Mephit

Thomas Thiessen's page

Organized Play Member. 268 posts (444 including aliases). No reviews. No lists. No wishlists. 3 aliases.




Just like the thread title asks, is Wayfinder considered core material?


Summer has come to the Inner Sea. These past three years have scattered your friendships around the Inner Sea, collecting knowledge and experience of the outside world which had been kept from you being raised in The Puddles district of Absalom.

Those who travelled backed to the island-city via conventional means found the voyage a long one. The winds which would normally carry ships across the sea had been stiffled by the oppressive heat, most of the ships limping in doing so either under physical or magical assistance.

The Docks, normally teeming with bodies and activity, is even more so with the ships in port. The alehouses along the harborfront are overflowing with patrons, numerous fights spilling out onto the streets.

Heading west, passing through a set of gates, you come into The Puddles. Moving to the centre of the district, towards the giant lake which has left most of the buildings permanently submerged underwater, you find the ground surprisingly dry. The heat of the summer has evaporated most of the lake, leaving the roadways dry enough to not be wading waist-deep to get to your destination: The Weary Dragon Inn. Where your group parted company 3 years prior.

When you enter, Corda Riss, the half-ogre woman who owns the inn, stands behind the bar, wiping down the polished wood as her two daughters drag an unconscious patron off the bar and out into the street.


The background is supposed to assume that the party has been adventuring together for awhile.

We can either go with that, and hopefully everyone meshes, or we can play out some introductions...which would eat up a lot of time and board-space.

I could see "mini-groups" starting out, and then meeting up and working together...


Anyone interested in playing 'Gallery of Evil'?


Been fighting with this since 3.5, and I still don't 'get' it. Playing a cleric of Sarenrae, and have chosen the Fire and Sun domains...easy enough. I'm pretty sure I figured out the +1 domain spells. I get to choose one spell per level, from either domain to prepare, like a bonus spell.

The part that is tripping me up are the abilities. Sun's Blessing (Sun), says whenever you channel... Is it active all the time? Do I have to tell the DM that I'm using it per round?

Or Fire Bolt (Fire). As a standard action... Do I basically have an unlimited number of divine bolts?

EDIT
*laughing* guess I should read the whole paragraph. :) figured out the fire bolt.


So, it looks like I need to pay closer attention when buying stuff. You guys have a mastercard number associated with this order, which will never go through--it's one of those pre-paid cards, and I didn't realize you wouldn't bill it at the time of ordering.

I need to get another one, and will have to call in with the new #


Our group is having a bit of an argument over whether the raven getting the supernatural ability to speak allows it to carry on conversations with PCs and NPCs on its own.

Wondering what exactly this supernatural ability does, and what it's limitations are.


Was there ever a wallpaper without Merisiel?


After following the crude map you received from Laura the herbalist, you’ve arrived in the very heart of the forest. Only the faintest light filters through the thick canopy of trees, and the soft bed of leaves and dirt muffles your footsteps. The air is rich with the sounds of vibrant wildlife. That is, until you press forward and cross the threshold into a darkened section of the forest.

The songs of birds fade as you pass a dense cluster of trees. You are greeted by an awe-inspiring sight. The broken and rotting husk of a once-mighty tree dominates a small clearing. The ground is dark and ruddy around the massive trunk, which must be nearly 100 feet across, and stretches more than twice that distance into the air, its top shorn off and splintered like broken teeth. Heavy layers of moss and lichen cling to the stump, enrobing it in rich shades of green, yellow and brown. The sickly sweet taint of mold and rot hangs in the air.

A small fissure beckons from the eastern side of the great trunk. The opening is barely three feet wide, and curls up the scarred bark like a wicked smile. A dim purple light, so faint as to perhaps be imagined, glows from within the trunk. The thrum of a low wind whispers through the forest – but as you train your senses toward the rotted husk of tree, you realize that the sound is coming from inside the stump itself.

Girding yourself for what may lie ahead, you make your final preparations. The reagents you seek for the herbalist lie within. You need to recover seven ironbloom mushrooms, and get them back to Falcon's Hollow as soon as possible.

Your characters are all aware of the sickness spreading through Falcon's Hollow, and have talked to Laura the herbalist, who has so far discovered that she needs seven ironbloom mushrooms to concoct a remedy. She gave you a rough map leading to one of several likely locations--a large, ancient tree in the midst of the forest.


Don't know if it's my system, or the software running the boards, but I have no avatar images, and the blog images are all missing.

Running Firefox 3.0.10


And away we go...


Left a message with customer service, and no answer. My CC showed that I got billed twice for the same order. Was a pre-paid card, so nothing I can do now to get the money back. Is there any way to get a credit for the extra charge?

Just wanted to let you guys know, in case there was a glitch somewhere in the ordering system or something.


Mr. Jacobs, does wotc own the rights to this idea? Is there going to be anything similar in Golarion? ...or is there already?


If only I'd waited one more day to order.... *sigh*


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I spend nearly every free moment on the boards, reading blogs, buying stuff, and it's still not enough...


Say there was a bottle found in a desk, and the PCs wanted to know what it was. I, as the DM, know exactly what's in there, but don't want to just say "You've found yourselves a single dose of wyvern poison."

They took skills for a reason, and I need to know how to use them to identify such things.

At first glance it looks like a Perception (taste) -- DC equal to the save DC. Would probably give them a slightly modified Fortitude save (can't have them wandering around licking things all willy nilly without some repercussions).

Would this be the proper way to do it? Haven't found anything concrete in the PF rulebook.


Looking for a gaming group interested in playing the Pathfinder RPG. Am well-versed in D&D 3.x.

Would start with the Second Darkness AP, and once played through that, see what piques our interest. Don't really like being a player, am more comfortable DMing.

Available days will have to wait and see...am negotiating with my office as to which consistent day off I get each week.


A week overdue, and penniless, the excitement of Olfden lies behind you as you start out north, following the trade route along the Artfell Forest. Aside from a few meager gold pieces for Thuldrin Kreed, you have spent all of the money that was brought in for the last shipment of darkwood. The Gavel of the Lumber Consortium had entrusted you with the delivery, as you are all well-liked around town, and could be trusted.

The cobblestoned streets of Olfden quickly turn into hard-packed dirt roads, which soon enough turn into rutted cart trails. After the horse had died of neglect, you are forced to drag the cart home yourselves. Skirting the edge of the woods, Falcon's Hollow seems an eternity away as you slog through the thick mud, the rain unrelenting.

Hours pass and you seem to make little progress along the road. A journey that would normally take a day, you are less than halfway to Falcon's Hollow. Ahead, a small cabin sits off to one side of the road. Perched alongside a slow-moving creek, there is a stack of firewood on one side of the building, and animal carcasses hanging from a nearby tree.


Alrighty...here we go...Looks like we've got 5.

Once all the characters are ready, I'll make the first post in the PBP forum.


Looking to DM a trio of adventures: Hollow's Last Hope, Crown of the Kobold King, and Return of the Kobold King. Game will be taking place in Darkmoon Vale. An extended campaign is not out of the question.

4 players (maybe 5 if you can convince me). Will be using the Pathfinder RPG beta release, alongside the Pathfinder Campaign Setting. 20-point buy method for stats, max starting gold, core races/classes.

Preference will be given to players who have given thought to their character, and is more than "A dwarf who can't stand elves."

Will be posting once in the morning, and as many times at night as I possibly can.


*sigh*

I had each player start the game seperately, all of them converging on the abandoned mining office. After spending the night, the PC with the map (psion) suggested that they all head over to the cairn to see what they could find. The one character who'd been travelling the road heading for Diamond Lake decided that he'd take the one of the PCs, and head into town, leaving the map-bearer all alone.

Not to be thwarted, the map-bearer decides to head off to the cairn all alone.

Along the road to Diamond Lake, the other 2 PCs (cleric and sorcerer) run into a group of miners heading north. Trying to hook the PCs into heading back north, they ignore that one as well.

The two eventually arrive in town, where they go to a eatery to get some quick grub. The sorcerer player had to leave, so the cleric struck out on his own. Seeking work, he discovered that he could talk to Smenk. So he goes to one of his buildings, and next session will start off with him negotiating some sort of deal.

Back at the cairn, the psion met up with the miners that the other 2 PCs ran into. He psionically charmed the leader to help him investigate the cairn, and I've had to slow up his progress (has only made it to the busted arcane device).

So now I have to figure out how to get the sorcerer back up to the cairn, and the best way to get the cleric (a dwarf) there as well.

I figure one of the easiest ways for the dwarf is to have Smenk feed him some false information about a cult who's trying to take over one of his mines (whispering cairn), supplying him with a map to get there.

The only major problems are the psion and the sorcerer. The sorcerer's backstory was that he was beaten and robbed by the trio from Free City, and he now wants his stuff back. I don't foresee him heading back out into the wilderness. Plus, he's indebted to the Emporium, and they *will* come looking for him. Effectively, this character is useless to the overall storyline. Unless I keep running split parties the whole way through. *feels headache coming already*

I could just let the psion deal with the wolves, and the eventual rending he'll face. Unless he can pull something off with his limited psionics, or has awesomely lucky attack rolls, I don't see him surviving the wolf attack.

Anyone got any advice? Thanks. :)