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* Saltmarsh *
![]() Welcome to our game. Our game, because it's yours as much as mine. I've been getting prepared for awhile, and now I need you to get ready. Please let me know when you are done the following actions: * Read the Google doc linked under my DM Jubal profile. It has two sets of information:
* Read your spoilers. I've got more details in there for you and your characters. These are ideas for us to develop together. Need your feedback. After our discussion, please finalize your character and backstories. * Read the opening. I want to start the game ready to explore a Haunted House. If your characters have just met they've over an hour walking side by side to chit chat. Please let me know if you have any questions. Again, this is my suggestion and am completely open. Opening:
Four miles east of Saltmarsh, just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged alchemist of sinister reputation. Even then, locals avoided the house because of its owner's mysterious activities. Now, two decades after the unexplained disappearance of its occupant, the house has taken on an even greater air of evil and mystery.
Dilapidated and long abandoned, the house presents an unwholesome appearance. Those hardy souls who have infrequently sought entry (pursuing rumors of a secret hoard of alchemical gold) all returned with naught save grim tales of decaying chambers presided over by monstrous perils. Indeed, such is the reputation of the house that the fields around it, though prime agricultural land, remain untended and rank with weeds. Last week, Manistrad Copperlocks who is the leader of the newly established mining operation in Saltmarsh reached the end of her patience with the stories of the haunted house which sat overlooking her supply line from the mine to Saltmarsh. She called a town council meeting to determine ownership and salvage rights. Then, she started to assemble a team around her kin, Tarn Copperlocks who she assigned to lead. Eda Oweland, the current senior member of the town council, nominated Drusilla Orizorwyn. Eliander Fireborn, the burly captain of the Saltmarsh town guard, nominated Badger the Rover, an officer of the town guard. Gallen Primewater sponsored Blacklock, a local tough. Anders Solmor, the youngest person ever to be elected to the council, nominated Argyri Katrakis. Mithrandir Sylvenel just showed when they were leaving and joined them; Ferrin Kastilar suggested him to join. Blacklock:
I’m picturing Blacklock as ignorant of what actually is going on at the Empty Net, other than just hearing things. Please let me know if that aligns with your vision.
You've never spoken to Gallen Primewater, but you know who he is. Kreb Shenker gave you the invitation and told you to go. Kreb made it sound like Gallen wanted local who could take of themselves and who wasn't part of the guard. More description:
Badger:
For years your people survived in an isolated village in the Hool Marshes. Last year, lizardfolk fell upon your home. You escaped in the confusion, became lost, and ended up here. If anyone wants to go bash those scaly murderers, you're ready to leap into action.
A couple of years ago when goblins emerged from the Dreadwood to raid the area, you distracted them long enough for the militia to prepare an ambush that sent them fleeing back to the forest. The captain of the guard, Eliander Fireborn, has given you a commission as an officer of the town guard. More details of a key NPC ally:
More details of key locations:
12. Hoolwatch tower. This 60-foot-tall tower was the first defensive building of Saltmarsh, and it still serves as an armory and lookout as well as the official base of the town guard. Eliander spends most of his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower's entrance. 3. The Wicker Goat. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (male human), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Saltmarsh on the way to somewhere else. Tarn:
You’ve been escorting supply wagons moving to and from Saltmarsh. What is your exact relationship with Manistrad? I would like to define, even if it is not very close.
More details of a key NPC ally:
More details of key locations:
5. Mining Company Headquarters. Once a mansion owned by a local noble family, this building was purchased by the crown and serves as the dwarven mining company's headquarters in Saltmarsh. Manistrad Copperlocks stays here when she must do business in town; otherwise, several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports. Rumors abound of a vault hidden beneath the building. In the cellar, the dwarves have dug a chamber in the earth that is sealed with a heavy iron door and a fine lock. Drusilla:
Eda Oweland and her family are the informal leaders of the fishing industry in Saltmarsh. You can always count on the Owelands for minor aid and can gain access to Eda if the need is obvious and imminent.
More details of a key NPC ally:
More details of key locations:
Argyri:
You were given your invitation by Skerrin Wavechaser who is the faithful and trusted butler of Anders Solmar. Tall, lean, tan, with short silver hair, he speaks in precise, measured statements of a man who has a keen eye for detail. He is dispassionate and takes a protective stance toward Anders.
More details of key locations:
13. The Snapping Line. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme, and its sleeping rooms are plain but comfortable renditions of a ship's cabins. The smell of fish has never been scrubbed from its walls, and those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night. The Snapping Line is run by a young woman named Hanna Rist (female human), who comes from a family of well-known lobster catchers. The Rist family also makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar. Mithrandir: Ferrin Kastilar told you about the mission and suggested you go.
More details of key locations:
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![]() The recent interest check of 5e showed me the opportunity of running a game which has been turning in my head for months. As per the title, I plan to run Ghosts of Saltmarsh starting at first level. CHARACTER CREATION
I've put maps and information about Saltmarsh and its region in the link. Deadline: Targeting to select characters on Sunday, January 9. cheers ![]()
![]() I use Firefox. For the past while, I'm really struggling with the Paizo site. Sometimes, when I follow a link to a Messageboard post, the page is blank. Sometimes when I post, it does not show when it updates the page, so I don't if it actually posted. And many times, it shows slowly waiting for Paizo.com or mutomo.paizo.com. What can I do differently to eliminate these issues? Change browser or setting? thanks ![]()
* Saltmarsh *
![]() Welcome, Tolkien addicts PLAYING
INTERESTED
Alright, I'm back from out of town, so I can post more regularly. I'd like us to look in the mirror of the gameplay to date. I feel that everyone is throwing in hooks to bait role-playing, but no one is biting. The game hasn't really developed much momentum. What do you think? My idea for giving you control over canon characters was to inspire more role-playing, because the characters and setting are so rich. It's like that trick in media to put a second character in a scene for them to express to each other what their feeling, as opposed to leaving it bottled up. How can we improve this? BTW this scene is just to develop the characters and relationships. I'm ready to start the adventure if that would help. cheers ![]()
* Saltmarsh *
![]() COUNCIL ROOM OF KING BARD OF DALE – 9:OO pm, DAY 1 On the fifth anniversary of the eponymous battle, in the last days of November in the year 2946 of the Third Age, a great feast celebrating the victory at the Battle of Five Armies is held in Dale for the first time. People from all neighboring lands are expected to participate in the revels, as the feast has been arranged to coincide with local celebrations held for the end of the harvest season and the beginning of the colder months of the year. During the first Gathering of the Council of the North, envoys from Lake-town, the Woodland Realm and the Kingdom under the Mountain meet in the presence of King Bard to debate matters concerning Wilderland. The royal feast continues in the throne room where dozens of wooden tables cover the floor. The remnants of a great feast litter the tables with dogs fighting for scraps. A couple hundred celebrants enjoy small conversations and several minstrels, while key notables politely excuse themselves to join the king. The council room of King Bard connects the throne room and the royal apartments. Like the rest of Dale, the stonework and woodwork are newly appointed by dwarven and elven masters, respectively. The room is open with seats along the walls. King Bard stands near the center speaking to two elder dwarves and members of Thorin’s company who succeeded in their quest for Erebor, Balin and his younger brother Dwalin. ![]()
![]() Proclamation of his Majesty King Bard of Dale Free Peoples of the North! We have won our freedom from the oppression of the Dragon,
I believe that our destiny is in our own hands, providing that we do not
And so, Free Peoples of the North, gather up your courage and bring
Make haste to Lake-town. On the first day of each month my
CHARACTER CREATION Ability Scores
JOURNEY TASKS
MISDEEDS
When a Player-hero’s Shadow point total exceeds their Wisdom score, they have been made Miserable, as their spirit is weakened by too much grief, sorrow and dark experiences.
GAME START
During the first Gathering of the Council of the North, envoys from Lake-town, the Woodland Realm and the Kingdom under the Mountain meet in the presence of King Bard to debate matters concerning Wilderland. The player-heroes should find a reason to be at the Gathering. They will asked to carry a message to Woodland Hall. ROTATING LOREMASTERS
Patrons
Rotation
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![]() 5e has hooked me. And, I've been recently reading the Middle Earth Player's Guide, due to fond memories of reading Tolkien in my youth. Is there anyone else out there who wants to play this game mechanics and setting on PBP? Especially, a GM? The base game setting starts 5 years after the end of the Hobbit. The adventures have mechanics that mimic the fellowship of the ring story line with travel and audiences with various potentates. It just reads cool. cheers ![]()
* Saltmarsh *
![]() It is a Sunday morning, and you are all gathered together around a table at URGENT Headquarters in Megapolis, enjoying a hearty breakfast, a cup of coffee, and a well deserved break from saving the day. While trying to read your favorite section of the Sunday paper, you are distracted by a breaking story on the television. ”Three brutal murders all last night in Kirby Row. All the victims were members of rival gangs. Police are unsure if the crime is gang related, however, as the victims apparently died of severe lacerations caused by a blade. Vigilantism is a potential motive, and the police are looking for any information that might bring them more leads in this case. In other news...” Kirby Row is the least affluent area of Megapolis, and it always has been. The land used to be home to Titan Steel Company Housing, but today it is a collection of run-down houses. The worst neighborhood here is a place now nicknamed “Destitution Drive”. Half of the buildings here are burnt-out shells, abandoned by their owners now serving prison time from when they hired Burn Cycle to torch the place. The crime here is so bad that regular police won’t even go there anymore (there have been numerous cases of fake emergency calls that ended up being ambushes to kill cops as part of gang initiations). The only justice in Destitution Drive comes from super heroes and URGENT, and super criminals tend to also stay out of the area, as there is not much of value to take. Destitution drive is the home to one super: Vengeance. Whether he is a hero or villain depends on your point of view. He rescues people from violent crime, and punishes the offender with extreme prejudice, usually breaking limbs. The locals have a saying, “In Destitution Drive there is no justice: only Vengeance”. Vengeance is currently being investigated by URGENT and is wanted for being an unregistered hero and using excessive force. So far, nobody in the neighborhood has come forward with any information. ![]()
![]() Alright comic fans, Defenders is just about to drop on Netflix, and I’ve got the bug to attempt another Super campaign. There appears to be some appetite for Supers games here on the Paizo Pbp site, so I’m starting to recruit. I plan to use the game mechanic of BASH UE (Ultimate Edition). You don’t know about BASH? You should, because it’s great. It’s a super simple, Supers game mechanic (pun intended). Here’s the preview of the rules that we’ll be using. You don’t need to buy the game, because I’ll be making the characters to ensure power level playability. SETTING
CHARACTER CREATION
For your submission, please include the following descriptions of your character:
POSTING FREQUENCY & MAPS
I’ll use Roll20 for maps and combat. Plus, the chat there is nice. RECRUITMENT & SUBMISSIONS
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* Saltmarsh *
![]() Issue #1 of the Chicago Defenders
Winter came fast and furious to the Windy City after the summer of Ultron. Besides the explanation of El Nino, there were unsubstantiated rumors of a supervillain manipulating the weather or bringing the cold. There was a flurry of news stories about “super” heroes and villains that turned out to be nothing supernatural. Chicagoans seemed to want their share of the Supers. However, by December the news organizations had returned to being overly conservative on reporting “super” stories having their credibility burned too many times. Only local blogs which most people didn’t read anyway continued to “cry wolf” telling “super” stories. In this cold news climate, a bank robbery made no mention of devil masks or connection to occult practices. Further, the recent spike of violent crimes statistics failed to get much mention, since the increase in victims came from either gang members or recognized criminals. Editorials on the subject summarized the situation as “good riddance.” The current weather is bad: unnaturally cold and snow-filled. SCENE 1
Trevor Horton:
Hiram Leftkobitz didn’t even get booked at the police station. The cop who met you at the scene and saw the demonmen called you. Before Leftkobitz’s lawyer arrived, the perp was comfortably having coffee in the captain’s window-enclosed office. After a five minute conversation, the lawyer wheeled Hiram out. They left in a limousine.
The next day, Trevor followed the only lead he had. He returned to and staked out that small townhouse that seemed abandoned from the outside. In the afternoon, two guys with a 10’ moving truck from U-Haul arrive in front. Despite their casual attire, the two guys look like ex-military: short cropped hair, physically fit, heads on swivels, etc. They start to unload and bring medium U-Haul boxes into the townhouse. You don’t get a good look at the person who answers and manages the door. What do you want to do? Watch or act? Please post within a spoiler. Spectra:
Your latest lead on Swiftgarde staked out a mostly abandoned strip mall. There you watched two guys with a 10’ moving truck from U-Haul park behind a closed shoe store, finally identifying which shop they are using. Despite their casual attire, the two guys look like ex-military: short cropped hair, physically fit, heads on swivels, which is typical for Swiftgarde.
Within an hour, the two guys load the truck with 23 medium U-Haul boxes. Deciding to inspect the shoe store later, you follow the guys on an hour long drive to a small townhouse that seemed abandoned from the outside. There, the two guys start to unload the truck into the townhouse. You don’t get a good look at the person answering and managing the door. What do you want to do? Watch or act? Please post within a spoiler. SCENE 2
Kestral:
Several weeks later and all healed except your pride, you get a lucky break when someone describes Beard riding his motorcycle on a relatively sunny day in freezing weather. You first locate the motorcycle, which is not in storage like most bikes, under a metal awning of an alley loading dock. The snow drifts have been shoveled to make room for the bike as well as the usual garbage containers. You stake out the buildings that exit that alley from a café across the street. The most probable locations are a seedy bar, discount clothes store that uses the loading dock, and a restaurant. You’re reluctant to get into close quarters with him yet so decide to watch his movements.
Over the next few days, you discover that Beard doesn’t leave the bar much and suspect that he sleeps on one of the three floors above the stores. He either eats supper in the restaurant or orders food delivered to the bar. You become friendly with the café staff and realize that the seedy bar is a prime location for the criminal gang, Reapers. Wait for more description before acting. If you want to post some internal RP, please spoiler. Daniel Dunsmore:
Several weeks ago, Vincent Marcini, an enforcer for the Chicago Outfit, was found dead. His head neatly turned 180 degrees around snapping his spinal cord. After gathering information, Daniel discovered that the last person seen with Vincent was a small time gambler at an underground casino (gambling is illegal in Chicago). There was a conflict at the table between them. Vincent escorted her outside, and no one saw him alive again. The girl looked about twenty with thick auburn hair dressing better than her apparent means would allow.
Daniel had been half-heartedly playing blackjack on and off for a week at another underground casino. Today, he finally found her and followed her when she left. He stopped his cab a corner after her and watched her enter a known Reapers bar. He wonders, Interesting. What’s her connection to Enzo? After paying the cab, he catches a greenlight and crosses the cross street putting him across the street from the bar. He starts walking toward the middle of the block on the opposite side of the street to be directly in front of the bar. There appears to be a café that would make a good stakeout location. What do you want to do? Watch or act? Please post within a spoiler. Gothic: Walking along the street, Gothic randomly gets hit with a very clear mental picture of Ciandra from a guy who is dressed for winter following her. His thoughts are uncluttered and focused on her. He knows that she was the last person to see Vincent Marcini alive and wants to speak to her. However, he prepares for her to have the power to have snapped Vincent’s neck.
Gothic decides to postpone her personal errands and hails another cab to follow the guy who is following Ciandra. From the guy’s thoughts, she figures out which cab Ciandra is in. She can’t see Ciandra to start reading her thoughts, but she stops her cab when Gothic sees her stop in front of café. Gothic slowly pays the cab, so she doesn’t get out before Ciandra enters the seedy bar. When Gothic sees her, she gets a clear but ugly picture of the guy Ciandra plans to meet. His name is Bobby “Beard” Bonnet, but then you lose sight of her. Gothic exits the cab and looks around. She sees the guy following Ciandra approaching her. As she glances inside the café, she sees a teenage girl with dark hair. Weirdly, her surface thoughts send her the same clear but ugly picture of a guy by the name of Bobby “Beard” Bonnet. Gothic knows that he is in the seedy bar and is very dangerous. In the back of the teenager's mind repeats an internal pledge, I’ll get him Tina, I promise. For you, and for Cherry, and for what he did to me. What do you want to do? Watch or act? Please post within a spoiler. ![]()
* Saltmarsh *
![]() It appears that you are excited about playing the MCU as I am. I would greatly appreciate if the formatting of your characters matches how I posted them. With the game mechanics behind spoilers. Please copy your mini-series into your profile, so we have all your character development together. Please spoiler your stories. Please link 1-3 of your character's pictures. If you don't have picture yet, please pick an actor to play your character. In your level line of your profile, please format like the following. Meaning, put your stats, then anything that is different than your default stats:
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![]() Alright comic fans, I’ve just finished binge watching Jessica Jones and can’t wait for the Defenders and Luke Cage in 2016. There appears to be quite an appetite for Supers games here on the Paizo Pbp site, so I’m starting to recruit for another one. I plan to use the game mechanic of BASH UE (Ultimate Edition). You don’t know about BASH? You should. It’s a super simple, Supers game mechanic (pun intended). Here’s the preview of the rules that we’ll be using. You don’t need to buy the game, because I’ll be making the characters to ensure power level playability. SETTING
CHARACTER CREATION
For your submission, please include the following descriptions of your character:
Now, repeat the process for a super villain intertwined with your character, e.g. Kingpin to Daredevil, Kilgrave to Jessica Jones, etc. Great villains, make great heroes. POSTING FREQUENCY & MAPS
I’ll use Roll20 for maps and combat. Plus, the chat there is nice. RECRUITMENT & SUBMISSIONS
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![]() If I read RAW, a large creature needs a DC 25 Climb check to escape a 10 foot, right? But the creature can physically reach the top and brace against the sides to climb out. If a medium creature fell into a hole 5 foot deep, it seems to me that it would be easier to climb than DC 25. Is there RAW to transition a climb check to an obstacle where the creature automatically climbs but takes more time? thanks ![]()
* Saltmarsh *
![]() Welcome protagonists If you hneed to post anything completely out of character (ooc), please post here. If you have an ooc request for clarification, go ahead and include it in a Gameplay post among your description of in character actions. Please review Doomed Hero's Play-By-Post guide for combat formatting. I plan to always roll initiatives for you and sometimes perceptions. Initiatives will be handled in two initiative blocks, you and the other guys. Please post when real life enables you, and I will knit together your posts for a Round Summary. I expect one post per day on weekdays and will accept once in two days. If you will be absent for more than two days, I expect a warning post from you. I will NPC you, so provide any guidance for actions if you want in that post. In return, I plan to reciprocate daily posting rate. Please log into the Roll20 campaign here. The sooner everyone is logged on with tokens, we can turn the page to chapter two. Let’s have fun! cheers ![]()
* Saltmarsh *
![]() The Killin’ Ground, named for its position on the sloped ascent between the Trunau’s two inner gates, started as a way for Rabus Clarenston to finance the production of his beloved moonshine. Despite the vocal disapproval of Tyari Varvatos, the local high priestess of Iomedae, and some of the town’s more straight-laced residents, Rabus does a brisk business—with the only law governing his trade being that, should someone show for a patrol or watch duty drunk on his product, Rabus himself must share in the punishment. As a result, Rabus knows the shift schedule better than anyone, and despite his own near-constant inebriation, he never allows anyone to drink in his bar within 4 hours of his or her next shift (or 6 or even 8 hours, for those he knows can’t handle their drink). The Killin’ Ground itself is a strange structure, with walls that begin a foot off the ground and a roof made entirely of canvas. When the furious local storms roll in, Rabus pulls back the canvas and lets the rain and the slope of the hill wash the filth of the bar’s constant partying away—which greatly annoys his downhill neighbors. It has been five years, since Chief Defender Halgra of the Blackened Blades challenged your circle of companions who had spent the majority of your lives in Trunau. She stated that she had lived a full life well before returning to settle down in Trunau with many of her children. After many beverages, some of you decided to leave Trunau to seek their fortunes and return in five years. Tonight is the fifth year anniversary, and Rabus remembers. You drink for free… tonight. One of your companions from that fateful night will not be here tonight, Rodrik Grath, the older Grath twin. You remember helping them through the death of their mother Ila Grath who died on patrol during an orc ambush. Their heartbroken father Jagrin Grath is now the Patrol Leader. The twins traveled for a year but returned to Trunau to become the two Patrol Captains of Trunau. Tonight Rodrik is on patrol. Kurst, the younger twin, promised to make it the Killin’ for a drink. Rodrik was always a leader of your companions while Kurst lived in his shadow. Knowledge (local) DC 12+:
“Rumor has it that Rodrik Grath is next in line for the position of patrol leader after his old man Jagrin retires. Jagrin’s a good commander, but he’s getting old, and it might be time for some new blood in the militia’s leadership.” Knowledge (local) DC 15+:
“Shame about the graffiti all over town. The militia’s got better things to do than clean up youngsters’ messes, but even stranger is how long it lasts. Try as one might, soap and water don’t do a thing to those marks!” Knowledge (local) DC 18+:
“Rodrik Grath’s has become a home-grown writer. Have you read Rodrik’s latest work, ‘The Other Side of Contempt’? It’s a controversial poem, but that’s what makes Rodrik’s writing so strong—he’s not afraid to push limits. The Other Side of Contempt is easily Rodrik’s most controversial poem among Trunauans, this six-stanza monody weaves the tale of a young half-orc whose orc mother died when human raiders overran the orc settlement in which he grew up. ” Knowledge (local) DC 22+:
“Rodrik Grath is slated to replace his father as patrol leader, but from what I hear, he’s more concerned with his poems and plays than with militia matters. He’s diligent, don’t get me wrong, but I’m not quite sure either of the Grath boys is ready to lead the town’s defense.” Once your character’s profile is complete, you can start posting here. Feel free to write your interaction with the proprietor Rabus Clarenston who remembers your character taking your first drink of his moonshine and the famous night when you declared to return in five years. Role-play among characters sharing stories and catching up with old friends. I suggest that your character stay relatively sober. Significantly inebriated characters will not continue in the campaign. ![]()
![]() ==> GIANTS OF AUTUMN TWILIGHT <== Congratulations, if you recognize the reference in the campaign title. I greatly enjoyed the original trilogy. It started with a bunch of friends getting back together after traveling away from home for five years gaining experience. After reading the first book of the Giantslayer Adventure Path, there appears to a close enough parallel to remove the start at 1st level that I don’t enjoy. To be clear, this game follows the Giantslayer Adventure Path after it starts differently. The campaign begins five years after a night to remember at the Killin’ Ground (#15 in the Player’s Guide). When Chief Defender Halgra of the Blackened Blades challenged a youthful circle of companions who had spent the majority of their lives in Trunau. She stated that she had lived a full life well before returning to settle down in Trunau with many of her children. Had these youthful companions lived well yet? After many beverages, some of the companions decided to leave Trunau to seek their fortunes and return in five years. Your character is one of those companions. Your background should explain how your character fit into the companions before the departure: were they a leader, a follower, a boyfriend of the leader, etc. Then, describe what your character has been doing for the past five years, which explains your three levels of experience. Did your character leave Trunau? Did they stay? What did they do? Expected posting frequency is at least once per 48 hours, preferably once per 24 hours. Posting delays beyond 48 hours should be warned in advance. I will also be making limited use of Roll20 as a place to host maps. Beyond that it will simply be a place to lounge and chat with one another. Now, let's get into character creation guidelines.
Character Creation:
Starting Level: PCs start at 3rd level. Experience will not be tracked. Levels will be based on story.
Alignment: Must be either a Good or Lawful alignment. Ability Scores: 20 point buy. Races: Core races only. Classes: All classes from Paizo products. Hit Points: Maximum for each level. Traits: 2 traits; can take a drawback and a 3rd trait Starting Wealth: 3,000 gp, in addition to a masterwork dagger (hopeknife). If your character has the Trunau native campaign trait, you may also have another masterwork weapon of your choice, too. Submissions: Please create a profile with the relevant info contained within. I'm looking for profiles that are easy to read. If your profile looks like someone vomited a random block of numbers, words, and letters into a pile, I'm not going to bother reading it. Here is a decent example of what I'm looking for. Your profile does not have to be identical to this layout, but it should be similar. All submitted characters will require the following: Character Description, Personality, and Background. Please put some effort into this. As mentioned before, I'm not looking for perfunctory descriptions. A couple of bland sentences is not going to inspire me to consider an application. Once your character’s profile is complete, you can start posting in the Gameplay thread. The campaign begins in the Killin’ Ground (#15 in the Player’s Guide). Feel free to write your interaction with the proprietor Rabus Clarenston who remembers your character taking their first drink of his moonshine and the famous night when you declared to return in five years. Role-play among applicants sharing stories and catching up with old friends. I suggest that your character stay relatively sober. Significantly inebriated characters will not continue in the campaign. Please use the Recruitment thread to discuss character creation. After Recruitment closes and a half-dozen characters are selected to continue, then those characters will leave together and start the campaign. If selected characters drop the game, then replacements will first be sought from submitted characters. Recruitment will close noon Eastern Time on Friday, May 22th. I reserve the right to close recruitment early. If I do, I will give several days warning. Acknowledgements: Special appreciation to Brimleydower for recruitment descriptions and Jelani for map advice. ![]()
![]() This thread continues brainstorming for the Spooky's potential campaign that was initially recruited here. Spooky wrote:
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![]() Inspiration:
One of my favorite candies is Reese’s Peanut Butter Cups. Like them, I hope to combine two great tastes that will taste great together: Pathfinder & superheroes. I'm thinking about running the 3rd book of the Adventure Path Curse of the Crimson Throne with superheroes. The idea came from the Korvosan vigilante Blackjack. I plan to start recruitment after my Fairhaven campaign finishes. The PCs have started the last crazy encounter, that may last a month in real life. We'll see. Making good characters takes time. Making great characters takes time and inspiration. This interest check thread is to provide an opportunity to develop great characters and test my creation rules. Please get creative. WELCOME TO CHARACTER CREATION
PCs need superhero names as well as secret identities. Backgrounds should clearly explain their motivations and reasons for the secret identity. Don’t connect your backgrounds with another player’s submissions. Feel free to use knowledge of the first two books of Curse of the Crimson Throne to inform and illuminate your background. The adventure begins a couple days after the failed assassination attempt on the queen. Starting Level: PCs will start at 5th level with 1 Mythic tier
cheers ![]()
![]() OK I'm trying to create a "Jedi" like character. So I'm thinking of a Monk and Empyreal Sorcerer for Jump, Feather Fall, and some cantrips. So can a 6th level Quiggong Monk that takes Gaseous Form as a Ki Power qualify for the 3rd level arcane spell-casting prereq of Eldritch Knight? Yes, he would need another class dip in something for the Martial Prof. Then, the knight class increases the sorcerer casting class. thanks ![]()
![]() I've an itch to play a paladin, but something a bit less plain vanilla. I've found several creative approaches for paladins and wondered if anyone had any more. STR Ranger built a tactics-based paladin Heliopolix built a arcane duelist dex paladin More ideas? ![]()
![]() > > THE BOY KING: A PENDRAGON CAMPAIGN < < The year is 495. On May 22, King Uther Pendragon, strapped to his horse, led his army of Logres to surprise and slaughter the Saxons who were led by Kings Octa and Eosa at the Battle of St. Albans. You were there with the responsibility for your knight’s weapons, armor, and horse. As the victorious Britons were celebrating, a treacherous Saxon, masquerading as a doctor, poisoned the water. The king and most of the reigning nobility died, including your knight’s lord, Earl Roderick of Salisbury. Led by Sir Amig and Sir Leo, who are the marshal and constable of Salisbury respectively, you accompanied the Salisbury contingent of about seventy knights, 150 spearmen, and baggage train with the dead bodies of your knight and his lord home. It became clear in the week following the battle and the ponderous journey home that anarchy now reigns as noblemen kill each other to seize positions of power vacated by the mass death of the lords. It has been a month since your return. The dead are buried and continue to be mourned. Earl Roderick’s widow, Lady Ellen of Salisbury, attempts to rule as a regent for her ten year old son Robert, the heir to Salisbury. You are gathered at Salisbury Castle under the charge of Sir Amig, who is also the castellan of Vagon Castle and is supervising the final phase of your squiring. Due to the fragile state, the regency council has scheduled your knighting ceremony for August 2nd to bolster their culled ranks. Five days before the ceremony, Sir Amig worked you hard this morning practicing with the lance targeting a simple wooden plate and then against the quintain, which is a vertical post with a rotating horizontal arm. One end has a shield, and the other a rope and stone. Practice consists of charging against the quintain, striking the shield, and ducking the swinging rock as it comes around from the force of the blow. After lunch, you sparred with one another with wooden swords and padded armor. You are all sweating and exhausted late in the afternoon, when Sir Amig finally calls an end to it when he returns from another errand. Sir Amig d’Imber is a short stocky man with a chest like a barrel and arms thick as some people’s legs. He has short black hair and a bushy mustache speckled with gray to show his age of the mid thirties. His normal affable nature has been scoured clean by the death of the earl. After you gather around him, he says, ”Well, that’ll do. I’ve seen worse squires knighted. Tomorrow, I want you out of here. Deliver some scrolls to my manor Imber in the west county. It’s more than a day’s ride from here, so you’ll rest at Tilshead. Stay the night at my manor and hunt in my forest as a reward. Return the day after, so you arrive the day before your ceremony. Now grab your horses, I want you to race around the city. The first one back leads the hunt.” You are not certain what surprises you more: a reward from Sir Amig or the immediate race. After a startled pause, Sir Amig yells, ”GO! WHAT ARE YOU WAITING FOR?” With that you get the hint and run to your horses that are tethered nearby. Sir Amig waits for you in the castle to judge the winner. << Encounter: Race to the Front >> First, you are fatigued, so -2 penalty to your Dexterity. Second, you have no armor check penalty wearing padded armor without your shield. If you have a bonded mount, then you ride the bonded mount. The encounter consists of seven (7) Ride checks: 1. to mount your horse, 2. out of the castle, 3. through the city of Sarum, 4. out of the city, 5. around the city, 6. back into the city, and 7. back into the castle. Make seven consecutive successful Ride checks of DC 15. If you fail by 5, i.e. miss a DC 10, you lose one of your previous successes. The PC with fewest Ride check attempts wins. ![]()
![]() Character reviews Welcome to the game. Please find below a bunch of comments for everyone. Please let me know when you have finalized your avatar, so I can review then and start the game. cheers For everyone
Bran:
Raedwald:
Quintus:
Martin:
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![]() Character reviews Welcome to the game. Please find below a bunch of comments for everyone. Please let me know when you have finalized your avatar, so I can review then and start the game. cheers For everyone
Bran:
Raedwald:
Quintus:
Martin:
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![]() > > THE BOY KING: A PENDRAGON CAMPAIGN < < The year is 495. On May 22, King Uther Pendragon, strapped to his horse, led his army of Logres to surprise and slaughter the Saxons who were led by Kings Octa and Eosa at the Battle of St. Albans. As the victorious Britons were celebrating, a treacherous Saxon, masquerading as a doctor, poisoned the water. The king and most the reigning nobility died. Anarchy now reigns as noblemen kill each other to seize positions of power vacated by the mass death of the lords. Player characters (PCs) begin as young squires between 17 to 19 years of age who were at the battle of St. Albans with the responsibility for their knight’s weapons, armor, horse, and funeral. They all have inherited one of the Salisbury manors from their deceased father, brother, uncle, or cousin who died from their battle wounds or poison. After the loss of several knights at the Battle of St. Albans and Earl Roderick of Salisbury, who was also poisoned with his king, the county of Salisbury is in a fragile state. Earl Roderick’s widow Lady Ellen of Salisbury attempts to rule as a regent for her five year old son Robert, the heir to Salisbury. Sir Amig and Sir Leo, who are the marshal and constable of Salisbury respectively, plan to knight the PCs before traditional requirement of 20 years of age to bolster their thinned ranks. Campaign setting
Norms of society
Player Maps
Maps of the World
Recent History
CHARACTER CREATION
CLASSES
After 1st level, you can build your characters as you want. However, see the Changes to the Game Mechanics section before you finalize your character concept. ONLY HUMAN
ABILITY SCORES
TRAITS
SKILLS
ALIGNMENT
STARTING EQUIPMENT
RECRUITMENT SUBMISSION
CHANGES TO GAME MECHANICS
CLASSES
MAGIC
EQUIPMENT
ADDITIONAL VARIANT RULES
ADDITIONAL INFORMATION
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![]() I’m in the middle of reading Bernard Cromwell’s Warlord Chronicles trilogy, and my current play by posts have slowed down. So I dug out my old Pendragon material that I’ve never used, and I’m thinking of running this campaign. Since the setting and game mechanics are A significant departure from standard Pathfinder, I would like to get feedback before I start recruiting. Please consider this post an interest check. THE BOY KING: A PENDRAGON CAMPAIGN
Player characters (PCs) begin as young squires between 17 to 19 years of age, which plan to soon be knighted by their lord Robert, Earl of Salisbury. This knighting ceremony is several years early from the traditional requirement of 20 years of age due to the recent losses of knights. The PCs were squires at the battle of St. Albans responsible for their knight’s weapons, armor, horse, and funeral. They all have inherited one of the Salisbury manors from their deceased father, brother, uncle, or cousin who died from their battle wounds. Campaign setting
Norms of society
Player Maps
Maps of World
Recent History
CHARACTER CREATION
AVAILABLE CLASSES
ONLY HUMAN
ABILITY SCORES
TRAITS
SKILLS
ALIGNMENT
STARTING EQUIPMENT
RECRUITMENT SUBMISSION
CHANGES TO GAME MECHANICS
MAGIC
EQUIPMENT
ADDITIONAL VARIANT RULES
ADDITIONAL INFORMATION
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![]() THE FALL OF FAIRHAVEN The first community that you will pass along your journey through the Bloodsworn Vale is the idyllic mining community of Fairhaven. Though forged out of conflict, Fairhaven has known peace for several generations, but not without a cost. Goramial, an ancient red dragon laired nearby, appears content to let the settlement remain unmolested in exchange for a monthly tribute in the form of art produced from the mine’s gems and metals. Over the course of many years, Fairhaven has become a refuge for the artistically inclined. Your map and planning have you reaching the town after seven days of travel on the rugged, snow-melted Peak Path. << Peak Path Woods | an hour after dawn | blue skies, cool temperatures, and light winds | Day 1 >> The rays of the sun crested the mountains to the east an hour ago opening your fourth day on the Peak Path while the valley below is still cast in shadow. The advice of the greybeards proved accurate. The high mountain pass has been wet and muddy but passable on foot. It would be another couple of weeks before merchants can bring horses and their wagons. Yesterday was probably the worst of it passing through the wind-shaved treeless zone, such that last night you could camp in a wide place of the rocky path through a sparse forest of fifteen foot trees. As you pack after breakfast, a thunderous crack precedes the trees suddenly bursting toward you, their foliage exploding into the air leaving bits of splintered wood, leaves, and other plant matter to settle to the rocky, forest floor and scattering the remnants of your fire in a small puff of sparks and ash. Make a flat-footed DC 13 Reflex save to completely avoid 3d6 ⇒ (4, 2, 6) = 12 damage from two of the impacted trees crashing into your campsite. As you recover your wits, you see a haggard looking griffon, which is clearly injured from its plummet, rolling to its feet. It pauses for a moment looking at you, its great chest heaving as it tries to reclaim its breath. A poorly hafted arrow held together with twine and fletched with chicken feathers protrudes from its awkward left wing. An elaborate saddle of exquisite craftsmanship is buckled to the beast’s back, but no rider can be seen. << Encounter: It Came From Above | Surprise Round | Environment: Rocky & Steep Grade (difficult terrain) | Encounter Map: Crashing Landing >> Everywhere is difficult terrain due to the rocks and steep grade of the mountain (double movement and no 5-ft steps). Please confirm your icons to start within the 5x5 square that is centered on the red sunburst, which is the remnants of your fire. Light green squares are sparse forest giving partial cover (+2 AC & +1 Reflex); the first save already included the bonus in the DC. Dark green squares are the wreckage of the griffon’s fall giving you the choice to take any level of cover from a designated threat: partial, full cover (+4 AC & +2 Reflex), and total cover. White squares are otherwise normal. Round 1 Initiative
Initiative rolls: griffon: 1d20 + 2 ⇒ (3) + 2 = 5 Esaul: 1d20 + 5 ⇒ (11) + 5 = 16 Devan Steed: 1d20 + 3 ⇒ (15) + 3 = 18 Tris: 1d20 + 3 ⇒ (16) + 3 = 19 [dice=Kel "Elbows" Ursanel]1d20+2[/dice] Thondrir Baradorn: 1d20 + 1 ⇒ (18) + 1 = 19 Carter H. Crosby: 1d20 + 1 ⇒ (2) + 1 = 3 ![]()
![]() In preparation for selection, I'm opening the Discussion thread. I think these are the priorities before we can start. Feel free to add or adjust them: 1. Finalize the description of the Samaritans. 2. Finalize the collective background ending with entering the mountains to investigate some minor earthquake rumblings. There have been two in the past several weeks. It's Spring, and you are the first crew across this particular high mountain pass after snow melt. The trail is rocky, muddy, and impossible for any large quadruped that can't Climb or Fly. For Medium-sized creatures, it counts as difficult terrain with rare flat spots. 3. Finalize character's backgrounds and game mechanics. Please let me know when your character is complete. I will give it a final review. When all characters have been finally reviewed, we can start. My introductory post is already written and ready to be pasted into the Gameplay thread. cheers ![]()
![]() THE FALL OF FAIRHAVEN Your character belongs to a team of four to six veteran agents (adventurers) who have been working together for an organization to be determined or maybe freelance. You are currently crossing the particular mountains to be determined (Mindspin, Menador, or other temperate, Golarion mountain range in the Spring soon after snowmelt had cleared the high passes. From there, the adventure will begin. Feel free to prepare answers for the items to be determined. After all of the agents have been selected, the majority will decide the items to be determined. Everyone can participate to create a collective background starting from 1st level. Expected posting frequency is at least once per 48 hours, preferably once per 24 hours. Posting delays beyond 48 hours should be warned in advance. Pre-selected players are:
Recruitment will close noon Eastern Time on Friday, December 20th. I reserve the right to pre-select additional players with whom I have played and close recruitment early. CHARACTER CREATION Starting Level: PCs will start at 3rd level.
When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block like Karrick's profile. Also, include the following information in your profile:
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![]() First, let me state that my enjoyment of Pathfinder has enabled me to continue playing an incarnation of D&D throughout the past 30 years. However, one of my aggravations with the game mechanics has been the concept that very experienced fighters are just as easy to hit as inexperienced fighters, which never made sense to me nor aligned with stories of fact or fiction. Armor class or THAC0 has never scaled with experience. Reading a book the other day reminded me of this aggravation, and I thought about Pathfinder. An idea I had was Combat Maneuver Defense (CMD), which scales with experience in BAB. How would the game change if we replaced Armor Class (AC) with CMD? Then what happens with Armor? What if we used Armor Class bonuses as damage reduction, which is bypassed with critical hits? Then, why doesn't everyone where full plate if they could avoid it? Because it weighs a ton and slows fighters down. So what if we then apply the Armor Check Penalty to the CMD, now replacing armor class, to represent armor slowing fighters down? What do you think? Would anyone want to playtest? ![]()
![]() Does the additional +1 dodge bonus to your Armor Class. affect Stalwart's ability to forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR? Therefore giving +4 dodge or +4 DR for fighting defensively (+2 to start +1 for 3 ranks of Acrobatics and +1 Crane Style bonus). ![]()
![]() I just realized yesterday that witch hexes and the abilities of sorcerer and wizards are either spell-like, supernatural, or extraordinary abilities. So what? None of these abilities affect arcane spell failure. What's the best arcane full caster can we build that primarily relies on their abilities (avoiding spell failure)? Some combat and utility spells could be cast with Still Spell. Other buff and utility spells could be cast without armor at camp. How does the build compare with a magus of equal level? Also, arcane casters might not need armor proficiencies. They just need to minimize the armor class penalties for their rays and touch attacks. But they're still just hitting a touch AC. Hmm. My first idea was a gnome sorcerer with fell magic and marid bloodline. At 1st level, he gets chill touch once per day, a frost ray a few times per day, and Sotto Voce at will. At 4th level, he gets Blindness/Deafness. Then, at 9th level, he gets an adamantine, area of effect attack at will. Cheers ![]()
![]() OGC:
Water’s Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect. 1. Is this 9th level ability at will?
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![]() I've been reading a bunch of Richard Sharpe novels by Cromwell. If you're unaware, they're historical fiction set in the early 1800's about the British Army. The author goes into quite a bit of detail of musket firing and fighting. A couple books ago, he wrote quite a bit about musket loading with cartridges. To summarize: Poorly trained troops could fire twice in one minute = reloading takes 9 move actions. British-trained troops could fire three times in one minute = reloading takes 5 move actions Veteran British troops could fire four times in one minute = reloading takes 4 move actions. Expert troops could fire five times in one minute = reloading takes 3 move actions. I don't imagine that the British muskets fighting Napoleon would be less advanced than Early firearms of Pathfinder. My point is that if I would rewrite the game mechanics of firearms, I would increase the reloading times to the above times and use the Gunslinger class and Rapid Reload feat to reduce the times. These changes effectively nerf high level Gunslingers with multiple attacks. To offset, I would let Gunslingers be able to take multiple attacks using one bullet. Plus, I would add a Stunned condition with a Fort save DC of 10+damage AND 1 point of stacking Bleed damage to any successful bullet hit. This would simulate stopping power and the horror against troops who can't stop their bleeding wound. cheers ![]()
![]() Tengu's can get 3 primary natural attacks at 1st level with alternate racial traits. With their bonuses in Dex and Wis, is there a great build that uses Sorcerer (crossblooded Empyreal & Draconic), Monk of Many Styles, & Dragon Disciple? I like Tengu's, but I'm not great at optimizing those three classes. Advice? Example builds are preferred. thanks ![]()
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![]() Recently, Paizo introduced the game mechanics increasing the ability to overcome damage reduction for the monk's unarmed strikes. They put it in the Ki Pool. Similar to the Abundant Step and other Ki pool-fueled abilities have there been in official clarification for the Martial Artist archetype that appears even more hosed? thanks ![]()
![]() I’ve been tinkering with a gnome illusionist as a sorcerer or wizard for my next campaign. But yesterday I found the prestige class Veiled Illusionist. It’s awesome! Besides gnome magic, the main benefit of the gnome illusionist is Effortless Trickery. With a gnome’s +2 Cha, you would want to go sorcerer. However, I haven’t found an illusion improving bloodline. On the other hand, my primary reluctance to a sorcerer is spell selection. However, the first power of this prestige class, which one can start at 6th level, gives the illusionist a bonus spell known for every illusion spell known at whatever spell level. As opposed to one level lower, like the human favored class bonus. Plus, it gives the ability to hide spell casting like Arcane Trickster and reroll a spell resistance check! Please review and advise my build, especially feat and spell selection. I’m concerned about his tactics when Color Spray becomes ineffective and before he gets Shadow Conjuration. He would have his illusions, pits, and magic missiles, but is there something better? Thanks gnome veiled illusionist: 20 point build and 2 traits, and only Paizo-published game mechanics Str 5, Dex 14, Con 16, Int 12, Wis 10, Cha 18 Traits: Excitable & Trickster Levels:
Feats:
Spells
1st level – 1st Color Spray (at 6th Windy Escape), 1st Silent Image, Identify (Bonus 3rd), 3rd Grease (at 8th Shield), 5th Magic Missile, 7th Illusion of Calm 2nd level – 4th Create Pit, Invisibility (Bonus 5th), 5th Glitterdust (at 10th See Invisibility), 7th Minor Image, 9th False Life, 11th Mirror Image 3rd level – 6th Haste, Veiled 6th Displacement, 7th Fly (at 12th Slow), Veiled 7th Major Image, 9th Magic Circle against Chaos/Evil/Good/Law, 11th Shrink Item 4th level – 8th Dimension Door, Veiled 8th Shadow Conjuration, 9th Emergency Force Sphere, Veiled 9th Phantasmal Killer, 11th Stone Shape, 13th Ride the Waves 5th level – 10th Teleport, Veiled 10th Shadow Evocation, 11th Overland Flight, Veiled 11th Mirage Arcana, 13th Permanency (at 14th Wall of Stone), 15th Communal Stoneskin 6th level – 12th True Seeing, 12th Veiled Mislead, 13th Contingency, Veiled 13th Permanent Image, 15th Greater Dispel Magic 7th level – 14th Statue, Veiled 14th Greater Shadow Conjuration, 15th Spell Turning, Veiled 15th Phantasmal Revenge, 17th ![]()
![]() The Jedi and Sith thread got me imagining and remembering a one-off adventure in 3rd edition that I ran at a convention many years ago. The player characters played the protagonists in Episode IV to rescue the princess from the prison of a floating island that was run by a evil necromancer clad in all black armor. Converting Star Wars, I replaced blaster fire with melee combat. The Force was magic. Stormtroopers were white skeletons with low-level necromancer sergeants and lieutenants. I didn't include the droids. Now I was thinking about preparing to run my tabletop group through Episode IV and give XP for quoting their character's lines. I've four players, so I was thinking about them playing Han, Chewie, Luke, and OB1/Leia. How would you build those five characters in Pathfinder? |