Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Tarlane's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber. Pathfinder Society Member. 3,192 posts (4,415 including aliases). No reviews. No lists. 3 wishlists. 1 Pathfinder Society character. 27 aliases.


1 to 50 of 3,192 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Riding forward, you begin to see a number of buildings on the horizon. The village looks quite sizable, for not having any sort of walls or proper barricades around it, though as you approach it becomes clear that its built in a ring with a large open area in the center.

With dusk falling, the central area is clear, but it looks like it is set to be a pretty massive marketplace. The town itself has enough buildings to hold hundreds of people anyway, and with the surrounding farms it may crest a thousand, but for a marketplace of this size it likely has quite a bit of travel.

Aside from the marketplace, the town looks almost remarkably unremarkable. Quiet and well tended, but there are a few taverns around just beginning their nightly runs that shake off any sort of 'too perfect' feeling. Several straggling wagons are just making their way from the central square, and you can see a few people hurrying home as a lamp lighter patrols around with a torch to give the main streets a glow. For the ominous name of lichgate, the city doesn't seem to deserve it.

Merry seems jovial enough on her trip, though she doesn't speak too much beyond to comment that hopefully we'll have a few less sheep missing now that the beast is gone. As you enter the town proper, she'll call over to a passing family for them to have their boy gather the council and there will be a coin in it for him, then looks over with a slight smirk, adding to the group.

"I hope you all are good listeners and don't mind sitting for a spell. Most of our votes get resolved through elder attrition. Sort of a trial by ordeal, but against the hands of time rather than a savage creature."


No problem at all, we have noticed your absence Mogwai, but I don't think there was any grumpiness about it, we all understand that real-life peeks in. Especially with such a major event, family has to come first. Take good care of him, get settled in your job and we'll be here crushing your goblin spirits when your world is more normal again.


Man, if I had my appendix taken out I wouldn't be able to give you guys info on any of the countries or anything.

Glad to have you back and that you recovering and starting to bounce back, that is by far the most important.

We had a bit of a quiet week, so you didn't miss too much on that front. We were letting Mogwai take the lead a bit since he was in savior mode and I know his player is getting swamped with the real world as well, so we are giving that a more gentle pace.

Get yourself rested and feeling alright and know you are welcome whenever you are able to dive in with us again.


I was trying to give people a little more leeway to get in any comments they wanted to, but I have a feeling they might be waiting for the halflings response and I know Mogwais' player is pretty held up at the moment.

The small woman raises a brow at the discussion, moving over on her canine in a smooth motion to get a better view of the arrow. "My, you folks are full of madness, aren't you?"

The dog starts to paw towards the arrow, and she pulls him back as she thinks. "So now, you say that something drove this beast aground to cause trouble, you've seen this something before, and you can prove this? Clearing the farms seems a wild notion, but if something is stirring up trouble around here, the elders should know about it. Come. We should hurry."

Pulling at her reins to about-face towards the town she nods back towards the group. "Apple Merrywind at your service. Sheriff in these parts. Now, lets go warn the others and find out what you know and hurry before we go spooking too many more folk."

Also, for your question Aetherni, the member of Jim's team who died was Hal.


I'm just going to run with the assumption that she was clearly fated to make an impression and look cool doing it. Even if she might be breaking Mogwais' heart.


Whatever is slowing it doesn't seem to be stopping the angry creature, at least not yet. It snaps forward at the dwarf, but it seems to have tired itself in its burst of energy a moment before and Aetherni is easily able to avoid its lunge, even mid-conversation.

While the party is at least keeping the creature distracted and giving the farmers time to get farther away the halfling seems at least amused by their odd debate over their odd debate on what to do with it while it tries to tear them apart. Drombar's commentary interrupts that however.

"Abandon the farms? Bloody hell, its one ankheg and a sick one that has already been dinged up at that. Nobody is abandoning anything, you hear? Look..." She draws back her arm and lets the handaxe fly, striking the creature squarely between its plates just as it extends itself for another bite at the dwarf. The blow is apparently successful as it shudders and collapses.

"Problem solved. Now, I'd appreciate that you don't go stirring up folks more than necessary. We've got plenty of messes around here on our own without needing passer throughs telling folks that they have to leave their homes cause of some little..." She pauses at that and eyes over at the ankheg "Well moderately sized bug problem."

And of course she rolls a natural 20 and back it with a natural 20 while trying to prove a point with a weapon that isn't made for throwing.

Dice Rolls:
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 2 ⇒ (20) + 2 = 22
1d4 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (20) + 2 = 22
1d4 + 2 ⇒ (3) + 2 = 5


I realize its the weekend but we had gotten totally quiet on the game thread and I just wanted to make sure that we weren't waiting for something, or I hadn't missed anything that needed posting.


Sounds great, Brutus and welcome back!

Right now I've just been having you be a bit quiet after the business with the goblins. Things have gotten started, but nothing too heavy has occurred in the gameplay thread, just a bit of an encounter to get back into things.

You are more than welcome to pop in how you can, and I know there have been lots of changes, so if things are a bit slower for you, that is totally understandable. Can't wait to see you back among us.


1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

And I thought they just started numbering in octal.


The halfling raises a brow slightly at that, letting her eyes flick from the drow who seemed to be offering to heal the ankheg to the goblin who was chasing away the farmers. Still, her body language does relax slightly, even as the Ankheg lashes out again and nearly catches the distracted dwarf.

"I see that. So lets say I believe this isn't your pet and the bearded fella is just hard up for a dance. I don't know that it rightly matters, where the Ankheg is served. Simple folk might take their wounded and get away, maybe we trick it and get off ourselves. But its on the surface now and had a taste of someone. We ride off and its just going to wander til it runs into more folk, and then it will be hunting. Big guy looks right spent now, sure, but run off, give him a few hours to find himself and he'll be dangerous."

1d20 + 5 ⇒ (16) + 5 = 21


Making a few die rolls on this one since with Aetherni's AC he is pretty hard to hit and we can probably drop out of combat rounds.

The dwarf proves to be a good distraction, ducking and parrying the powerful but ungainly jaws of the enormous insect while the others help(or chase) the farmers to safety. Once out of immediate range of the creature some of the others help the man with the badly wounded leg onto a cart to help distance him further.

The figure in the distance rapidly grows larger, relatively, until you can make out a halfling on a riding dog rushing forward at full speed. As she gets within about 50 feet she pulls up in a stop, her brow furrowing, trying to take it all in. "What the devil is this? You are on the lands of Lichgate and those people you are terrorizing and your beast has attacked are its people. Disperse your pet and surrender for questioning or there will be consequences."

The halfling is middle aged, by her races standards and looks comfortable in the saddle. She's wearing studded leather and carries a rapier and handaxe.


1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (4) + 5 = 9


Sorry guys, had my day get hectic on me and am running on fumes. I'll have a decent post up tomorrow(though it will probably be early afternoon).


That does sound pretty accurate(at least that we are holding waiting for Mogwai since everyone seems to be listening to him), but the assumptions are pretty solid too.

Saving the creature is going to be much harder and definitely harder to explain to the villagers than killing it, but if you are able to do it without more injury, that may bode better to your morale compass


Vorik, you can. The farmer got as far away as he could(about 10 feet) so you could slip in between. With the pain of the arrows striking it, the Ankheg looks a bit more interested in you guys at the moment anyway as it tries to figure out why its hurting.

As the Goblin and Drow both get in close, doing plenty to distract the creature from the wounded man, the Ankheg rears up. It's mandibles part for a moment as if it were trying to spray its acid upon the drow, though clearly none remains. Then, with a lurch, it crashes back down, snapping forward to try and bite the paladin, though the bite seems almost staggered and is easily avoided.

Most of the farmers are sprinting away by now. The wounded one doesn't seem to have use of his leg and scrambles the best he can, managing to get another 10 feet from the creature in his panic.

Perception DC 15:
Coming up the road from the south you do catch a glimpse of something approaching(rather than fleeing like the others) rather rapidly. It is difficult to distinguish in the light, but appears to be small and mounted.

Alright, back to the players side. The thing is swinging wild, but obviously still has a lot of power behind its swings. I'm interested to see what you guys come up with if you are looking to do this without killing.

Dice Rolls:

1d2 ⇒ 2
1d20 + 5 ⇒ (2) + 5 = 7


Mogwai, the source of the poison is hard to spot. That was the initial perception check in the encounter and unfortunately you didnt spot it there.

With your nature check, however, you would realize that while ankhegs arent simply vermin, they are barely more intelligent than such. Take away a source of pain and calm an animal and they may well retreat. Something like this relies so much on instinct it will probably keep attacking as long as there is a target. If everyone falls out of its awareness it will likely continue just trying to get away from what hurt it rather than pursuing, but that may prove hard to do with the wounded farmer slowing you down.


I think the drow is the last one up so just rounding things out.

Brutus too guides his horse a little closer and between him and the fetchling a hail of arrows peppers down around the ankheg, though most bounce off one of the bard's manages to draw a bit of dark blood.

Dice Rolls:
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 5 ⇒ (6) + 5 = 11
1d8 ⇒ 4
1d20 + 5 ⇒ (7) + 5 = 12
1d8 ⇒ 8


Ahh, you are correct. I was reading 'charges the beast' in the sense of charging on the beast(horse) rather than charging at the beast(ankehg).


The goblin bounds from the horse, effectively if ungracefully and rushes towards the spot the ankheg burst forth. The earth there is churned up and loose soil in a broad circle but it appears that whatever tunnel it created collapsed in its wake.

The dwarf gallops forward, swiping at the beast and leaving a sharp gash in its side which causes it to rear back and let out a pained hiss.

Aetherni, go ahead and give me a ride check to keep control of your horse after. I realize this is asking for a lost cause.

Vorik, I wanted to establish the ride rules, but I am playing this combat pretty fast and loose since it is more an introduction back into the game than too big of a threat. With it having pursued the farmers last round, we can assume you dismounted but are still within a move of it.


I made a dumb joke in the in play thread crossing my fingers about the goblin not being able to burrow, but it actually brought flashbacks to a RL skull and shackles game I did.

We had a goblin oracle in it and instead of picking up things that most people would feel as powerful, he had managed to secure himself several different forms of movement within the first couple levels. Whenever some sort of unusual challenge came up he was oddly prepared because of it.

"We need a lookout, race to the top of the mast!" Oh, I have a climb speed. Of course you do. "Man overboard!" Oh, I've got a swim speed.

The idea of a goblin with a burrow speed both terrifies me and makes perfect sense.


Long as the goblin doesn't have a burrow speed. Please don't let the goblin have a burrow speed.


Until/unless you guys come up with magical forms of conveyance, there probably will be a reasonable amount of time spent on horses which means its probably a good opportunity to cover some of the riding rules

The most important aspects to remember are going to be that if your mount isn't combat trained, it will be a DC 20 ride check to bring it into battle. Mounting/dismounting is a move action, but if you want to trim that down to a swift, that is another dc20 ride check. Controlling your mount without hands(if you have them full) is a dc5. You can try a fast dismount without penalty, if you fail the roll it just takes the move to dismount or you stay in the saddle

Other pertinent thing is to remember that ride is affected by armor check penalties, so even the easier checks can be rough when you are weighed down.

The group splits, Mogwai and Vorik approaching to within a short distance of the beast, Aetherni breaching half-way while Drombar and Brutus hang back, the monk drawing his bow and letting fly two arrows back to back. One of them strikes the Ankheg square in its throat, causing it to roar out.

Leth on the other hand seems much less sure. He doesn't have any ranged weapons and doesn't look quite as ready to charge headlong into battle against such a large opponent. Rather he rides up besides Aetherni and prepares to ride down any horses that may try to bolt away.

The Ankheg lurches forward, fully out of the earth, catching the leg of one of the fleeing farmers in its jaws with a crunch. The man drops to the ground, but rather than continuing with its meal, the injured beast turns to face the incoming threats.

I don't anticipate this being a long fight, so I am ok with staying out of initiative on this one. Your side is up next.

Dice Rolls:
1d20 + 4 ⇒ (16) + 4 = 20
1d8 ⇒ 5

1d20 + 4 ⇒ (8) + 4 = 12
1d8 ⇒ 8


They would be light riding horses. The town didn't have any that were combat trained.

I believe you rested after the duergar(feel free to refresh anyway). You haven't rested since the townfolk came to their decision and you found the hobgoblins. You didn't expend any resources in doing that.


I am going to keep Brutus in the mix for a while at least, hopefully to give him time to catch on that we are playing again and if time favors it, rejoin us. He had quieted down a few times during moments of injustice and I figure with the death of the hobgoblins I can play him a little more subdued and less front and center.

Also, I realize it was sort of jumped to conclusion due to the name of the campaign, but remember at this time you guys essentially know of a duergar invasion. The note was in undercommon, you encountered a duergar preparing, and the carvings on the walls showed duergar warriors. The only thing that would indicate more than that is how the duergar you met was shocked you had Vorik with you and felt his house would punish him.

Brutus, having remained unusually quiet thus far on the ride seems lost in his thoughts and it takes him a moment to realize that he was left off the normal list. The fact gives him a small chuckle and he opens his mouth to retort in his normal snarky way, but whatever first word comes out is drowned out by a sharp crack of rock against rock from a field across the road.

Two farmers working the field look around startled, taking several steps back on what appear to be shakey legs. It takes a moment to realize that it isn't their legs that shake but the ground beneath them, and seconds later a cloud of dust spray up from the ground not far from them as an enormous insect bursts from the earth.

A jet of foul liquid sprays from between its mandibles across the cabbage, causing the vegetables to begin to sizzle and dissolve. It snaps wildly in the air, lunging slightly towards the farmers as they retreat, but looking unfocused in its attacks.

Knowledge Nature DC 10:
The creatures is an ankheg, a magical insect that normally lives underground.

Knowledge Nature DC 13:
It takes time for the ankheg to replenish its acid reserves, they aren't intelligent creatures but they are predatory and normally are much more purposeful in its use.

Knowledge Nature DC 15:
The creatures movements seem stuttery and it doesn't appear to be focusing well. Its an odd notion, but your best guess would be the creature has been poisoned.

Perception DC 23:
Its hard to see against the creatures black skin, but there appears to be a small bit of fletching sticking from between two of its plates.

Alright, right now you guys are about 70 feet away from the creature. I'm not going into initiative yet because currently it isn't paying attention to the party. Feel free to post 1 round of actions in any order. Remember, you are on horseback, so you will have to either dismount or ride. Also, there are people on the road with you and they currently are scattering, so I am going to count the first 10 feet of movement as difficult terrain.

I'll get us a map if we move into close combat that requires it.


Just waiting for our friend the drow to return from his vampirism and then I'll jumpstart things a bit. Starting with an event can hopefully help get us all back in the swing of things plus it may give you an easier in for the town.

And we've definitely all missed the goblin. All of you guys had a great back and forth with each other.


Man, we are kicking off our return session with a bunch of downers!


Alright, now we've got two. I'm just letting everyone establish themselves before we move along at all.


I had guessed that the fault fell at starting the game late in the day on a Friday before most people are quiet over the weekend. Hopefully the others will catch around back tomorrow.


Yes, right now you are down some gold from buying it all, but up supplies.

You had put some thought into making sure the supplies were all things that would be mobile for the hobgoblins, so I am not treating them as slowing you all down at all.


Not decisively, though Father Bronson said that the only god he knows who is referred to as 'Her' would be the Drow's primary Goddess. That is the only name outsiders know her by, she was once Brith's(The primary Elven God) hand. He saw it begin to grow evil and severed it, where it fell to earth it turned into a spider and crawled underground.


Map Of Chillhame

We were at a fairly important moment in the scene when everything fell apart, but I think your direction had been decided and it would be very hard to jump back in right at that scene, so I'm going to advance just a little bit to kick things off. I'm going to add some flavor and let you all get your own feel in, then we are going to jump in media res.

I am also making the assumption that you are looking to warn the town leaders/town center rather than going from person to person outside of towns to save on the time of being an outsider trying to convince every single person, and also to essentially be able to trigger the town warning its own people so you can continue on. If this assumption is off, let me know.

Standing atop a hill south of the mine and outside the town of Bronce, the party has had a rough morning. Beyond discovering what looks like a mustering point for an army from beneath, and finding a note that indicates that there is somewhere less than 10 days before it will be ready to strike, the party has discovered that the tribe of hobgoblins they had allied with were killed, likely by the same person who had killed someone back in town.

Now, the party has been equipped with horses, has a note from Mayor Goodchild and Sheriff Davan as well as the note they found about the incoming force, and have been tasked with setting off for the island's capital city of Saragost, hopefully alerting as many villages along the way so they can warn others. It has been emphasized that speed is key. Anyone warned will need to fall back to Saragost, so if the capital doesn't have time to defend itself, little else is accomplished.

The last remaining hobgoblin of the tribe, the drunken Leth is accompanying you despondently. Aside from an initial show of displeasure at being on a horse, he has ridden silently, staring off the road in quiet thought, not even making further requests for drink after his bottle was taken away and he was rebuked. For someone who has obviously seen a share of battle, the loss of his people has clearly weighed heavily on him.

Several hours of riding south of Bronce, the heavy woods begin to open up to farmland. It looks as if this has been done artificially, the woods surrounding having been cut back to allow for food crops to grow.

Occasional farm houses or farmers working in the distance are spotted, but either the group is ignored, or more often, the people retreat out of sight from the strange group. Clearly, these people have had encounters with more monstrous races and are cautious around them.

Within a couple more hours of travel, the farms begin to become more regular though there still aren't too many people working them. By late afternoon, you begin to see growing signs of chimney smoke that would indicate a settlement not too far off, and start to pass villagers with saddle-bagged livestock or walking carts back to their farms from what was likely some sort of market-day in town. When they pass they move as far away as their mode of transport and the small well trodd path will allow and do their best to not make any sort of eye contact.

I'm bringing us back to game about a half hour outside of town, judging from the distance of the smoke. You will be reaching the village just about dusk.


Alright guys, I'm going to try and nudge this towards moving forward. Hopefully Brutus will catch up with us and be available, but for right now I'm going to DMPC him to keep him with the group.

Going through our history, I whipped up a sort of bullet point 'story so far'summary that I'm going to post below. Its very simple, but hopefully it will do a good job of reminding people of what has happened and serve as a bit of a reference.

I have something a bit better than this in the works, but I've been exhausted enough after work that I haven't been able to devote enough time to get it ready. Hopefully this weekend will allow for it.

Awoke on a small island enshrouded in mist, 12 stone megaliths surround it. These were identified to hold signs of constellations and match up with their place in the sky. You felt a draw here and at home.

None have any sort of memory, but were fully equipped and uninjured. Still have knowledge of the world, just not your own past.

As you began to explore the island a voice spoke to you from all the stones. It referred to you as its children and said that place was sacred to you. Claimed it was too far to give answers and you must seek them.
"If any should fall, bear him to the stones and the soul will be able to enter the flesh one again, but make haste for flesh that is spoiled can never be made whole"
"Seek the sword of Starkweather John, when that is found, you may begin to understand, to remember"

Mist formed into shadowy goblins and attacked from outside the circle

As the mist cleared, you identified your location as the north side of the island of chillhame

Starkweather John was identified as a legend from a massive war a millenia before, dying with his victory to keep an evil wizard from reaching a stone circle.

Moved to the town of Bronce. A small 'once was' mining town that has nearly died off in the last century since the mine dried up.

Vorik felt a strong pull towards something when in town

Got a feel for the town, met sheriff/deputy, shopkeeps and innskeepers, and priest

Learned about legend of starkweather john and ventured to his tomb
*Stranger, trouble not the bones 
*Resting here beneath these stones 
*Here lies one of mortal part 
*Who held a star within his heart
*And when They come that came before 
*The Stars shall fall to earth once more 
*To stand against Her might again 
*Who rises from Her sleep profane
*And when conspirators assail 
*The throne, then these may yet avail 
*To cast from his exalted place 
*The foe that bears a dead king’s face

Returned to inn and had a squabble with Jim Oakenbough

Learned of a tax collectors disappearance and the missing bloom kids

Found sword hidden in church, caused collapse, priest afraid it no longer protects the town

Sword fit Vorik(+1 Greatsword, cast light 1/day, no limit on brightness. -1 to AC when active)

Questioned by the sheriff, false evidence against you of kidnapping, Morton assigned to watch over you

Returned to tomb and signs of battle around it, morton revealed hobgoblin camp to north, followed trail south

Trail bent around south of town and up to the mine

Found signs hobgoblins kidnapped kids, caught goblin guard(Leth), made him help you

Saw a ghost and found tax collectors body

Encountered Talks-With-Fists hobgoblins, bargained to try and have them watch town, recovered children

Found a set of stairs behind a wall that run low into the mountain, saw a 'dwarf' at the bottom

One of jim's men was watching you and turned up dead

He was poisoned and killed by a crossbow bolt, skilled killer

Followed trail, found second tunnel

Captured duergar, spoke of 'house' and ennead to vorik

Found note in cavern:

*Master Overseer, ensure that the following are in place:
All special weapons crates from the smithy, laid out according
to division and commander

*Chisel assembly zone markings into floor to indicate mustering
points (remember, each enclosure to hold at least five hundred
of our warriors)

*General Ulsnurr’s personal throne (fetch from his chambers)

*Complete access tunnel to surface

*Prepare holding cells for important human prisoners

*Make ambassadorial suite ready for the Most Honored Allies

Attend to this with all haste. We have only ten days to prepare
until the Legions of the Chthonic Alliance are destined to
march on the upper world.

Debate is held, decision to evacuate. You are to go ahead and warn as many towns as possible

Found hobgoblins killed, same way as jims man.

Decided To take Leth with and head to warn towns


I saw that when I was reading back through the playthrough and made sure to save it. Having a reference of how you all are seeing the different people and factions is certainly very useful.

As a side note, reading back through all our posts, has honestly been a lot of fun. There were so many little moments in the game that just clicked well or brought out genuine laughter. I really look forward to seeing this group continue and go forward.


Yeah, he had responded to my 'I'm back' PM right away, but mentioned in it being pretty busy. I'm not sure if he is swamped enough to not be able to play, or if it just might be a bit of a diminished posting schedule. But we can definitely look to going forward and just being sure to keep a spot open for him.

I'm most of the way through re-reading everything and putting together a bit of a 'story so far' type post. Since I've been combing through everything, I have been trying to make a side note of locations and people, ect that you have experienced also just so they are available.

I figure I'll have a first post to re-establish everything either tomorrow or friday and that will give Brutus a little more time to possible catch us talking.


Just to keep everyone in the loop of where stuff stands, I sent a PM over to the other two just to let them know that we were putting our heads together over here. I'm not sure if schedules and interest allow for it, but hopefully we will hear back from them soon.

Going to get ready and figure what I can with the assumption things are going forward.


That is a heck of a response so rapidly! Lets see if the other two's ears perk up over this as well.

I was supposed to have an RL game tomorrow, but it looks like that might have fallen through on me, so let me see what I can do in terms of a 'story so far' post and maybe throwing together a decent refresher for everyone. Then, once all are on board, we can dive in.

Happy b-day Vorik.


Oh, wow. I had gotten a few of those 'are we getting the band back together' type responses and figured it was way too long gone to provide that sort of necromancy. I'm amazed you all were posting in here and keeping in touch. Makes that cold dark heart skip a beat.

I did throw my hat in the ring for a couple other games as a player, and it looks like I'm going to end up joining in with that one with Mogwai, but my world is pretty solidly stable now and looks to be for the foreseeable future(and other than family, its a much longer forecast than it has been able to be in the past).

With everyone still pretty active on here, is there real interest in me trying to resurrect this thing? I'll need to re-read over the thread and refresh myself on the current state of the adventure, but you guys are pretty easily the best group I've ever run with and I'd be honored to see where this could go. I wish I had opened up that campaign tab right when I got back, I had figured it had gone dark long ago.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

We played an old 3x campaign that went into the early epic levels. One of the characters was a wizard named Calor who was known to burn hot and bright and had an impressive touch for bad luck, to the point of people saying 'He got Calored' years later whenever something terrible happens.

Examples are impressive:
Getting the party magic jarred by an ancient evil race trying to find new bodies so they could live on through time,

dropping a flying island on a city ship,

dropping a large object on a town,

killing off an entire family of dragons,

killing off a beacon of good because it happened to be possessed at the time,

causing a demi-plane that bordered the shadow plane to have a rift directly to the shadowplane so it was now uninhabitable

Not knowing how to better deal with a tarrasque so banishing it to said demi-plane to be eternally killed and reborn

Accidentally giving a boon to a demi-lich

And probably my favorite, an evil extraplanar troll caught a disease of universal entropy(epic levels are complicated) and they didn't know how to cure it. Taking pity on it, he tried to use a spell to dismiss it. Don't remember the exact spell, but there was an attack roll involved and he swung wild. We used the crit/fumble decks and he sent it to a random plane, rolled randomly and he sent it to celestia. Poor bastard didn't know what hit it.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

I spoke with James a bit in PM about creating a character to fill up your group, but it sounds like between Kage and Redbeard that is going to happen on its own. I don't want to nudge my way in when there are those who don't know the story yet still getting to experience it.

I'm going to eye from the sidelines for now(Maybe whip up a 'just in case' character) and will be around if we need a filler spot at any point.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

What James was talking about is one of the things I found the most neat in the Saga system. While it is a class based system, it tries to play almost like a classlesss one. Rather than capstones for maxing a class, they really encourage you to dip your toes into various classes and spread out, there is no real drawback to it.

Looking at some of the NPCs built in the back of the book, you'll see that a lot of them have like 3 base classes and then move into varied prestige as well.

Pulling talents and abilities from all across the board can really let you make a character who fits you.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

There were some standards for the RPGA version of dawn of defiance(doesn't need to be used, but it gives some good build info). It mentions destinies. The only ones that are pointed out explicitly in the adventure are destruction, discovery, or rescue.

However, Devian, someone on the gleemax forums had put together a really nifty document that added champion and redemption, and also put more events together for the other destinies so each one has an opportunity to trigger about once a book(by the original adventure, some trigger often, some have a lot of space between them)

Here is a link to a folder with some info in it, most of it is for the DM, but the RPGA standards for this campaign is in there too and may give the others an idea of expectations.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

This one looks like it has enough interest I'm going to bow out and simply watch.

Good luck submitters.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber
Devian wrote:
Do droids get Force points in Saga?

Droids do, they can't actually use the force, however force and destiny points are available to them. Those are more treated as action points in this system than actual manifestations of the force.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Just dotting to be keeping an eye on this game. I recently ran through about 6 chapters of this for my in person group, we only stopped because we got rather taken with edge of the empire and I've been rolling around converting the rest to that system to finish the story. I'd love to see how another group plays through.

I have way, way too much stuff stashed for this adventure in prep, so if you ever want to compare notes or share any details, feel free to PM.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Absolutely looking forward to this guys, I'll have an alias and my character prettied up tonight.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Very interested in this as well, I loved RotRL and know this AP is something of a spiritual sequel to it, but I don't know much else about it which feels like a perfect place to start from.

I had already built a swashbuckler who I was really liking the concept of, who would just need a little retooling to his backstory and stats to fit into this as an option, but I've also had an Oracle of Lore idea kicking around in my head for a while now and that guy is basically designed to be a pathfinder.

Are you looking to just have one entry, or can I submit both so if one fits better he can be in? Either way, I'll have one/both in sometime this weekend.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Congrats guys, have a great game!


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

I realized that I didn't give a visual of the character in all that yammering. Hargar is just over a meter tall and has dark coloring for a drall, his fur is a taupe, almost black color. The exceptions being a section of silver along his chin that looks almost like a beard with a diamond patch on the top of his nose. Unless a place is particularly cold, he's normally just wearing a belt for storage space.

Darken up his coloring, and this is a pretty good picture.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

(Note, I made this post after just reading the recruitment thread. Subsequently realized that you are a decent bit into play so this first chunk is pretty pointless, but I figured the view is useful anyway)

Sorry if this post is going to be slightly all over the board, but reading back through the various posts so far, I wanted to at least chime in with my thoughts on a few different parts.

Dice Rolling- I love that dice roller you posted and I'm gad you showed it off, I had a little program that would do EotE rolls but wasn't real thrilled with it. That one is much nicer. Rolling that way would require an honor system, though in my experience with the in person group this system has become a lot more collaborative storytelling than most RPGs. There definitely needs to be some back and forth and time getting used to what level everyone enjoys it, but starting around our second session I noticed my players tossing out suggestions for Triumphs and Despairs or uses of destiny both for themselves simply because an idea came into their heads that they felt would make the story better.

With how this system works, I think my ideal would be trying to give the DM as much info as possible and then ultimately leaving it in his hands to weave the story. Perhaps rolling the expected dice and putting a little spoiler with suggestions as to what you think of your roll, trusting the DM to roll any situational dice positive or negative and either using your suggestions or tossing out his own idea from his view with the big picture. I'm very flexible on this, just my thought(I had been rolling around the idea of doing a PbP EotE game myself so had given thought to the die rolling and keeping combat flowing).

AoR vs EotE- There were some questions about the differences between those systems. They are primarily setting changes, with some small differences that mostly are fluff(AoR uses Duty instead of Obligation, which follows a slightly different system to same effect, and there are differences in starting vessels, ect). Characters are very easy to mix between the two, I have a soldier/hired gun in my in person game with no issue at all. His backstory gave him obligation instead of duty, but even if I had felt he still owed allegiance somewhere it wouldn't have been disruptive at all.

Obligation- We are well past the point of it mattering and I'm going to build the same way as everyone else, but it was actually my understanding that you start with 10 obligation by default and then can add additional obligation(with our number of players up to 10 more) to either gain additional xp or starting cash. As I said, I'm building as everyone else, but wanted to toss that out there.(Per table 2-3 on page 40 of the core book)

Also, in reading the description you gave on the discussion thread about obligation was really well put. The only difference I have in my understanding is that if you roll a persons obligation they take 1 strain for the remainder of the session(or our equivalent), however, if you roll doubles(11 for example) and trigger someone, they take 2 strain and everyone else takes 1 strain as the pressure from the obligation is more intense somehow.

Character- I have my stats put together. I have what I feel is a good idea for a background, but I'm really exhausted tonight so I'm not going to get the full thing up. Stats below for your consideration and I'll give a good summary of the character. If you are ok with the stats and the concept I'll pretty up his char-sheet and flesh it out into a legitimate background.

You guys seem to already have a solid face, so I've kept my same concept but amended him into the brain/medic.

Character stats:

Hargar Drusa
Grall Scholar/Doctor
Soak 2 Wounds 9/9 Strain 14/14 Defense 0/0

Brawn 2
Agility 2
Intellect 4
Cunning 2
Willpower 2
Presence 3

Leadership 1 GGY
Medicine 1 GGGY
Knowledge(Core Worlds) 1 GGGY
Knowledge(Education) 1 GGGY
Knowledge(Lore) 1 GGGY
Knowledge(Outer Rim) 1 GGGY
Knowledge(Xenology) 1 GGGY

Drall- Add +1b when offering skilled assistance
Surgeon(Doctor)- Using medicine heals +1 wound

HL-27 Light Blaster Pistol (Ranged [Light]; Damage 5; Critical 3; Range[Med]; Accurate 1, Stun Setting) 450cr
Stimpacks x2 50cr

Ambition: Status
Relationship: Place of Origin

Collateral Accountability: 10(This is out of Dangerous Covenants. I'm not a hired gun, but it felt like it fit really well)

Points Spent:

Xp 90
-20 Brawn 2
-20 Agility 2
-30 Presence 3
-10 Add specialization Doctor
-5 Surgeon talent
-5 Rank in medicine


Luck has never been Hargar's strong suit. His whole life has been a series of unfortunate events, but while most would be beaten down by the mocking of fate he has always persevered, every chance setback has caused him to throw himself into studies to make sure he knew how to never make it happen again, though his history of disaster in his wake has only put him further from his lofty goals. He knows he'll reach them one day.

Born to the duchess of one of drall's most prominent clans he should have had a life of luxury, and in his youth he was, a pampering to which he is most accustomed though he's been out of favor for quite some time. Shuffled from one position to another on his home world, before eventually being sent off world altogether, he is determined that he'll regain his prominence among his people. Its not fair to be sent off beautiful Drall, and all over such a simple mix-up. How is it his fault if an Ugor ambassador didn't realize how warm their world was and dehydrated? Who wouldn't give such a victim saline? Damnable slugs and saline.

Since then, it feels that every step of his career is a punishment and he isn't altogether sure that someone higher ranking isn't trying to rub him off at this point. Ambassador to Alderaan(Oh, like if I wasn't on vacation I could have done something), stationed at an imperial base(Who could see a rebellion coming? I was at least placed there as a ransom because of my value, right?). After the base was raided and he was 'set free' he's finally simply been sent as far away as possible. This time, things are going to be different, he's going to get ahead of whatever disasters may come. Its been a long flight and he's had plenty to read about the outer rim.

Personality wise, Hargar is a bit of a contrast. Noble through and through, he's rather disgusted by the locations and company he finds himself in. Even the most beautiful worlds can't compare to Drall and its an eternal challenge to deal with these people who can hardly hold a thought in their head. However, he's a total optimist and determined to make the best of it all. After all, if he can keep that friendly demeanor of the diplomat, if he can patch people up(rather than the reverse), or if he can innovate impressively the folks back home are bound to realize that they need him there instead.

I played up the concept of 'bad luck' in his backstory, but I'm very happy to leave that open to interpretation as to whether he actually is unlucky(In which case I could change my obligation to something regarding his luck), whether he has someone he was blind to that may have seen him as a rival and genuinely did try and sabotage his career, or if he simply bumbled around in his youth. I figure my obligation could fall into either unlucky, collateral accountability(people know him for the mess in his wake), or maybe splitting the accountability as 5 points and put 5 points in betrayal and he just doesn't know he was betrayed.

Either way, he's determined to shake that past now and move forward to prove himself.

Not sure if you have a plan to merge me into the group. Reading the gameplay thread and with my characters history of misfortune, I could see him waiting patiently on the ship they are going after. He is brilliant but doesn't have much in the way of street smarts. The trandoshan has a ship. Why wouldn't you charter a flight with him? Its not like he's going to take your money, then kill you midflight and take your stuff or something.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Swashbucklers fall pretty heavy on the martial side, they are basically light armor fighters with a system that works a bit like the gunslingers(minus the guns).

The side of skills where they can really shine, however, are the more flashy physical ones. Acrobatics, climb, escape artist, ect. Not only are they likely to be highly dexterous anyway, but they can use their panache to add to those rolls.

As a side note, while they don't have the huge amount of skillpoints to drop, swashbucklers have an ability to place the social one if needed, all the talkative skills are on their class list and their second most important attribute is charisma.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

Sent a link to you in a PM, since its not SRD I'm not sure what the rights and restrictions are for putting together easier to use reference tables like that so I figure its better to do it as a sharing between friends thing than a posting it publicly on a forum one.

I've got that damnable work stuff going on right now and I don't know if I'll be able to get a character made with the care it deserves in my slack time, but I'll have one whipped up tonight for sure.

1 to 50 of 3,192 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.