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![]() Separately and collectively, you've all fallen into the hands of pirate slavers. Most of you remember it this way: You were walking in the countryside near your homes, strolling home from the tavern after a night's drinking, walking down to the river to fetch some water, or gone to visit some lass or lad in a neighboring village. And, suddenly, you heard a thrashing in the underbrush around you, and before you could turn you felt a whale of a blow to the back of your head, and everything went black. When you awoke, you were in the dark, tiny, stinking hold of the pirate galley, shackled by your wrists to the sturdy beams of the slave bunks, bunks stacked like cordwood. There were about 40 other captured folk of the archipelago there. You were sick from the blow to your head and from the tossing of the ship, from the revolting gruel the slaver pirates occasionally fed you, and from the knowledge that you were bound for one of the western slave ports, never again to see your own home. Mockingly, the keys to your shackles were hung from a hook right by the hatch to the deck, only 5 or 6 feet from the lot of you. They might as well be miles away. A few days after you woke up, the ship was hit by a squall, which turned, after half a day of tossing and rolling, into a full-fledged storm which blasted spray and curses into the hold every time the hatch above was opened. Your jailer, a man named Hafkris—maybe a half-ore, it was hard to tell under all that grime and walrus ugliness—brought about half the shackled slaves abovedecks to man the oars vacated by sailors washed overboard. The storm continued on another day, and Hafkris took another one-fourth of the slave cargo abovedecks. He looked worried. That was yesterday. You haven't seen any of the pirates or the slaves since then, and you haven't been fed. Early today, the shouting and cracking whips indicating that rowers were being kept in line finally faded away to nothing. Right now, as you're waiting for some sign of life from abovedecks, there's an enormous crash — a grating, grinding noise and horrible shuddering of the ship around you as it runs aground. Abovedecks, there's the sound of snapping spars and an incredible crash on the deck which you know must be the mast coming down. You're all thrown toward the bow, but are still held fast by your shackles and suffer more bruises to your wrists. The bow of the galley is shattered by the impact, and as the galley grinds to a halt, the bow is torn away entirely, letting in a ferocious blast of numbingly-cold air and rain; the port side of the galley is laid open by a huge boulder that the galley has smashed against. A moment later, there's once again only the sound of wind and pounding surf. Out the open bow, you can see a section of rainpounded beach; you seem to have run aground where a cliff face meets a cove beach. ![]()
![]() Greetings, oh you unlucky and unfortunate few! Welcome to the fun! Say hi, let us know who your character is/was in the life they used to know, and maybe say something about who YOU are too. ALSO:
GM Labyrinth wrote:
So. What do YOU guys think? Do we need just stick with the six of you, and just make it deadly like it should be, or add another head or more and make it ridiculously difficult? I'm inclined to stick with 6, but "the more the merrier" comment was tossed my way in a PM. ![]()
![]() This game WILL start on Monday.
I humbly and heartily apologize for the wait, but truthfully, it couldn't be helped. Without going into a lot of drama that really doesn't belong here, I just couldn't be here. (Likewise for the game I'm actually playing in, as well.) For those who stuck around, thank you for your patience. For those of you who couldn't, Sorry for letting you down. I wish you all well. ---------- In any event, without further adieu, the following players have been shanghai'd!: Shane Joseph- Aldric "the Parchment" Dahlsen (Human Scribe) (39) RHMG Animator- Currently Nameless (Half Elf Blacksmith) (55) Luke Parry - Pike Bouldershoulder (Elf Fisherman) (65) Ridge- Isidiana Cobheel (Human Shoemaker) (67) Andrea1- Miro Took (Halfling Brewer) (73) The Waskally- Dak (Human Bartender) (80) --------- Each of you head over to the discussion page, and I'll open the Game thread for you to "dot in" (and delete it) so you can get the game on your campaign page. ![]()
![]() Ok, here's the applicant list as I understand it: Luke Parry - Pike Bouldershoulder (Elf Fisherman) Ridge- Isidiana Cobheel (Human Shoemaker) Andrea1- Miro Took (Halfling Brewer) The Waskally- Dak (Human Bartender) LDDragon- Rogar Silverink (Dwarf Scribe) RHMG Animator- Currently Nameless (Half Elf Blacksmith) Shane Joseph- Aldric "the Parchment" Dahlsen (Human Scribe) CucumberTree - Currently Nameless (Human Ratcatcher) PinVendor - Scarlett Cowl (Gnome Woodcutter/Forester) Kaliban - Kaliban (1/2 Orc Miner) Ollie-Twist - "Honey" Adennin (Halfling Herbalist) ------ 11 "unfortunate souls" indeed. Sadly, or luckily, far too many to take on in one game like this, as much as I would like to do so. Also, it has occured to me, unlike many games where characters can be picked based on background and class to create a somewhat balanced "team" I literally requested characters without much of either. So what to do, what to do? ------ After a lot of thought, I decided to let FATE decide! 1. Everyone will roll d100. 2. The lowest six rolls will be chosen as unlucky and taken prisoner by pirates. 3. The results will be tallied and proclaimed by 6 pm Friday, 7/26 (EST), or sooner if everyone gets their rolls in earlier. 4. Ties will be rerolled. 5. Of those NOT chosen by Fate to be part of this miserable undertaking, please let me know if you'd be willing to be available as replacement characters, somehow thrown overboard in a storm and washed up on the island, should players be needed. And while we wait on those results, here's some mood music to get everyone in the right mindset. ![]()
![]() So far, folks, I'm liking what I'm seeing. @Waskally, small issue. Your character isn't supposed to have ANY class. You can set him up more or less how you have, but without any class bonuses and whatnot. GM Labyrinth wrote:
Basically, decisions you make in game, along with successful and unsuccessful die rolls will help decide everyone's eventual fates. Sure, in the end, you can sort of pick what you want, I suppose, but the fun for this one is supposed to be discovering a character's "True" purpose and class as the adventure goes on. ![]()
![]() A Treasure Hunt! Marooned on a barren isle…
Its destruction was so complete that even the location of the island was lost and forgotten. Despite the stories and rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again. Until now. Through a cruel twist of fate, a small band of unwilling adventurers is kidnapped from their normal lives and then washed ashore on a small, barren island, where they discover what remains of Viledel's settlement. But they aren't alone; marauding orcs and vile goblins have found their way to the island, too, and are frantically searching for the lost pirate hoard. It's a race against time and monsters in this desperate treasure hunt, where the real reward, the greatest treasure, may simply be to survive! ***** Treasure Hunt is going to be a little different from most of the other adventures on this site in a number of ways, the most important being that it was originally written for 0-Level AD&D. The Set-Up The game will be run with the players starting as common folk (farmers, smiths, hunters, merchants, shoemakers, barkeeps, scribes, etc) with the goal of ending the adventure with everyone earning their first level in one of the CORE classes. (More on development below)
All characters will start with 6 hps. Each character will start with a Profession Skill and one Skill of their choosing, that should be representative of their background in some way. None of the characters will start the game with equipment.
***** What happens next is based on the story and what the characters do, succeeding or failing at various tasks as you try to survive and (hopefully) escape being marooned on a pirate island! When it’s all said and done, the characters SHOULD get a pretty good idea of what they are good at and what they’re not, based on what happens more than on the whim of the players that created them. By the end of the adventure, each character that survives will:
2.Rebuild their character scores as a 20 pt build. Also, if the players so choose, Archetypes can be chosen for their characters. 3. Gain a single Trait. Now, SHOULD the game continue on after this point, characters may, upon achieving 2nd level, rebuild their Class as one of the Base classes rather than level as their Core class, provided roleplaying towards that end and whatnot has been done during their first level. Also, each character will earn a second Trait. ***** About Me: I've been tabletop role-playing since I was 13 years old. I'm in my 50's now, and teaching my kids to game. In the past I've run a long term (3+ years) pbp game for my college friends (from back in the day) in 3.5 D&D and both Marvel Supers (FASERIP) and Pathfinder on table top.
My style is best described as "Heroic Fun" I think. No evil characters, but not requiring goody goodies, either. Humor is encouraged, but keeping in mind that adventuring can be horrific and dangerous at times.
The Recruitment I live in Michigan so all my posting will be EST,
I’m looking for 5 - 6 players for this. (If there's enough interest, I MIGHT consider a couple more, but then character deaths will be more likely to be permanent. It's unlikely, but we can discuss how dark we want this to be.) Recruitment will run until July 19th at 6pm EST . ![]()
![]() Aeshuura wrote:
Then I shall do so. I just don't want to be the reason to ruin the fun of the game for someone else, by being an extra wheel, you know? Considering our other conversation, I'll definitely roll up a Champion. :) ![]()
![]() * sigh * Love the idea of this adventure but man I can't get the idea out of my head of thinking that having 7 characters might mess up the fun for somebody. I'd hate to be the guy to make things awkward and cause anyone to lose interest in the game. And so, sadly, I'm gonna withdraw from this for now. If you eventually need a new recruit or two down the line, maybe I'll toss my name back in for consideration. Have fun, and happy gaming. ![]()
![]() Aeshuura wrote:
If you're sure that's not too many, I'd be thrilled to play. If Doc is still going the divine route, I'll likely go with Rogue (seems most needed), Ranger, or Wizard. Any preference? ![]()
![]() Cellion wrote: For what it's worth, I will be posting a recruitment for Rusthenge into Seven Dooms in the next week or so, if y'all want to wait for that. Suriya, just so you guys know, it looks like we're actually going to be applying to Cellion's Rusthenge and then Seven Dooms... Still, nothing stopping you from doing likewise once the recruitment is posted. ;)![]()
![]() I'm good with Free Archetype, and haven't tried Ancestral Paragon yet, so..why not? LOL As for classes, what do you WANT to play MOST guys, in a perfect world? This is the time, right? In any event, I'll adapt with my character. :D For the recruitment, I'm thinking we have the three of us (one always being an "active" NPC), and probably what, two or three others? And for clariffication, Remastered or PF2e standard? ![]()
![]() Is this already a pf2e AP or will it need conversion? Either way, I'll be available to take a turn running a chapter as well, if you're open to it, and I'll look into getting a copy of the adventure. Edit: OK. A few questions answered by reading the players guide. Now, the guide suggests Rusthenge as a possibility for a lead in to 7 Dooms..
Edit2: Nevermind. Having players read through and discuss "Your First Adventure" could be really cool. That's my vote. ;) ![]()
![]() Maybe you could both make characters, put them with the party, and then whoever is running the game will treat their character as an NPC, and then go "active" with that character when the switch happens? It's how we used to do it in my high school days so nobody ever had to be the forever DM. Just an idea. I'd offer to run this, but as I said as "Johawn" above, I haven't even played PF2e yet, so I doubt I could handle the conversion. Sorry. ![]()
![]() Andostre wrote:
Ok, here goes: I've been table top role-playing since I was 13 years old. I'm in my 50's now, and teaching my kids to game. I've run a long term (3+ years) pbp game for my college friends from back in the day in 3.5 D&D and both Marvel Supers (FASERIP) and pathfinder on table top.I've played everything from all the various D&D editions to ShadowRun and d6 Star Wars. I recently started playing 5e D&D on Discord with some friends, and that gave me the itch to play and/or run something here. I figured if I wanted to play, it would only be fair to offer to run something as well. I considered 5e, but since this is a Pathfinder site... My style is best described as "Heroic Fun" I think. No evil characters, but not requiring goody goodies, either. Humor is encouraged, but keeping in mind that adventuring can be horrific and dangerous at times. Players have to come up with reasons to have their characters hang with the party and for them to work together. And if you want to try and convince the GM to allow something outrageous, fully expect NPCs to have a chance to do likewise and gain the same advantages you do. I think that's about it. Anything else? Edit: Is there something else at 1st level that people would rather I run? In either Pathfinder or 5e? ![]()
![]() Anyone want to go fight a Dragon?? Provided there's enough interest, I'll post a proper recruitment, looking for 5-6 players/characters. It's a 1st through 7th-8th level run. Here's the Player Guide I'll be using: The Dragon's Demand Player's Guide I didn't create it, a person on these boards called LichLoved did and they did a fantastic job on it...so we're gonna give him credit, and take advantage of our good fortune and use it. Rough sketch of Character creation:
All core and advanced classes allowed, with the following exceptions: alchemist, summoner, vigilante. Only core races allowed. 2 Traits, one must be a game specific trait. Full hit points at first level, and rolled or half hit dice per/level after that.
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