Against the Giants (Inactive)

Game Master chillblame

Raiding and destruction in Sterich. Heros are needed.
greyhawk gods


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Dark Archive

A highly regarded expert wrote:
I've been kicking around a jungle-based adventure in my head. I just can't find a map system to use.

Not to hijack the thread, but I recommend Roll20 combined with Heroic Maps (go about halfway down the page to get to the jungle maps).


AGamer70 wrote:
Based on some of the comments, I think it also shows how many of us on here have been playing since the 70's and 80's and want to replay for nostalgic reasons or to play a classic module(s) they never got to play back in the day.

I started playing in the late 70's. Cut my teeth as a DM on the A series. Our little group went through the G/D/Q series by rotating who DM'd each module. I got the draw of G2, D2, and Q1 with our group. The U series is one of my favorites as it is very sand boxy and you can develop a lot of the background and story yourself. I looked forward to getting my new copy of Dragon Magazine...often times just for the cover art.

I am running a Greyhawk campaign on the board and the plan is to work through U series, A series, S4 (The Lost Caverns of Tsojcanth), G, D, Q series in an AP format. These modules are really the golden age of D&D and although the AD&D ruleset was imperfect it allowed the DM/Group a latitude to develop the rules so that they fit the group. Greyhawk is probably my favorite game world but I am a sucker for the old stuff.


If I was to pick my favorite from the old school modules, then I pick I3, I4, and I5, collective the Desert of Desolation.

But let's not discount Castle Ravenloft and the Ghost Tower of Inverness! Or Hommlet!


@ALLENDM - don't forget you planned to stick I6 in there - against my preference - but I'll do as I'm bid!


Naia Temlow wrote:
@ALLENDM - don't forget you planned to stick I6 in there - against my preference - but I'll do as I'm bid!

Yea... My plan is to insert that into the Q1 where the Vampire world is...so if you guys happen to walk into that world...well that will be Castle Ravenloft... [Evil Grin]


Brother Hawthorne wrote:

If I was to pick my favorite from the old school modules, then I pick I3, I4, and I5, collective the Desert of Desolation.

But let's not discount Castle Ravenloft and the Ghost Tower of Inverness! Or Hommlet!

Castle Ravenloft...probably one of the best written modules of that era.

The Desert of Desolation series was really good.


Pathfinder Adventure Path Subscriber

It was.
I will likely use roll20 for maps, as it is easier imo than Google drawings.
Gm'd most of the old modules in my day. Great fun.


Pathfinder Adventure Path Subscriber

I should have the tables sorted in six to seven hours. I have to finish work first.


Brother Hawthorne wrote:

If I was to pick my favorite from the old school modules, then I pick I3, I4, and I5, collective the Desert of Desolation.

But let's not discount Castle Ravenloft and the Ghost Tower of Inverness! Or Hommlet!

Oh man, I loved the Desert of Desolation! I'm having a lot of fun running Mummy's Mask right now on these boards, actually. I also remember enjoying Castle Amber and Expedition to the Barrier Peaks was quirky fun too!


Speaking of old school games, I'm currently running U1: The Sinister Secret of Saltmarsh (using Savage Worlds rules) and still have room in my game if anyone is interested.

Dark Archive

It will take a day or so to generate my character but I would love to join. Just follow the link and submit in the recruitment thread? SWADE?

Silver Crusade RPG Superstar 2014 Top 16

Play a sea elf, you’ll fit right in!


WhtKnt wrote:
It will take a day or so to generate my character but I would love to join. Just follow the link and submit in the recruitment thread? SWADE?

Yup, great that you want to join, go ahead and submit the character in the Recruitment thread! Yes, we are using SWADE, and you can go ahead and give yourself one advancement as well, as that's what everyone else already has. You might want to read the IC thread as well to see what's been happening so far, and get a better idea of what kind of PC would best fit into the party.

Zahir ibn Mahmoud ibn Jothan wrote:
Play a sea elf, you’ll fit right in!

No spoilers! :)


Pathfinder Adventure Path Subscriber

Table one setup

Jeeves fighter investigator
Eldric paladin monk shifter
Horek Barbarian ranger
Mazrak Oracle
Elnaril LLikas ½ Elf Summoner
Seltyn Wizard

table one


Pathfinder Adventure Path Subscriber

Table Two

Naji bin Caedmon Cleric
Rommon Ranger 2/Wizard
Vakmu Blackhorse Shaman 7
Fenla Welci Arcanist
Brother Hawthorne Rogue
Fergus Dragancara Paladin

table two


Pathfinder Adventure Path Subscriber

So it begins

Players have a day or so to dot in. If they haven't, I will ask someone else.
This has been a hard choice, as there are so many good characters. I wish it was possible to have a 21 player game, but alas.

My friend will startup recruitment for table three shortly. I believe it will be closed, and the for the players who have already applied are the party choices. But it is not my choice.

To those who don't get in, keep trying.


Pathfinder Adventure Path Subscriber

I hit the inactive campaign button on this thread. I'm hoping I didnt stuff this up


Pathfinder Adventure Path Subscriber

Ok, there has been a withdrawal for a hopeful third table spot. Vrianna ½ elf inquisitor (sacred slayer) 7 is now invited to table two.


I have just opened the third table for Against the Giants. For those of you that have played in Chillblames games before I have a different GM'ing style.

Third table

Sovereign Court

In case you have any drops, here is a frontline fighter type:

Cayden:

Cayden Barrett
Male human fighter (aldori defender) 6/unchained monk 1 (Pathfinder RPG Adventurer's Guide 23, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +7; Senses Perception +11
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Defense
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AC 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield)
hp 53 (7d10+7)
Fort +8, Ref +9, Will +3 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities defensive parry +1
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Offense
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Speed 30 ft.
Melee +1 aldori dueling sword +18/+13 (1d8+9/19-20) or
. . unarmed strike +12/+12/+7 (1d6)
Special Attacks disarming strike, flurry of blows (unchained), stunning fist (2/day, DC 14), weapon training (heavy blades +3)
--------------------
Statistics
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Str 10, Dex 20, Con 12, Int 16, Wis 12, Cha 8
Base Atk +7; CMB +7 (+9 disarm); CMD 22 (26 vs. bull rush, 28 vs. disarm, 28 vs. grapple, 26 vs. sunder, 32 vs. trip)
Feats Advanced Weapon Training, Aldori Dueling Mastery[ISWG], Combat Expertise, Crane Style[UC], Dazzling Display, Exotic Weapon Proficiency (aldori dueling sword), Improved Disarm, Improved Unarmed Strike, Quick Draw, Slashing Grace[ACG], Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits aldori caution, bruising intellect, sword scion
Skills Acrobatics +15, Climb +6, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +13, Knowledge (nobility) +6, Perception +11, Ride +9, Sense Motive +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +11, Survival +7, Swim +6
Languages Common
SQ fuse style, pride
Other Gear +1 mithral chain shirt, +1 aldori dueling sword[ISWG], gloves of dueling[APG], mark of the grinning skull, stagger-proof boots, 80 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +1 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Disarming Strike (Ex) Deal damage to foe when you disarm them with dueling sword.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Stunning Fist (2/day, DC 14) You can stun an opponent with an unarmed attack.
Warrior Spirit +3 (Weapon Training [Blades, Heavy] +3 [Ex], 4/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

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