Hoary Muntjac

GM Faol Mhor's page

535 posts. Alias of Faol Mhor.




Hello, at this time i'd like to cancel all my subscriptions.

Love the products just would like to cancel at this time.

Thanks


Discussion thread is up


Misarias was a border town on the north east border of the kingdom of Cheliax which bordered on Isger to the north. Its streets where always full of caravans and travelers making their way along the well warn trade routes between the two kingdoms. Isger itself was nothing more than a free state in name alone, everyone knew it bent to the will of the Queen of Cheliax and served as buffer between Cheliax and her enemies and as one of Cheliaxs most profitable trade routes. Because of its location there was always an army camped near Misarias ready to defend the borders from any threat.

The morning everything changed in Misaria was the third Oathday of Rova, and a cold crisp wind blew the freshly fallen leaves all about the streets and turned the red brown cobblestone into a carpet of golden brown that crunched under each footstep.

At first it was like any other morning, children ran and played in the piles of leaves while their parents set about the daily mundane tasks. Merchants began to prepare their wagons and horses for their long journeys and mercenaries and guards began to stumble through the streets groggy and complaining of their head pains from the nights frivolities.
The mood around town was no different than any other day, but around two hours after sunup word had spread of a new edict that had been hammered to the doors of the Cathedral of Asmodeus. It read…

By Edict of Her infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, Baron Garvis Kath-Thune of Brastlewark is here by appointed lord and protector of the town of Misarias and her surrounding lands. Forthwith all lands and titles previously held by Duke Vuln Hasberg and his family are to be forfeit to Baron Kath-Thune and his descendants. Furthermore any association with or collusion with members of the family of Hasberg will be grounds for punishment and the fair justice of Baron Kath-Thune. All Hail her Majestrix!

In the streets people murmured that it had even been posted early that morning just before sun-up by the hand of an emissary from the Hellknights themselves, the intractable arbiters of Justice and the will of the queen.

The streets and workhouses were a buzz with speculation. Each person had their own opinion on what would happen or why Old Hasberg might have fallen out of favour with the queen.

The Mayors manor itself was quiet, with no one coming or going. But people swore they could see Duke Hasberg passing in his office and some said that the servants had come to fetch extra supplies in the markets early that morning. Most people agreed that Duke Hasberg would be making a run for his life if he hadn’t already done so.
By noon a rider rode through town with the message that most of the soldiers had left the camp nearby.

An hour before dinner the cathedral bell rang out and word spread like wild fire, the army was marching on Misarias and the Baron rode at the head.

Despite the situation much of the town remained calm. After all only the Hasbergs had anything fear from the oncoming soldiers. The city guard was given the order by the captain of the watch to prepare to report to their new lord and the town’s gates were left open ready to receive him. All of the nobles and affluent members of society came out dressed in their finest clothes and the town square was quickly bedecked with all the regalia fitting their new liege’s arrival.
The town was ready and they waited, and waited…

An hour after sunset a second rider came careening headlong through the streets, his horse frothing at the mouth and both the rider and steed looked half made with terror.

“Run, run for your lives, Run damn you all run! He’s mad he’s sent out a dragon!”

The people turned to the outskirts of town and in the hills north of the whisperwoods the sky glowed with a red hue and soon flames could be seen in the farm lands.

The town went mad. Mothers and fathers gathered their children and their meager belongings to run, while the merchants and nobles loaded anything they could onto carts and wagons and horses. IT was madness and chaos and it was in the midst of all this that the dragon came. The beast was no small thing but a great Wyrm, a thing of myth and legend that blotted out the stars and the moon. Its tail like a giant oak, its scales like shields, it’s wings could span the river and it’s eyes burnt like a dwarven furnace and horns the length of a man.

The towns southern wall was set ablaze first, followed by the manors of the nobles and then the stables and shops. No part of the town was spared from the creature’s fury. A few foolhardy adventures and mercenaries took up arms and attempted to fight the beast but none of them survived. Their bodies were left charred and mangled in the city square. The people streamed from the town into the northern hills and valleys across the river keld, running for their lives holding desperately to their children and their valuables into the lands between Cheliax and Isger
By midnight all the survivors could do was look back across the river keld and ask in anguished cries and sobs “why?”
And so our story begins…
For whatever reason you were in the city on either business or perhaps pleasure, or maybe your family had lived there for generations. Whatever the case your life has been changed dramatically, any plans you might have had have been interrupted. Now you find yourself a refuge among the masses of refuges from the town as they huddle in the dark, cold and afraid not knowing where to go or what lies ahead or why so many people’s lives had to be destroyed.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

So far...

Lex the handsome and dashing pirate who was a friend to some of you was brutally murdered in the bilges, while Felix who some of you know was blamed for the murders of Fipps and Narwhal which was in fact carried out by some of you as well.

Felix has since been released from the sweat box to redeem himself and to help in the assault, but you noticed that Plugg and Scourge had him at the front of the boarding party on the main deck...those of you who know him fear that this was probably the last time you'll see poor Felix.

Your two groups both came aboard at relatively the same time but never seemed to interact with each other until now, forced to storm the enemy ship together you will quickly need to learn how to work together.

The attack...

So far it's all been a blur of action, each of you has made it to the other ships deck with various degrees of success.

Gan, a man with a pistol, jumped across and promptly shot a sailor straight through the head while his Shoanti counterpart has managed to do some serious damage to another sailor with his sharp and barbaric spear.

A small woman, how could be easily mistaken for a halfling has been menacingly swinging her mace around, to no avail so far but it certainly must have distracted the sailors to allow the tall Shoanti to get in his attack.

To all of your surprise, an strange looking fellow, but perhaps not as strange looking as the mermaid who still lays flat on her face on the deck...:), runs up the stairs emitting an odd cackle and glaring at one of the sailors, he says to you all.

"The name's Jove Sirocco, and I'd like to apply for the post of pirate on your crew!" Jove beams at all of you.

He turns to the sailors, who have no doubt heard his cackle and says "This is what you get for not tying your knots tight.

They don't look impressed to see him...

Okay here we are...lets see what happens.:)

Just to make things simple, since we ended our other campaigns on some players turns, I'm just going to jump straight to the remaining two pirates and their turns. Then it will be all of your turns. If you didn't take a turn till this point I'm just going to assume you got distracted by all the chaos.

The second pirate seems strangely affected by Jove's stair, but he quickly raises his sowrd and charges at the stowaway...

Charge attack 1d20 + 2 ⇒ (3) + 2 = 5 +2 for the charge, -2 for evil eye, so he has a base +2 attack

The sailor barrels into Jove, his short sword cutting him across the arm...1d6 + 1 ⇒ (5) + 1 = 6 Lethal DMG

Meanwhile the Pirate who's taken the spear to the neck desperately swings his blade at the Shoanti who impaled him.

1d20 + 2 ⇒ (5) + 2 = 7 His desperate attack cuts a gash across the Shoanti's cheek..1d6 + 1 ⇒ (5) + 1 = 6 Lethal Damage

The Sailors look desperate, clearly out numbered and surrounded, but with pirates they expect no quarter so they seem ready to fight to the death.

There are two pirates left, one near Four Skulls and Thea who has taken -11 HP, the other is across the deck charging Jove, which means he has a -2 to AC for the next round.

It is your turn! But please post a blurb about your character in the discussion board first so the others can get to know you a bit, thank you.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay Guys, here is the Discussion thread, go ahead and introduce your characters to each other and what they are trying to do or whats happened to them.

Doesn't have to be a long post.

I'll try and have the new gameplay thread up soon.


Hello,

Please cancel my subscription to the pathfinder adventure paths. Only the Adventure paths! I wish to continue with my other subscription.

Tahnk you


I was there when the great armada left the harbour of Egorian on the 1st of Pharast, a Fireday.

It left under good omens, so said Arastus the Infernal Wizard of House Thrune. It left with much fanfare and even Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune was there to send the fleet on its way.

She looked regal and stately despite her great age. But the years had been kind to her infernal majesty, or perhaps it was some darker power that sustained her even yet.

During the ceremony Her infernal Majesty handed a great sceptre of magnificent beauty, bedecked with jewels and gold to her great granddaughter and 23rd in line for the crown, Lady Dessra Thrune, the Queens voice in the “new” Varisia.

To Generals Kastion Starkagarr II and Marduke Vadrian-Thrune she bestowed Helms with great feathered plumes in red and black with the emblem of Cheliax on the brow, emblazoned in red that glowed when worn, and to Bladmaster Sigmund Krase of the Order of the Scourge she gave him a large scroll containing the Law of Cheliax sealed with her infernal Majestrix’s seal.

The music to follow was thunderous and the cheering of the people was deafening but it was all but muted by the sound of the Cannons firing a salute as the fleet set sail.

Sailing South down the Adivian River the fleet passed through the mouth of the river into the open ocean sometime on the evening of the 3rd day of Pharast, it was an a Moonday.

Until this point all attention had been placed on the greatness and the splendour of the army, the huge power of the vessels and the mighty men and women, generals and lords and ladies sworn to pacify the wilds of Varisia in the name of the empire.

But few could imagine that as the festivities raged on deck of the war galley Braxus, celebrating this great endeavour, that down below in the quiet hold of the massive ship several young people, nobodies to be sure, would meet for the first time and this meeting would change the course of Varisian and Chelaxian history forever.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay guys and gal, go ahead and post up your finished builds when ready and any questions you might have.

The Wildland Pacification Wars was the best title I could think of for the campaign but it works I guess.

I might even have a little pre-game rp here so your characters can get to know each other before the game begins. (but we'll see)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

DAY 1: Waking Up.

The hardwood floor underneath you feels like it’s swaying back and forth. Your head seems to be splitting and your vision is foggy.

The last thing you remember was the grungy bar near the docks, The Formidably Maid, you have no idea where you are or how you got here.

If you look around you there are several other bodies laying on the floor, some of them are stirring and groaning as they come to. If you try to get up you feel dizzy, weak in the knees and sick to your stomach.

Despite your vision being slightly fogy you are all able to determine you are on a ship, the rocking of the room, the giant base of the mast jutting through the ceiling to the floor, and the odd set of stairs coming through the floor nearby are an obvious indication of your location.

Above you is a single lamp that is turned down low casting it’s light in a small radius, not far enough for most of you to see into the darkness of the hold.

If you have Low-light Vision or Darkvision:

You are able to see that you are in a long narrow room, around the walls are what appear to be boxes with locks on them spaced against a wooden wall with braces running from floor to ceiling.

You may take a round of actions, however for the next minute as you adjust and wake up you are sickened ( –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Most of the time in situations I’ll indicate what type of actions you can take, such as a full round of actions, or only a move action or a standard action to indicate the time you have to react in a situation.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

DAY 1: Waking Up.

The hardwood floor underneath you feels like it’s swaying back and forth. Your head seems to be splitting and your vision is foggy.

The last thing you remember was the grungy bar near the docks, The Formidably Maid, you have no idea where you are or how you got here.

If you look around there are several other bodies laying on the floor, some of them are stirring and groaning as they come to. If you try to get up you feel dizzy, weak in the knees and sick to your stomach.

Despite your vision being slightly fogy you are all able to determine you are on a ship, the rocking of the room, the giant base of the mast jutting through the ceiling to the floor, and the odd set of stairs coming through the floor nearby are an obvious indication of your location.

Above you is a single lamp that is turned down low casting it’s light in a small radius, not far enough for most of you to see into the darkness of the hold.

If you have Low-light Vision or Darkvision:

You are able to see that you are in a long narrow room, around the walls are what appear to be boxes with locks on them spaced against a wooden wall with braces running from floor to ceiling.

You may take a round of actions, however for the next minute as you adjust and wake up you are sickened ( –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Most of the time in situations I’ll indicate what type of actions you can take, such as a full round of actions, or only a move action or a standard action to indicate the time you have to react in a situation.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

This is the discussion thread for the Hell or High Water, a skull and Shackles Campaign. The crew, as it stands, is as follows:

Sabina - Ranger
Nicodemus-Magus
Feliz Tahrhal –Fighter
Elthas - wizard
Gan Laccaran – Gunslinger

Welcome aboard ye scurvy lot! Please check in indicating you made your way here.

I hope you have fun and I'll do my best to give you a consistent and fun game.

Questions are welcome at this time as well as discussion. Please take note that I will add relevant information about the campaign to the campaign information page as we progress.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

This is the discussion thread for the Black Sails on the Horizon Skull and Shackles Campaign. The crew, as it stands, is as follows:

Aldon Longstrider – Gunslinger
Avakor Maekdidiz – Oracle
Almathea - Cleric
Marn Stonewood - Alchemist
Lex Sequitor – Inquisitor

Welcome aboard ye scurvy lot! Please check in indicating you made your way here.

I hope you have fun and I'll do my best to give you a consistent and fun game.

Questions are welcome at this time as well as discussion. Please take note that I will add relevant information about the campaign to the campaign information page as we progress.


I realize there are a lot of Skull and Shackles campaigns looking for recruits, however as I really enjoy this AP I'd like to offer those interested another opportunity to play it.

So I'm opening recruitment and looking for four players.

here is a link to my character creation rules for anyone interested.

Character Creation Doc

One thing to note is that I will be using firearms in this campaign and most siege weapons will be replaced with cannons. If black powder and big cannons are not your idea of fantasy I understand but I feel a pirate campaign needs cannons.

I'm hoping to find people who are willing to post often, once a day is preferred.

Character Submission guidelines:

Rough outline of character class, race etc. (fully put together character sheets are great as well)

At minimum 1 paragraph back story and reason for being in port peril.

Letting me know your character's motivations and your personal play style is a bonus.

And also maybe let me know what roll or position you could see your character fulfilling on a ship long term, captain, 1st mate, cook, master at arms, boatswain, carpenter, surgeon, master gunner, quartermaster, etc.

Finally:

I don't make any claims of being a highly experienced GM but my goal will be to give you a consistent and fun adventure. I am fairly new to PBP so I may not always do things the best or run things the smoothest but I am learning and am open to suggestions at all times.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Welcome to the Skull & Shackles Adventure Path

The last thing you remember was being in the bar, the Formidably Maid. The bar had been packed with all sorts of riff raff and ruffians just the sort you’d expect to find in the pirate city of Port Peril.

As your eyes open you realize your vision is still blurry, you can make out a dimly lit lantern above you and it appears to be swaying back and forth. You quickly realize that it’s the ground underneath you that’s moving back and forth.

You may begin to take actions, move or speak, however you are dazzled and you are having trouble seeing things clearly.


I'm a new To PBP and I'm GMing my first one so I'm a newb. My question is how do I add players and characters to a campaign and how do I start the gameplay thread?

I can't seem to get those figured out.


Recruitment at this time for this campaign is closed until I know how many people I already have signed up.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

This is the discussion thread for my Skull & Shackles campaign. Recruitment is closed at present.

Those of you who are in the game are welcome to check in and post questions now.


I was thinking of GMing a more medieval pathfinder game, politics and knights on horseback and such.

One thing I felt was lacking was knights on warhorses charging across the open field and meeting in an epic crash of lance on steal.

I just felt the current Pathfinder rules based on init didn’t lend well to that so I put together a house ruled for counter charge and I just wanted to see what some other people thought.
------------------------------------------------------------------------

COUNTER CHARGE

If an attacker charges within 20 ft resolve charge as normal and outlined in the rules.

If the attacker charges from a range over 20 ft the defender has the option to:
1) Brace with a brace weapon*
2) Counter Charge*
3) Allow the charge to proceed as normal

* See Perception check

Perception Check: If the Defender chooses to brace or counter charge and the attacker is charging from a distance greater than 20 ft. Than the defender must make a perception check to see if they spot the incoming charge in the first place. If they are unsuccessful in spotting the charge it means they were to distracted by something else or where not able to prepare for the charge.

The defender must make a perception check at DC 10 if not adjacent to an enemy or DC 15 if adjacent to an enemy or within an enemies reach, The DC is -1 for every full 10 ft. that the attacker took to get to the target beyond the first 20.

For example:
A defender charged by and attacker at 20 ft or less does not get the option to counter or brace.
A defender charged by an attacker at 20 to 30 ft. requires a DC 10 if out of combat, DC 15 if in combat.
A defender charged by an attacker between 30 and 40 ft requires a DC 10 or 15
A defender charged by an attacker between 30 and 40 ft requires a DC 9 or 14 (DC-1)
A defender charged by an attacker between 30 and 40 ft requires a DC 8 or 13 (DC-1)
Etc.

This indicates that the further out the attacker charges from the more time the defender has to spot the charge and react.

CHOOSING TO REACT: (note these take place out of the normal sequence of play in the Attackers turn)

Choosing to Brace:

If the defender braces his weapon he may make an attack at -2 to hit the incoming charge because they were not readied. No matter the results the defender is considered to be staggered for the next round. The -2 AC the charger suffers does not come into effect against someone reacting to brace, it would against a readied brace.

Choosing to Counter Charge:

The defender may choose to counter charge, in this case the attacker and defender meet at half the distance the defender could cover in one movement turn.

The attacker completes their attack as normal at this point.

Attacker: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

Defender: After the attacker completes their attack the defender rolls their attack. They do not receive the +2 to hit but they suffer the -2 AC until the start of their next round. In their next round they are considered to be staggered. (this is because they have exerted themselves out of turn and therefore are not able to act fully in their next turn)

OTHER RULES:

Lances:

If one or more party has a lance and strikes his opponent the one who receives dmg must make a successful ride check or be knocked from their horse.

The ride check is DC 5+Damage dealt. If they one or both chargers are knocked off their horse they must make a tumble check.

Falling off your horse requires a Tumble check DC 15 + amount failed on the Ride check in order to avoid D6 non-lethal falling damage.
------------------------------------------------------------------------

Some of the lance and tumble rules I grabbed from someplace...I cant remember off hand.

Anyway, this is my first draft of the rule, feel free to point out improvements or areas were this rule may be broken, etc.

Thanks


At level 1 a destined bloodline sorcerer gets leadership as a bonus feat.

It being a bonus feat indicates that this is a free feat usable by the sorcerer at 1st level.

If the sorcerer has a Charisma bonus of +3 there leadership score at level 1 would be 4 meaning they could receive a cohort who is level 3?