Intrigue in Taldor - Pathfinder Core -- DMs as players? (Inactive)

Game Master Chainmail

Taldor is beset by invaders from the south as all is quiet on the Eastern Front. What do the enemies of Taldor have in mind next?

Their latest plot takes aim at the very heart of Taldor. What starts out as a simple border watch assignment for the adventurers turns into a story of war, espionage and intrigue that will shake the nation to its foundation.
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First and foremost, this game will have a strict once a day posting pace during the weekdays. I check the boards often, and can go faster, but we can have a great story at this pace. I have found that slow games tend to get slower and slower.

Next, this is core pathfinder, but the players I plan on recruiting should have no problem making a vibrant character with Core classes and no archetypes.

Characters will start at Level 1, with 15 points and average wealth. Maps will be done with a simple googledocs spreadsheet everyone can edit. Each encounter will have its own sheet on the master spreadsheet.

What adventure will we be playing? It will be a surprise, but think Wrath of the Righteous without mythic and a better story. DM Crellan gave me the idea with his mystery AP recruitment. I met the writer of the adventure, and promise you it is a good one. I also bet many of you never played it.

Finally, I will be inviting all the great DMs that have ran great adventures for me on the boards and give them a chance to adventure together and let me do the hard work of framing the story. Writing the story was done by Paul many years ago.

The setup: You are all prospective adventurers in Taldor when you are dragged into a meeting with the guard captain. You end up being involved in events that will affect the entire nation of Taldor.

Those with some priority are:
DM Feral, GM Lithrac, GM Crellan, GM Blood, Storymaster, GM Bloodgargler, GM Zed, and GM Tareth.

Others, do not be discouraged. Such busy GMs cannot all have the time to go on an adventure. There will be space for those that can meet the strict posting requirement. I may even run a second group. If you have some DM credentials, you can apply. This is a 'giving back' to the DMs that have made these boards a pleasure the last two years.

Edit: This means Core Races Anything in the Core Rulebook is good to go. And here is a link to the completed N1 --- Cult of the Reptile God -- completed on these boards as an example of how I roll.
Link to inactive N1 adventure

Finally, the expected pace for the adventure where you will make level 3 by the end is targeted for Less than three months total!!


Does just core mean races too?


Cool, I might make a half-orc rogue for this.


I’m definitely interested…without a Player’s Guide or suchlike to go from, I’m going to call upon Ultimate Campaign and Player Companion: Quests and Campaigns to give a mostly random Background…and I’ll shoe-horn a character into that somehow!!!!!

From Player Companion: Quests and Campaigns

Roll for Race: 1d100 ⇒ 81, Human

Roll for Human Ethnicity: 1d100 ⇒ 98, Mixed – Roll Again Twice

Roll for Mixed Human Ethnicity: 1d100 ⇒ 51, Shoanti – Skoan-Quah (the Skull Clan)

Roll for Mixed Human Ethnicity: 1d100 ⇒ 76, Ulfen

Roll for Nationality: 1d100 ⇒ 51, Molthune

Roll for Religion: 1d100 ⇒ 48, Nethys

Roll for Faction: 1d100 ⇒ 94, Varisian Wanderers

Will dig into Ultimate Campaign for some more inspiration in a while...but gut feel says Sorcerer or Cleric...


I'm quite new as a pbp gm, but I'll throw my hat in, too. I'm feeling rather wizardish at the moment, so we'll start there with a half-orc and I'll come up with some details soon.


Thanks for this excellent proposition, GM Tribute. I'll gladly join! I'll give more information about my character once I've thought it over.


Dibs on bard!

Sczarni

Interested. Considering a human barbarian.


Kudos for what you're trying to do! I've had some amazing GM's here on the boards, and really feel like my roleplay has improved by leaps and bounds among the company here. Although my own GMing spell here on the boards was only a few months long, a core-only game sounds like a breath of fresh air. Dotting for interest. Could I possibly have a peek at a map?

Edit: Found one! Also I apparently didn't actually post this yesterday evening, so making sure I get my foot in the door now.


I am interested if you have room for an old school evocation wizard.

Shandor Zindelo:

Male human (varisian) wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff -1 (1d6-1)

Special Attacks intense spells (+1 damage)
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day— Dancing lights

Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st— Color spray (DC 16), Color spray (DC 16), Magic missile, Obscuring mist
. . 0 (at will)— Detect magic, Light, Ray of frost

Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 20, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 10

Feats Scribe Scroll, Spell Focus (evocation), Varisian Tattoo
Traits seeker, Reactionary

Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +9,
Knowledge (planes) +9, Perception +6, Spellcraft +9

Languages Azlanti, Common, Dwarven, Elven, Thassilonian, Varisian, Vudrani
SQ arcane bond (ring), opposition school (enchantment, necromancy), versatile evocation

Combat Gear alchemist's fire (2) Other Gear quarterstaff, - arcane bond ring -, backpack, belt pouch, spell book, spell component pouch, trail rations (3), waterskin (3), 17 gp,

Light Load Up to 26 Lbs. Medum Load Up to 53Lbs. Heavy Load Up to 80 Lbs.
Current Encumbrance 26 Lbs.

Special Abilities
Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Description:

Shandor is a human male that stands five foot ten inches tall, with shoulder length silver hair that curls slightly on the ends. He has a very light complexion and various faded tattoos that knot around his forehead and down his neck. He is currently unshaven, which resulted in a long, flowing, full beard that hangs down to the middle of his chest. He appears to be in his early fifties and constantly has a confused look on his face. Once in a grate while he seems to find a moment of clarity, followed by dementia, fear, and a true lapse of judgment. Shandor is clumsy, forgetful, and lazy at times. He will use his age as a crutch to get out of work and has no problem accepting charity from others. That being said he is caring, loyal and in times of need, patient. He wears a carefully hand-stitched robe and wide brim hat, which he crafted out of various colored fabrics that he collected in his youth, from different parts of Varisia. Each patch of fabric holds some sentimental value, when he can remember where it came from. The different colors in the fabric hold a variety of meanings to the varisian people. On a good day, Shandor can tell stories about the colors and what they represent. He walks with a knotted wooden staff, which he uses to steady himself when traveling.

Background:

After graduating from the Stone of Seers academic school of magic, Shandor Zindelo managed to live up to the schools ambitious expectations by successfully exploring the Southern parts of Varisia and documenting over 250 uneak discoveries. Many of those discoveries are currently being displayed in the Capital District of Magnimar at the Museum of Ages. He spent over five years studding with the Order of Cyphers in Riddleport and eventually developed a strong working relationship between the Order and the school. By age 43, Shandor contracted a severe case of Mindfire that eventually robbed him of his sensibility. After the affliction took its toll, Shandor found himself aimlessly wondering the streets of Magnimar with no memory of his past, and very little understanding of his present. Once Master Nivlandis found out about Shandor’s condition he had the old wizard rounded up and brought to the temple of Phrasma. After successfully treating the disease, the acolytes were able to remove the condition, but were unable to restore the wizard’s memory. Over the next fifteen years, Shandor struggled to regain his grasp on reality. Piecing together small fragments of his memory, Shandor fought daily to regain his control over magic. On his fiftieth birthday, Shandor felt he had regained enough of his memory to start over, and begin a new chapter in his life.

I stand here, staring aimlessly at my reflection in this old merrier. The face looking back at me is old, withered, and without substance. The old man, in the mirror, trembles with fatigue and I feel every shudder. He wears an old patchwork robe, made from splotches of various colored cloth. I can tell by the care spent sewing the garment, that each fragment has meaning, yet I can remember nothing of its substance. I watch as the old man in the mirror trembles with resolve, and I wonder if commitment alone will be enough. I know he lacks the strength to hold his own as an adventurer, yet I know he will try. I realize this will be my last stand. My last opportunity to regain what I have lost. Hopefully someone will find value in what I have to offer.


I will give more details about the adventure. The hook is you are recruited to escort a caravan and meet in a tavern. So many good adventures start there!!! I never grow tired of tavern openers.

You will start doing some outdoor stuff mostly, so ranger and druid may have some time to shine at first. There are great hooks and opportunities for the much maligned pathfinder rogue.

The story is so detailed, it walks a fine line between being immersive and a railroad job. There are enough opportunities to influence the narrative, it should work out well.

Grand Lodge

Are subschools from the APG allowed? I thought it was a Core only thing.

Thanks for the additional information on the campaign, it helps with character choice. I'm leaning towards a bow/switch hitter ranger myself.


Twigs here, I'm looking to play a character with a social bent. (We were, after all, promised intruige, right?) I played this character in second darkness as a Bard, and depending on the party makeup I'd like to play him as a bard, rogue or sorcerer (with a heavy preference toward a rogue). I could be convinced to go a sorcerer if it came to it, though. I'll equip him as a rogue and leave the statblock as-is. As far as party role goes I'd be leaning more toward social skills than stealth, and in combat would sport a two-handed longsword (with a bow for when my low-con becomes an issue).

CONCEPT:
a devil-may-care freeloader who knows every warm bed and watering hole from Kalsgard to Cassomir

DESCRIPTION:
You hear the elf before you can spot him, whether lazy harpstrings in the square, boasting loudly in the tavern, or murmured on the lips of besotted maids and scandalized townsfolk both. His features are flushed red and the smell of wine is heavy on his breath and tunic. The dust on his boots tells of the life of a shiftless vagabond, yet something in the way the elf carries himself, particularly in the way he wears the Kyonin-steel longsword at his side, suggests that perhaps decades ago he lived another life.

BACKGROUND -spoilered-:

Running away from his shameful past as a deserter during the 100-year battle to reclaim Celwyvinian, Iscarel has been cast out by his people. Ashamed of his past, Iscarel has something of a cruel streak, and has become somewhat detatched. Once a great ranger and poet, his spirits now diminished by decades of cheap pleasures and cheaper wine. In his time in the human lands, Iscarel has learned one simple truth. That a man with a silver tongue and a harp in hand can go more or less anywhere. Whether singing for his meals in a two-bit taproom or bluffing his way into the Marquis' kitchens, since his flight from Celwyvinian Iscarel hasn't worked a day in his century-long life.

CHARACTER ARC: Depending on the length/tone of the campaign, Iscarel will become less of a lazy, smirking tosser as the game goes on. The seriousness of his past crimes made a nice balance to the "devil-may-care" attitude he tries to project when I've played him in the past, and allowed for me to occasionally show a more melancholy side to his character, particularly when it came to reconnecting with his heritage.

But he'll probably take a backseat to whichever party member has leadership-material written all over him. This being PbP and being able to put a bit of extra care into my posts, I can promise plenty of bawdy songs and throwing around smatterings of elvish, which I'm slowly getting a grasp on.


GM Lithrac wrote:

Are subschools from the APG allowed? I thought it was a Core only thing.

Thanks for the additional information on the campaign, it helps with character choice. I'm leaning towards a bow/switch hitter ranger myself.

If not, I will be more than happy to change to base school option.


Interesting


Having some fun with Ultimate Campaign:
Where were you raised? 1d100 ⇒ 8, Town or Village

Are your parents still alive? 1d100 ⇒ 45, Both Parents are Alive

How many siblings do you have? 1d100 ⇒ 47: 1d2 ⇒ 1 Sibling and 1d2 ⇒ 2 Half-Siblings

Half Siblings are 1d100 ⇒ 12 Half-Elf and 1d100 ⇒ 5 Half-Elf

Are they older or younger than you? 1d100 ⇒ 22 An Older Sibling, 1d100 ⇒ 28 An Older Sibling and 1d100 ⇒ 100 a Fraternal or Identical Twin

What is the Circumstance of your Birth? 1d100 ⇒ 76, Adopted

and what is / was your Parent’s Profession? 1d100 ⇒ 81, Artisan (Birth or Adoptive Family) and 1d100 ⇒ 64 Yeoman (Birth or Adoptive Family)

What is the Major Childhood Event of your life? 1d100 ⇒ 5, Academy Training

What is the key event in your Cleric or Sorcerer Background? 1d100 ⇒ 1, Angelic Encounter or Awakened Moment

Name one Influential Associate, 1d100 ⇒ 56, The Criminal

Conflict and Motivations: 1d20 ⇒ 8, Seducer (3 Conflict Points) - Who? 1d20 ⇒ 2, Merchant - Why? 1d10 ⇒ 10, Entertainment (5 Conflict Points) and How do You feel about it? Secret Regret (-1 Conflict Point)

Total Conflict Points (used to determine possible alignment) = 7

Romantic Relationships, 1d20 ⇒ 16, Several Inconsequential Relationships

Drawback, 1d100 ⇒ 11, Family

So, I am definitely sticking with Human Sorcerer...looks like I have some cool hooks to make a compelling backstory (adopted, an identical twin, some regret about a seduction in his past, formal education then an allegiance or sympathy with the Varisian Wandering Way, etc). I will work up a character over the next day or so...


I have a pretty sweet swashbuckling Taldan Rogue or Bard who would make a great fit for something like this. Core-only? I love it!

As for GMing creds... I can submit this thing right here.

-Matt


Actually, I note a few things that will need to be changed to be completely core. I originally created Shandor for GM Crellan’s game. Although he was asking for core classes he did allow Pathfinder Core Rules, with only parts of the APG, ARG, UC, and UM. I will look over Shandor tonight and make what changes are necessary for him to be 100% core and resubmit him.


hm... looks like you have a full group practically otherwise I might apply.

That said, I do want to say two things.

First, if I am wrong on that score (about being full) let me know and I will make a submission.

Second, I think its really cool that you are giving preference to your former GMs. Would comment further, but think that statement sums it up. Think you deserve some kind of bonus points or whatever for thinking of them.

Good luck in your campaign!


Duke, GM stated he may run more than one table. If he doesn't I would be willing to stand asside so you could get in.

Sczarni

General stats for human barbarian:

Spoiler:
Boris Strong-arm

Male Human Barbarian 1
Chaotic Good

Strength16(+3)Dexterity14(+2)Constitution14(+2)Intelligence10(+0)Wisdom12(+ 1)Charisma7(-2)Size:MediumHeight:5' 11"Weight:200 lbEyes:BlackHair:Gray Straight; BeardlessSkin:Tan

Total Hit Points: 15

Speed: 30 feet [barbarian]

Armor Class: 15 = 10 + 3 [hide] + 2 [dexterity]

Touch AC: 12
Flat-footed: 13

Initiative modifier:+ 2= + 2 [dexterity]Fortitude save:+ 4= 2 [base] + 2 [constitution]Reflex save:+ 2= 0 [base] + 2 [dexterity]Will save:+ 3= 0 [base] + 1 [wisdom] + 2 [iron will]Attack (handheld):+ 4= 1 [base] + 3 [strength]Attack (missile):+ 3= 1 [base] + 2 [dexterity]Combat Maneuver Bonus:+ 4= 1 [base] + 3 [strength]Combat Maneuver Defense:+ 16= 10 + 1 [base] + 3 [strength] + 2 [dexterity]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages:Common

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Javelin [1d6, crit x2, range inc 30 ft., 2 lb, piercing]

Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

Hide armor [medium; + 3 AC; max dex + 4; check penalty -3 25 lb.]

Feats:

Iron Will+2 on will savesPower AttackTake penalty on attack for larger bonus on damage

Skill NameKey
AbilitySkill
ModifierAbility
ModifierRanksMisc.
ModifierAcrobaticsDex*3 =+2+ 1+ 3 [class skill] -3 [armor]AppraiseInt0 =+0BluffCha-2 =-2ClimbStr*4 =+3+ 1+ 3 [class skill] -3 [armor]Craft_1Int0 =+0Craft_2Int0 =+0Craft_3Int0 =+0DiplomacyCha-2 =-2DisguiseCha-2 =-2Escape ArtistDex*-1 =+2-3 [armor]FlyDex*-1 =+2-3 [armor]Handle AnimalCha2 =-2+ 1+ 3 [class skill]HealWis1 =+1IntimidateCha-2 =-2PerceptionWis5 =+1+ 1+ 3 [class skill]Perform_1Cha-2 =-2Perform_2Cha-2 =-2Perform_3Cha-2 =-2Perform_4Cha-2 =-2Perform_5Cha-2 =-2RideDex*-1 =+2-3 [armor]Sense MotiveWis1 =+1StealthDex*-1 =+2-3 [armor]SurvivalWis5 =+1+ 1+ 3 [class skill]SwimStr**0 =+3-3 [armor]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to constitution (already included)Extra feat at first level (already included)Four extra skill points at first level (already included)One extra skill point at each additional level (already included)Barbarian

Fast Movement (+10 feet, already included)
Rage -- 4 + con mod rounds per day. Two more rounds / day for each level above 1. +4 strength, +4 constitution, +2 on will saves, -2 on AC.
At each even-numbered level, barbabarians gain a new rage power
Uncanny Dodge (level 2) -- cannot be caught flat-footed, keeps dexterity bonus to AC unless feinted or immobilized
Trap Sense (level 3) -- bonuses on AC / reflex to avoid trap damage
Improved Uncanny Dodge (level 5) -- cannot be flanked
Damage Reduction 1 from any natural or weapon attack (level 7)
Damage Reduction 2 from any natural or weapon attack (level 10)
Greater Rage (level 11) -- +6 strength, +6 constitution, +3 will
Damage Reduction 3 from any natural or weapon attack (level 13)
Indominitable Will (level 14) -- +4 on will, stacks with rage and all other plusses
Damage Reduction 4 from any natural or weapon attack (level 16)
Tireless Rage (level 17) -- no longer fatigued after raging
Damage Reduction 5 from any natural or weapon attack (level 19)
Mighty Rage (level 20) -- +8 strength, +8 constitution, +4 will

ClassHP rolledLevel 1:Barbarian12

Boris Strong-arm 's Equipment:

36 lb
2 lb
5 lb
3 lb
5 lb

4 lb
2 lb
1 lb
1 lb
3 lb
8 lb
1 lb
7 lb
10 lb
2 lb
8 lb
3 lb
4 lb
1 lb
_____
106 lbWeapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Crowbar
Flint and steel
Grappling hook
Hammer
Mug
Oil flasks x1
Pitons x6
Pole
Pouch x1
Rations (1 day) x7
Rope (50', hempen) x1
Sacks x3
Spade / shovel
Torches x3
Waterskins x1
Whetstone

Backstrom and details forthcoming


I was thinking a dragon sorcerer going I to dragon disciple later on. Would be secondary melee + buffer.


OK, thinking a halfling rogue then... why mess with a classic?


Quick question, will we be rolling with the trait rules?


Ok, my apologies for the first submission. I would like to resubmit Shandor Zindelo, level 1 Wizard (Evoker). He should now be 100% core.

Shandor Zindelo:

Male human wizard 1
CG Medium humanoid (human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 dexterity)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 (1d4-1/19-20)
Range Dagger +3 (1d4-1/19-20)
Range Light crossbow +3 (1d8/19-20)

Special Attacks intense spells (+1 damage on evocation spells)
Arcane School Spell-Like Abilities
. . 7/day—force missile (1d4+1)

Evoker Spells Prepared (CL 1st; concentration +5)
. . 1st— Color spray (DC 16), Magic missile, Obscuring mist
. . 0 (at will)— Detect magic, Light, Ray of frost

Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 12, Int 18, Wis 8, Cha 8
Base Atk +0; CMB -1; CMD 12

Feats Point-blank Shot, Precise Shot, Scribe Scroll

Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Perception -1, Spellcraft +8

Languages Celestial, Common, Goblin, Ignan, Terran
SQ arcane bond (ring)

Gear and Encumbrance
Crossbow bolts (20), dagger, light crossbow, - arcane bond ring -, backpack, belt pouch, spell component pouch, spellbook, trail rations (3), waterskin (2), 19 gp

Light Load Up to 30 Lbs. Medum Load Up to 60 Lbs. Heavy Load Up to 90 Lbs.
Current Encumbrance 26 Lbs.

Special Abilities
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Description:

Shandor is a human male that stands five foot ten inches tall, with shoulder length silver hair that curls slightly on the ends. He has a very light complexion and various faded tattoos that knot around his forehead and down his neck. He is currently unshaven, which resulted in a long flowing beard that hangs down to the middle of his chest. He appears to be in his early fifties and constantly has a confused look on his face. Once in a grate while he seems to find a moment of clarity, followed by dementia, fear, and a true lapse of judgment. Shandor is clumsy, forgetful, and lazy at times. He will use his age as a crutch to get out of work and has no problem accepting charity from others. That being said, Shandor can be caring, loyal, and compassionate. He wears a carefully hand-stitched robe and wide brim hat, which he crafted out of various colored fabrics that he collected in his youth, from different parts of Varisia. Each patch of fabric holds some sentimental value, when he can remember where it came from.

Background:

After graduating from the Stone of Seers academic school of magic, Shandor Zindelo managed to live up to the schools ambitious expectations by successfully exploring the Southern parts of Varisia and documenting over 250 uneak discoveries. Many of those discoveries are currently being displayed in the Capital District of Magnimar at the Museum of Ages. He spent over five years studding with the Order of Cyphers in Riddleport and eventually developed a strong working relationship between the Order and the school. By age 43, Shandor contracted a severe case of Mindfire that eventually robbed him of his sensibility. After the affliction took its toll, Shandor found himself aimlessly wondering the streets of Magnimar with no memory of his past, and very little understanding of his present. Once Master Nivlandis found out about Shandor’s condition he had the old wizard rounded up and brought to the temple of Phrasma. After successfully treating the disease, the acolytes were able to remove the condition, but were unable to restore the wizard’s memory. Over the next fifteen years, Shandor struggled to regain his grasp on reality. Piecing together small fragments of his memory, Shandor fought daily to regain his control over magic. On his fiftieth birthday, Shandor felt he had regained enough of his memory to start over, and begin a new chapter in his life.

I stand here, staring aimlessly at my reflection in this old merrier. The face looking back at me is old, withered, and without substance. The old man, in the mirror, trembles with fatigue and I feel every shudder. He wears an old patchwork robe, made from splotches of various colored cloth. I can tell by the care spent sewing the garment, that each fragment has meaning, yet I can remember nothing of its substance. I watch as the old man in the mirror hardens himself with resolve, and I wonder if commitment alone will be enough. I know he lacks the strength to hold his own, yet I know he will try. I realize this is his last chance. His last opportunity to regain what he has lost. Hopefully someone will find value in what he has to offer.


Ultimate Campaign Randomness... just 'cause:

Halfling Homeland: 1d100 ⇒ 21 Halfling Settlement
Halfling Parents: 1d100 ⇒ 86 Only mother is alive
Halfling Siblings: 1d100 ⇒ 17 1d2 siblings
Siblings: 1d2 ⇒ 2 two siblings
Sibling 1 Relative Age: 1d100 ⇒ 96 older
Sibling 2 Relative Age: 1d100 ⇒ 47 younger
Circumstances of Birth: 1d100 ⇒ 76 Adopted
Adopted Parents Profession: 1d100 ⇒ 79 Artisans
Birth Parents Profession: 1d100 ⇒ 17 Serfs
Major Childhood Event: 1d100 ⇒ 45 First Kill
Rogue Background: 1d100 ⇒ 57 The Trained
Influential Associate: 1d100 ⇒ 53 The Academic
Conflict: Non-Evil: 1d12 ⇒ 8 Seducer: 3
Subject: 1d20 ⇒ 20 Non-Humanoid Monster
Motivation: Non-Evil: 1d8 ⇒ 6 Money: 3
Romantic Relationships: 1d20 ⇒ 3 A few significant relationships
Relationship With Other Adventurers: 1d100 ⇒ 74 Met on a pilgrimage, caravan, or journey.
Character Drawback: 1d100 ⇒ 51 Race: Xenophobic

So that was a lot to look over... should give me fuel for the creative engines. :)


GM Tribute:

Thanks for the invite!
I have two CRB-exclusive PCs if that makes party creation any easier.
I am perfectly happy with either one, but would prefer the one which fits best.

Welnar Harkleburn the Piper Laureate Human Bard - enchantment focused.
Actor (fights for orc and half-orc parts), and compulsive liar.

Dolleen Mullick Female Dwarf Druid - cougar companion, melee over ranged.
Crass ball-buster, but supportive of those who at least make an effort to be self-sufficient.


I assume so , but do not have my books, alternate racials were not in the core book I assume. simply because they rarely are.

however, I have a dragon sorcerer I want to try out, while 15pb makes it more difficult to do what I want.... I believe it can be done. he will be a secondary melee/buffer.


Many PCs are looking good.
No traits or archetypes, and I think wizard subschools are not core.

I will try to run two tables, though every time I do, one table goes really slow. Just had to stop my Prettier in Pink -- Keep on the Borderlands Table 2 -- they were posting slow and then complaining they weren't level 2 yet.

DM Bloodgargler:
I always love dwarves. A dwarf druid sounds great.

So, the plan is to have two tables.

Table 1 Looks like
DM Bloodgargler Dwarf Druid
DM Zed Human Sorcerer
Other spots for invited DMs have priority

Table 2 will be open
I will give preference for those DMing active games on the boards. This is supposed to be a game for the DMs can play. How many times do good DMs find they are 'stuck' as the DM. "Come on, just run one more Adventure Path. We know you will make it cool."


Pencil me in for a Human Fighter, though I could do ranger if that would work better. I'd do just about any class to be honest, so I can fill in what is missing if someone else really wants something more.


DM Feral and GM Lithrac have graciously declined. Others may still be reading their messages.
Table 1 Looks like
DM Bloodgargler Dwarf Druid
DM Zed Human Sorcerer
GM Blood Human Fighter

I have posted the opening sequence from the adventure in the gameplay for your perusal. Adapted to Golarion, of course. Given the Wrath of the Righteous players guide gives some good background, you can use it as a loose reference.

I was asked about favored enemy suggestions -- undead no question about it. Note: illusionists may have it tough.
What everyone knows about undead from the ogc
1.Most undead were once living. Knowing details about the phase of existence that preceded a creature's undeath is often invaluable in determining its motives.
2.Holy water damages undead as though it were acid. Distributed by goodly religious orders the world over, holy water is the only line of defense against undead for many commoners.
3.Undead are invariably evil, as are the means to create such beings.
4.Undead are healed by negative energy and harmed by positive energy.
5.Undead are immune to numerous magical effects, including mind-affecting effects and abilities that affect a creature's physical constitution.

Everyone will get a bonus feat, which may or may not be the campaign feat. The campaign feat is only available at level 1, but someone may have a specific idea in mind. I steal blatantly from the computer game Neverwinter Nights for the campaign feat. I think a dwarf made a tripping paladin with his bonus feat rather than take Luck of Heroes.

Campaign Feat:
Luck of Heroes--Only Available at Level 1
Sometimes the gods smiled on those put in a difficult situation.
You gain a +1 untyped bonus to all AC (touch and flatfooted too) and a +1 untyped bonus to all saves.

With GM Blood starting a human fighter, he will get no traits, but will start with FOUR FEATS!!!!

Also add these houserule feats to core. Slashing grace was a long time in coming. This may make a dex monk doable.
Improved Weapon Finesse
Prerequisite = Weapon Finesse
Add you dexterity bonus to damage with all finesse weapons including unarmed strikes

Greater Weapon Finesse
Sacrifice accuracy for damage -- see power attack progression for details

One more comment--Feel free to master the hook and push as one of the PbP guides has suggested, but I do think the story will move along nicely unaided. Just try to make a daily post. If you post late and you see some light posts, YOU may have to move the story that day.


OK, I am still working on equipment... and I do want too work on my story more... but here is my halfling rogue!

I am officially placing myself on the bottom of the pool for recruitment, as I am not a GM... I hope to one day run something, but I am not at the experience level that I feel comfy trying yet. And I respect the fact you are trying to get GMs the ability to play... so, bottom ;)


If you are looking for non-GM's to fill a table, I would love to be considered for a true core game like this. Please let me know how firm you are with the GM requirement, before I offer a concept.


Required video for recruits

Don't make a druid that won't leave the forest. Don't be a George.


Okay, looked at Mattostrophic's creds.

He is in as a rogue at the DM table as he is the only one who volunteered to do that.

Table 1
DM Bloodgargler Dwarf Druid
DM Zed Human Sorcerer
GM Blood Human Fighter
Mattastrophic Elven Rogue from Taldor
Possible martial character to be added

Table 2
Pash Halfling rogue
TBD


Nearly there with my Character...Human Sorcerer with the Celestial Bloodline. Will finish it all this weekend, hopefully those timescales are cool for you GM Tribute?


I DM a lot on these boards, you can check my profile for a list of my games. I'd like to play a female half-orc ranger.


DM Jelani here, I will recycle this profile into something that meets your character creation requirements.


DM Jelani fills table 1 and gives us a traditional, old school party with dwarf, elf, and half orc represented. The five in table 1 can move to the discussion and gameplay threads.

Table 1
DM Bloodgargler Dwarf Druid
DM Zed Human Sorcerer
GM Blood Human Fighter
Mattastrophic Elven Rogue from Taldor
Core half orc ranger

Table 2
Pash Halfling rogue
TBD

I will look at seeing if Pash has enough companions to make a group. Work on your backgrounds. Put some goals and aspirations in your character.

Please add which of the 16 personality types your character is and why.

To throw another wrench in the process and help with background, please describe what personality type your character is from the Myers-Briggs scale.

Sixteen personality types:

High-Level Description of the Sixteen Personality Types

--------------------------------------------------------------------------- -----

ISTJ - The Duty Fulfiller

Serious and quiet, interested in security and peaceful living. Extremely thorough, responsible, and dependable. Well-developed powers of concentration. Usually interested in supporting and promoting traditions and establishments. Well-organized and hard working, they work steadily towards identified goals. They can usually accomplish any task once they have set their mind to it.

Click here for a detailed description of ISTJ.

ISTP - The Mechanic

Quiet and reserved, interested in how and why things work. Excellent skills with mechanical things. Risk-takers who they live for the moment. Usually interested in and talented at extreme sports. Uncomplicated in their desires. Loyal to their peers and to their internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. Detached and analytical, they excel at finding solutions to practical problems.

Click here for a detailed description of ISTP.

ISFJ - The Nurturer

Quiet, kind, and conscientious. Can be depended on to follow through. Usually puts the needs of others above their own needs. Stable and practical, they value security and traditions. Well-developed sense of space and function. Rich inner world of observations about people. Extremely perceptive of other's feelings. Interested in serving others.

Click here for a detailed description of ISFJ.

ISFP - The Artist

Quiet, serious, sensitive and kind. Do not like conflict, and not likely to do things which may generate conflict. Loyal and faithful. Extremely well-developed senses, and aesthetic appreciation for beauty. Not interested in leading or controlling others. Flexible and open-minded. Likely to be original and creative. Enjoy the present moment.

Click here for a detailed description of ISFP.

INFJ - The Protector

Quietly forceful, original, and sensitive. Tend to stick to things until they are done. Extremely intuitive about people, and concerned for their feelings. Well-developed value systems which they strictly adhere to. Well-respected for their perserverence in doing the right thing. Likely to be individualistic, rather than leading or following.

Click here for a detailed description of INFJ.

INFP - The Idealist

Quiet, reflective, and idealistic. Interested in serving humanity. Well-developed value system, which they strive to live in accordance with. Extremely loyal. Adaptable and laid-back unless a strongly-held value is threatened. Usually talented writers. Mentally quick, and able to see possibilities. Interested in understanding and helping people.

Click here for a detailed description of INFP.

INTJ - The Scientist

Independent, original, analytical, and determined. Have an exceptional ability to turn theories into solid plans of action. Highly value knowledge, competence, and structure. Driven to derive meaning from their visions. Long-range thinkers. Have very high standards for their performance, and the performance of others. Natural leaders, but will follow if they trust existing leaders.

Click here for a detailed description of INTJ.

INTP - The Thinker

Logical, original, creative thinkers. Can become very excited about theories and ideas. Exceptionally capable and driven to turn theories into clear understandings. Highly value knowledge, competence and logic. Quiet and reserved, hard to get to know well. Individualistic, having no interest in leading or following others.

Click here for a detailed description of INTP.

ESTP - The Doer

Friendly, adaptable, action-oriented. "Doers" who are focused on immediate results. Living in the here-and-now, they're risk-takers who live fast-paced lifestyles. Impatient with long explanations. Extremely loyal to their peers, but not usually respectful of laws and rules if they get in the way of getting things done. Great people skills.

Click here for a detailed description of ESTP.

ESTJ - The Guardian

Practical, traditional, and organized. Likely to be athletic. Not interested in theory or abstraction unless they see the practical application. Have clear visions of the way things should be. Loyal and hard-working. Like to be in charge. Exceptionally capable in organizing and running activities. "Good citizens" who value security and peaceful living.

Click here for a detailed description of ESTJ.

ESFP - The Performer

People-oriented and fun-loving, they make things more fun for others by their enjoyment. Living for the moment, they love new experiences. They dislike theory and impersonal analysis. Interested in serving others. Likely to be the center of attention in social situations. Well-developed common sense and practical ability.

Click here for a detailed description of ESFP.

ESFJ - The Caregiver

Warm-hearted, popular, and conscientious. Tend to put the needs of others over their own needs. Feel strong sense of responsibility and duty. Value traditions and security. Interested in serving others. Need positive reinforcement to feel good about themselves. Well-developed sense of space and function.

Click here for a detailed description of ESFJ.

ENFP - The Inspirer

Enthusiastic, idealistic, and creative. Able to do almost anything that interests them. Great people skills. Need to live life in accordance with their inner values. Excited by new ideas, but bored with details. Open-minded and flexible, with a broad range of interests and abilities.

Click here for a detailed description of ENFP.

ENFJ - The Giver

Popular and sensitive, with outstanding people skills. Externally focused, with real concern for how others think and feel. Usually dislike being alone. They see everything from the human angle, and dislike impersonal analysis. Very effective at managing people issues, and leading group discussions. Interested in serving others, and probably place the needs of others over their own needs.

Click here for a detailed description of ENFJ.

ENTP - The Visionary

Creative, resourceful, and intellectually quick. Good at a broad range of things. Enjoy debating issues, and may be into "one-up-manship". They get very excited about new ideas and projects, but may neglect the more routine aspects of life. Generally outspoken and assertive. They enjoy people and are stimulating company. Excellent ability to understand concepts and apply logic to find solutions.

Click here for a detailed description of ENTP.

ENTJ - The Executive

Assertive and outspoken - they are driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed, they usually excel at public speaking. They value knowledge and competence, and usually have little patience with inefficiency or disorganization.

Click here for a detailed description of ENTJ.

Use the link below and see more and you can take a test and answer as your character.
Link to Meyers Briggs


Ready for review.


Good to see you Jelani!

Work in progress on the fighter


I would like to offer an elven conjurer with a raven familiar.

history:
Highlights of his short (for an elf) life:

1) Had one steady girlfriend, who grew tired of not having him around. Told him to choose between her and magic. They broke up shortly thereafter. (Passionate about magic and lore, introverted)

2) Learned as apprentice under a hedge magician. The master worked him hard, but took all the credit for his efforts. It did not bother him, which lead to a surprisingly amicable relationship between him and his master. (Doer rather than decision maker, solves problem at hand rather than long term visioning, thinks getting the credit is not worth the social hassle that sometimes comes with it)

I will work out another 1-3 historical events, and use it to figure out more about my wizard. Then hopefully I'll have enough understanding of the wizard to go through the Meyers-Briggs.

Other items to consider for the highlights:
Family dynamics
Why did he become an adventurer
What would his one steady girlfriend say about him
Who was his closest friend (what drew them together, what's their time like)


Hi Tribute!

There's a hint of confusion. Iscarel posted his elven Rogue. I'm looking at bringing Dante d'Apcher, human rogue and native Taldane. He's nearly done with the exception of equipment and a couple of campaign-specific things.

Anyways, thanks so much for bringing me in! Taldor is far and away my favorite setting, and any opportunity to experience a GM's vision of it is a chance I'll jump at.

-Matt


Just missed the editing deadline. GM Nightfiend wants to run a wizard. So, I'm going to put my conjurer back on the shelf for now.

I've got a cleric type and a martial type in my brain fighting each other to be the next offering. I'll let them duke it out for a while, and make another post once a winner emerges.


Working on the personality type now... just finished adding my gear. :)


GM Tribute, would Greater Weapon Finesse qualify you for Power Attack feats like Bull Rush or Overrun?


GM Blood wrote:

Good to see you Jelani!

Work in progress on the fighter

Hey Blood, good to see you too. It's been a while.


That's right! Although I thought a Sorcerer might better suit the needs of the party. I've taken the hit to my wallet and hit-die in stride, and present a fully statted PC. I've only one question. This bonus feat: may it be any feat or a strictly non combat one?

As for personality type, they don't seem to cater to the kind of selfish character that Iscarel is, but I went with:

The Visionary:
Creative, resourceful, and intellectually quick. Good at a broad range of things. Enjoy debating issues, and may be into "one-up-manship". They get very excited about new ideas and projects, but may neglect the more routine aspects of life. Generally outspoken and assertive. They enjoy people and are stimulating company. Excellent ability to understand concepts and apply logic to find solutions.


@GM Blood -- yes, though the Dex build will leave your CM bonus much less than a STR build.

@Matt -- Human is fine. Though was hoping to have someone with pointy ears in the party. Half elf maybe?


Here is Ivan, my dwarven fighter if selected I will convert his stats to the proper rules of the game.

if I had to pick a personality... Protector I believe fits him the most. though Guardian meshes well too.

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