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FallenValkyrja's page

Organized Play Member. 19 posts (20 including aliases). 2 reviews. No lists. 1 wishlist. 7 Organized Play characters.


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Shadow Lodge

I am looking forward to building my army of giant ice ferrets. Dooks of dooooom!

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In the Skull and Shackles campaign I am running the poor, unfortunate soul stays trapped until they either make their Reflex save or dies.

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Netopalis wrote:
Well, given what they did to TechTV, I really have little sympathy for them.

I feel the same way.

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Atheist here. I was told (by Nuns, preachers, etc) that I was going to hell for:

1) Reading comic books. They bring people into the "occult". Note that the occult is anything they cannot fit into another box. Like superheroes who save people. Obviously evil.

2) Playing paintball. Somehow that was glorifying war. Still scratching my head on that one.

3) Dungeons and Dragons (or anything roleplay like) of course leads one into satanism. Later in life I explained you had to believe in god to believe in satan.

4) Part of the LGBTIQetc equation. Somehow I am both going to hell AND destroying western civilization as we know it. What have you done today?

5) Science. I am a big believer in this stuff. Of course with some of the religious sects this means I am going to burn (or freeze or just live in the afterlife with the absence of a god depending on what interpretation you may or may not follow).

I did have a really cool preacher man for awhile. If more of the belief system embraced people like him I may not have chucked it all.

I applaud those who seek to clarify and broaden their horizons rather than take things as face value. It is a sign of maturity and a sign of the rational mind. The world is ever changing and so is our place in it.

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Add me to the list of those eagerly awaiting the release. My group is on Book II now and loving the adventure. I just picked up the Bestiary pawn set and love the way it looks.

A friend also showed me how he keeps his pawns (similar to CalisNight) and I plan on doing the same thing.

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Freehold DM wrote:
Norris has said some other crazy things over the years...

Yes, electrosmog from stealth smart meters will kill us all. Oh Noes!

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As a GM: I would love a book of random encounters with on the fly CR adjustments and sorted by terrain type.

As a player: something for traits and tricks of the Rogue-ish variety.

Class Acts: Rogues would be awesome.

Thank you for pinging the community and with such a great reward for participation.

~FV~

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Bonewrack Isle has proven to be quite the challenge to the small group of adventurers. The two day run for supplies has been stretched into more days as the group has had to stop and rest along the way due to the ghouls, ghasts, and swarms. The swarms have been the biggest problem so far.

In other words, it is all fun and games until someone pokes a rotting head with a stick. And yes, I could not stop myself from mentioning Zombie Head on a Stick from Sluggy Freelance.

The PCs were fatigued (two were exhausted even) when hitting the island due to failed job checks the days before and then being up for most of the night trying to keep the Man's Promise on course. The storm almost turned deadly when the bard fell to the deck. Fortunately for her that she was not the best climber and had not been able to get very far before the fall.

The PCs were very dismayed to hear that their two fave people on the boat had gone missing but are somewhat hopeful ever since catching sight of a Grindylow sporting a familiar tricorne hat.

They did catch a lucky break when Aaron Ivy failed to wrap himself around one of the unsuspecting PCs and he had to hang there while they dished out some damage. One thing is for certain: they have been very grateful to Grok who had gifted them with a few vials of Alchemist's Fire when they left the Wormwood.

The group still managed to find humor throughout the session but I think that everyone agreed that the session had been the most challenging to date. I still have not determined how their additional time on the island will play out. As a GM I was happy to see new tactics being developed as they sought to overcome the various obstacles.

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I am a new GM and had only a PFS scenario under my belt when I started GMing for a home game that runs every other weekend. I read up on the AP as much as I could and felt a little dread over how deadly it could be for those who did not take things carefully.

It took a few months to find a crew that could work the AP into their schedule and I still may have one more on the way in the near future. I was still concerned because at least one stated that he was not sure if he would like it or not and might drop if it was not quite his cup of tea.

I setup a little bit of 'Net for the adventure via Epic Words. I did not use a heavy hand in what was and was not allowed. I banned LG, Evil, and Paladins stating that it could make things a bit difficult. I also disallowed the trait that gives you wealthy parents and made sure that they knew that one of the core assumptions is that they have always wanted to be pirates. The players took this and ran with it.

The crew consists of dwarven brothers with differing views on life (one is a Zen Archer and the other is a Brawler), the universe, and everything. Their father was a pirate so they had a pretty good idea what to expect. A kitsune bard found herself on board and is quickly learning that the pirate tales told in books and by word of mouth do not even come close to the gritty reality. A young, calculating Water Elementalist comes from a shipping family has settled in rather nicely. A Taldan of Mwangi descent who is slowly coming into his own controlling bits of pieces of storms rounds things out.

As the title implies, it has been a laugh riot of epic proportions. Every single session (okay, there have only been 3 so far) has had a lot of good time and laughter. Much of the time it is due to the interplay of the dwarven brothers who love battle. The other times it is usually at the expense of Fipps and/or Slippery Syl. Poor Syl, she was just trying to stick with the strong guys and help bully the new ones and has found herself beat up, mugged by the PCs (one that needed a gold piece to wager during the night's entertainments), and now has to watch her back on the Man's Promise since the majority of the crew back the PCs.

Meanwhile Rosie has been trying to teach the bard's new familiar, Pluck, new and more creative ways to utilize curse words. Words that will quickly be used should the bard fumble her diplomacy checks. Rosie has also been trying to draw the naive bard out of her shell and teach her a few songs that are a bit more appetizing to the rough and tumble pirate crowd.

The adventure has been dangerous. Lashings and the sweat box have taken their toll and a reefclaw almost had PC stew for dinner one night. Even when being dropped or taking a serious hit the PC crew has found the humor in the situation and kept on going.

As a newbie GM (I do not count my AD&D 2ed days, those were long ago) I am learning the ropes myself and try to be fair. I reward creativity and make the PCs work for their rewards. It has been such a great time so far and I cannot wait for the group to progress through the AP.

~FV~

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Shelia, Rogue 12, Andoran

~FV~

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I do love Rogues. I have two that I am playing with at the moment, each one very different than the other.

My first is a tenth level Rogue who is a Knife Mistress who wields two magical daggers. A high initiative helps me go first to get that wonderful precision damage (when the creatures we face off against can be hit with the extra damage). I get a lot of attacks in and can whittle down the enemy allowing for the fighter, paladin, whomever to deal an ending blow that much quicker. Well, when I do not steal the last blow. Yes, my damage in uneven but I can quickly move, tumble, and stealth my way around the battlefield.

When not engaged in heavy fighting she is constantly looking for traps and usually disarming them. True, a few have escaped her notice here and there. But what is the occasional alarm?

The Serpents Skull group I am in has a really good GM who has set up encounters to help everyone shine. Puzzles, traps, monsters, oh my. I think it is a good GM, not just an established story that makes the difference.

Society play I started down the path of a short sword wielding, antisocial, but really there when the chips are down, skill monkey rogue. Along the way to 12th level she has found that UMD works wonders and has a small collection of wands that she carries around. She assists the barbarian from being manipulated by the evil demoness, blesses blades, heals wounds, and launches unconventional attacks as she pleases. Well, when the roll is a seven or above anyway. ;) No need for all of that? Then I am the +2 flanking bonus for the same barbarian. The opportunist who strikes quickly, slowly bleeding the target to death. Or maybe jumping in with a spring attack against a foe with way too much AoO power.

~FV~

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Pretty much anything from the 80s with Ronnie James Dio.

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Looking at it now and the AP says to treat it like fame and prestige for PFS. The way it is written it is calculated for the group and can be upped by PCs spreading tales in each port. There is a limit for each which is determined by the party level. Plus there is a limit for each port for each level of Infamy.

~FV~

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You could go with some water with a bit of vinegar and a couple of drops of tea tree oil.

~FV~

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I am part of a Serpent's Skull home game that used a 20 point buy and that worked extremely well so I decided to keep it for the Skull and Shackles campaign I am trying to put together. Looking at the stats for the first two players I cannot see it giving them any great advantage over the first book.

~FV~

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I also have a Nook Colour and the Lite files load up quickly and I can easily flip through the pages to find what I am looking for without any delay. Thank you!

~FV~

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As to the prohibitive price, as a GM you could just have a few of the defeated groups have some low level poisons. Enough that the player gets a taste of using them (so to speak) but not enough that you are giving away thousands of gold pieces. Right now the campaign I am in I was not planning on doing a poisoner Rogue but after finding a few vials of nice stuff (not super nasty, just enough to help out a bit) I may play around with the concept.

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Rachel Caine has a series of books known as the Weather Warden series. In this series certain humans can control certain elements. Added to the mix are Djinn's who, at one point, become free and every time someone tried to summon one it would turn on them or do nothing (which resulted in deaths, maimings, etc). You might want to read through a couple of the books for a few ideas.

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I am looking forward to these minis and will pick them up. I grew up without using minis because they were rather pricey "back then" (where the value of "back then" = way more time than the author wishes to admit to in any sort of written format) so I have all of two at the moment. While I would love the time to paint metal minis, I do not have it. Between my career, keeping up my home, the gaming I can fit in, and school to stay up to date in my career... time is special so if the minis ended up being well done (and it appears that they are) I will definitely pick up with whatever is released that meets my wants.

Thanks to Paizo for trying something new (for them) and yes, please stay away from that rarity crap.

~:FV:~