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Locksmith

Tarren the Dungeon Master's page

6,372 posts. Alias of Tarren Dei (RPG Superstar 2009 Top 8).



I'm going to be in Kitchener-Waterloo end of this month. Anyone have open PFS games going on there?


Anyone know good heraldry software. I have a description of my family crest and would like to put it together.


Is there a shortage of wii consoles in other places? I went to every store in town today and none of them had a wii. I checked at some online Canadian retailers and couldn't find any there. Anyone know anything?


Any comments on the summoner class so far?


In Casmaron, in far off Vudra,
Near bright-lit Obari's shores,
Rajah Kasoong Kar sat sated,
Victor of one hundred wars.

His worshippers were many.
His enemies were but few.
Of the contenders for his throne,
All but one he slew.

To that one, his brother Thasir Kar,
The Rajah bequeathed a vassal state
But in Thasir's corrupted heart
Gratitude soon turned to hate.

In the heart of the conqueror's city
Thasir Kar much gold did pour
To distract the triumphant sibling
While Thasir prepared for war.

Knowing his brother's appetites
And hunger for gold and gore,
Thasir built a mighty skirmish ring
Where the gambling crowds would roar.

Still now, in these rings do battle
Beasts summoned from other planes.
Two arcanists enter, summon allies,
And skirmish until only one remains.

Days long past, when that one
Was the wicked sibling Thasir Kar,
He taught the trusting Rajah
How dangerous eidolons are.


I'm planning to organize a summoner vs. summoner arena battle called something along the lines of "Skirmish Rings of Vudra". Each player brings one summoner and one Eidolon to the skirmish ring. Contests will be one on one. Summoners cannot directly attack each other but can attack each other indirectly through their eidolon or summoned creatures. Summoners can attack their opponents eidolon or summoned creatures. Battle ends when one summoner dies or one eidolon is defeated. Summoners and Eidolon begin the battle in their rings but may move from their rings to the arena floor if they wish.

This will be first come (fully statted summoner and eidolon) first serve.

Any interest?


So, my son's homework assignment was to ask me about a courageous person that he could introduce to his class. I thought about talking about Rosa Parks or Canadian Terry Fox or Ghandhi. I decided on Mother Jones because my son is quite anti-socialist and I wanted to challenge him a bit.

Who would you have picked? Who do you think of as particularly courageous?


When I download the Bestiary Preview, I get the Bestiary Preview II. Am I missing something?


Those characters who left Bloodcove on 'The Harsh Mistress' are about to arrive in Kortos.

Throughout the duration of your journey on The Harsh Mistress the crew have been busily rebranding goods, forging bills of lading, and in other ways making illegally acquired goods look plausibly legal. Despite this, the ship still docks in Diobel not Absalom.

Ronnot Twistback catches the attention of the heroes and says, "Stay close to me. Don't panic."

The wharf here is much less busy than any of those in Absalom would be. A man with a large dagger skins and guts fish dumping the waste in the harbour.

Profession (sailor) DC 15; Profession (chef) DC 10; or Perception DC 20:

Spoiler:
He's good with a dagger but is throwing away far too much of the fish. He has no idea how to skin a fish.

A pair of men are haggling over the price of several cages full of mangleclaws.

Sense Motive DC 14:

Spoiler:
This is obviousl a charade. They seem to be confused as to which one of them is supposed to be the fisherman and which is the merchant.

A few other men watch the boat dock with anticipation.


The rat-a-tat-tat of a third flight of arrows rains down on the roof and the few remaining bystanders dive under tables. More than one arrow manages to pierce the wooden roof and stick in beams of floorboards. What a mess this is. Just how do you get yourselves into things like this?

How indeed. Let's recap.

It all started when you responded to a summons from an Andoran army General...


The little keep you arrive at seems a strange place to be holding a joust. Far from even a large town, there seems to be no rhyme or reason for the keep's existence. A remnant from the Shoanti conflicts, the keep is the northernmost remaining evidence of the power Korvosa once projected over the Cinderlands. That it continues to thrive in peacetime is a mystery.

The small market is abuzz with excitement -- if you can call half a dozen people talking casually "abuzz." The stall keepers and guards look at you as you approach.

"There's another one for the joust, I reckon," says a guard loud enough for you to hear.


Welcome to Six Monks Bar.

How the tradition started is lost in the lore of different academies but once each season, promising young martial artists from the local schools journey to the center of Absalom and meet in what is now called 'Six Monks Bar'. Six walk in. Four are carried out. The remaining two earn status and prestige for the remainder of their studies. Each school boasts of several champions and the legends of their fights are passed down from generation to generation.

The barkeep has asked only one thing ... that the monks stay away from the kegs behind the bar. To ensure that that wish is respected, he keeps a loaded crossbow to be aimed at any monk that makes a move for the kegs. He usually has reason to fire it.


Six monks walk into a bar. Two through each door.

Three pairs of 1st level monks.
24 point buy.
PRPG Beta rules.
No weapons can be brought into the bar by the monks.

Last team of monks standing levels up.


This is the discussion thread for the 'I swallowed a bug' play-by-post. It's also a gambling den. No paper currency please.


Bloodcove

"Bloodcove: the last port of call on the Fever Sea. This strange town is part pirate haven and part merchant bazaar." The town of Bloodcove is threatened on one side by the unforgiving ocean and on the other by the buzzing, angry green of the jungle.

The heat never subsides but shade can be found. Far above your heads the jungle canopy extends over the water, and over the entire port of Bloodcove, courtesy of a colossal mangrove tree. It is on the roots of this mangrove tree that the entire town rests. Shacks are built with materials new and recycled on the sturdier roots. Long, rickety boardwalks form the streets.

With no rhyme or reason to the direction these boardwalks take, the denizens of Bloodcove have had to improvise in order to give directions. One either moves 'up-root', i.e., towards the mangrove; 'downroot', i.e. away from the mangrove; or 'crossroot', i.e. in a direction generally perpendicular to the trunk of the massive mangrove. 'Uproot' live what passes for nobility in Bloodcove -- those who have been here more than 3 months but less than two years ... long enough to make a fortune but not long enough to lose your mind. 'Downroot' live the riff-raff -- that's pretty much everybody else. The walkways 'uproot' are infested with the bugs and lizards that creep out from the jungle curious to see how the thin skinned ones are doing. The walkways 'downroot' are infested with rats that have leapt off doomed ships and the dogs that chase them.

A boy with one arm that looks like it was mangled in the lines of a ship limps down a boardwalk with a bucket of waste looking for a place to dump it. Glancing around and seeing no one paying particular attention, he dumps it over the side of the boardwalk in front of a shop that reads "Maps & Knives & Taxidermy & Others Stuff". The proprietor of the shop -- an old man with saltwater for blood and knotted ropes for muscles -- stumbles out, blinded by the sun, and yells at the boy to dump his filth 'downroot' next time. The boy answers "the tides wash in 'n' the tides wash out".

One can't live in Bloodcove long without hearing that expression. "The tides wash in 'n' the tides wash out" is not merely a fact. It's a philosophy. A ship captain complains that his cargo has rotted in storage; "The tides wash in 'n' the tides wash out" replies his mate. A man lies stabbed on the boardwalk in front of you; "The tides wash in 'n' the tides wash out" says the sailor who pushes him into the water. A sailor loses all his earnings at one game of cards; "The tides wash in 'n' the tides wash out" he laughs to himself before begging for a drink. "The tides wash in 'n' the tides wash out" is the expression of desparation, of resignation, and of misplaced hope of those who live here. "The tides wash in 'n' the tides wash out and someday they'll be a-carryin' me away agin" sings the sailor to the sea.


I'm thinking of running an Alpha 3 version of River Into Darkness as a fast and furious play by post. Anyone interested?


Last Seen at Kerrigan's Keep -- The First day of Pharast, 4708.

It has been four months since your cousin left Janderhoff for the Mindspins. The priest who sent him is now quite mad. Whether his madness began before or after he dreamt that Torag had chosen your cousin for a mission into the dangerous Mindspin Mountains is impossible for you to know. You have been sent to seek news of him.

You have arrived at Kerrigan's Keep and have received the shocking news that he was here but has not returned. Three months in the Mindspins!! Sitting upon the enormous wagon that was left behind in the courtyard of the keep, Kerrigan offers his condolences.

But the mad priest in his ravings said your cousin was not dead but was trapped.


-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
Foray into the Foehammer Spires

-=--=--=-

One month ago -- Deep in Janderhoff a priest of Torag wakes shaking. Whether it was a dream or a vision he knows not, but last night he sat upon the Throne of the Dwarf Lords, he prayed before the tomb of the twins, and he saw the creeping evil growing upon the walls of the ancient fallen home of the Mindspin clan. Upon waking the priest searches through the ancient texts for hints and maps until he finds the location of the almost forgotten Throne of the Dwarf Lords. Then, he sends for you. "It is Torag's wish that the sacred Throne be brought to Janderhoff. You will be the one to bring it here."

-=--=--=-

Two weeks ago -- He sends with you six dwarven warriors and a wagon designed to carry the enormous stone throne. Upon the wagon, is set an almost equally large barge. "Upon this humble raft and wagon, shall the lost throne be returned to the descendents of the twin lords," declares the priest.

-=--=--=-

Four days ago -- As you near the Storval Rise, you dread travelling through decadent Kaer Maga. This turns out not to be necessary. You are told by fellow travellers of a device built by halfling merchants to allow them to more easily bring their caravans up the rise. Taking their advice, you take the road east of Kaer Maga and arrive at this ingenious elevator driven by the power of the waterfall.

A giant arm, upon which are hung two large buckets, is swung into the waterfall. When the buckets fill, they descend pulling the elevator containing the cargo up. When the buckets reach the bottom, the arm swings out and the buckets begin to drain, slowly lowering the elevator.

The halfling crew that operates the elevator charges an exorbitant fee for the use of their elevator but you have the last laugh; Putting your enormous wagon on the elevator requires dismantling of the elevator and the attaching of the cables to your wagon itself. Despite the extra labour involved, the elevator crew refuses to reneg on their committment and, in fact, seems to enjoy the challenge. Your wagon, horses, the barge, the cargo, and your crew are eventually carried up the cliffside in the swaying, dangerous elevator.

-=--=--=-

This morning -- As you near Kerrigan's Keep, your wagon is attacked by bandits. Four of your original six companions have fallen to bandits but you and Dareg and Clareg Kannonfodder fought them off and reached the keep.

-=--=--=-

Today -- The Last day of Neth, 4707. [/i]-- You have arrived at Kerrigan's Keep, the last civilized place on the Yondabakari before your destination in the Mindspins. You have been warmly welcomed by Lord Kerrigan and his son Falcon Warchild but they cannot offer you any reinforcements to replace those you lost upon the road.

"We can barely man the keep with those Korvosan soldiers who resigned their commission and remained with me after the last truce," apologizes Kerrigan "But amongst the visitors to the keep, you may find many an adventurous soul. Each month at least half a dozen adventurers head off into the Mindspins despite our warnings. Fewer return."

Falcon Warchild apologizes and suggests that your wagon could be kept in the main courtyard of the keep until you return with the throne on the barge.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--


I will run a playtest-by-post of the alpha rules of P-RPG.

The homebase for the adventure will be 'Kerrigan's Keep'--also the homebase of my 'Keep in the Cinderlands' campaign for young players and parents--a small keep on the Yondabakari River northwest of Kaer Maga, near where the river emerges from the dangerous Mindspin Mountains. The keep is owned by Lord Kerrigan, a soldier who fought for Korvosa against the Shoanti but retired and purchased a small keep outside of Korvosan territory.

The adventure will be based upon Goodman Game's 'Dungeon Crawl Classics #28: Into the Wilds'

P-RPG Alpha wizard, fighter, cleric, rogue;
4 or 5 players;
32 point buy;
1st level;
Racial HP (P-PRG page ..);
Maximum starting gold;
Each player may select one bonus feat from the Rise of the Runelord Player's Guide;
Try to post once a day.


This is the out of character discussion thread for 'Keep in the Cinderlands'.


This is the game thread for 'Keep in the Cinderlands'.

'Keep in the Cinderlands' takes place in Varisia but draws upon 'Keep on the Borderlands' by Gary Gygax.



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