Goblin

Buz Halfboot's page

87 posts. Alias of Pixel Cube.




Greetings, I need to know if the following requests are possible:
- Getting out of a campaign in order to not receive notifications anymore;
- Switching campaigns as "inactive" for the same reason.

The reason I'm asking is because a couple of campaigns have stopped and the GMs didn't make them "inactive" in the first place, and my campaign page is becoming really clogged up.


Could it be accessible to a non-english speaking 12 year old?

Hi, I'm Italian and I've been recently teaching my two 12 year olds cousins to how play pen and paper RPGs. Right now I'm using an homebrew, extremely rules-light system, and they are having a blast, so I tought that maybe it's time to upgrade to a proper system like the one in the BB. They aren't having any problem handling my simple system so I don't think the will have problems handling this basic Pathfinder, adn I know for sure that they would love the maps, artwork and miniatures.

The problem is neither of the speak or read english very good. They learn it at school, but not very well. Is the Beginner Box english to complicated for them? Could it help them learn a new language in addition to the game system with my supervision? I will be their GM and read the rules for them, but I'd like them to eventually start doing things on their own.

I could hope for the Italian version to be released, but I doubt that's going to happen (the Italian publisher for Pathfinder has no plans for the BB at the moments, and they have been notoriously slow and unprofessional in handling Pathfinder manuals and products so far). Therefore I'd rather not wait for something that could never be released.

What do you say? Is the BB english simple enough for somebody that is just starting to learn the language?


Well hello everyone. I plan on running a superhero based campaign using the Mutants & Masterminds system from Green Ronin Publishing, and I wanted to know if anyone in the board would be interested in playing it.

I have several adventures ideas in mind, which is why I'd like you to help me figure out what sort of adventure you will like the most.

If you have a power level in mind, if you are experienced in the system, and so on... Heck, let's do things scientifically: please express your preference in your post using the following questions.

- Which edition?
2nd Edition; 3rd Edition (I have both books); or I never played it, so I don't know

- Which Superhero Age?
Golden Age (30's-50's); Silver Age (50's-70's); Bronze Age (70's-80's); or Dark Age (80's-90's)

- Which style?
Serious and Classic; Gritty and Morally Ambiguous; or Fun and Over the Top

- Which power level?
Street Level Characters; Average Supers Characters; or Gods Among Men Characters

- Which setting?
Please include an idea of a possible setting where you'd like this adventure to take place, like "a Nazi Zeppelin" or "DOOM Island" or "Future New York". If you already have a supehero character in mind, try to post a bare bones concept and to give some ideas to add to the adventure too.

If you have any question about how to create a character, how the system works (it's more or less a variant of d20, so Pathfinder players will be familiar with most of the rules) or whathaveyou, ask away.

This adventure won't be long, and it won't start soon, so this is not the actual recruitment thread. I'm currently busy running two pbp campaigns here on the boards, so this will likely start by the end of the year. By then my two campains will likely end, and in the meantime I will come up with a more detailed adventure idea.


1 person marked this as a favorite.

...threads?


I am DMing a pbp campaign on this forum (this one) but I get no notifications when somebody posts in the gameplay thread. When I first posted it, I received the first three (new) replies, but after I checked them and went back to my Campaigns page in my profile, the (3 new) hyperlink was still there, even though nothing new was posted. When the (3 new) finally disappeared, I just stopped having notification from the gameplay thread of that campaign altogether, and now I have to check myself if something new has been posted.

All the others campaign notification in my Campaigns page work perfectly, even the discussion thread of the campaign that doesn't work. What am I supposed to do to fix this?


SOUNDTRACK

At the Zen Garden the atmosphere is ever quieter than usual. Today is Market Day and most of the townspeople are at the Spice Market in the Eastern Quarters, so despite the recent overpopulation, in the sand garden there are few regulars. Many are meditating, drinking rose liquors, or simply conversating with each other. There is a man in gold colored robes smoking opium near the bar counter, puffing out the smoke in strange shapes. It's ten minutes to noon and many are getting some rice at the bar counter. You catch a glimpse of a discussion between two gentlemen near you. They are talking, like everbody else, about the bounty.

The amount of money offered for the head of Adrian Slate was so ridicolously high, that many were lead to believe that the Constable went mad. Bounty hunters of various races and shapes have come from all around trying to collect it. Some of them weren't bounty hunters at all, just other outlaws and gallows birds. Three people died after a shootout between two gangs, in fear that their rivals might get to the bounty first. After this, Constable Castle was forced to impose a constraint that caused much protest from the bounty hunters: no one will be able to pursue and kill Slate unless authorized to do so by the Constable himself. You can kill him if you want, but if you don't have received written permission by Castle, you can't collect squat. And the Constable is now allowing few people at the time to be on the hunt, sharing the few information they have on the criminal and letting a new group try its luck only if the previous one failed. Needless to say, lots of people got into the line, waiting for their turn.

You were between them, but there are at least 20 bounty hunters that will get the written permission before you, so it's unlikely Slate will be still free and alive when your turn comes up. With nothing much to do except wait and hope, you are now hanging out with your acquaitances at the Zen Garden, observing the old samurai owner drawing circles and waves in the sand and eating some spiced food.

Then, something catches your attention. On the opposite side of the garden, there is someone that is repeatedly calling another person in an angry manner. Both are easterns, one is probably a old monk from the Azure Crane Monastery, while the other one is a samurai. The monk is keeping his head down, his back facing the samurai, trying not to respond to the other's provocation. The samurai is young, with an unkept beard and a sloppy looking armor, and keeps harrassing the monk and laughing. You didn't follow their argument from the beginning, but it looks like the samurai felt offended by a old man's remark,probably about his combat prowess or behaviour. The samurai apparently wants to duel the monk, or at least make him eat his own words. But the old man is ignoring all the taunts. Suddenly, the samurai pushes the monk in the sand, drawing his katana and then pointing it at the old man's throat.

Silence falls on the garden, nobody does anything in fear of repercussion. Even the garden's owner stands still. The samurai laughs and looks at everyone grinning.

The monk is still prone and does nothing, staring into space, waiting in silence for a killing blow.

You are all in the garden, a few steps away from them. Nobody else is moving. What do you do?


SOUNDTRACK

It's a slow day at the Clock and Gear. Today is Market Day and most of the townspeople are at the Spice Market in the Eastern Quarters, so despite the recent overpopulation, in the saloon there are few regulars. Many are playing cards, drinking at the counter, or simply enjoying some tobacco. Somebody just inserted a silver coin into the tin head of Chet, and now the steam powered pianist is playing a fast melody. It's ten minutes to noon and the barmaids are busy serving drinks and food. You catch a glimpse of a discussion between two gentlemen near you. They are talking, like everbody else, about the bounty.

The amount of money offered for the head of Adrian Slate was so ridicolously high, that many were lead to believe that the Constable went mad. Bounty hunters of various races and shapes have come from all around trying to collect it. Some of them weren't bounty hunters at all, just other outlaws and gallows birds. Three people died after a shootout between two gangs, in fear that their rivals might get to the bounty first. After this, Constable Castle was forced to impose a constraint that caused much protest from the bounty hunters: no one will be able to pursue and kill Slate unless authorized to do so by the Constable himself. You can kill him if you want, but if you don't have received written permission by Castle, you can't collect squat. And the Constable is now allowing few people at the time to be on the hunt, sharing the few information they have on the criminal and letting a new group try its luck only if the previous one failed. Needless to say, lots of people got into the line, waiting for their turn.

You were between them, but there are at least 20 bounty hunters that will get the written permission before you, so it's unlikely Slate will be still free and alive when your turn comes up. With nothing much to do except wait and hope, you are now hanging out with your acquaitances at the Clock and Gear, listening to Chet playing "The Ballad of the Crippled Horse" and enjoying something to drink.

Then, something catches your attention. Two table away from you, two people are arguing in an agitaded manner. The man has shaven head, a long scar across his face, an handlebar black moustache, and looks like your typical good-for-nothing. The lady instead is beautiful, dark skinned, with full lips and curly black hair. She wears an elegant red dress, and look very uneasy. You can't make out exactly what they are saying, but it's easy to realize that the man is giving the lady unwanted attention. She refuses to look him in the eyes, and tries to avoid getting touched by him. The man raises his voice, but for no use. Then, all of a sudden, smacks the dark skinned woman in the face, rises up and grabs her arm, dragging her close to him.

Other bar regulars stand up to do something, but the man his quick to draw his revolver and press it to the lady's temple. She is visibly in tears. Everybody is suddenly too scared to make a move. The man starts to back towards the exit, using the woman as a shield.

I'd like to suggest all the gentlemens over here to mind your own f@++ing business. says the man in a raspy voice.

You are all in the saloon, a few tables away from him. Nobody else is moving. What do you do?


Hangman's Noose

Hangman's Noose may be a small place, but it's full of people and events. Stuck in the desert and distant from pretty much everything, the town was originally called Seeker's Grace, and it was built on a trade road by the first miners who discovered the mines 5 miles away from it.

About 60 years ago, a disagreement over the mining claims between the mine owners and the Kingdom caused the largest shootout ever between the government authorities and the outlaws hired by the miners. The day after the battle, half of townspeople observed the other half get hanged by the authorities. A massive gallows made of 13 nooses was built for that occasion, and it's still in the main square, haunting with his very presence and giving the town his ghastly new name. Two months after the shootout, the mines were depleted. Despite this, the town managed to survive, since then slowly rebuilding what was destroyed.

It's ruled by a Constable appointed by the King's Government. Between houses, offices and shops, it's made of about 60 wooden and stone buildings. Formerly inhabited by roughly 120 people, the population almost tripled in size since the jade deposit was discovered, and with the recent arrival of bounty hunters due to the 60k bounty, the town now suffers from overcrowding. Entire families live in small houses or share them with other families. While there is a part of the town that is inhabited by the Easterns mostly, the original dwellers and the newcomers live side by side. Merchants and diplomats also built new houses and even large palaces.

Hangman's Noose has the typical appearance of a Western town: two rows of buildings built on the sides of a dusty road, a central square, and saloons and shops around. The town exists mainly for trade purposes, so there are quite a lot of shops for a place this small. Here is a list of the main locations in Hangman's Noose: since the town is small, it's assumed that anyone knows about these places after spending a couple days here. More in depth info may require a Knowledge or Diplomacy check.

Main Features:

Main Road - The original trade road, that goes from the centre of town to East, reaching the mountains and eventually the big ocean. The Easterns usually arrive in town through here.

13 Nooses Square - The central square, dusty and circular. Right in the middle of it there are the massive gallows. The occasional executions still take place here.

High Road - The continuation of the trade road, that goes to the West from the centre of the town through the jade Mines, the Whispering Canyons, and eventually reaching the Kingdom's Capital.

Railway - Still in construction, the new railway is a technological marvel, and will connect the town to the Kingdom much easily. There are as many people in town that want it to be completed soon as much as ones that want it to disappear altogether.

[spoiler=Offices and Authorities]

Constable Office - The Town Hall and municipality office, the place where many contracts and affairs take place. It's a recently restaured 3 story building with a clock tower, located in 13 Nooses Square. Here lives Sir Willis Castle, appointed Constable of the Kingdom. Castle is a noble from the big capital, and while he is almost beloved by most of the citizens and merchants (pretty much due to his liberal approach to commerce), there are many that believe that he's into some shady business. Due to the recent war, immigrant waves, and tax increase, he started running the office with a more restrictive approach.

Bank and Postal - Where the town's profits are stored before leaving for the Capital. It also acts a postal office and courier service. Well guarded and located in 13 Nooses Square.

Sheriff Office and Prison - Where the town Marshal lives and the Law is enforced. The current Marshal is a dwarf named Brunt Stonehammer, and he's famous for being one of the few incorruptible people in town. He's also famous for coming to get you in a full suit of armor and a tower shield, in addition to a big ass gun. His new Deputy is a redeemed Ronin called Heihachi, and they usually employ some volounteers or paid swords for guard duty. While the Marshal and his men are quite good at protecting the people of the town, they are not as good at chasing criminals: fleeing outlaws that live outside town usually aren't prosecuted at all. The office, located in 13 Noose Square, also has a few holding cells.

Jade Palace - A newly costructed 4-story pagoda palace, built and decorated in the style of the Easterns, this building acts as a luxury hotel for all the rich merchants, ambassadors and diplomats that arrive here. Many business and diplomatic meetings take place here. There are quite a few geishas and the palace is effectively used as an expensive brothel too. It's also very well guarded by many samurais and ninjas. Located on the edge of High Road.

Places of Interests:

Azure Crane Monastery - Also recently constructed, this stone made monastery was built by the monk of the ancient order of the Azure Crane, but is willing to play host to monks and travellers of every order. It has a training dojo, a meditation hall and large sleeping room. Located on the edge of Main Road.

Elven Mission - The place that hosts and tends to Elven travellers that come to the city. Run by a elf woman named Futoa, a crippled former hunter, this simple house is the place where you can get in touch with elven adventurers and culture. Located in the residential quarters.

Leadbell Church - Burnt up in smoke during the battle of 60 years ago, this church once hosted the religious mission of the Lord of Light. Rebuilt by a lone priest named Prester, the place now serves as an altar for whoever wants to give a prayer to the forces of good. But it's said the place it's still haunted by the ghosts of the people who died in the fire. Located in 13 Nooses Square.

Hearthstrike Mining Company - The ones who discovered that the mines everyone believed depleted had actually jade in it. The Company is run by two dwarf brothers, Maul and Gand, and mostly employs dwarven miners. Due to recent overworking conditions, a Miners Workers Syndacate just formed.

Bars and Public Places:

Clock and Gear Saloon - Run by a gnome engineer named Jimble Perkins, this Saloon is famous for having the first fully automated clockwork pianist, and perhaps more importantly, two automated clockwork bouncers. Other than that it's a fairly decent and quite peaceful saloon, completed with a few chambers upstairs. A lot of Easterns come here. Located in 13 Noose Square.

Red Mist Saloon - A more dangerous place than the Clock and Gear, this Saloon is run by a cunning and fast witted halfling woman named Alessa. While violence is not officially tolerated, a lot of duels and killing took place inside the Red Mist, and the outlaws prefer to come here. Not many Eastners like this place. This Saloon is also famous for the incredibly extensive list of strong spirits and exotic liquors served. Located on High Road.

Zen Garden - Mostly attended by monks and other Easterns, the Zen Garden is a place of meditation, but also a bar where you can chat (preferibly without raising your voice) with the locals and taste rice, dried fish and other spiced food. Run by a extremely old samurai that hasn't revealed to anyone his name, it's a square stone structure with an open roof and seats on the walls, and a counter where food and drinks are served. The samurai costantly draws shapes with a rake in the dust and sand right in the middle of the place. Located on High Road.

Gambler's Alley - The back alley of a series of house building, traditionally the place where you can play dice, cards, underground fight and all sorts of Eastern and Western gambling. Also the preferred hideout of many criminals, and the place where you can find lots of informations. Located in the residential quarters.

Shops:

Spice Market - A bazaar set right in the middle of the Eastern quarters, you can find useful goods and food imported from across the Ocean. Most of the stalls are not authorized and sell black market goods.

Goldsniffer Bill's Emporium - The oldest shop in town, run by former miner and elder townsperson Bill. While the man is not in his brightes years, he can still provide pretty much every common household item for a fair price. Located on High Road.

Merrywater and Sons Gun Shoppe -The best firearms shop in miles, run by Herrol Merrywater and his 4 sons. You can find both magical and nonmagical firearms and ammo, you can repair or modify your gun here. Located on Main Road.

Kitara's Den - While most people would prefer that this place wouldn't exist, they are too scared to harrass what it's after all an honest merchant trying to make a living. Kitara the Witch is a charming, dark haired lady that can provide you with obscure magic items, scrolls and wands. Located on the edge of Main Road.

Rickman Saddles and Mounts - If you are looking for a horse, don't look elsewhere. This large wharehouse shop is run by Thunderous Cloud Rickman, half elf ranger. He sells riding equipment as well as horses and even more exotic mounts. Located on the edge of High Road.

Geneve & Durran Smithery and Enchantry - This shop is the largest in town, and it's run both by one of the few blacksmiths around, the half orc Durran, and by his beautiful wife Geneve, a human tailoress. It sells armors and traditional weapons, magical or not, as well as dresses and woundrous items imported from the capital. Located on 13 Nooses Square.

Shoi Lin's Goods from the Dragon Nations - The affable Shoi runs this exotic shop where you can find eastern weapons and armors, fireworks, jewels exotic magical items and much more. Located on Main Road.

Doc Watson's Apothecary - Not a shop per se, the house of the good Doctor Watson is still a place where you can go to get yourself fixed for free. He also sells potions, herbs and alchemical items, provided he doesn't need to medicate someone at the moment. Located in the residential quarters.

Outside town:

Jade Mines - Once depleted, the Mines saw new light once jade was discovered in it. While most of the beasts that lurked inside where chased away, it's still a dangerous place, full of dark, steep tunnels. Located 5 miles west of the town.

Salt Flats - The Desert nearby, so dry the ground it's always cracked. Since it's very rich in salt, it shimmers during the day, making it difficult to see. Dangerous beasts live in it, like Phase Lions, Giant Scorpions and the loathed Undeath Vultures.

Whispering Canyons - Traditionally an hideout of criminals and runaways, the twisty Canyons are considered a very bad place to be alone. Located 12 miles west of the town.

Elven Camp - The nomad Elven tribe of Jola Gabahuema (Awakened Moon) lives in the general vicinity of the town. The elves are pacific and willing to accept visitors of every race and origin, but don't like to be provoked and harrassed, and have proved to be fearsome warriors. The camp costantly moves to stand close the few damp regions and patches of vegetations that bloom in the different seasons, so it's difficult to know where it at a given time. The Awakened Mooners are mystical people and their chief is a shaman called Talking Bones.


Hangman's Noose

Hangman's Noose may be a small place, but it's full of people and events. Stuck in the desert and distant from pretty much everything, the town was originally called Seeker's Grace, and it was built on a trade road by the first miners who discovered the mines 5 miles away from it.

About 60 years ago, a disagreement over the mining claims between the mine owners and the Kingdom caused the largest shootout ever between the government authorities and the outlaws hired by the miners. The day after the battle, half of townspeople observed the other half get hanged by the authorities. A massive gallows made of 13 nooses was built for that occasion, and it's still in the main square, haunting with his very presence and giving the town his ghastly new name. Two months after the shootout, the mines were depleted. Despite this, the town managed to survive, since then slowly rebuilding what was destroyed.

It's ruled by a Constable appointed by the King's Government. Between houses, offices and shops, it's made of about 60 wooden and stone buildings. Formerly inhabited by roughly 120 people, the population almost tripled in size since the jade deposit was discovered, and with the recent arrival of bounty hunters due to the 60k bounty, the town now suffers from overcrowding. Entire families live in small houses or share them with other families. While there is a part of the town that is inhabited by the Easterns mostly, the original dwellers and the newcomers live side by side. Merchants and diplomats also built new houses and even large palaces.

Hangman's Noose has the typical appearance of a Western town: two rows of buildings built on the sides of a dusty road, a central square, and saloons and shops around. The town exists mainly for trade purposes, so there are quite a lot of shops for a place this small. Here is a list of the main locations in Hangman's Noose: since the town is small, it's assumed that anyone knows about these places after spending a couple days here. More in depth info may require a Knowledge or Diplomacy check.

Main Features:

Main Road - The original trade road, that goes from the centre of town to East, reaching the mountains and eventually the big ocean. The Easterns usually arrive in town through here.

13 Nooses Square - The central square, dusty and circular. Right in the middle of it there are the massive gallows. The occasional executions still take place here.

High Road - The continuation of the trade road, that goes to the West from the centre of the town through the jade Mines, the Whispering Canyons, and eventually reaching the Kingdom's Capital.

Railway - Still in construction, the new railway is a technological marvel, and will connect the town to the Kingdom much easily. There are as many people in town that want it to be completed soon as much as ones that want it to disappear altogether.

Offices and Authorities:

Constable Office - The Town Hall and municipality office, the place where many contracts and affairs take place. It's a recently restaured 3 story building with a clock tower, located in 13 Nooses Square. Here lives Sir Willis Castle, appointed Constable of the Kingdom. Castle is a noble from the big capital, and while he is almost beloved by most of the citizens and merchants (pretty much due to his liberal approach to commerce), there are many that believe that he's into some shady business. Due to the recent war, immigrant waves, and tax increase, he started running the office with a more restrictive approach.

Bank and Postal - Where the town's profits are stored before leaving for the Capital. It also acts a postal office and courier service. Well guarded and located in 13 Nooses Square.

Sheriff Office and Prison - Where the town Marshal lives and the Law is enforced. The current Marshal is a dwarf named Brunt Stonehammer, and he's famous for being one of the few incorruptible people in town. He's also famous for coming to get you in a full suit of armor and a tower shield, in addition to a big ass gun. His new Deputy is a redeemed Ronin called Heihachi, and they usually employ some volounteers or paid swords for guard duty. While the Marshal and his men are quite good at protecting the people of the town, they are not as good at chasing criminals: fleeing outlaws that live outside town usually aren't prosecuted at all. The office, located in 13 Noose Square, also has a few holding cells.

Jade Palace - A newly costructed 4-story pagoda palace, built and decorated in the style of the Easterns, this building acts as a luxury hotel for all the rich merchants, ambassadors and diplomats that arrive here. Many business and diplomatic meetings take place here. There are quite a few geishas and the palace is effectively used as an expensive brothel too. It's also very well guarded by many samurais and ninjas. Located on the edge of High Road.

Places of Interests:

Azure Crane Monastery - Also recently constructed, this stone made monastery was built by the monk of the ancient order of the Azure Crane, but is willing to play host to monks and travellers of every order. It has a training dojo, a meditation hall and large sleeping room. Located on the edge of Main Road.

Elven Mission - The place that hosts and tends to Elven travellers that come to the city. Run by a elf woman named Futoa, a crippled former hunter, this simple house is the place where you can get in touch with elven adventurers and culture. Located in the residential quarters.

Leadbell Church - Burnt up in smoke during the battle of 60 years ago, this church once hosted the religious mission of the Lord of Light. Rebuilt by a lone priest named Prester, the place now serves as an altar for whoever wants to give a prayer to the forces of good. But it's said the place it's still haunted by the ghosts of the people who died in the fire. Located in 13 Nooses Square.

Hearthstrike Mining Company - The ones who discovered that the mines everyone believed depleted had actually jade in it. The Company is run by two dwarf brothers, Maul and Gand, and mostly employs dwarven miners. Due to recent overworking conditions, a Miners Workers Syndacate just formed.

Bars and Public Places:

Clock and Gear Saloon - Run by a gnome engineer named Jimble Perkins, this Saloon is famous for having the first fully automated clockwork pianist, and perhaps more importantly, two automated clockwork bouncers. Other than that it's a fairly decent and quite peaceful saloon, completed with a few chambers upstairs. A lot of Easterns come here. Located in 13 Noose Square.

Red Mist Saloon - A more dangerous place than the Clock and Gear, this Saloon is run by a cunning and fast witted halfling woman named Alessa. While violence is not officially tolerated, a lot of duels and killing took place inside the Red Mist, and the outlaws prefer to come here. Not many Eastners like this place. This Saloon is also famous for the incredibly extensive list of strong spirits and exotic liquors served. Located on High Road.

Zen Garden - Mostly attended by monks and other Easterns, the Zen Garden is a place of meditation, but also a bar where you can chat (preferibly without raising your voice) with the locals and taste rice, dried fish and other spiced food. Run by a extremely old samurai that hasn't revealed to anyone his name, it's a square stone structure with an open roof and seats on the walls, and a counter where food and drinks are served. The samurai costantly draws shapes with a rake in the dust and sand right in the middle of the place. Located on High Road.

Gambler's Alley - The back alley of a series of house building, traditionally the place where you can play dice, cards, underground fight and all sorts of Eastern and Western gambling. Also the preferred hideout of many criminals, and the place where you can find lots of informations. Located in the residential quarters.

Shops:

Spice Market - A bazaar set right in the middle of the Eastern quarters, you can find useful goods and food imported from across the Ocean. Most of the stalls are not authorized and sell black market goods.

Goldsniffer Bill's Emporium - The oldest shop in town, run by former miner and elder townsperson Bill. While the man is not in his brightes years, he can still provide pretty much every common household item for a fair price. Located on High Road.

Merrywater and Sons Gun Shoppe - The best firearms shop in miles, run by Herrol Merrywater and his 4 sons. You can find both magical and nonmagical firearms and ammo, you can repair or modify your gun here. Located on Main Road.

Kitara's Den - While most people would prefer that this place wouldn't exist, they are too scared to harrass what it's after all an honest merchant trying to make a living. Kitara the Witch is a charming, dark haired lady that can provide you with obscure magic items, scrolls and wands. Located on the edge of Main Road.

Rickman Saddles and Mounts - If you are looking for a horse, don't look elsewhere. This large wharehouse shop is run by Thunderous Cloud Rickman, half elf ranger. He sells riding equipment as well as horses and even more exotic mounts. Located on the edge of High Road.

Geneve & Durran Smithery and Enchantry - This shop is the largest in town, and it's run both by one of the few blacksmiths around, the half orc Durran, and by his beautiful wife Geneve, a human tailoress. It sells armors and traditional weapons, magical or not, as well as dresses and woundrous items imported from the capital. Located on 13 Nooses Square.

Shoi Lin's Goods from the Dragon Nations - The affable Shoi runs this exotic shop where you can find eastern weapons and armors, fireworks, jewels exotic magical items and much more. Located on Main Road.

Doc Watson's Apothecary - Not a shop per se, the house of the good Doctor Watson is still a place where you can go to get yourself fixed for free. He also sells potions, herbs and alchemical items, provided he doesn't need to medicate someone at the moment. Located in the residential quarters.

Outside town:

Jade Mines - Once depleted, the Mines saw new light once jade was discovered in it. While most of the beasts that lurked inside where chased away, it's still a dangerous place, full of dark, steep tunnels. Located 5 miles west of the town.

Salt Flats - The Desert nearby, so dry the ground it's always cracked. Since it's very rich in salt, it shimmers during the day, making it difficult to see. Dangerous beasts live in it, like Phase Lions, Giant Scorpions and the loathed Undeath Vultures.

Whispering Canyons - Traditionally an hideout of criminals and runaways, the twisty Canyons are considered a very bad place to be alone. Located 12 miles west of the town.

Elven Camp - The nomad Elven tribe of Jola Gabahuema (Awakened Moon) lives in the general vicinity of the town. The elves are pacific and willing to accept visitors of every race and origin, but don't like to be provoked and harrassed, and have proved to be fearsome warriors. The camp costantly moves to stand close the few damp regions and patches of vegetations that bloom in the different seasons, so it's difficult to know where it at a given time. The Awakened Mooners are mystical people and their chief is a shaman called Talking Bones.


Even the kids in town talk about it: the largest bounty ever issued, 60 thousands golds, and all for a single man. You didn't even know that there was that much money in all of Hangman's Noose, but it seems the Constable can afford it. But it doesn't matter: every bounty hunter and on the run adventurer in miles came to this small and dirty city on the edge of the Salt Desert, and they are all here for a piece of the cake. And with the last wave of immigrants from the Eastern continent that just arrived, Hangman's Noose looks is now an overcrowded powder keg ready to explode. You see, just some years ago the dwarves discovered a large jade deposit in the mines just outside town. And the Easterns love their jade. Merchants came from across the ocean, and with the merchants came diplomats, entire families, and even lone warriors, capable of cutting you up in a single blow or punch your face through a brick wall. Some of them decided to try their luck with the bounty. You decided to try your luck too. Adrian Slate, ruthless criminal and convicted murderer, is worth 60,000 gold pieces, dead or alive, and even the best paid job in the world isn't going to give you that much. And after all, death isn't the worst thing it could happen in the Salt Desert...

Hello everyone! I have decided to run a short campaign to make full use of the Ultimate Combat options. I want to run a spaghetti western and wuxia/kung fu flavored adventure, in which both revolver-wielding gunslingers and eastern warriors like samurais and shaolin monks exist. During this adventures you will encounter both the standard tropes of a Western movie (guns, high noon duels, deserts and outlaws) and of a Eastern action movie (ninjas, samurais, martial arts and ki powers), of course along with the elements of your typical Pathfinder game (non human races, magic and other high fantasy stuff). It will be a little experimental, and I've slightly tweaked the rules for class availability, weapon proficiencies and added some homebrew stuff to the mix. Looking for 4-6 players.

Setting:

The game is set in Hangman's Noose, an unremarkable western town in the middle of the Salt Desert, populated mostly by humans, dwarf miners, gnome merchants, and half orcs and halfling laborers. There are also elves, mostly a savage, spiritual and noble race that dwells the plains and the deserts (akin to the Redskins of your standard Western). The Salt Desert is quite a dangerous place, with roaming beasts and oversized vermins always on the hunt.

Four years ago, the dwarves of the Hearthstrike Mining Company discovered a very large deposit of jade and other precious stones in a mine that was believed to be depleted. Jade is the most valuable material for the merchants of the Eastern regions across the ocean, and once word came to them of the discovery, they arrived in Hangman's Noose for business. The town suddely became pretty rich, and soon waves of immigrants of every race from the East arrived: families trying to make a living in a new land of opportunity, diplomats trying to make a good deal with the town authorities, and mysterious warriors ready to sell their services to the best offer. Hangman's Noose is now the edge where West and East meet.

The city is part of a reign called Valderran, ruled by King Jhelial III. The reign just declared war to the rebels regions of the north, and while Hangman's Noose is untouched by this impeding conflict, the national government decided to keep most of the town's profit for itself for financing the war and raised the taxes. The city is nowhere as rich as it would have been, but there's still a lot of jade, and a lot of people determined to get gold in a way or another.

Of course, there are guns in this setting. Loads of them. Technology levels are constantly rising, but magic is not disappeared. Some considers spells as the works of evil forces, there is much superstition and pratictioners of the dark arts are feared, but magicians and magical items exist and are allowed, provided they don't mess with the wrong people. There are no clear deities in this setting, just mysterious good forces and evil forces in constant struggle. The elves hare mostly shamanic, and there are plenty of small cults and sects around. Morality is not black and white: when there's money involved, every sinner is a saint.

I'm expecting a lot of Western characters, Kung Fu/Wuxia/Japanes flavored character, and even something in between. Group composition will be determined by the concepts I like the most. If you have more questions about the setting in order to create your character or are simply curious, just ask away!

Character creation rules
- Characters start at level 4, starting wealth 6000 gp (also remember that guns are commonplace, see below for firearms proficiencies and prices). All the items, magical or nonmagical, that are in the SRD are Ok. Please remember to get a horse with your money.

- 20 point buy (remember to add the additional stat point you get at 4th level).

- Standard races only.

- Too keep the "grey morality" feel of a western setting, alignments won't matter much.

- Two traits, that must be chosen from the list below. No, you can't pick the Additional Traits feat.

- Hit points: max at first level, average (rounded down) the following levels.

- No 3rd party content of any kind.

- Not all the classes are available, and some are available only in specific archetypes. The lists of allowed classes is the the following. When it says "X archetype only" it means you can only take that archetype, NOT the base class. I may allow archetypes depending on your character concept (ask and we'll see). No multiclass.

Class list:

- Alchemist (may allow archetypes)
- Barbarian (may allow archetypes)
- Bard (may allow archetypes)
- Cavalier (Honor Guard, Gendarme and Musketeer only)
- Cleric (Evangelist and Mercyful Healer only)
- Druid (may allow archetypes)
- Gunslinger (all archetypes)
- Inquisitor (Exorcist, Preacher and Witch Hunter only)
- Monk (all archetypes)
- Ninja (may allow Rogue archetypes)
- Paladin (Holy Gun only)
- Ranger (Guide, Trapper and Trophy Hunter only)
- Rogue (may allow archetypes)
- Samurai (or Ronin)
- Witch (all archetypes except Winter and Sea)
- Wizard (Spellslinger only)

Here is a list of 20 campaign appropriate traits, you can pick 2 of them.

Traits:

Cowboy: You are expert in handling cattle and riding animals. You get a +1 trait bonus to Handle animals, Knowledge (geography) and Ride.

Dark Magician: You are expert in the obscure magic arts. You get a +1 trait bonus to Knowledge (Arcana), Spellcraft and Concentration checks.

Dead Shot: You are an expert in firearms use. You add half your Dexterity bonus to the damage of every firearm you fire. This bonus does not stack with Gun Training. You also gain 1 additional Grit point.

Deadly Draw: You are an expert duelist and fast drawer. You get a +1 trait bonus to Reflexes, and a +2 bonus to the drawing phase of a Showdown Duel (see below).

Doc: You are expert in anatomy and surgery. You get a +1 trait bonus to Heal, Heal is always a class skill for you, and every healing spell you cast (or potion you drink) will heal 1 additional hit point.

Drunkard: Your prowess with alcoholic drinks is legendary. You gain a +4 trait bonus on saving throws when you drink and against mind influencing spells and abilities.

Hand-Mucker: You are an expert gambler and cheater. You get a +1 trait bonus to Bluff, Sense Motive and Sleigh of Hands.

Holy Man: You are the herald of a deity, seen as a saint by most people. You get a +2 trait bonus to Knowledge (religion), always a class skill for you, and +1 to Reputation.

I know Kung Fu: You are a master in unarmed combat. You gain a +1 trait bonus to Acrobacy and a +1 trait bonus to all the unarmed damage you deal.

Impertubable Mind: You are trained in focusing your mind even in dangerous situations. Your gain a +1 trait bonus to Will and 1 additional ki point.

Infamous: You reputation precedes you. You gain +2 to Reputation and a +1 trait bonus to Intimidate, and Intimidate is always a class skill for you.

Killer Eyes: You have a history of violence, and people notice that by just looking into your eyes. You gain +2 to Reputation and a +1 trait bonus to confirm critical hits.

Martial Artist: You are a master in an exotic combat style. Pick a Combat Manouver of your choice: your receive a +1 trait bonus to both CMB and CMD when using or defending against that manouver.

No Name: Nobody knows your name, but everyone realizes that you aren't someone to mess with. You get a +1 to Reputation and a +1 luck bonus to a saving throw of your choice.

Not Quite Dead: You received a blow that would have killed most people, but managed to survive against the odds. You gain a +1 trait bonus to Fortitude and 2 additional hit points.

Saloon Pianist: You are an expert intertainer. You gain a +1 trait bonus to a Perform skill of your choice, and +1 trait bonus to Knowledge (local). Both are always class skills for you.

Sneaky as a snake: You are an expert in working unseen or undercover. You get a +1 trait bonus to Disable Device, Disguise and Stealth.

The Law: Whether you are a sheriff, a law enforcer or because people simply fear your judgement, your word is law when you're around. You gain +2 to Reputation and a +1 trait bonus to Diplomacy, and Diplomacy is always a class skill for you.

Trapper: You are at ease in the wilderness. You gain a +1 trait bonus to Knowledge (nature), Perception and Survival.

Warrior Spirit: You are a master in the way of the sword. Pick a non-firearm weapon of your choice: you gain a +1 trait bonus to both attack and damage with that weapon only.

Background
To give the characters proper motivation for this campaign, try to include some of the following into your background.
- You work, or have worked in the past, as a bounty hunter or a law enforcer.
- A mentor, relative, lover or close friend of yours was brutally killed in the past and the responsible got away with it.
- You travelled a long way from the East to arrive in Hangman's Noose and are now trying to make a living in the city.
- You are part of the original inhabitants of Hangman's Noose and are very close to the people of the city.

Other Rules
Here's the additional rules we will be using for this campaign.

- Firearms: Firearms are common and easy to find in this setting. Early firearms are simple weapons and cost 1/4 of their original price. Advanced firearms are considered martial weapon and cost half of their original price. Ammo is abundant and cost 1/5 of the original price.

- Ninja and Samurai are proficient with eastern weapons and armors; Monks are proficient with all eastern weapons. Neither are proficient in any kind of firearms.

- Hero points: Yes, we will be using hero points. You start with 1 hero point.

- Reputation: This is an homebrew rule. Your Reputation score is a measure of how famous or infamous you are. It comes in use both in non combat situations (Reputation influences the reaction and starting attidude of NPCs, and can even let you avoid fights altogether) and combat ones (Duels). Your Reputation is equal to half your level + Cha modifier + trait bonuses.

- Showdown Duels: When the chips are down and it's time to really mean business, a Showdown Duel may be called. They rely on quick reflexes, lighting draw, and intimidating your opponent. Usually a one versus one matter, a duel is a way of quickly ending a confrontation with a single blow.

Duel Rules:

Both parties must declare and agree that they want to duel, and decide what exactly signals when it's time to attack (it's usually a bell, or the ring of a timed clock, or the shot in the air of another party). Third parties cannot act during a duel, but may influence it in some way (DM call).You don't necessarely have to use a firearm for the duel: you can use every weapon, both ranged and melee. In case of melee weapons, the duelists simply stand close, so they can charge at each other in a single turn. Mixed duels (ranged versus melee) also take place with the opponents close. You can't duel with a spell but you may influence a duel with spells (see below). A duel is made up of 5 phases, during which the bonuses of the opponents are matched to see who wins a specific phase. Highest bonuses means you win that phase, and a tie is possible (neither wins that bonus). You don't roll any dice during the phases, but simply compare the modifiers. Each won phase gives you a +1 bonus to the final roll.

- Reputation phase: Where your name and former deeds are taken into account. The highest Reputation wins; remember to add the Reputation bonuses from the traits.

- Gaze phase: The opponents look straight into each other eyes, in a contest of sheer determination. Each of the following counts towards calculation your bonus: challenge class ability, at least 4 ranks in Intimidate, the Killer Eyes trait, stern gaze class ability, and the ability to cast any gaze spell or one that influences the opponents eyes (you don't really cast the spell but still lose the spell slot). The duelist with the most of these wins the phase.

- Reaction phase: How quickly the duelists can react to the signal. Each opponent add his Initiative to his Reflexes Save: the highest result wins the phase.

- Draw phase: Both duelists draw their weapon extremely fast. Each of the following counts towards calculation your bonus: Quick Draw feat, every other draw feat, the Deadly Draw trait (+2 bonus), at least 4 ranks in Sleigh of Hands, at least 4 ranks in Bluff, Gunslinger Initiative deed (must have at least 1 Grit point to get the bonus), mage hand or other spells that might help drawing a weapon (you don't really cast the spell but still lose the spell slot). The duelist
with the most of these wins the phase.

- Attack phase: Both duelist finally attack. Each opponents takes the attack bonus with the weapon he's using (magic and feat bonuses included), and adds +1 for every one of the following: using a one handed weapon, charging at the opponent with a melee weapon, having a weapon with the reach ability, having a weapon with the deadly ability, the Warrior Spirit trait, Dodge feat or any Dodge bonus, any Critical feat, any Improved (Combat Manouver) feat, magic weapon/true strike/blessing or any other spells that add to the attack bonus (the spells must have been cast beforehand). The highest final bonus wins the phase.

Resolution: After the 5 phases, each opponent roll a single d6, and add the bonuses for every phase they have won.

Compare the final results: the one with the highest roll wins the duel, and automatically confirms a critical hit against the opponent with the weapon he's using, with the max possible damage (for example a weapon that does 1d8+3/x4 will automatically deal 44 damage). The attack always hits and ignores armor and damage reduction. Should the opponent that lost the duel not die after this attack, he will be knocked prone, be staggered for 1 round, and last in Initiative in the following round. The winning duelist may decide not to kill or damage his opponent, but disarm it or immobilize him instead.

In case both opponents obtain the exact same results with the resolutive d6 roll, the one that collected the most bonuses during the phases wins. Should both opponents have the same results and bonuses, they will deal damage to each other at the same time, and suffer the same consequences of a losing duelist. Yes, you can use your Hero point to reroll the d6 of a duel if you want.

To save time and cut straight to the chase, it's better to calculate your Duel stats beforehand, and put them in you character sheet. For example:
Duel: Reputation 5, Gaze 2, Reaction 10, Draw 4, Attack 11
This way you only need to roll a d6 to duel against an opponent. Write additional sets of stats if you plan to due with different weapons. If you are not sure if some of your abilities or feats might improve your duel stats, ask away.

If there's enough response, I will probably make two groups. Will be accepting submissions until the 24th of October. Now let's see your characters!


This has probably already been done here, but I don't see anything active at the moment so I might as well start one myself.
I would like to make a basic tournament for character: basic arena fighting or magical duels. This could be the chance to try the most powerful build you have in mind, fight with a character that is not in a campaing at the moment and put the performace weapons rules to good use.

I was thinking of dividing the arena into 4 main Leagues:
- Performance/Gladiator combat.
- Regular combat (no performance rules).
- Tricksters/Dirty fighting combat (for weaker but cunning participants).
- Magical duels.

All fights would be 1v1, opponents are assigned at random. Beating your opponent gives you a level advancement, a money prize to spend in equipment and your opponent's stuff (which can be sold). If you lose, you can enter the tournament again with the same character or a character with the same level and gold of the last one you played.

Some more ground rules:
- All LA0 races, classes and archetypes are allowed.
- No homebrews and 3rd party content.
- Average starting gold, plus a cure light wounds potion.
- You start at level 1, and get maximum hp at every level.
- 20 point buy.
- No traits.
- Every one who is not fighting in a specific combat and whose character is not in the same League could act as a referee for that fight, effectively acting as the DM of the situation.
- Additional rules about the terrain, engagement and such depending on the League you play in.

Bear in mind that these are all basic rules and that I'm open to suggestions. Don't post your character here yet, just tell if you are interested and give your suggestions. As soon as we gather enough interst, we can set up the actual arena where your character can go and sign up for the fight (a chance to RP your character a bit and to meet your opponent beforehand).

Now, let's see some blood spill!


Sup everyone, we have recently lost our cleric in our exceedingly awesome campaign On Stranger Tides: A Goblin's Tale, which is run by our DM James Martin. James asked me to look for one or two players to fill the empty spot, so here we go. We are part of a tribe of all-goblin pirates called the Gullchokers.

I will repost James specs for character creation (the only difference is that you will be starting at level 2). Only race available is, of course, goblin.

James Martin wrote:

"The locals still tell tales of it. The pirate ship, sitting there in the middle of the desert, no water for hundreds of miles in any direction. Of course, they say, that's not the strangest part of it. The skeletons found on it, bleached white and scoured by wind and sand, were goblins... No one knows how it happened, but the locals have theories. And they're all, one and all, universally mad..." - The Pathfinder Chronicles, Book XXIV written by Orsius Crumbbottom, Pathfinder

I just got done skimming my new copy of the Goblins of Golarions, and the artwork of the pirate ship with goblins at the helm, both scared and delighted me. I'd be willing to run this with some caveats:

1. This would be a chaotic game, not necessarily an evil one. Expect light comedic evil, but no baby eating.
2. No maps. No grids. Don't ask. All combat is expected to be slightly madcap. Rules will be bent. There's no crying in Pathfinder Goblins.
3. I usually post once per weekday. I may need to slow or quicken this pace. I warned you.
4. Frickin' goblin piracy. Yep.
5. The game would start in the Shackles. Plan accordingly. You'll all be members of the dwindling in number Gullchoker tribe.
6. 15 point buy, 1st level. 2 traits, etc. Minimum starting gold. You're desperate little scavengers, remember?
7. Your character may die. If you die in comedic fashion, so much the better. You can make another character.
8. There is no number 8.

If you agree to the above, start making characters. And remember: stupid little freaks. Enjoy!

Our pirate crew is composed by:

Buz Halfboot, gunslinger pirate wannabe
Greblak, pyromaniac sorceror
Splurg, a druid, and his cat Spots
Whosi Blackface, tinkering rogue

You can read what is happening on the campaign thread here, here is a short version.

-The Gullchoker tribe loses his chief and fights for the position go rampant.
-We are attacked by a plague-ridden crew of human pirates.
-The human captain is tougher than expected, but even he can't do much when we launch him overboard with his own catapult.
-We conquer our first pirate ship (which is apparently cursed).
-The members of the party declare themselves captains and stop a mutiny.
-A talking skull found in the loot reveals the existance of a treasure island, and we decide to go there after much aimless wandering.
-WE HAVE JUST BEEN ATTACKED BY A DANGED PTERANODON.

If you need an hand for creating goblin characters or don't have access to Goblins of Golarion, ask me. If you have questions and requests about character creation, ask James.

Now let's see some valorous goblin pirates join our crew!


This is not a recruitment thread, but it's intended to see how many Italian Pathfinder players are out there and if they surf the Paizo boards. Maybe we will end up having a pbp campaign or a meetup, who knows...

Forza, battete un colpo se ci siete!


I recently run the We Be Goblins module with my IRL group, and with the new Goblins of Golarion companion, my urge for rolling a Goblin Gunslinger is rising.

So who wants to for a Goblin adventuring party? This thread is also for recruiting a willing DM.


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Sup everyone, first time poster, long time PF player.
I made this pixel version of the Iconics of all the base classes, and I tought I'd share them with this messageboard.

Pixelated Iconics

What do you think?

To mods: if not the right board please move to the appropriate one.