Droogami

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12 posts. Alias of dain120475.




August 5th
Time: Roughly 2:00 PM
Location: On the Ship The Black Star
Moon Cycle: Roughly Half Moon; Next Full Moon 8th of August
Moon Cycle
Weather Conditions: Cool, windy
Temperature: Roughly 50 F

The Beginning

It was shortly after dawn when Captain Dante Montresor peered with bleary eyes at the dim light of the dawn. His gaze raked the horizon, seeking the last of the stars and made the calculations required to determine the proper course heading, then noted their current position in his log.

He piloted a Pelagrir vessel armed with twenty cannon and two bow chasers and wore a brace of pistols at his belt and a fine rapier hung at his hip. His opulent dress did little to mask the grim look on his face as he tugged at the long mustache which perched on his upper lip. His eyes flicked to the main deck and he watched the men continue to work with the rigging to ensure it continued at the present speed which he had maintained during the night, and he damned the fact that they dare not risk greater speed because of the dangers of the waters.

As he contemplated this, and more, he heard a noise from the Fighting Top and his lookout called out – “Ware, starboard side…”

Turning a terse glance to his right he peered at the waters and saw no sign of a boat, but became dimly conscious of the sound of water thrashing as if there was a large fish swimming alee of them. One of the men on the deck called out and flung a line into the water as other sailors rushed to the gunwale and watched as something was hauled from the sea.

He watched a man being dragged on the main deck as his crew gathered around him and stared at this newcomer with open shock.

“Ho, there!” he called out from his position on the quarterdeck – “who are you?”

The man being hauled up from the sea was wearing loose trousers that hung wet around his calves; he had no boots on his feet and over his chest was a large, black billowy shirt. His hair was dirty brown and a bright smile flashed from under a tangled mat of thick hair hanging from his lips and chin.

“My thanks, captain,” the man called out, his accent sounding like that of a man from Alathas, but he was not sure.

“Who are you, sir,” the captain bellowed from his position as his own men fell back a pace.

The man tossed his head about and shrugged the saltwater from his hair and grinned.

“I am Connor, late of Thalore,” he said with a nod of his head.

Montresor peered into the water and saw nothing and scowled.

“How the devil did you get here? We are leagues from land.”

Connor shrugged his heavy shoulders.

“I was sailing on a cutter heading back toward Alathas but we were set upon by corsairs. We fought, the ship was sunk, and I found a small boat unattached and took it and rowed it, but the timbers were poorly joined and it began to sink.”

He glanced to the east and searched the horizon for any possible wreckage then looked back at the captain.

“The boat sank beneath the waves and I tried my hand at swimming, until, catching sight of your ship, I made my way here until you fished me from the sea,” he added with a casual voice.

“The sea we sail is rife with sharks,” Montresor said with narrowed eyes.

Connor grinned and shrugged again casually as the others looked on him with some sense of awe and surprise at his response.

“What of the corsairs you fought?” one of the men asked suddenly and Connor turned his grey eyes to the man.

“They died,” he said with crooked smile and the others looked on him with respect.

Montresor studied this man with a black gaze; the northman had done nothing untoward nor disrespectful, but something about his easy confidence and the way his crew congregated about him angered the grim captain for some reason.

“Why should I not throw you back to the sharks?” he retorted, hoping to curb the attitude and confidence of the stranger with veiled threats, but there was no answer but the same easy grin.

“A good captain is always in need of more sailors, especially in such waters,” Connor responded casually as he stretched his arms easily above his head to take some of the tension from his shoulders.

Montresor had no argument to this, for the northman spoke the truth. Even so, he frowned and waved his hand forward to the prow.

“If you serve under my command you shall be expected to work,” he said with a growl.

Despite the swim and the conditions Connor nodded his head once and bounded forward to the press of men who moved aside as he strode with an easy speed to the foredeck and Montresor, seeing him among the rank and file of his crew, turned his gaze from the man and called his mate aloft to take a turn at the helm while he retired below.

As Connor moved forward the press of men around him was tense and he scanned them with a casual glance and saw them stagger apart from him, sizing him up and studying him.

One of the men, bigger and burlier, shouldered his way to the front of the company and scowled at Connor. At height with the northman the ruffian had a hard-packed set of muscles and stared at him with contemptuous scowl.

“So! You’re one of those swine from Thalore, eh? I hear they do naught but bed sheep and goats in that land,” he said the last with a loud voice as Connor stared at him without expression even as the other men laughed at the insult.

Yet beneath the laughter was a tension which permeated the taunt, for all knew that their man had come to test the mettle of the northman and discover what sort he was – a man of strength, or naught but fool to be used or cast aside at their amusement.

As the man turned his gaze to his laughing comrades Connor’s hand thrust out with the speed of a panther and his fingers tightened into a straight line and thrust hard into the neck of the man who cried out with a sudden gasp of surprise as he began to choke and cough in a hoarse retching voice, his hand flinging up to his throat as he gasped for air.

Without offering respite Connor’s hands flew up on either side of the man’s head and each hand curled behind his ears and tugged the man’s head forward with a sudden viciousness and smashed his forehead in to the man’s nose even as his hands continued to flounder around his neck. Connor jerked the man’s head back and then slammed it forward again, smashing his own head again into the bloodied man’s face, his own eyes splattered with scarlet carmine.

Gone was the easy grin that had graced Connor’s lips, it was instead replaced with a fierce intensity as he flung the man back against the deck and watched him crash back before him, the head hitting the timbers with a large crack.

All of this took no time at all and Connor looked up at the men with a sudden, wolfish glance that caused those around him to blanche at his gaze.

He strode over to the fallen man and absently pressed his head to the side with his naked foot and observed that the neck had snapped and grinned.

“Are all you southrons so frail; or is it only this whoreson?” he asked the others, but his blooded face broke into the same easy grin as he watched them.

The men realized that this man Connor could be assailed and likely killed if they all took him at once, yet they had already lost their best fighter to him in a matter of moments and none wished to be the first to try their luck.

“Good enough, then, eh?” he said, glancing around the others and moved to the fallen man and began to strip his him of his goods and gear with an easy grace.

As he lifted a coin pouch from the man he tumbled its contents in to his hands and then looked at the other man and laughed and tossed the coins at them as they dodged instinctively at his gesture, then fell to scrabbling for the wealth on the deck as he laughed again and took a long dirk from the dead sailors sash and tucked it absently in his own.

Pulling at the boots on the dead man he soon stripped them off and slid them around his own feet and tightened the thick cord laces and then bounded up quickly as the others watched him with curiosity.

He then took the body of the dead man to the gunwale and paused, looking aft to the others.

“Even sharks must eat,” he said with a grin, then threw the corpse unceremoniously overboard as they watched in shock.

“Now then, what work needs doing?” he asked the others with a boisterous voice as he leaned back against the rail, his arms crossed easily over his chest and one of the man began to chuckle at his audacity while the others slowly started to join and soon the whole of them were laughing as he bowed his head with an arrogance that belied the grim appearance of his face, still stained with blood.


September 25th
Time: Roughly 11:35 AM
Location: The House of Hem-Netjer-Tepi in Zul-Bazzir
Moon Cycle: Full Moon; sometimes called “Harvest Moon”
Moon Cycle
Weather Conditions: warm, dry
Temperature: 75 F, or roughly 23.88 C

Tairin, Paten and Farrokh wait for a short while for two litters to be hired and brought to carry them to the temple district.

Samir says nothing but watches them prepare to leave, his finger tapping his sword hilt thoughtfully.

He then turns to Talar and Bjoern.

"So - we seek to find the one who spies upon us, eh?"

His eyes flash darkly and a strange smile twists his lips.

"Well and good; yet before we begin I would know as many details on this wretch as you can both provide. The more knowledge I learn, the greater ease we shall have in finding him, eh?"

Samir is prepared to assist you as a helpful NPC; however, I need to know specifically your plan of action so he can help. While he may have some ideas on what to do he's not meant to drive the story, he's meant to follow your cue, so where would you like to search first? Also, if you give a good description on the guy who's been following you In-Game that will help be able to better help you :)


Hello! I keep trying to update the main page for my Campaign but every time I click "Edit my Campaign" it just keeps telling me that I can't update it as there's an error but the Paizo Team is working on it.

I don't know how to fix the error; I can't update my own Campaign Page; I don't know how to do anything to fix or adjust my own Campaign Site for my players.

Can someone please tell me how to fix this issue?

Thank you!


I've been running a campaign for several months now and lately I've been trying to update the Campaign Page with new information.

However, whenever I hit the button that says "Edit Campaign" it bounces me to the image that says that there is some kind of technical error, that the staff have been alerted to the issue and that it should be fixed soon.

It has been more than a week and this is something that has not been fixed, yet.

When with this be fixed?

Thank you!


Heroes of Dreamlands Sidequest Discussion


Heroes of Dreamlands Side Quest 1

February 17th
Time: Roughly 11:15 AM
Location: Roughly 10 miles North of Master Thorn’s Tavern on the open plains
Moon Cycle: Waxing Crescent; Next Full Moon March 1st
Moon Cycle
Weather Conditions: Cold, wet - clouds make you think it may rain later today
Temperature: 45 F

The heroes on currently on the trail; Ravia and Ignis on horses, Meshidawg on his Warg.

Above them is Ignis's giant eagle with her fire fox on its back.

Currently the small group is riding forward over grassy plains, a large forest is in the distance.

The weather is cold and wet and you not very comfortable. You know that when it is night time there will be almost no moonlight to offer any light for exploration.

Ravia peers aloft at the giant eagle.

"Can you communicate with your eagle when it is so far above us?" she asks thoughtfully as you continue.

"I should like to know what it can see up there," she adds.

Right; this is where the formal adventure stars. Those of you who wish to join in need to do so fairly soon - at this point combat is more detailed; actions are more elaborate and the rewards will be greater...


This is a closed Group for a side quest for a Heroes of Dreamlands Campaign Setting.


This is the Discussion Thread for the Spider God's Bride.


This is the campaign for the Spider God's Bride...


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Recruitment for The Spider-God’s Bride

This game is designed around the concept of a world similar to Robert E. Howard’s Conan: The Barbarian and other tales.

The only playable races are variations on human.

Magic is very rare; those who use it are often feared. Magical creatures are generally seen as deadly and horrible rather than commonplace.

The game uses the same rules as the d20 System, with some minor adjustments which are outlined in the Player’s Handbook for the system which can be found - HERE –.

The above link outlines the various classes allowable, as well as details on races and magic which are allowed.

Players can choose Classes and Archetypes from the Core Rules as well as Advanced Players Guide and Ultimate Combat Guide.

Players may also choose from the following additional Classes:

Bounty Hunter
Corbie
Gladiator
Scholar
Spy

Players start with 2 Traits, 20 Point Buy and Level 1 and Maximum HP on Level 1 plus their Con Modifier.

From level 2 up they gain Half their HD per Level (round up) plus Con Modifier. If you have 1d8 HP you’ll have 5; if you have 1d10 HP you’d end up with 6, and so on.

Players also gain a “0 Level Class” (this does not stack for purposes of Class Level Bonuses), nor does it increase the Player’s total Ranks in skills (in other words; when you build your Level 1 Character you cannot have more than 1 Rank in any Skill, despite what you picked on “Level 0”).

This grants Players 8 HP (Plus Con Modifier) as well as 4 Skill Points.

The skills can be chosen from any of the Untrained Skills.

Any skill chosen on “0 Level” is considered a Class Skill on that Level.

Finally, Armor and Shields grants minor Damage Reduction.

Light Armor = DR 1
Medium Armor = DR 2
Heavy Armor = DR 3

Light Shield = DR 1
Heavy Shield = DR 2
Tower Shield = DR 3

Combat will likely be bloody, but despite the combat, the game will rely on heavy RP so interested players should be prepared to make at least 1 post a day.

Let me know what you think!


This is the Discussion Thread for Mister Joe's Heroes of Dreamlands page.


Please put your Alias here and let me know something about your character and what sort of campaign you'd like.

Remember, I can create a campaign for different Teams with different styles and feel.

A complete list of rules will be on the Campaign Page Description.

Write a post on this page, and then - when asks "Post As" select your Alias and post as that alias, but let me know about your character and team so I know what kind of game you and your friends would like to be in.


This is the first post for the Campaign "Heroes of Dreamland".


When I started posting this evening I noticed an issue with the formatting of the page.

Specifically: I cannot see the side of the page where the "Favorites" or the "Time Stamp" is unless I use my right arrow key and scroll to the right for quite a long time.

This also has the problem of stretching a single paragraph into a single line of text that can stretch for over a thousand words of text without wrapping around to the next line.

I have also noticed on certain forums that many short answers tend to have their text spread out over the page as if they were "force justified" - leaving huge gaps between not only words, but the letters in the words.

This error does not happen on all of the campaigns I am participating in; only some of them.

The error is also noticeable on more than just some of the campaign pages. The formatting error is also appears on the "My Account" page, when the "box" for alias's is very narrow and the box following it has a border on the right that I cannot find unless I keep sliding the page to the right for an extremely long time.

I have tried logging out and logging in again, but so far the error has persisted.

Is there anything I can do to correct this on my end? Is this a problem other people have noticed? Please let me know what I can do to correct this.

Thank you so much!


Ahoy!

Looking for a player who’s interested in playing a multi-class cleric in a low-level magic game.

The game has themes/styles synonymous with Solomon Kane, Vikings, Black Sails, Sinbad, Centurion, Assasin’s Creed 4 and of course, Conan.

The game is low magic, homebrew campaign set in the Inner Sea. Guns are more prevalent, making them easier to use and cheaper to buy.

The Cleric class is under the “Cloistered Cleric” Archtype. You’d start on level 4; 20 point-buy; 2 traits of your choice and Core Races.

Magic using classes are not available to start with, and even the Cleric can’t start until you reach level 3. The minor trade-off is that you get the “Scribe Scroll” feat on level 2 cleric for free.

There’s a lot of stuff on this recruitment page about the basics; but the group is really looking for a cleric/healer at this point.

If you’re interested, let us know – we’d love to hear from you!

The notes for the game can be found Here


The following is for Social RP done in Corsairs of Varisia.

It allows players who are not involved in heavy plot or combat to be able to interact with NPC's or each other for more RP to solve mysteries or flesh out their characters or even go on private side missions, if necessary.


Ahoy!

So the plan is to formally start the day after New Years because I know folks are possibly out of town and on vacation.

In the meantime I'm hoping that people on the Recruitment page are aware that the game hasn't formally "started" - this is merely a prelude for new players to see things like:

1. post rate
2. the other potential players and how they interact with each other
3. get a sense of how I GM a game
4. see what they think of the world/game

At this point so far I've seen posts from -

1. Asan
2. Hack
3. Pollux
4. Sunny
5. Taissa

Still haven't seen posts from -

1. Daynen
2. Edeldhur
3. Galahad0430
4. Loup Blanc
5. Zavir Ragin

I made my post about the playtest on Friday and with the holidays going they may have missed it.

There is still time for them to toss something up and get into the mix.

For right now we're basically hanging out the inn "in-game" until the posted date (January 1st - sometime during the day).

The game's pace will likely slow down a bit once things get more structured and we have some solid plot to deal with.

But positions are still open for now.


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Location: “The Floating Log” (Inn near the docks)
Date: Abadius 1st
Time: 11:00 AM
Moon Cycle: Moon (Moon Cycle begins January 1st, 2014 for reference points).
Weather: Roughly 32° F – Bright skies… for now…

As you head north to the town of Beacon you feel the persistent chill air around you. The weather is cold and the wind is blowing hard up from the sea down by the docks.

You look down at it from a small ridge of hills about a hundred yards south of the town. From here you are able to examine the town a bit at your leisure before advancing.

Quick Description:

General description of the town

The town itself is made up of various buildings that seem to be divided into two types of categories; the buildings on the north side of the main street and those on the south side.

It is clear that the buildings on the south side have older stonework, which looks rebuilt and redone. The newer stone work looks better put together and is on the north side of the town.

The majority of the town is surrounded by a wooden wall made of heavy logs. The wall is roughly ten feet in height and rough stonework around its base for added stability. The dimensions are almost a perfect “square” – except the western side, which is literally the bay.

The wall goes from the edge of the bay to the north directly east to a large keep. There is a small gate in the wall near the keep facing north.

Next, the wall heads straight south. A gate is made in the wall to accommodate a road coming from the east. The wall turns back to the west and travels back to the bay with a small gate in the southern entrance near the docks.

There is a guard tower on all corners of the wall – but they are merely raised wooden platforms about fifteen feet off the ground with a wooden covering for weather. It looks like these towers can hold about four men. You count one on each corner of the wall as well as two more staggered in between the corners for a total of ten altogether on the wooden walls (four across the north wall – two across the east wall – and four across the south wall).

The streets are all made of dirt – except for the main road which runs from the east gate to the bay. This road is covered in gravel. All of major houses and buildings have slightly raised wooden sidewalks in front of them. You suspect when the rains turn the streets to mud, or if there is flooding from the bay – than this will prevent issues like minor flooding or the usual muck from dirt roads.

Outside the wall to the east of the town flanking the road are small huts and one-building homes. You get the impression that the town was planned for a certain number and the population has been growing in the past year.

Almost every home or business has a fireplace and given the time of year, there are many fingers of smoke rising from chimneys all over town.

Essentially it is a rather large frontier town.

By the Bay

To the west are the docks. It looks like there is a large pier which could allow only four heavy Ships o’ the Line to be anchored for the purposes of offloading, but enough room for perhaps a score of longboats and small skiffs to be moored as well.

There are several two-story warehouses the size of small barns by the docks (you think there are six, but are not sure from here). Each of the warehouses has a small flag in front of it; you’d guess it belongs to a private company or privately owned. There is what looks like a building for a quartermaster as well, with a few guards milling about the gates.

Two four story watchtowers flank the docks themselves at the north and south of the beachhead. They are both stone, and you can see in the top of the watchtower two guards under a covered awning. The awning protects the two cannons on each watchtower and the cannons face the sea.

At this time you notice the flag that flies over the watchtowers (and the room you suspect to be the quartermaster’s office) is a navy blue flag with what looks like a bright silver star on a blue field to the left (Image Here).

There are currently three ships moored in the sheltered bay. Two of them fly the town flag; you believe they are privateer class ships with roughly 20 cannon a piece. The third ship flies another flag – you cannot make it out from here, but it is not blue. This ship is smaller than the others. On this ship you think you see only four gun ports and possibly a small swivel gun on the foredeck, and one on the aft deck. But it’s very hard to tell from your current position.

You believe the men on the towers are the town’s Watch; or possibly or formal guard for the town. Although these men are not formally uniformed, nor do they seem to have uniformed weapons (at least, none that you can see), they do all have a dark blue tabard on. You cannot be sure, but you suspect the tabard has the star symbol on the center of the chest and back. This must be a way to mark the “formal” military or militia.

East of the Docks: North Side

To the east of the warehouses on the north side of the town you see what looks like several small shops. They seem to be almost like “townhouses”. While this may not be safe from fire hazards, you have heard tales that in many frontier towns a “townhouse” style of design provides a small amount of security simply in their design as it acts as a natural barrier to an invading enemy as it forces enemies into tight bottlenecks in the streets; the homes themselves acting almost as a second set of "walls" in the town.

You also notice that the streets seem to have a very formal “design” to them. They run very straight, and the intersections also seem to be at a 90° angle to each other. Again, this seems to suggest a formal design meant for protection and suggests a very structured set of city planning; unusual for a town this small as you’d guess there aren’t more than about 5,000 people all told.

On closer inspection you believe that each “townhouse” is a split level establishment. The first floor seems to be dedicated to a small business – a butcher; a few tailors; a cheese shop and so on; the upper floor seems to be the living space of each respective proprietor.

East the of Houses: North Side

To the east of the houses you see what looks like a rather defensible keep. The stone work is fairly recent; you’d gauge not more than two or three years. The town’s heraldry flies above it. It looks like it is three stories in height and it seems to be roughly one-hundred feet square.

Not very fancy or decorative, the building seems solid and has various arrow slits in the walls. There is a large gate to the keep inside the wooden wall which faces the buildings in the town itself.

East of the Keep: North Side

To the east is the keep are smaller houses. Nothing too fancy, one story cabins and some small huts. Outside the eastern wall the homes look smaller and poorer and more recently made.

The main road

The main road bisects the town. It stretches from the east gate and heads to the bay itself. The majority of the buildings on the north side seem to be made more recently. You suspect the buildings on the south side may have been remnants from the Old Town before it was sacked by pirates while the northern side is more modern and better contrived in general.

East of the Docks: South Side

South of the docks there seems to be what looks like a rather massive building so close to the wharf. The building itself is a two storey affair with several chimneys and an attached stables. At first glance it seems as if the structure may have been a barracks at one time, or perhaps a rather secure manor house.

However, given the variety of folk that are near the stables and the amount of unusual people milling about the door that have no type of uniform, as well as the fact that they clearly seem to be unrelated, your suspicion is that whatever the building may have been; as of now you believe it to be a rather comfortable inn.

The southern gate opens to flank the eastern side of this inn. Anyone entering from the south would pass it first. Anyone coming from the bay and heading down the main street past the warehouses would pass it first.

East of the Inn: South Side

On the other side of the Inn are smaller stables and what looks like a blacksmith; a few modest alehouses; and more utilitarian places of business than a normal “shop” – baker; candlemaker; sailmaker; carpenter – that sort of thing.

These buildings are two large to be “town house” style affairs. The streets look far more casual in their design and layout. You’d gamble that this was certainly made by folk who had no experience with city planning and suspected these buildings were a remnant of the past.

East of the Business: South Side

You see what looks like a rather large fort. There is a clear stable there and what looks like room for about perhaps 20 horses. You think there are also a few wagons and barracks for about forty troops to stay at. You see a muster field in the center of these barracks. The wall for them is stone, but it is the same type of stone found at the Inn itself. The wall is twelve feet in height and has a gate on the north side, and no other gate you can see. There is a twenty foot tall tower on the northeast side of the small fortification. It is also stone and the summit is wide enough to accommodate about eight men. But it is nothing too remarkable.

East of the Barracks: South Side

You see what looks like a few buildings that may have at one time been comfortable houses for wealthier people. Now they seem like they are converted to more utilitarian purposes. You believe that one of the homes may be a hospice by the flag above it. You think another building may be a chapel; though you're not certain as to what god or goddess it is dedicated.

As for the other buildings in that area – while they certainly look like they may have been comfortable homes at one point, based on what you suspect you’d think they are now converted places of business.

These buildings stretch almost to the wall itself and make up the last of what you can observe from the hills above as you look down to the town in front of you.

Warming your hands a bit you reflect that you do not know where to go, or who to speak to about business. But as it is fairly cold and nearing noon, you decide to get warm and get yourself some lunch.

An inn catches your eye right away.

On the south side of the town, close to the docks, you see it nestled rather comfortably against what seems to be the main street of the town; the warehouses by the water and adjacent to the gate in the southern wall.

It’s clear that is no common tavern with a few meager chairs to huddle around a bar; this building seems to be fairly large and looks almost homey. You’d calculate that there may be roughly twenty rooms in it; as well as an attached stable. In addition, there is a single massive chimney which you calculate connects to the middle of the inn and there are several smaller chimneys that creep up the back of the inn to give heat to the building throughout.

As you wander down the hills toward the town you notice that there are no guards in the wooden towers which run along the southern wall. However, at the southern gate – which is currently open – you notice two guards standing an awkward sentry duty outside.

Both are wearing a blue tabard over their regular clothes and the symbol which flies on the flags above the keep is on the tabard. Both are human and both are armed; but you see nothing remarkable. They each have long spears and one of them has what looks like a rather broad-bladed shortsword hanging from his hip.

They watch you approach with a fairly bored expression and don’t attempt to hinder your entrance. It seems as if a lone traveler coming from the wild is not really worth much of a fuss to either of them.

As you enter you see the road from the gate passes the stables to the inn on your left. A low wall – perhaps no more than three feet in height – stretches around the small stableyard and a young man is patiently prying a rock which worked into the groove of the left front horseshoe of the mare he’s holding.

Seeing your presence he looks up from his task and nods pleasantly, asking if you are new to town and need a place to stay. He directs you to the entrance to the Inn – called ”The Floating Log”. Then he bids you a good afternoon and goes back to work on the mare (or stables your mount – if you have one).

Entering the common area you see a large and spacious room filled with multiple tables scattered about the place as well as some quiet nooks in the various corners of the room for more private conversations. A massive bar sits in the middle of the room and behind it is a huge fireplace and a good fire is burning.

However, the place seems fairly empty at this time.

You notice a man drinking alone at the bar and three men in a corner having a beer and smoking. A barmaid is cleaning a table and looks up at you, nodding pleasantly. Before she can speak a rather jovial man comes from behind the bar and waves his hand in the air at your presence.

”Welcome, traveler! It’s a cold one outside, eh? Well, have yourself a seat here by the bar and I’ll see what I can do to get you fixed up with a room or a meal and at least a drink on this ruffianly day.”

”Name’s Victor Longinius – but my mates call me ‘Vick’ – welcome! Now – what can I do for you?”

Cool – so; game’s to you. Get cracking introducing yourselves – for introductions it’s first come, first serve.

I should add that this is going to be the “Playtest” for social RP to get the game going. It formally won’t start until at least January Second, but this will give you a chance to interact with the other players, as well as give me a chance to see how you interact with each other.

Your RP will help me make my decision on who will be joining this quest based on how you RP in general and how you interact with the others players.

Good luck!


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Introduction

Corsairs of Varisia

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

Borrowing heavily from ideas from “Vikings”; “Skull and Shackles”; “Sinbad” and “Assassin’s Creed IV”’ the “Corsairs of Varisa” campaign pits the starting party in an emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.

More about Beacon:

In the year 4640 the small town of Roderic’s Cove was founded.

It grew in power and size until in the year 4700 when pirates from Riddleport conquered it and made it their own.

In 4708 the joint efforts from the King of Korvosa and the government of Magnimar managed to clean out the pirates and liberate the town.

Much of the town was destroyed in the fighting; however there was plenty of land that had been cleared for crops as well as places to build and quickly a new government was established and the town was renamed – Beacon, as it shines as a symbol to draw in those interested in freedom.

It is no secret that both the citizens of Magnimar and Korvosa were concerned that Riddleport may attempt to expand their dominion south along the coast and possibly disrupt trade and possibly assault their own cities. To offset these complications both city-states invested in forestalling the pirate expansion by creating an outpost that they hoped would fend off any more military action from Riddleport.

They could not afford to spend much money in such a venture, so to draw interest from outsiders the current government of Beacon has taken to issue licenses for privateers; bounty hunters, militia men or soldiers of fortune.

The government of Beacon will not offer much in the way of gold or loot; but they will offer more in the way of land and position within the town. Any person who distinguishes themselves in battle is free to keep whatever they claim; but contract work gains them land and title.

The governments of both Magnimar and Korvosa have promised to honor those titles for any who visit their own city-states in an effort to give them more weight and hopefully draw more attention from outsiders looking to make a name for themselves.

Basic Stats on Beacon:

Notes on Settlements can be found Here.

Beacon

Large TownClose to a Small City with nearly 5,000 residents. Depending on what players do, it could become larger quickly.

Population Make-up

Approximately 55% of the town is Human.

There is about 15% elves; 15% Halflings; 5% gnomes; 5% dwarves and the remaining 5% is made up of mixed-breeds such as Half-Elves or Half-orcs.

Approximate Weather

The average weather and climate of Beacon is similar to this.

Moon Cycle –

To deal with issues such as nighttime, darkness and so on – a moon cycle will be used.

A chart with the moon cycle can be found Here

The starting time for the game will be January 2014 – or, in game terms;

Abadius, 1st; 4710.

House Rules for The Pirates of Varisa: A Homebrew Campaign

This game is designed to be a low-magic, swashbuckling, high adventure game.

The following are the basics from creating a character in Dain’s Pirates of Varisia.

To aid in the game, a reference site can be found at: Reference Site

When creating a character all players have a 20 Point Buy system and begin the campaign on third level.

Starting gear is limited to purchasing gear found here: Starting Gear.

Characters have standard starting third level gold, but are not able to purchase any magical gear at this time.

Playable Races

All Core Races are available for a player to choose from.

Available Classes

A player can choose from any class from the following list:

Playble Classes

A player may also select from the following options –

A player may also select from the following options –

Swashbuckler

Gunslinger

All Paizo Gunslinger Archetypes are available, including Mechanist

Under the Core Rules a player may choose from:

Barbarians

Bards (with this caveat)
No spells; instead they gain a Scholar Secret on third level and every three levels after (6, 9, 12, 15, 18).

On level 12 these Secrets include Advanced Scholar Secrets.

Fighters

Monk

Ranger

Rogue

Rules on Crafting:

The following House Rule is in play for Crafting:
1. Calculate DC
2. Pay 1/3 GP in "parts".
3. Roll appropriate Crafting Check.
4. If Check succeeds - then multiply DC x Check x 1/2 x Gold.
In short - if you are crafting a "weapon" and the DC is 15, and the weapon costs 30 gold and you roll a "Craft Weapons" check of 20 - your total is 15x20x.5xgold = 150 gold completed in seven days. Or - 21 gold pieces in one day of work. This means you can craft a weapon in roughly 2 days provided you have the time, parts and place to craft it.

Rules for Bargaining

1. A buyer and seller make opposed Diplomacy Checks.
2. Whoever wins the check lowers/raises the base price by 5%
3. For every 5 points the victor succeeds by, raise or lower the price by an additional 1%

In other words a seller is selling an item for 100 GP. The buyer wants it – they bargain.

The Seller rolls a 20; the Buyer rolls a 25. The buyer wins and exceeds the Seller’s price by 5 points; the price drops by 6% from the book total.

Rules on Firearms

1. You can use a pistol to "club" someone for 1d4 points of damage so long as you are proficient with Simple Weapons.

2. You can use a two-handed firearm to "club" someone for 1d8 points of damage, so long as you are proficient with Simple Weapons.

3. A double-barrelled musket has a range increment of 40 feet, not 10 feet.

4. Gunpowder is more common. Therefore all costs associated with firearms are now half price.

5. A Firearm resolves Ranged Touch attacks in the first 2 range increments. Using the “Deadeye” Gunslinger Deed resolves it in any of the 5 range increments (standard penalties for Range apply, however).

6. Firearms are now considered Martial Weapons.

More notes on Black Powder can be found here.

Bonus’s for Posting

This game is more about story than simple “Hack-and-Slash”. So for every 50 posts a PC makes they gain a free Re-Roll to be used at any time. They may have up to 3 re-rolls at a time.


Hey guys; I noticed that there's been a pretty frustrating trend in the campaign I'm playing for the past week regarding d20 rolls.

At first I thought it was nothing but bad luck, but I did a count in my game between 6 players and discovered that of the 41 d20 rolls made by 6 different players since Friday the 1st of November the following were the results:

30 of those rolls were 10 or below, the bulk of them being at best 8 or 9; and 15 of 41 d20 rolls in the same week were natural 5 or less.

Of the rolls that managed to beat a 10:

1 was an 11.

2 were 12's

3 of those rolls were 14.

1 was a 13.

1 was a 16.

1 was a 17.

2 were 19's.

I mean, we all have bad luck; but as it stands when more than 75% of 41 d20 rolls are 10 or less, and not one of them is a natural 20, I start to wonder if there's a glitch.

Is that something that may have happened? Could there be a glitch in the system?

Also, if there isn't a glitch, is there any way to just take a look at it anyway?

The thing is, I come to these games to feel like a hero, and when it takes more than a week for our entire 2nd level party of 6 players to kill a CR 3 (I think) monster; or the GM to hit us either, it feels pretty discouraging and makes me not want to even refresh the site or continue playing.

I don't know about the general staff or other players on the board; but it's my personal opinion that I'd rather be hitting more than missing.

I hope this doesn't sound petty or childish, but I was just wondering if it could be looked into.

If you guys check things out and find that it's really nothing but bad luck and there was no alterations to coding, well, I'll just suffer through it. But I'm actually wondering if something was changed in the coding in general because I've noticed this trend of lower rolls in a second campaign I've been playing also (though there the rolls are not as bad) but it seems to have started as of the 1st of November, so maybe it's not a coincidence?

Okay, that's pretty much it. Thanks again for any feedback in the matter; I'm pretty sure it may just be really bad luck, but I thought I'd bring it to your attention, just in case because after an entire week it seems crazy that 6 different players and 41 d20 rolls have that much bad luck in common :)

(By the way, the campaign is located Here if you'd like to check the results).


Why was the "delete" function removed from the posting options?

It is causing a lot of trouble.

Please return the function.

Why has it been removed?

Please give an answer.


I am specifically looking to play in Skull and Shackles game.

I have been playing in a group for a while; but it seems to be dropping off via interest.

I'm looking for a group that is just starting on book 2; when we're already friends and have bonded together and have our ship and are ready for actual action (plus we only started book 2 in the game I'm in; I don't want to get ahead of the story :)

If anyone is putting together such a game - please let me know.

I'm down with it, and I like to write.

Thanks!


Hello - the following is for the Dice Rolls needed to get Arasmes' province cooking.

Good luck!


This is the page you will use for your Dice Rolls via the kingdom.

Good luck!


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

The Formidably Maid: A Tavern in the "Pirate Town" of "Port Peril".

This is where we began our adventure.


Flynn’s Log –

It is a pleasant evening, and I am enjoying an impromptu celebration at a local tavern - the "Formidably Maid". This celebration seems as good a chance as any to enjoy my graduation. I have received my Surgeon’s Papers and am now able and licensed to practice medicine. However, in all my time during my studies at the academy – as well as my work with my uncle – there was very little occasion to lose oneself in such merriment.

I confess that is stirring to hear the music and singing – but I feel somewhat of an outsider to these occasions, and do not know what my course I should take. Should I lose myself in their ways – or disdain them completely? I confess, neither course of action recommends itself. Perhaps in time I shall find other diversions that do – but I do not see any now that draw my attention or excite me, except if I am to walk the delicate line between the two paths.

Meanwhile, I shall write more when – and if – work recommends itself to me. I suspect that in the morning my situation will be new, fresh – and completely different, and look forward to what a new dawn will bring me.


The Case of the Brain-Controlling Bugs
File Number: 001

Brief Dossier

People of Note:

Sir Sylvath: Knight – of the Clan Seti
Ranking: Chief Warden of the Capital of Praxis

Notes:

Sir Sylvath is most connected to the particulars of this case, as it deals with both criminals and other offenders and potential threats – both foreign and domestic – in the town and nation. More then the simple legal issues – in which he feels it is his duty to assist you – as a Holy Knight of Apsu – he feels it is his duty to prevent anything from effecting people’s free will – he despises slavers – and sees this introduction of a “mind controlling” bug as not only a potential weapon to the nation as a whole – but, more importantly – he sees it as a threat to his entire belief system.

His psychological profile (as prepared by Director Rowan) suggests that Sir Sylvath believes that a creature that controls the mind of another is something is both foul and actually evil. He considers not only his duty to help you – but his profile suggests that he will go to the full extent of the law – and, perhaps – may even go beyond it, if he thinks that he can help against this specific threat.

NOTE: You have no evidence to suggest Sir Sylvath will break the law, or tolerate another breaking the law – only circumstantial evidence that suggests he will fight for this cause very hard – if he believes he is able to; but we won’t slow you down due to an unspecified or vague legal technicality. If he thinks you can do it legally, he'll let you – unless someone formally brings evidence to his attention which suggests you cannot do what you want to. As long as are not doing anything that is outright "evil" he will permit you to proceed with more latitude in this case in particular.

Selendria Grear – Wife (elven) of David Grear (human)
Ranking: Private citizen

Notes:

According to your documents Selendria left her people when she married a human freedom fighter named David. She is very educated on “book smarts” – having studied quite a bit of Alchemy with her people when she was younger. She will be happy to assist you in any way she can regarding this case.

Director Rowan’s Psychological Profile of Selendria indicates that David, her husband – was a freedom fighter out of Galt – and this determination to fight for freedom; specifically against the aristocracy of nobles who tolerated and allowed slavery – was what drew Selendria to him initially. You believe she, too, will go to the full extent of what ability she has to help you.

It should be noted, however – although she has many skills as a student; this knowledge is generally due to her reading a great deal of books. Also, it should be noted that she is not a person who is very experienced with the outside world.

Instead, she behaves more like a human female who is in her early twenties – a young girl who lived in wealth all her life and left it all for “true love”. As such, she is a bit shy around new people – does not enjoy much work with dead bodies or blood (and indeed, does not enjoy much physical labor in general) – and would prefer to surround herself with “pretty things” rather then working in a lab all day.

Therefore - you believe she is a bit flighty at times, but her file does suggest she is not only a good person, and trustworthy.

Her file suggests that she will do everything she can to aid you – but members of your party who are obscene or overly crude may distract her from any great success.

Current Details on Case:

Sir Sylvath have the 7 living “host subjects” quarantined and ready for examination upon your arrival and the examination of your papers to confirm you validity. Further – he also has one living sample of this mind-controlling “vermin”. The sample is contained in a lab that is currently near the Barracks.

You are free to examine, interview, question all “host subjects”.

You are free to conduct what medical tests/experiments you need to on these individuals – provided that you heal them of any injury – and that you take steps to make sure any pain is minimal.

You are free to examine the “vermin” – but all notes and evidence must be reported to both the Council – and to the S.I.D. later.


The following site is for Dain’s Kingmaker Chronicles and is not open for recruitment. It exists for players who are specifically trained and recruited for the purpose of gathering information, compiling facts, and solving cases involving paranormal, extra-planar, otherworldly and supernatural mysteries in the nation of Praxis.

Praxis is situated south of Brevoy and in the northern area formally known as the River Kingdoms. It is filled with great challenges, including many complex and unusual mysteries. As such - a team of specialist investigators was needed to be compiled to solve these cases.

These are their stories. Dramatic Entrance


This Discussion Thread is for the treasure, BP - and other technical details of the province page.


This thread is dedicated to the province of Arasmes.


Silverfall Academy:

"Knowledge is good!"


The following is the link for the province belonging to Ka'etil Malas'rae.


The following is the introduction for the Kingmaker: Province's Section for the character Ariarh Kane.


The following is a page meant to give detailed listing of equipment, gear, relative gold and earnings and general wealth that are currently in the vaults of the Treasury.

This thread is not open to recruitment - it is meant for the players of Dain's Kingmaker Chronicles.


The following page is dedicated to dealing with combat - and minor side quests which are important and fun to play out, but can clog up the board with large ammount of dice rolls.


I am not a fan of OOC posting, prefering Skype, or emails. But if you would like to post something OOC that is pertinent, but don't want to send it through the options I have already mentioned, this is the place to do it.


GM seeking PC interested in taming an unspoiled and wild frontier. Prefer companions with pluck and daring willing to take personal initiative and mold world around them into something greater. Prefer combat training, some knowledge of healing or arcane arts.

Party prefers long walks in the woods, horseback riding after sunset, rock climbing, spelunking, good food, good company, and the chance to slaughter evil. If this sounds agreeable, please let us know.

Remember; the gods gave us hands so that we may take life by the throat.

25 point buy
3 traits one must be from kingmaker
allowing content from the d20pfsrd.com with approval for anything non-core

Look forward to hearing from you soon: so far we have one "rouge type", one "alchemist type" and one "healer type" and one "mage type". Looking for new options, but will take good story types.


This is for the King Maker Campaign Chronicle. I am not currently in the process of recruiting, though I may advertise for players later on the Gamer Connection Board.

In the meantime, this is a game dedicated to "story" rather then simple hack and slash. Role-playing, not "roll" playing. I hope you enjoy reading it as much as I enjoy writing it!

peace