Ricle Peakes

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Organized Play Member. 93 posts (854 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 7 aliases.



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Viondar wrote:
I'm going to submit a ratfolk pirate (pie rat, she thinks people call her, and really doesn't get that, because she doesn't even particularly like pie...) from the shackles. A swashbuckler inspired blade / wild strider.

ratfolk isn't in the core races or the alts, I will consider it though.

Please include a Example of writing with your submission-
must choose someone on the list during the voyage that you have gotten to know and write about a encounter on the ship. the characters are listed on Players guide (page 11)

Ammon wrote:

For the paladins Divine bond ability

Under the mounts option it says with gm discretion you can pick more exotic options. Would you allow Hippo for that?

I'm Ok with that.


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Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

BTW I think while you are talking about what to do with Lamn you can level up your characters to second level.

Rules for leveling-

1- (HP) - I do roll hp in the campaigns, you get either half your base dice or higher depending on your roll.

2- (you can make any change on your character as you are level one currently before leveling you just have to let me know what you are changing. including , skills, feats, background, anything. you just have to call it out. however after you level up it will now be set in stone without special circumstances.) I will let everyone know I'm a big fan of story reasons for changes but no min/max reasons.

let me know if there are any more questions on anything you found or questions for lamn.

@nanata- you have not found the Vice documents yet, but a assumption that Lamn ( a known criminal) hasn't paid would be far fetched. unless of course your using that for justification to kill him.

@kesso- Lamn looks at Kesso as she sticks her head out, crossing his arms he says, "You know my terms missy. Am I under arrest or not ? This going to be murder or not? you have been in there for awhile. Like the Old saying goes, Gold for Gold, silver for silver, Nothing for ……………..."

@everyone- Lamn shouts at the group around Amadune loud enough where you can hear him through the door, "I'll trade some info for letting me go, I got a hideout near here with people I trust if you get me there, ill give off several names and ideas to help you with what you need, and you will know where I am, I want Rolth just as much as you do."


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Male Human Rogue (cutpurse) 2/spirtaulist (shadow caller) 2

When Vyushi grabs the desk swerling green lights pass through her and around her. electrifying her and causing her to scream as the sprit bonds with her. " It is done......" Vyushi can hear the spirt in her head.

Will save DC 15: 1d20 + 2 ⇒ (10) + 2 = 12

Vyushi looks surprised as she then draws cards, and talks with a disembodied voice that is obviously not her.

" I'll now do the harrowing. Everyone gather around. "

Ill be posting the harrowing seperatly shortly hopefgully tonight.

@vyushi- as long as you have the cards. it works a little like a spirtaulist class. You can choose to summon the spirt that works as a phantom of Dedication. With the same number of Hd as the holder (I will be controling it if summoned.). however it is only once per day you can summon for one minute but it only takes a full round action to summon. if Amadune is not summoned you gain Skill focus on Diplomacy and Sense motive as well as Iron will Feat (Iron will dont not count during personallity conflicts). as it will assit you In addition the cards can force you to do something as a intellegent item with a personality confict. with a ego score of 15 + 1/2 hd.


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To play devils advocate on this, I think Gweenth would let them take Daren, "he was breaking in, with no just reason." and she is lawful.

I would look back on other conversations with the barons son, to see exactly what kind of authority you have. because if he is the authorized sheriff of the town its up to him to enforce the laws.


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next Wednesday I will close the recruitment.


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This campaign will be the savage tide adventure path. This will be set in Magnimar. Those that have not played this before there are strong sailing elements, the gods most used are Gozreh, Nethys, Asmodous, Rovagug; in this iteration. I will be trying to use info from the shatterstar players guide if you need any ideas, and Magnimar- city of monuments supplemental guide. I will try to tie your characters into the elements in this AP based upon the characters chosen . This will be a interest check/Recruitment thread. However to be up front, if I don't have at least 12-15 submissions I will not be starting the campaign. This recruitment thread will go roughly 2 weeks and looking for 5-6 players. everyone will be either pathfinder lodge members from out of town or from Magnimar. (depending on your traits)

- Characters are level 1
- starting wealth 350 gp
- All Classes allowed; and unchained classes, core races only
- NO third party publishing sources allowed!
- All other Paizo books will be allowed
- any two traits- (can take a campaign trait from shattered star, but not any others) can take drawback for additional.
- 20 point buy with no stat above 18 or below 8
- Recruitment will be based more on RP than class preferences
- We will be using background skills.
- Hit Points max first level, 3/4th all subsequent levels.
- Please pay more attention to your background than your build. I am far more interested in who you are than what you are.
- evil characters will even be considered but only in terms of evil greed, lust, power, etc. not betrayal to your group. your character must be loyal to the lodge.
- Will be using escalated Fear rules in Horror adventures.
- everyone will be pathfinder lodge members that is the opening hook (either from out of town or a local).

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
5) Three key memories that define your character as the person they are at the time of submission.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.


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I have started the Recruitment thread anyone with interest can apply, I am looking for 4-6 players. RP is a must, Imagination is a must, this is for a wild west style Carrion Crown AP, I have created a supplemental players guide to assist with this including at the end of the supplement the original setting description. this is set in a alternate real world old west. so the tech will be some of the same. In case you are wondering no this is not my first PbP. this is a new avatar. I haven't does this in a few years so wanted to restart new.

- Characters are level 1
- starting wealth 350 gp
- All Classes allowed
- NO third party publishing sources allowed!
- All other Paizo books will be allowed
- 2 traits one of which has to be a campaign trait from the carrion crowns players guide or supplemental. You can have a drawback for another feat but must be written into your background the drawbacks are not the normal listed but are curses off the Oracle list. (not 3pp) you only gain any bonuses with the curse if it is shown under the effect. you do not gain any bonuses like the oracle. works as if take the dual cursed oracle second curse.
- 20 point buy with no stat above 18 or below 8
- Recruitment will be based more on RP than class preferences
- We will be using background skills.
- Hit Points max first level, 3/4th all subsequent levels.
- Please pay more attention to your background than your build. I am far more interested in who you are than what you are.
- evil characters will even be considered but only in terms of evil greed, lust, power, etc. not betrayal to your group. your character must be loyal to his friends or cohorts.
- Will be using escalated Fear rules in Horror adventures.
- see supplemental players guide for additional info.
- anyone can

ok I'm doing something different in addition to the following background info in list form, I also want a background story with the person tying in their chosen campaign trait either before or after with the Professor leading a Posse to capture or kill "the Mistwalker" (see below, he rounded up the posse out of people he knew from his adventures or teaching). there are examples of Occupations in the setting and rounding out characters in character creation in the supplemental guide.

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
5) Three key memories that define your character as the person they are at the time of submission.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
7) Dawnrunner massacre story.

I placed all the original info on the interest check at the bottom of the Supplemental Players Guide.

1.) supplemental guide
2.) Firearms
3.) pictures of mistwalker and his lieutenants.

Dawnrunner background story rules.-

All of you were a follower of Proffesor Lorrimar before the Dawnrunner Massacre. This is the moment when the professor retired to Ranvargo shortly thereafter; Due to losing almost everyone in Ambush. Only a couple of others survived out of a Posse of almost a hundred to kill the "Mistwalker" a mythical leader of the Reckoners. The reason for the name is that the Mistwalker cannot stand the Dawn and the only way the few escaped was waiting until dawn to leave the Crater. (I am keeping the rest intentionally vague for posts) with only the following info for posting.

1. it happened at Meteor Crater (near flagstaff AZ.)(look it up on the internet.)
2. there was a town at the bottom.
3. Lorrimar had roughly hundred men to capture or kill the Mistwalker.
4. Ambush with hordes of undead pouring over the side so the posse holed up in the town until dawn. there are pictures of the Lieutenants in slides provided. but not names.
5. groups got separated during the attack
6. All the PC's and the Professor were the only survivors. (so make up names of others at your leisure)


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Looking for interest check first-

The setting will be off the Deadlands Websights with a few changes. We will be using the setting, but none of the rules. The rules are based upon a homebrew. (see supplemental carrion crown players guide.) The overall setting is a Gothic western- dark clothing, muted, law in your own hands type place. Examples of the setting are Brotherhood of the wolf, Wyatt Earp, The Man with no Name, Van Helsing, The Prestige, Brothers Grimm, Sleepy hollow, And the Dark Tower. Where this game is set in the past there are slaves, and other adult themes that some might find a little offensive, but there will be no derogatory references to any races/cultures. And I ask anyone that joins be respectful to other cultures and still have fun.

the setting begins in El Paso as the characters first arrive by trains awaiting a stagecoach to the Small town a Ranvargo -

some items that will be seen and given out below to give a idea to the level of tech. telegraphs , barb wire, doorbell, ice cream maker, baseball, Gasmasks , fire alarm box, Burglar alarm, Dynamite, Ghost rock items, upgrades on firearms, pistol (sleeve), Molotov cocktail, morphine- DR alchemy

(found in Deadlands wiki)
The game is set in the United States in the last quarter of the 19th century. The canonical year for the first edition of Deadlands is 1876. A later supplement, Tales o' Terror, advances the game's backstory and metaplot ahead one year, to 1877. The second edition of Deadlands uses the updated backstory of 1877 as the canonical starting point. Deadlands: Reloaded further updates the backstory and advances the canonical starting point to 1879.The basic rules provide for characters and settings that could be expected to appear in the "Wild West" genre of movies and pulp fiction, and most of the in-game action is presumed to occur in the wild frontiers of the American West, or in barely tamed frontier towns like Tombstone, Arizona or Dodge City, Kansas. However, later supplements expanded the in-game adventuring area to include places such as the Deep South, the Mississippi River, Mexico, and the Northeastern United States. These supplements often provide for adventures set in urban areas such as New Orleans, New York City, or Boston.

The canonical, basic setting is referred to as the "Weird West" due to the juxtaposition of the Western setting with the horrific and fantastical elements of the game. The history of the Weird West is identical to real-world history, up until July 3, 1863. On this date in the fictional universe, a group of American Indians from various tribes, led by a Sioux shaman known as "Raven," performed a ritual in an effort to drive out the European settlers. This ritual created a conduit to a spiritual realm populated by powerful malicious entities known as the "Reckoners." The events surrounding and immediately subsequent to Raven's ritual is known as "The Reckoning." The Reckoners feed on negative emotions, particularly fear no one knows what happened to "Raven". Sufficient levels of fear in the population of a given location allow the Reckoners to begin subtly altering the environment of that location: the sun shines a little less brightly, trees become stunted and "evil" looking, rock formations take on the appearance of corpses or monsters, and so on. The more powerful the fear, the greater the environmental changes. typically the reckoners appear as a Mist that forms from the ground that causes mutations and different effects. Nercomantic energies and Powerful Negative emotions also have a slight chance to create the mist. These same mists can possess a recently deceased body and reanimate it, creating a "Harrowed". Harrowed beings are sometimes under the control of the spirit (which uses the opportunity to spread fear) and sometimes under the control of the deceased being.

The ultimate goal of the Reckoners is to turn the entire Earth into an evil, haunted wasteland — literally a Hell on Earth. However, the Reckoners cannot directly enter Earth's realm unless the overall fear level of the Area becomes sufficiently high. To this end, they use their powers to create monsters, madmen, zombies, and other creatures and villains that will sow fear and terror throughout the land.

The first instance of this occurred on July 4, 1863, at the site of the Battle of Gettysburg that had just ended; dead soldiers from both sides of the conflict rose from the battlefield and began indiscriminately attacking the surviving soldiers and civilians. Since then, undead gunslingers, hostile Indian spirits, strange cults, and deadly creatures have begun terrorizing the world. The American Civil War drags on thanks to the machinations of the Reckoners, and the country remains divided into U.S. and Confederate sections along with "disputed territories." Federal agents (called the Agency; Cross lands hunting individuals)and Texas Rangers struggle to deal with the eldritch menaces while hiding the awful truth from the general public. Seismic upheavals have pushed much of California into the ocean, creating a badlands area known as "the Great Maze." In the Great Maze, miners discover "ghost rock," a mineral that burns hotter and longer than coal and is used as the basis for most Deadlands technology as well as alchemical potions and semi-magical materials.

The unleashing of the Reckoners has had a number of important side effects. Magic was revealed to be real. Scientific progress rapidly advances as the Reckoners support experimental designs that normally would not work through the power of Ghosts possessing or influencing others. This progress drives the technological level of Deadlands from historical levels to a "steampunk" setting. Players take on the role of various mundane or arcane character types, including Gunfighters, Lawmen (such as U.S. Marshals or local sheriffs), Hucksters (magic users), Shamans, Blessed (those of faith), and Mad Scientists in an attempt to learn about the Reckoning and the mysterious beings behind it.

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Changed summaries of the adventure Path -

Haunting of Ranvargo (1 of 6): When Reckoners (lead by The Mistwalker) seeking to free the imprisoned lich Warlord Raven violate the ruined prison of Ranvargo ; a small town south of El Paso, the long-quiet ghostly inmates rise in undead revolt! Brought together by the death of a common ally, the heroes unite to save the residents of a tormented town and lay the spirits of desert city to rest.

Trial of the Beast (2 of 6): When the reign of terror of a savagely cunning flesh golem comes to an end, the enlightened folk of Tombstone insist that the creature face a lawful trial. While on the trail of the Reckoners, the heroes find their fates entwined with that of the beast when they are enlisted to guard it against infuriated townsfolk, scholars of the macabre, and the slaves of its mad creator!

Broken Moon (3 of 6): The mysterious murder of Arizona's lord of werewolves triggers a war in the nation's grim plains that soon spills onto the streets. The forlorn land's desperate people begin a hunt to scour the nation of its deadly shape-shifters. Entreated by the lord of the werewolves to help unite his savage people, the heroes must risk becoming tainted by the curse of lycanthropy as they race to find an outcast lair.

Wake of the Watcher (4 of 6): When the heroes learn of an unholy bargain between the Reckoners and the drowned gods of the wretched town of Los angels, they must journey through a wilderness gone wrong to prevent the terrible union. But an eerie eye has fallen upon LA, and the community's deep lords are the first to fall! Can the heroes discover what foulness festers in the minds of Los angels? And will they be able to withstand the whispers of an insanity from beyond the stars?

Ashes at Dawn (5 of 6): A murderer stalks the streets of San Francisco, a slasher who only hunts a particular type of victim: vampires. As the heroes track the cultists of the Reckoners, they lose their quarry amid the mazelike alleys of California's crowded capital city. But from the shadows, a dark patron rises with offers of aid and insights into the cult’s ultimate evil. All he asks in return is that the adventurers put an end to the murderer terrorizing the city’s vampires. This leads the heroes into an underworld of endless night, where they must explore the vampires’ deadly society and indulge its blasphemous traditions if they’re to discover who’s murdering the undead.

Shadows of The Dark Tower (6 of 6): The deadly plot of the reckoners comes to its terrifying climax in the shadows of the tower imprisoning the Great raven himself! There the cultists plot to conduct a ritual to resurrect the notorious villain, using their collected relics to transform an innocent into a new undead body for the imprisoned lich warlord. Can the heroes withstand the ageless evil in the Dark Tower to finally defeat the Raven? Or will the Raven, one of the greatest villains of known history, be unleashed upon the world once more?

This is a sneak peek at the Rules-
Carrion crown/Deadlands supplemental