.

A few magical prestidigitations take effect showering the sky with puffs of animated smoke resembling the holy symbols of the faith. The crowd soon dissipates into eating, drinking, gaming, and general carousal.


I am looking to run a 1920's-1930's era Call of Cthulhu campaign. So far I have 2 slots filled but I am looking for 4 more players.

The Campaign will start in the United States in the late 20's and then make its way overseas as the Adventure unfolds.

I will be using 30th anniversary edition rules (though I find the rules of 5th and 6th rather close in my experience as a player).

No need for any crunch just yet but feel free to submit concepts and professions. The game will not start until Thanksgiving weekend.


Gameplay


Discussion Thread - Call of Cthulhu 1920's-1930's era game.


Discussion Thread - Call of Cthulhu 1920's-1930's era game.


Discussion Thread - Call of Cthulhu 1920's-1930's era game.


Discussion Thread - Call of Cthulhu 1920's-1930's era game.


Discussion Thread - Call of Cthulhu 1920's-1930's era game.


Discussion Thread


Gameplay Thread

Way of the Wicked:Heralds of Hell

Wicked Path's Way of the Wicked


A gorgeous crystal fountain tises in the center of this chamber, fashioned to resemble flowing abstract designs that suggest sunlight sparkling off water. A wide pool surrounds the fountain. The pool's edges have been fashioned into seats, presumably so that guests could relax in the pool and enjoy the spray given off by the fountain.
The view would be idyllic if not for the two bloodied corpses that add a pink tint to the water. A smeared trail of blood leads to a closed door in the far wall. Another door which you already explored led to a stairway to the second floor.
You steel your nerves gripping your weapons tight as Colvin heads to the door...


I am running a V20 campaign and I had a player drop out as a result I have one opening.

I am using the new V20 rules - if you don't have them and only have an old rules set it is not an issue for me - I can update you on any differences. All characters are currently human and the game is still in the prologue stage though we will soon enter full game play. As the game progresses the characters will become embraced. Players may either choose their Clan or have me choose it for them.

The following clans may be chosen if you do not wish me to choose for you:
- Brujah
- Giovanni
- Lasombra, and
- Nosferatu.

The discussion thread explains some of the differences between my world of darkness and canon. Differences will become clear as gameplay continues.

The backdrop is Venice in the Year of Our Lord 1309. The city is feeling the strife between the Pope and the Doge with Nobles picking sides for or against the Doge's current defiance of the Holy See.

I don't need stats at the moment just a simple one paragraph background and a concept.

I will keep Recruitment open until this Friday afternoon August 17 at 3 pm. I will make my decision the next day based on the concept I feel fits best with the current party.

The current party:
Andrew the Hardy - Scottish Nobleman and envoy from Robert the Bruce to the Doge,
Gunther Thesing - Hungarian immigrant and owner of "Greetings" Tavern and Inn,
Dr. Lorenzo Cappelli - Native Venetian and retired physician. Son of a wealthy merchant of Venice,
Michael Santo - Immigrant to Venice and owner of a small Gondola business,
Michele Querini - Native Venetian, Nobleman and member of the Great Council, and
Xing Shi - Asian assassin from the far east.


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Venice The Year of Our Lord 1309

While the rest of the Italian City States are ruled by autocratic despots Venice is still an Oligarchy. Currently Doge Pietro Gradenigo and the members of the Great Council guide the city though this turbulent time period. Recent changes to the law have much of the citizens still grumbling about the dangerous turn the city has taken, through deft political maneuvering the Doge has closed the Council to those who have either already sat on the council or who can prove that relatives were on the council in the past. Though there are still plum positions to be sought by those who are not “included” much of the citizenry has been closed off from having an effective voice in the administration of the city.

Current Noble Families: Dandolo (supporters of the Doge), Gradenigo, Soranzos, Querini, Tiepolo, (last two opponents of the Doge), Ca’Grande.

There are people from all walks of life and all cultures in Venice at this time, merchants and skilled laborers hold great prominence in the city not just the Venetian “nobility”.

Traditionally Venice looked to the east and the Mediterranean Sea. Her founding fathers were as much Byzantine Greek as they were Latin. In fact Venice’s Doge was one of the architects of the fall of the Byzantine Empire over 100 years ago. Since that time though, the Latin Kingdom of Constantinople (never much more than the city and its walls) fell to the Palaeologus line which has revived the Byzantine Empire. Relations between that Emperor and the hated Genoans was long established which weakened Venetian Black Sea trading interests. However, the most serious blow came over 15 years ago when the Mameluke Sultan of Egypt swept away the last of the Crusader states in the Outremer. Though the Venetians immediately opened relations with the Sultan their position which was once one of strength has been diminished by unstable relations with an infidel.

As her Mediterranean power has been checked, her power on land has grown. Venetian mercenaries who unlike the mercenaries of the other Italian city states which look for deep pockets, are from the lagoon itself and are loyalt to the "Republic". This however changed just over a year ago when Marquis Azzo VII of Este died at Ferrara leaving no legitimate offspring. It would appear that one of Azzo’s two brothers had a claim to the seat of power in Ferrara. Before his death Azzo had named his grandson Folco, from an illegitimate son, to be his heir in his will. The brothers were furious and Folco’s father Fosco appealed to Venice for help.

Naturally Venice was all too eager to aid Fosco’s son retain the title after all would this not extend the control of her land Empire? The Doge dispatched a military force to prop up the young heir. The Pope though had no intention of seeing Venice gain such a prize and resurrected the papal claim of Suzerainty over the city declaring in favor of the brothers. Doge Gradenigo refused to yield and did not withdraw Venetian troops when ordered to do so by the Pope. After all, Venice had long been outside of the direct influence of the Pope’s influence. Appeals by the Doge fell on deaf ears and Pope Clement threatened to excommunication and interdict on the Republic, its Doge, his councilors and captains and all those who gave advice against the wishes of the Holy See.

Naturally such a threat was poorly received by the Doge who refused to secede to the wishes of the Pope. A delegation was sent to try a diplomatic solution but was rebuked. It is now February of 1309 and the streets and canals of Venice have become a dangerous place. The Great Council debates over the pending excommunication with the enemies of the Doge as well as his supporters out on the streets calling for the support of the people and in many instances coming to blows...


This will be the discussion forum for the Dark Ages Vampire PBP based on V20 rules. I will list essentials here such as Clan availability, Rule Changes from Revised Vampire, etc. etc.


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I playtested D&D Next last night. Obviously with an NDA I can't say a whole lot about it but I wanted to share my initial impressions.

Currently I run a 3.5 Forgotten Realms game (with some Pathfinder tweaks). I have never played 4E because I had so much invested in 3.5 I did not see the point in switching over so I don;t have a handle on what 4E was like. I played 1E (briefly), 2E, and the Basic Red set from the late eighties.

Character creation for D&D Next was very simple and you could get the character up and running very quickly. This early on options are limited and rules are fairly basic so we had few issues where the DM had to step in and house rule things. We played a dungeon crawl classic so a lot of combat and the combat rounds were very fast. We probably had 5 or 6 combats with over 50 different opponents and with a lot of commentary and breaks in between it took about 4 hours.

My opinion a lot of fun to play and it had a very old school feel.


I was in the Complete Strategist (in midtown Manhattan) today just taking a look around and I was a bit surprised to see a big Paizo display where the nWoD books used to be.

Prior to today all Paizo products were lumped in on a shelf across from the 4E D&D books.

I don't know if the amount of Paizo products prompted the Strategist to move the books into a more visible space or if sales have increased for Paizo in NYC but I just thought I would share. :-)


I am playing a Cleric in a PBP on these boards.

At the moment he is 7th level and I have been focusing on Channeling Feats for his build. I downloaded the APG but did not at first glance see any Channeling Feats (I was at work when I scrolled through so maybe I missed something).

Is there another guide that expands on Pathfinder Channeling Feats? Is there a Pathfinder equivalent to 3.5's Quicken Turning? That would be an amazing feat for the build.

Any help is appreciated. Thanks!


I am almost ready to run this adventure after an interlude that has to do with plot which has nothing to do with the adventure as written.

I plan on having Allustan replaced with The Faceless One (the real Aklustan being trapped in the tomb as per the adventure).

Once they arrive and see the devestation, FO will claim that he (and a local adventurer along with the Garrison) forced the Dragon to flee though it did deal a great deal of damage to the town.

He will then lead the PC's back to the Whispering carin claiming that he found a new area to explore. (Which is partly true though he was not the Allustan that discovered it).

Once they arrive near the entrance, he will drop a Wall of Ice in front of the entrance and force a fight between himself, his cronies, Ilthane and the PC's.

IF they make it into the Cairn I may get rid of a few of the enemies in the tomb itself. I have seen a lot of ideas about what villians to use and not to use in past threads. Anyone recently running the adventure do anything different inside the tomb?


I am starting this module tonight! :-)

I have made some significant modifications to the adventure so I am really looking forward to this one.

My PC's may not opt to compete in the games which would be a shame as Kullen's Gang (an expanded version) has entered with backing from Balabar Smenk. I am looking forward to that fight.

Did anyone's PC's actually destroy the Urgustala (SP?) before the games began?


I should be finishing TFoE in the next session or two. I am looking to change up the next installment a bit. Here are my ideas I would love to hear how others approached it.

Tying in the party
1) One of the characters is awaiting a shipment from the south (that shipment is slaves). That caravan will be traveling along a northern route (close to Blackwall Keep) and will be raided by the Lizard Folk.
2) Allustan will have already been near the keep when the attack took place. (In fact he was with the caravan). He went to a town nearby Blackwall Keep to meet with Marzena who will be a Sage that has knowledge of the Ebon Triad. When the Lizard Folk raid the caravan Allustan and the NPC merchant (Draths) will have escaped from the ambush via a teleport scroll.
3) Returning to Diamond Lake Allustan and this NPC will request that the PC’s go to the Keep to rescue (the hopefully kidnapped and not dead) Marzena as well as the other merchants that were taken into the swamps. The Garrison in Diamond Lake in my game is only responsible for guarding Diamond Lake so they have no association with the Keep.
4) The characters have a very good rapport with Allustan and will want to help him, also Draths has information the characters want so this hook will convince them to go. Allustan will tell them to go to Blackwall Keep to get help and information on the swamp (he does not realize the Keep is about to be seiged).

Details of the Seige
5) I plan on having about 90 instead of 30 Lizard Folk seiging the Keep.

Implementing the Spawn of Kyuss
6) I am removing the Spawn of Kyuss from the Keep.
7) I plan on having Marzena be implanted with a worm. Presumably they will rescue her and bring her back to the Keep. Overnight she will turn and start attacking the soldiers and the PC’s will have to deal with her (and perhaps whatever other spawn she creates).


I was reading a thread by Armnaxis over in the AoW area where after a TPK his group stopped playing the AoW campaign (though he is DMing it now).

I have as a DM never had a TPK in one of my groups nor have I as a player ever been in a group that has been TPK'ed. As DM I don't like them. They shake up the storyline and can clearly end a campaign. I would hate to have to start over completely and I don't think it is good for player morale. At the VERY end of a campaign I will show no mercy but I don't do the same thing during the rest of the campaign. When we get down to one PC alive I do admit I fudge rolls to allow that last character to get away and regroup.

How does everyone feel about them? From a DM and a player perspective I would like to hear opinions.

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