Shadowy Lurker

Finrod Moruin's page

144 posts. Alias of Camris.




Construction.


Construction.


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Starfinder Adventure Path #1: DEAD SUNS; Incident at Absalom Station.
When a brutal gang war breaks out on a docking bay in Absalom Station, the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed. Delving into the station’s seedy Spike neighborhoods, the heroes confront the gangs and discover that both were paid to start the riot and that the true conflict is between two rival mining companies battling over a new arrival in orbit around the station: a mysteriously deserted ship and the strange asteroid it recovered from the Drift. To head off further violence, the heroes are asked to investigate the ship and discover what happened to its crew, as well as the nature of the asteroid it tows.

First time GM for Starfinder, so let’s keep it simple. I’ll be reading the GM sections for the first time, so there’ll be a learning curve
Standard character generation. Core rulebook only for this go around.
I’ll select 5-6 characters on Feb 1; so about ten days.

You are going to start on a shuttle coming into Absalom Station, there to meet a dwarf named Duravor Kreel about joining the Pathfinder Society.
You should have basic crunch, basic appearance, basic personality and some motivation to become a member, or just to meet Mr. Kreel. It’s ok if you want to meet or just know each other. No need for equipment unless you are selected.


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I'm thinking of GMing a Starfinder campaign, as I just got the classic Dead Suns AP.
Bear in mind I've only played a handful of sessions, am brand new to GMing it and only have the Core rulebook.
Who might be interested?


This Discussion is continued from the previous Chapter DM-CAMRIS' SKULL & SHACKLES Chapter 0:MURDER ABOARD THE THROATY MERMAID Discussion.


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This story is a continuation from the previous adventure: SKULL & SHACKLES Chapter 0: MURDER aboard the THROATY MERMAID

Our story so far:
Innocent passengers aboard a ship bound for the tropical port of Sargova, they are caught up in a murder of a high ranking ambassador and had to search the ship for clues. Ambushed by mutineers, they save the ship and have a drunken feast in celebration…


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A couple of replacement slots have opened up in this PF1 Wrath of the Righteous campaign; we're looking to recruit!

Our game.

Our current team is made up of:

Alorah
Female Aasimar (Angelkin) Sorceress (Celestial Bloodline) 7/Mythic Tier 1 Archmage

Arthas Sword of Ragathiel
Male Human (Taldan) Paladin 7/Mythic Tier 1 Guardian

Kelden Sunblade
Male Human (Keleshite) Cleric 7/Mythic Tier 1 Heirophant

So we will be looking for 2-3 more (including a roguish type).

The story point is halfway through part 2, Sword of Valor.
The characters are currently leading an army of Paladins to recapture the old dwarven city of Drezen deep in the Worldwound.
They are about to assault the source of the undead troopers power/eternal shade/free regeneration at its heart deep in the city boneyard.

Build is the twenty point buy, two traits, one of them campaign.
Character Level Seven/Mythic Tier One
Roll for hitpoints past first level, but reroll if you get less than halfhitdie+1.
16000 gp to outfit yourself (no more than 4000 on any one item).
No evil alignments. Neutral alignments will not be helpful to you, but not banned.
Unchained classes are available, Regular Summoner is banned.
Expect a whole lot of demons and undead as enemies.

Just a paragraph as to your personality, appearance and how you would fit into the combat team. Detailed backgrounds can wait until you're selected.

I'm looking for a fast turnaround, so decision by Monday (hopefully).


Welcome to the continuation of DM-Camris' Savage Tide Adventure path!
For the end of the previous chapter, go to HERE


Initial discussion thread.


PART 1: NIGHT OF IRON FANGS


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This Adventure Path begins in the sleepy Nirmathi town of Phaendar, on the cusp of Civilization and Wilderness, nestled alongside the only major crossing of the Marideth River within 50 miles upstream or down.

At this moment people from across the region gather for the seasonal Market Festival, trading goods that make surviving the next season easier.

You may be longtime residents, injured veterans recuperating fromt he war, or trappers and farmers who arrive to sell their wares, catch up with friends or stock up for the season, only to find themselves set upon by a merciless enemy!

If you think the scenario above is for you, phase two are the campaign standards

Character Creation::

- 20 point buy, 1st level.
- Core Races are MUCH preferred in this AP, but almost any other race (except Hobgoblins) can be considered. Just make sure you have a VERY good backstory to justify your Drow/Klingon...
- All Pathfinder classes are allowed. Summoners are restricted to the Unchained version.
- 2 Traits, including one Campaign from the Ironfang Invasion Player's Guide. You can take another trait if you take a drawback as well.
- Max HP at first level, Average+1 on subsequent levels.
- Starting Character Wealth=Average.
- Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be in Phaendar for the Market Festival.
- Half of the AP will be outdoorsy.
- No Evil alignments.
- No firearms.
- The Core and APG are a must, Ultimate Wilderness is VERY handy.

Table Rules::

If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters/basic combat attacks.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.

To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.

I aim to start in a week/10 days.
Good luck!


Recruitment is closed for now.


This is the part where we discuss Characters.


Two weeks out of Magnimar, on course for Sargova...


Discussion continued from part 1: THE WORLDWOUND INCURSION!


This story is a continuation from the previous adventure: THE WORLDWOUND INCURSION

Our story so far:
The City of Kenabres took a devastating blow when the Storm King destroyed the wardstone. The attack that swiftly followed involved the opening of several rifts in the ground that swallowed up entire city blocks even as armies of demons, from relatively minor fiends like dretches and babaus on up to the hulking destroyers known as ulkreths, rose up to attack and destroy.
Many of Kenabres’s citizens died during the assault, but many more managed to escape the city, fleeing into the surrounding countryside while the demons remained distracted by the presence of buildings and stragglers within the city walls. Even after the demons retreated, leaving Kenabres a smoking ruin, the situation in the city remained grim.
It isn’t until the Heroes of Kenabres and the city’s largest surviving group of crusaders, the Eagle Watch, mount a coordinated attack on the remaining demonic defenders that things start to change for the better.
With the lure of a wardstone fragment ripe for corruption removed and the sudden final death-pulse of the border’s wardstones, the demons have retreated for now. A few stragglers remain in the ruins, but they will soon be hunted down and exterminated.


This discussion is continued from Part 1; THE WORLDWOUND INCURSION.


This story is continued from the previous adventure: THE WORLDWOUND INCURSION

The City of Kenabres took a devastating blow when the Storm King destroyed the wardstone. The attack that swiftly followed involved the opening of several rifts in the ground that swallowed up entire city blocks even as armies of demons, from relatively minor fiends like dretches and babaus on up to the hulking destroyers known as ulkreths, rose up to attack and destroy.
Many of Kenabres’s citizens died during the assault, but many more managed to escape the city, fleeing into the surrounding countryside while the demons remained distracted by the presence of buildings and stragglers within the city walls. Even after the demons retreated, leaving Kenabres a smoking ruin, the situation in the city remained grim.
It isn’t until the Heroes of Kenabres and the city’s largest surviving group of crusaders, the Eagle Watch, mount a coordinated attack on the remaining demonic defenders that things start to change for the better.
With the lure of a wardstone fragment ripe for corruption removed and the sudden final death-pulse of the border’s wardstones, the demons have retreated for now. A few stragglers remain in the ruins, but they will soon be hunted down and exterminated.


We are a Legacy of Fire group that has lost our GM. We are in the middle of ‘The Impossible Eye’ module and would like to continue on with a new GM.

CAST:
Bahir, Paladin 11
Efreat, Sorcerer (Efreeti) 11
Hazreem, Druid 11
Mah’ysa, Cleric (Sarenrae) 10 Bard 1
Paellat, Rogue 11

Our gameplay thread is HERE.

We are a good crew and ready to play on. Potential GM’s check us out!


Due to an unfortunate number of fatalities, we are recruiting three (maybe four) people for the Second chapter in the Carrion Crown Adventure Path.

The current survivors are:
Agrimar
Male Half-Orc Paladin (Undead Scourge)
Ereviss
Male elf bard (detective*)
and Kendra, NPC Female Human Wizard (diviner)

Character Build requirements:
Level four.
Twenty point buy stats.
To Generate Hit points; roll for hitpoints (plus con plus toughness plus whatever), but reroll if you get less than half+1.
Two traits.
One campaign trait, and a reason you weren't able to make Professor Lorrimor's funeral. (Check out the free pdf Carrion Crown Players Guide for details on the Campaign Traits.)
6000gp for equipment, no more than 2000 on any one item.
Unchained classes are OK.
Occult Adventures classes, while not forbidden, bear in mind I don't have that book yet.

If you've played in the first chapter, but never made it through, well here's your chance to find out!

Recruiting open until Monday. Probably.


Continuing the previous Discussion page from Chapter 1: The Haunting of Harrowstone.


Continuing the game from the previous chapter; HERE--Chapter 1: The Haunting of Harrowstone...


Discussion of the Campaign continues here from the previous episode; DM-Camris' Second Darkness Part 2--Children of the Void.


The game continues here from the previous episode, DM-Camris' Second Darkness Part 2--Children of the Void.


The game continues here from the previous episode, DM-Camris' Second Darkness Part 2--Children of the Void.


This thread is a continuation of 'RotRL Gestalt Anniversary Special run by Spiral Ninja', which you can find HERE.


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RECRUITMENT IS OPEN!

Three slots have opened up in this Gestalt Rise of the Runelords game; we're looking to recruit!

Our current team is made up of:
Alkaid
Female Half-succubus (Aasimar) Cleric(theologian)/Brawler 4

Brindolfin Cloudcap
Male Half-Giant Psychic Warrior/Soulknife 4

Idril Ssethan
Female Human Bard (Dervish Dancer)/ Rogue L4

Situation: Rise of the Runelords (Anniversary Edition), Start of Book 2 (The Skinsaw Murders)
The characters are currently resting on their laurels in the small town of Sandpoint, having beaten a conspiracy to overrun Sandpoint with a horde of goblin tribes.

Build: is the twenty point buy, Gestalt rules, two traits, one of them campaign.
Character Level four (Gestalt), 6000 gp to outfit yourself.
To Generate Hit points; roll for hitpoints (plus con plus toughness plus whatever), but reroll if you get less than half+1.

Just a brief paragraph as to your basic build, personality, appearance and how you would fit into the combat team. A detailed background can wait until you're selected.

I'm looking for a fast turnaround, so decision by Sunday (hopefully).


DM-Camris here, REOPENING recruitment for two more players!

- 20 point buy with 7/18 being the min/max for each stat before racial mods.
- Almost all paizo material is legal for races and classes. I say almost because when i was prepping, i realized that even though this is iron gods and its set in the techno-fantasy realm of Numeria, aliens are still really freaking rare so I'd prefer if you didn't play as one though a kick ass backstory might sway me.
- 2 traits, one campaign. You can also take a drawback for an extra trait if you want.
- average starting gold.

We’re just on the way to the initial encounter, so this recruitment will only be open a day or two.

Currently the team is:
_Doctor Rhaym
Male Human (Azlanti) Alchemist (chirurgeon) L1
_Lilly Peregrine
Female Human (Varisian) Warpriest (Iomedae) L1
_R@mshackle
N/A Android Gunslinger (Techslinger) 1
_Sophia VanderMoot
Fem Sorcerer (Sage Bloodline) L1

And one other to be determined, but looking fighter-ish. Also, Haven’t heard from Sophia lately, so she might be out.

You can see our campaign HERE.


A couple of slots have opened up in this Wrath of the Righteous game; we're looking to recruit!

Our current team is made up of:

Ce-Eshna Lightfoot
Female Sylph (Native: Outsider) Fighter 2/Sorcerer(Arcane) 1

Jokum of the Breakbones
Male Aasimar Ranger (Shapeshifter)/3;

Karthak Ironbreaker
Male Dwarf Inquisitor 3

Pollux Wardroxan
Male Human Cleric 3

The characters are currently resting up in the old stone travelers inn, Defenders Heart, where the Kenabres resistance has its headquarters.

Build is the twenty point buy, two traits, one of them campaign.
Character Level three, 3000 gp to outfit yourself.
Just a brief paragraph as to your personality, appearance and how you would fit into the combat team. A detailed background can wait until you're selected.

I'm looking for a fast turnaround, so decision by Friday (hopefully).


We lost a couple of players, so we need players to fill two (MAYBE three) slots.

The party currently consists of:
*Bryson Deepwinter, Half-Elf Druid 6
*Ghirrak Ironfist, Half-Orc Monk (Sacred Mountain) 6
*Phillip Pharlan, Half-Elf Sorcerer 3/Rogue 3
So they could probably use some healing power at least.

The situation is currently thus;
Having acquired a former pirate vessel, our heroes have undertaken a commission from Lady Vanderboren to voyage from Port Sasserine to the colony of Farshore in the far southern ocean. Visiting briefly the ruins of Tamoachan, the ship ran through a gauntlet of Scarlet Brotherhood ships to enter the tropics. Having stopped at a watering hole, they survive a Hydra attack and now rest before setting forth to the next stop; the native olman village of Renkrue.
I need people that will check in probably at least once every two days so that we make sure to keep everything moving.
If you think the above is acceptable, phase two are the campaign standards

Character Creation:

-All characters will be created with the “epic fantasy” (25 point) purchase method (page 16 of the Core Rulebook).
-All of the races and classes in the core rulebook and the advanced player's guide are allowed for play.
-There can be no more than two characters of the same class in the party.
-We will start at sixth level.
-Max hp at first level. Roll for it at higher levels; but if you roll less than the average die you can take average +1 instead.
-Characters will start with the average wealth for sixth level; 16,000gp.
-Players may purchase equipment from any Pathfinder source, with the approval of the GM (for example, some items may be rare in the Varisia region, and thus restricted initially).
-No characters can start the campaign with an evil alignment.
-Characters start at the maximum starting age for the class and race.
-Characters can have up to 2 Traits.
-Characters are encouraged to take a campaign trait; but since those were geared towards the very first level, it's not a requirement.

"Table" Rules
If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.

To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.


Two-Three players are needed for Star Wars-The Covenant of Shadows game.

The setting is The Old Republic, a couple of years after Darth Malak's defeat at the Star Forge.
.
Our heroes have just awoken in anonymous high tech pods, missing memories and clothing.
Having fought their way free from deep underground, they steal some swoop bikes from some gangers, then steal their ship as well as the mysterious base explodes behind them.
.
Now in orbit around a primitive planet deep in the Outer Rim, they are left with a handful of clues and far, far more questions than answers.

If this appeals to you, submit your character concept here.

1> Rule System is Star Wars Saga system from WotC.

2> Main book is the Saga Edition Core Book. Additional book is the Knights of the Old Republic Campaign guide. Those are the main two; others may be drawn upon as needed.

3> Character generation will use the Planned Generation system (aka Point Buy).

4> Races are those found in the Core edition and Knights of the Old Republic Campaign Guide. Gungans and Ewoks are not races found in this period normally; so, will be out of play.

5> Characters will need to have some level of technical understanding of society to function in the campaign; so, no primitive backgrounds or species that haven't learned to function in Republic cities.

Current characters in game are:
DESH
- Feeorin Soldier
SIX
- Zabrak Soldier/Scout Sniper
JERRN DARKLIGHTER
- Human Jedi Hick


So how are you changing your characters? (With the new books and all)


When Annie goes back to the Parrot, she is warmly greeted by a chorus of “ANNIE!” They all congratulate you on your success, your new pet cat (“He’s a big pussy cat!”, attempts to pet), your rise in the world… Annie’s mother also greets her warmly, though she urges her to move out of that dangerous mansion (“What with all the mad noblewomen and savage half-orcs…”)

By the upkeep rules and Lavinia’s increase in pay, you now have the “Extravagant” lifestyle.

Lavinia takes one glance at the locket with Vanthus’ picture, and then tosses it in the fireplace, along with the portrait hanging in the Dining Room. She clears out Vanthus’ old room and gives it to Ghirrak, if he wants it. While she still wants Vanthus brought to justice, there is no trace of him during the months that follow, and her revenge sinks to a low simmer.

When Spinnaker Jon mounts his expedition to salvage the ship abandoned in the smugglers cove, you find that the remaining savage creatures had died off, as their violent natures sent them into constant battles with the dangerous creatures of the region. They are all gone, and all that remains of their passing is an empty sea cave littered with well gnawed bones.

Consultation with sages and libraries in Sasserine provide little insight into the nature of what occurred at Kraken’s Cove, and the stories you all spread quickly become part of the region’s rumor-haunted tradition.

Lavinia continues to have a difficult time with the Nobility, though she conceals much of it from you. Others in the Merchants district and Champions cartel are more welcoming.
Nevertheless, she is more isolated nowadays; you often see her reading her parents logs of their travels and poring over the maps they made before they died.

Bindlplotz disappears from public view; you hear that he is holed up with a gonnesmith, working on more of those alchemical fire contraptions.

Spinnaker Jon is very proud of the little Caravel salvaged from the smugglers, and urges you all to chip in and become co-owners. Though, if you weren’t interested, you could also sell it for a pretty penny.


.
IT IS 3,954 BBY
.
.
.
.
IN THE LEHON SYSTEM, THE REPUBLIC CLASHES WITH THE SITH AT THE BATTLE OF RAKATA PRIME.

REVAN DEFEATS DARTH MALAK IN A DUEL.

THE REPUBLIC DEFEATS THE SITH EMPIRE AS THE STAR FORGE IS DESTROYED AND WITH IT THE JEDI CIVIL WAR FINALLY COMES TO AN END.

REVAN LEAVES ONCE MORE FOR THE UNKNOWN REGIONS.

SITH LORDS, FORMERLY LOYAL TO DARTH REVAN AND MALAK, BEGIN BREAKING THE SITH EMPIRE INTO SMALLER DOMAINS, DECLARING THEMSELVES SOVEREIGN WARLORDS.

THE REPUBLIC BEGINS TO ROLL UP THE SITH IMPIRIAL REMNANTS, AND THE PEOPLE FEEL HOPE AGAIN AS FINAL PEACE IS IN SIGHT…


This will be the OOC thread for the Star Wars – The Covenant of Shadows.

1> Rule System is Star Wars Saga system from WotC.

2> Main book is the Saga Edition Core Book. Additional book is the Knights of the Old Republic Campaign guide. Those are the main two; others may be drawn upon as needed.

3> Character generation will use the Planned Generation system (aka Point Buy).

4> Races are those found in the Core edition and Knights of the Old Republic Campaign Guide. Gungans and Ewoks are not races found in this period normally; so, will be out of play.

5> Characters will need to have some level of technical understanding of society to function in the campaign; so, no primitive backgrounds or species that haven't learned to function in Republic cities.

6> Characters all start at level 5.


We lost a couple of players, so we need players to fill two slots.
The party currently consists of:
*Nakoda, Human Shoanti Bard (Savage Skald)
*Maelorn, Human Cleric (Torag)
*Zane, Human Wizard
So they could probably use some muscle. (Nakoda requests another Shoanti, but is not required).

The situation is currently thus;

Having been made junior partners in a casino, they have been sent to find out what happened to their floor manager. When last seen he was on the way to deliver some money owed to a loan shark. Our heroes travelled to a bad section of town to ask about the missing man, but the loanshark is being uncooperative…

I need people that will check in probably at least once every two days so that we make sure to keep everything moving.
If you think the above is acceptable, phase two are the campaign standards

Character Creation::

-All characters will be created with the “high fantasy” (20 point) purchase method (page 16 of the Core Rulebook).
-All of the races and classes in the core rulebook and the advanced player's guide are allowed for play.
-There can be no more than two characters of the same class in the party.
-We will start at second level.
-Max hp at first level. Roll for it at higher levels; but if you roll less than the average die you can take average +1 instead.
-Characters will start with the average starting gold for their character class (according to the chart on page 140 of the Core Rulebook) plus 1000gp for being second level.
-Players may purchase equipment from any Pathfinder source, with the approval of the GM (for example, some items may be rare in the Varisia region, and thus restricted initially).
-No characters can start the campaign with an evil alignment.
-Characters start at the maximum starting age for the class and race.
-Characters can have up to 2 Traits.
-Characters are encouraged to take a campaign trait; but since those were geared towards the very first level, it's not a requirement.

"Table" Rules

If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.

In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.

The GM rolls all initiative rolls.

If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:

Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.

Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.

Before you make up your character, however, post in this thread, and give me a character concept.

I don't need pages, but I would like to have a character and not just a build to work with. Once the character sounds good, I'll give you the OK, and once the character is made up and has its own profile, you're good to go.


30 year gamers lost two players recently and are looking to recruit.

We play mostly Pathfinder/D&D3.5 with some GURPS sprinkled in there.

Contact me at:
camris at frontier dot com


We just lost a couple of players (a Bard and an Inquisitor), so we need players to fill two slots.
The party currently consists of:
Eros, Half elf Ranger
Maelorn, Humban Cleric
Zane, Human Wizard
Bor, Dwarf Rogue
So the four basic food groups are already covered.

I need people that will check in probably at least once every two days so that we make sure to keep everything moving.

If you think the above is acceptable, phase two are the campaign standards
(click to view):

Character Creation:

All characters will be created with the “high fantasy” (20 point) purchase method (page 16 of the Core Rulebook).

All of the races and classes in the core rulebook and the advanced player's guide are allowed for play.

There can be no more than two characters of the same class in the party.

We will start at second level.

Max hp at first level. Roll for it at higher levels; but if you roll less than the average die you can take average +1 instead.

Characters will start with the average starting gold for their character class (according to the chart on page 140 of the Core Rulebook) plus 1000gp for being second level.

Players may purchase equipment from any Pathfinder source, with the approval of the GM (for example, some items may be rare in the Varisia region, and thus restricted initially).

No characters can start the campaign with an evil alignment.

Characters start at the maximum starting age for the class and race.

Characters can have up to 2 Traits.
Characters are encouraged to take a campaign trait; but since they were geared towards the very first level, it's not a requirement.

Third Party Sources
I have the Tome of Secrets as well, material from that will be considered on a case by case basis.

"Table" Rules

If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.

In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.

The GM rolls all initiative rolls.

If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:

Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.

Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.

Before you make up your character, however, post in this thread, and give me a character concept.
I don't need pages, but I would like to have a character and not just a build to work with. Once the character sounds good, I'll give you the OK, and once the character is made up and has its own profile, you're good to go.


Wild Times at the Gold Goblin

The day is clear and bright, a warm but tolerable day in Arodus, with the only thing to mar the view of the sky is Riddleport's now ever-present Blot, the dark blemish that has made the infamous port even more well known.

You find yourselves in the run down section of town near the wharves that is also the home to the Golden Goblin Gambling Hall. As you approach the Gambling Hall, you see the following:

Exterior Description::

This grand establishment has seen better days. A wide veranda runs along the front between two short wings of the building. A massive, brass half-dome tops the building, but it is now tarnished and marred by the impact of years of weathering and bears a patina of greenish brown.

Standing before the main doors of the building is an 8-foot-tall statue cast in shining gold to resemble a larger-than-life goblin. It balances a golden dogslicer on a pile of gold as it smiles smugly down on all customers who pass beneath its gaze.

The doors themselves are of a strong dark wood imported from southern lands and are decorated with multiple panels depicting signs of luck and good fortune (four-leaf clovers, crossed fingers, and so on).
You can hear a great deal of activity within the structure, and for good or ill, what has brought you to the Goblin won't be found by standing outside of its doors.

For anyone that enters the Goblin::

Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of
alluring succubi.

Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus.

Beyond the registration table is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, batwinged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains.

On either side of it stands a barechested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband.

High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small, bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.

Nearby, you hear an attractive female greeter saying the following to another patron that has just entered the establishment:

"Welcome to the Gold Goblin, handsome, the hot spot for turning fortunes and winning wagers beneath the arch. Looking for the squarest games, most honest dealers, and prettiest blamed barmaids anywhere in the port? Well, you found ’em, sugar!
"Ready to be a rich man? Hope so, ’cause tonight’s your night.
"Belly up to a table and get to winnin’; we’ve got the gold to make your dreams glitter. Good drink, fine food, and warm company’s extra, but we’ve got all that too—at prices so cheap we might as well be giving it away.
"So find a spot, honey, order a pint, and leave it all to us, ’cause here, even a goblin could win his weight in gold!"

For Everyone::

Let me know what your characters are doing upon entering the Goblin, and once everyone has a chance to post their opening comments, we'll move on to what's going one next.


Post here for out of game discussion.


OK, one more time. My last two play-by-post
Second Darkness games started out very well, but either died out or imploded.
So since I can't seem to find a Second Darkness game to play in one,
I might as well run it.

1. I need six players.

2. I need people that will check in probably at least once every two days so that we make sure to keep everything moving.

If you think the above is acceptable, phase two are the campaign standards
(click to view):

Character Creation:

All characters will be created with the “high fantasy” (20 point) purchase method (page 16 of the Core Rulebook).

All of the races and classes in the core rulebook and the advanced player's guide are allowed for play.

There can be no more than two characters of the same class in the party.

We will start at second level.

Max hp at first level. Roll for it at higher levels; but if you roll less than the average die you can take average +1 instead.

Characters will start with the average starting gold for their character class (according to the chart on page 140 of the Core Rulebook) plus 1000gp for being second level.

Players may purchase equipment from any Pathfinder source, with the approval of the GM (for example, some items may be rare in the Varisia region, and thus restricted initially).

No characters can start the campaign with an evil alignment.

Characters start at the maximum starting age for the class and race.

Characters can have up to 2 Traits.
Characters are encouraged to take a campaign trait; but since they were geared towards the very first level, it's not an absolute requirement.

Third Party Sources
I have the Tome of Secrets as well, material from that will be considered on a case by case basis.

Table Rules:

If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.

In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.

The GM rolls all initiative rolls.

If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:

Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.

Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.

Before you make up your character, however, post in this thread, and give me a character concept.
I don't need pages, but I would like to have a character and not just a build to work with. Once the character sounds good, I'll give you the OK, and once the character is made up and has its own profile, you're good to go.

Full Name

Phantrel Springleaf

Race

Half-elf

Classes/Levels

Druid (halcyon)/Adept 1 | AL: NG | Init: +4 | Per: +5 | AC 13, T 12, FF 11 | HP: 9/9 | F +2, R +2, W +7* (*+2 vs enchantments) | Influence 3 | Conditions: -

Gender

Male

About Phantrel Springleaf

Male half-elf Druid (halycon)/Adept 1 | AL: NG | HP: 9/9 | AC 13, T 12, FF 11 | F +2, R +2, W +7* (*+2 vs enchantments) | Init: +4 | Per: +5 (low-light vision)

Stats:
Phantrel Springleaf
Half-elf Druid (halcyon)/Adept 1 (gestalt)
NG Medium humanoid (half-elf)
Initiative +4; Perception +5
Influence 3
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Defence
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AC 13, touch 12, flat-footed 11 (+1 armour, +2 Dex)
HP 9 (1d8 + 1 FCB)
Fortitude +2 (+2 base)
Reflex +2 (+0 base + 2 Dex)
Will +7 (+2 base + 3 Wis + 2 race), +2 vs enchantment spells and effects
--------------------
Offence
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Speed 30 feet
Initiative +4 (+2 Dex + 2 trait)
Melee swordcane +0 (1d6-1/x2), (+0 BAB - 1 Str = -1)
Melee club -1 (1d6-1/x2), (+0 BAB - 1 Str = -1)
Ranged sling +3 (1d4-1), (+0 BAB +2 Dex = +2)
Ranged touch ray of frost +2 (1d3), (+0 BAB + 2 Dex = +2)
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Statistics
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Str 9, Dex 14, Con 10, Int 12, Wis 17, Cha 12
Base Attack Bonus +0
CMB -1 (0 BAB - 1 Str + 0 size)
CMD 10 (10 + 0 BAB - 1 Str + 1 Dex + 0 size)
Height 6 ft. 0 in.
Age 81
Languages Common, elven, sylvan, druidic, dwarven
SA bonded mask, peacekeeper (+1), well-trained
Influence 3
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Skills and Feats
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Skills
Diplomacy +6, Handle Animal +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Profession (horticulturist) +8, Sense Motive +7, Spellcraft +5, Survival +7

Class skills: Climb (Str), Craft (Int), Diplomacy, (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

This includes all class skills for both druid and adept.
Diplomacy is a class skill as a result of well-trained (halcyon druid ability).
Escape Artist and Sense Motive are class skills as a result of fey thoughts (racial ability).

Skill Ranks Per Level: 4 + Int modifier + 3 background = 4 + 1 + 3 = 8

Detailed skills
Skill Rank Class Stat Misc Total
Acrobatics 0 0 2 0 = 2
Appraise 0 0 1 0 = 1
Bluff 0 0 1 0 = 1
Climb 0 0 -1 0 = -1
Diplomacy 1 3 1 1 = 6 (misc. = peacekeeper)
Disguise 0 0 1 0 = 1
Escape Artist 0 0 2 0 = 2
Fly 0 0 2 0 = 2
Handle Animal 1 3 1 0 = 5
Heal 0 0 3 0 = 3
Intimidate 0 0 1 0 = 1
Knowledge (geography) 1 3 1 0 = 5
Knowledge (nature) 1 3 1 0 = 5
Perception 0 0 3 2 = 3
Profession (horticulturist) 1 3 3 1 = 8 (misc. = artisan of Salt Spire)
Ride 0 0 2 0 = 2
Sense Motive 1 3 3 0 = 7
Sleight of Hand 0 0 2 0 = 2
Spellcraft 1 3 1 0 = 5
Stealth 0 0 2 0 = 2
Survival 1 3 3 0 = 7

Feats
Point blank shot (1st)
Precise shot (1st, warrior clan boon)

Traits
Artisan of Salt Spire (campaign)
Elven reflexes (race)
Two-world magic (magic) - ray of frost
Loner (drawback)
--------------------
Spells
--------------------
Druid spells per day (CL 1st; concentration +4)
. . 1st - 3 (1 + 1 Wis bonus + 1 bonded mask)
. . 0 - at will
Druid spells prepared
. . 1st - entangle, snowball, open slot
. . 0 - create water, purify food and drink, ray of frost
Adept spells per day (CL 1st; concentration +4)
. . 1st - 2 (1 + 1 Wis bonus)
. . 0 - 3
Adept spells prepared
. . 1st - bless, sleep
. . 0 - guidance, light, stabilise
--------------------
Equipment
--------------------
Combat Gear Thunder-follows-Lightning (swordcane), club, sling, bullets (10), reinforced tunic
Worn Gear traveller’s outfit, mask (bonded item), wooden holy symbol, spell component pouch
Carried Gear backpack, bedroll, blanket, mess kit, waterskin, lamp, 3 oil flasks, flint and steel, earplugs, ball of twine, 5 seed packets
--------------------
Weight On his person: 20 lbs, backpack 21.5 lbs, total 41.5 lbs
Carrying capacity Light load 0–30 lbs Medium load 31–60 lbs Heavy load 61–90 lbs
Money 1 gp, 5 sp, 6 cp

Abilities:
--------------------
Abilities
--------------------
Weapon and armour proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
An adept is proficient with all simple weapons. Adepts are not proficient with any type of armour or shield.
Phantrel is proficient with the swordcane due to his relationship with Thunder-follows-Lightning.
Bonded mask (Su)
A halcyon druid forms a powerful bond with a mask, which functions identically to a wizards’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face).
This ability replaces nature bond.
Well-trained (Ex)
A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills.
This ability replaces nature sense and alters the druid’s class skills.
Peacekeeper (Ex)
A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks.
This ability replaces wild empathy.
Spontaneous casting
A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and he can focus stored spell energy into spells from the Good domain that he hasn’t prepared ahead of time. He can lose a prepared spell to cast any spell of the same level or lower from the Good domain.
This ability replaces spontaneous casting.
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Racial traits
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Ability score modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with the human and the elf subtypes.
Size: Half-elves are Medium creatures and receive no bonuses or penalties due to their size.
Base speed: Half-elves have a base speed of 30 feet.
Low-light vision: Half-elves can see twice as far as humans in conditions of dim light.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Elven immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving bonus against enchantment spells and effects.
Keen senses: Half-elves receive a +2 racial bonus on Perception checks.
Elf blood: Half-elves count as both elves and humans for any effect related to race.
Dual minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces adaptability.
Fey thoughts: Some half-elves see the world more like a native of the First World. Sense Motive and Escape Artist are always class skills for the character. This racial trait replaces multitalented.

Appearance:
Phantrel Springleaf stands an even six feet in height, a wiry figure with the weather-worn skin of someone who spends most of their life outside. Pointed ears and an angular face clearly mark his heritage as elven. His long brown hair, just beginning to show signs of silver, is worn in a braid, embellished with discarded feathers or cuttings from the plants he lovingly tends. He wears the simple clothes of an outdoorsman in green, earthen and tan tones, a reflection of both his straightforward practical taste and his lack of material wealth. His calloused hands are full of care and regularly show dirt under his fingernails as a result of the time Phantrel spends growing things. Perhaps the most distinctive part of his appearance is the reversible mask that he habitually wears on the upper half of his face. A family heirloom, it fits closely to his face. One side is intricately patterned with leaves, vines and other plants; the other is more striking, drawing attention to his eyes and the shape of his nose, causing the wearer’s face to resemble that of a bird of prey.

Personality:
Patient is probably the descriptor most readily associated with Phantrel. All those who grow things require this attribute to a degree but doing so in the brackish soils around Salt Spire needs a special degree of care, a willingness to experiment and a certain stoicism in the face of disappointment and failure. Fortunately Phantrel possesses all of these things and has a natural touch for plants, growing a surprising variety of fruits, vegetables and herbs. These tend towards the hardier end of the spectrum given the challenging climate but the half-elf has coaxed some unexpected things to life over the years. There’s an element of this that requires a strong will, sometimes crossing into stubbornness.

Phantrel is also extremely independent, sustaining himself chiefly through the produce he grows and supplementing it with what he can forage and a bit of hunting, though game is often pretty scarce. He has a strong practical streak and his knowledge of woodscraft and the natural world comes chiefly from experience. Although Phantrel is naturally a loner, not just content with his own company but largely preferring it, he maintains a healthy link with the village he regards as home, even if he is based a couple of miles outside it. The uninitiated tend to be surprised that Phantrel is affable, charming and polite, far from the stereotype of a gruff woodsman they might expect someone who lives alone in the middle of nowhere to be. He also possesses a typically dry elven sense of humour, though that can take a while to pick up on.

Backstory:
Salt Spire has always been Phantrel’s home. Having spent the early years of his life travelling around Varisia, usually measuring time in a place in months rather than years. Having sailed from Riddleport, Phantrel and his parents had been in Salt Spire for a few weeks when his father suddenly up and left and his mother, Qirelle, simply chose to stay put. Exactly what happened between his parents he has never been entirely clear on but as weeks turned into months and then years, for the first time he was living somewhere long enough to put down roots.

Moving into a long-abandoned cabin in the woods above town, mother and son began to repair it and to start growing things, something the young Phantrel discovered he had a gift for. As well as sowing vegetables, he tried planting shrubs and fruit trees and the inside of the house was soon hung with vines and creeping plants. Many of these plants failed but the young half-elf was undeterred, gaining a better understanding of what to grow, how to manage the soil, protect them from pests and diseases, how to gauge the level of water required, and so on. Phantrel was also aided by the manifestation of rudimentary magical abilities, able to harness his limited powers and channel them into protecting and caring for the natural world. With time and hard-earned experience he became able to nurture many different kinds of plants despite the challenging circumstances.

This was a good time, but like all good times, it had an endpoint. Qirelle found herself pining for the richer forests of her native Kyonin and began to plan her return home. For Phantrel, however, Salt Spire was the only home he had ever really known and he was unwilling to abandon it. Her departure came and went, leaving the young man alone. Although he unsurprisingly favours his mother’s elven heritage, living harmoniously with nature and bestowed with eldritch gifts, ultimately Phantrel found himself in the position of many half-elves, set apart from both his parents, not quite part of either world. More than comfortable with a lifestyle to which he was well-suited to, and equally content with his own company, Phantrel simply carried on as before. They were fairly good years for Salt Spire too. Although it would never be described as bustling or thriving, it was a small but active fishing port and Phantrel found a ready customer base to sell his excess produce into.

Usually referred to by the locals simply as the wood, officially Phantrel dwells in the White Wood. This is the name given when it is deemed important enough to appear on maps, something that happens rarely. The name comes from sailors who called out the colouring due to the light crusting of salt that blows from the sea onto the nearest trees, plus the dusting of snow from the mountains that covers the highest growths for several months of the year. It is not one of Varisia’s great forests, having always been relatively sparse, chiefly consisting of hardy pines on the highest slopes and a mix of deciduous trees lower down that have proven tough enough to survive in the thin, salty soil. The wood is also not what it once was, the easily accessible trees nearest Salt Spire have been heavily logged, mostly during the boom years of mining three decades past.

This latter event was a defining period for Phantrel, bringing him into conflict with many of the villagers. The mines had always been there but over time they came to be the dominant industry as new entrances were dug and the search for minerals became more aggressive. And in line with this expansion came a surge in demand for wood: for tunnel support beams, for carts, and above all for fuel. Phantrel put forth a persuasive case for controlled cutting and replacing felled trees by planting new saplings in a sustainable manner but his arguments largely fell on deaf ears. Heavy clearance followed until all of the easy to reach wood was cut at just about the same time the mines gave up their easily accessible ore and Salt Spire’s economy slumped, the beginning of the nose dive it has been on ever since.

Not all of the villagers ignored Phantrel, understanding the wisdom of his suggested course of action but by then it was too late. His chief ally, however, was not one of the townsfolk. Celys, a dryad who lived towards the edge of the White Wood and had done so for many decades before the establishment of the fishing community remained unseen but she attempted to sabotage the tree felling alongside Phantrel, though ultimately their defence of the lower reaches of the wood proved fruitless. After her tree was cut down, a cause of anger and sorrow on Phantrel’s part, he helped the weakened and now rootless Celys higher up the slopes to find a new tree to bond with. A deep friendship - and occasional companionship - between the two was forged between half-elf and dryad, now living in close proximity. Both understand the others’ need for solitude and independence but know that they can rely on the other for support, a friendly ear, and intimacy when desired.

Being proved right was no consolation to Phantrel as the village began to decline. His grief at the destruction of the trees was real but while his relations with some of Salt Spire’s inhabitants were strained for a while, he never severed ties. As times have become tough for all he has helped to plant new seedlings in the shadow of the logging, though few have taken. He continues to grow and sell produce, willing to show those interested how best to tend plants, though more out of respect for the natural world than a desire for company. Patience makes him a competent teacher and in straitened circumstances, anything to help feed stomachs that are rarely as full as they could be is a boon.

The recent arrival of the Goldenscale Mining Consortium has proven something of a quandary for Phantrel. On one level anything that brings some money back into Salt Spire is a good thing, as the village sorely needs it. However, he is sceptical of the extent to which the wealth will be shared equitably and the company could easily disappear as quickly as it came if it doesn’t find the riches it seeks. And that’s not even mentioning the inevitable environmental cost. He is hopeful that maybe this time the villagers will have learned from experience and that he will have more support in explaining the situation and pleading the case for Salt Spire’s land as well as its people. But in desperate times he also suspects that putting food on the table and money into people’s pockets is likely to trump any other consideration, more than balancing out any optimism he feels. Still, for the long-term good of the community he has to try and is willing to put himself in the service of the GMC if it means a better chance of success.