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Discussion thread. First game play should be up this afternoon or tomorrow.


Game play thread up!


Recruitment will run through 2/19/20

I am going to be running the first edition pathfinder module "Feast of Ravenmoor" via PBP here on the Paizo forums. Anticipated start date is February 24.

For decades, the tiny village of Ravenmoor has existed quietly on the upper reaches of the Lampblack River, far from the centers of civilization in Varisia. Linked to the outside world only by an overgrown, mostly forgotten trail, the villagers are comfortable with their isolation. Their ways are humble, quaint, and at times odd, and when travelers come, they find the town awkward and unmemorable. Certainly, the lack of a village inn, the oppressive humidity, and the bug-infested moors and swamps that surround the village do little to encourage visitors. When a clerk in the city of Magnimar discovers that, due to a clerical error, the village of Ravenmoor hasn’t paid taxes in years, a tax collector is sent to the distant community to settle accounts with its mayor. When the tax collector fails to return, however, a group of adventurers must travel to the town during its Founders’ Feast celebration to investigate his disappearance. Did he really make off with the taxes for himself, as the villagers suspect? Or did he never make it out of Ravenmoor at all?"

I know running a single module is less common than AP's - but I have a good reason! I have been DM/GMing for decades and have run probably close to two dozen full campaigns from level 1- various high levels. However I am pretty much a noob at pbp. I have read a lot of campaigns to get a feel for them but have yet to run one. I am going to start with this module to get a feel for the medium and learn some of the tricks of the trade. If all goes well, after I finish this module I will consider committing to something larger like an AP.

Because this is a shorter module I dont need a 1-20 build or 4 pages of character background.

I will be looking for 4-6 players

Characters will start at 3rd level.

Anything paizo published is allowed, its a shorter game and I am less worried about anything being really broken at low levels in this format. That said if I see a concept that looks really unbalancing I will let you know.

20 point buy.

Average wealth for 3rd level.

No third party material - hard rule. I am learning this format, I dont want to have to reference a bunch of rules I dont know already also.

In terms of background, just give me a basic overview of who your character is. General temperment, interesting quirks, values, etc. You are welcome to write up as much history as you want but the reality of a module is I am probably not going to work in that nefarious villain who slew your family and set you down this path 10 years ago. Feel free to be brief.

In terms of posting rate, I would like this module to move along at a good clip. A single post per day is an absolute minimum but really I am going to expect multiple posts per day most often.

I look forward to playing with you!


I am interested in exchanging online pathfinder campaigns with another GM. Its hard to find a campaign as a player, the ratio of player to GM seems to be about 20:1 and while I thoroughly enjoy GMing I would like the chance to play as well.

My basic idea is I will GM a campaign for your character, you will GM a campaign for my character. My initial thought is maybe a weekly game with campaigns alternating week by week.

For my part I will probably choose an existing adventure path as my time to prep a full campaign probably isnt sufficient. I am willing to mutually discuss which adventure path to GM. I am an experienced GM with a couple decades of campaigns in different systems and genres.

I am hoping to find someone who wants to do live play online - roll20, fantasy grounds, d20pro, etc. - I will GM my campaign on roll 20 as its what I know best.

Anyone interested in playing in my campaign and GMing for me in the other campaign?


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Welcome to Recruitment for A Shrouded World

A week ago your regiment of an invincible army was soundly crushed by an upstart rebel and his half trained militia.

Five days ago the handful of you who had survived the harried run across the mountains made your way back to the coast and the fleet that was waiting to return you home in victory

Two days ago the fleet was swallowed by a deep, swirling mist and wracked by a sudden typhoon. All but three ships were lost. Your ship, one of the three, limped out of the storm days off course, sails shredded, and almost certainly under pursuit.

This morning the mist returned.

This is the recruitment thread for a new pathfinder Pbp game to be held here on the Paizo boards. The campaign is a homebrew one that has been played all the way through once before in a face to face setting. After years of playing Adventure Paths and other fairly linear gaming experiences I wanted to try my hand at something with a bit more sandbox but no less story to be discovered. This is what I came up with.

The Game will start at second level with the players as members of a military unit that recently experienced an unprecedented and devastating set back. Players can be soldiers, scouts, specialists or support personnel, junior officers, crown liaisons or pretty much anything else that you can think of and make fit.

The majority of the campaign will take place in a sparsely inhabited peninsula blanketed in deep, pristine temperate rain forest dotted only lightly by a handful of settlements and cultures. Think British Columbia prior to settlement. Threats will be omnipresent, initially resources are scarce and players will have to rely on their ingenuity and a few critical contacts and connections if they are going to survive. Will your characters strive every day to return to the land they know or will they carve a new home out of this daunting land with untold promise.

Campaign Themes: The campaign will be heavily wilderness based with the potential for semi-frequent sojourns into ancient ruins and the occasional sprawling lair. There will be very, very little in the way of “Urban” adventure as there are no traditional cities to speak of. That does not mean there aren’t civilizations to engage with. There will be a number of well-developed villages, tribes, and other groups that will be critical to any ongoing success and survival. Deep roleplaying and social connection with each other and NPCs will be not only encouraged, it will really be required.

What I am looking for: I am looking for 4 or perhaps 5 players for the campaign. I am looking for players who are comfortable with a semi sandbox experience and who are willing and able to post at a pretty good clip. I will shoot for at least two (frequently more) posts a day (less on weekends potentially) and would hope for players that can manage the same. I don’t mind players who are new to pbp but I would hope you would read a few game threads and familiarize yourself with the format and techniques. At this time I am not really looking for people who aren’t fairly well versed in pathfinder rules.

Character Creation:
As mentioned characters will start at second level.

Abilities will be determined by standard 20 point buy. No abilities under 8 or over 18 AFTER racial adjustments. I do place non-mechanical importance on ability scores to some extent. You don’t have to play the village idiot if you drop your intelligence to 9 but if you are going to play your character as a cunning mastermind or debonair charmer you should probably allocate your abilities in a way that reflects that.

Hit points are max at first level and average +1 at subsequent levels.

Alignments are not limited but you have to be able to function as a cohesive group. If you want to play evil keep that in mind and explain to me how you will keep it from being a detriment. On the other side if you want to play a paladin or virtuous cleric keep in mind that your character is a human and not a code of conduct. If your character is so rigidly bound to their code that they can’t function with the group that’s going to be a problem also.

Classes are anything from a Paizo source. I will CONSIDER third party material but I am not likely to put in an entire new rules system from third party systems.

Races I will allow any core race. Other races are not ruled out but you will need to get it approved.

Each players starts with two traits and no drawbacks. Traits can be from any paizo source but if it’s a campaign trait be prepared to alter it to make it fit.

Standard wealth for level (1000 gp) at this point but I will be using automatic bonus progression as laid out here (http://www.d20pfsrd.com/gamemastering/other-rules/automatic-bonus-progress ion) going forward. So keep that in mind if it impacts your character

Skills: We will use the background skills alternate rule as laid out here http://www.d20pfsrd.com/skills/background-skills. All the skills you would expect for a wilderness campaign will be important including survival, knowledge (nature), handle animal etc. As in all campaigns Perception will be extremely useful but so will Sense Motive and Diplomacy. I also strongly encourage a craft skill or two. There will be times you will be hard pressed to find equipment for sale and being able to make your own will give you a leg up.

Backgrounds and character are important. Tell me who your character is, what are they like, what drives them and how did they come to this point. I don’t need pages and pages of material but make sure what you provide brings your character to life. I have intentionally left details of the world and army pretty sparse up to this point so that you can create what you want for your character. If things need to be adjusted for consistency we will do so before we start but I am not terribly worried about that at this point.

I will be using roll 20 for handouts, maps, images etc. Familiarity with that program is a plus but not required.

Recruitment will remain open until the 14th of October. At that point I will close down recruitment and start choosing characters. It may take me a day or two from that point to make selections but I will shoot for starting play early the week of the 19th.

I am happy to answer any questions and provide guidance throughout the recruitment process!


I am wondering what the rules are for sharing battle maps we have made for adventure paths. In the past I have made .PNG and .PSD maps for a couple of full adventure paths and I am planning to do the same for the upcoming Mummy's Mask. Can I share those on the forums here for other GMs to use if they wish or would that violate a copyright?

Full Name

Saul Becknell

Race

Human (Virginian)

Classes/Levels

Gun 2 - HPs -3 / 18 | AC 17 | F +2 / R +5 / W +1 | Perc +5

Gender

Male

Size

Med

About Saul Becknell

Saul Becknell
Human Gunslinger 2
Medium Humanoid (human)
Init +4; Senses Perception +6

--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 12 (+4 Dex +2 Armor +1 Nimble)
hp 11 (1d10+1)
Fort +4, Ref +7, Will +2
--------------------

Offense
--------------------
Musket: +6 1d12 x4; Range 40 ft; Misfire 1-2 B/P
Tomahawk: Melee +3/Ranged +6; 1d6+1 x2 dam; Range 10ft; P
Knife: Melee +3/Ranged+6; 1d4+1 19-20/x2; Range 10ft; P/S
LongKnife: Melee +3; 1d6+1 19-20x2; P

Speed 30 ft.
--------------------

Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 10

Base Atk +2; CMB +3; CMD 17

Feats:
Gunsmithing, Point Blank Shot, Rapid Reload (Musket)

Skills:

Acrobatics +8 (1 Rank)
Appraise +0
Bluff +0
Climb +1
Craft (firearms) +5 (2 Rank)
[b]Craft (Surveyor) +5 (2 Rank)
Diplomacy +0
Disguise +0
Escape Artist +4
[b]Handle Animal
+4 (1 rank)
Heal +2
Intimidate +0
Perception +7 (2 rank)
Ride +4
Sense Motive +2
Sleight of Hand -
Stealth +6 (2 rank)
Survival +6 (1 rank)
Swim +1

Languages English

SQ deed: deadeye, deed: gunslinger's dodge (+2 ac), deed: quick clear, grit
Other Gear 3 GP; 4 SP
--------------------
Special Abilities
--------------------
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.

Equipment:

Militia Gear:
Musket
Tomahawk (x2)
Long Knife (sht sword)
Knife
Powder Horn (x2)
Whetstone
Bullets (50)
Black Powder (1/2 Cask i.e. 50shots)

Clothing:
Cold Weather Outfit
Traveler's Outfit (x2)
Extra pair of Boots w/ Socks
Belt Pouch

Shelter:
Small Tent
Winter Blanket

Tools:
Compass
Fishhook (x3)
Torch (x3)
Rope (50 ft)
Grappling Hook
Crowbar
Drill
Hammer
Shovel
Sack
Twine (50 ft)
Sewing Needle
Canvas (2 sq yards)

Misc:
Ale (gallon)
Tobacco
Pipe
Soap (x5)
Rations (x10)
Waterskin (x2)

Crafting:

Gunsmithing Kit
Surveying Kit
(tripod, specialty compass, the peg and chain set, paper and ink and carrying case.)

Background:

Saul Becknell was born in 1801 in the Rockfish Creek area of Amherst County, Virginia to Thomas and Sarah Becknell. Saul’s father Thomas was named for his own uncle Thomas who had fought in the Revolutionary war with his two brothers, Micajah and James. Two of these three siblings, James and Thomas, were killed at the Battle of Saratoga in 1777, leaving only Micajah to carry on the Becknell name. Micajah would later marry Phoebe (Landrum) in 1782.

The couple would go on to have four sons: Micajah Jr, William, Thomas, and John. Micajah (Sr)‘s grandfather had been a soldier during the French and Indian war while Micajah’s wife Phoebe’s own father had been a revolutionary soldier of some renown. Thus the life of adventure, fighting, and the hardships of the soldier was common fare in the Becknell family's history.

Saul’s father Thomas made his living in western Virginia farming, hunting, and as a trader, much as did his brothers and their father before them. The family name, Becknell and its variant, Bicknell, was derived from a place called Beckley in County Sussex, England. The family had resided in this area of Virginia since 1758, when the Amherst County records record the transfer of 100 acres of land to one William Becknell by Howard Cash, father of this particular William's wife.

Around 1811, the family had spread out from Virginia as Saul’s uncle William relocated to the St Louis area, and then shortly after, westward to the frontier town of Franklin Missouri. In 1812, war with the British broke out all over the Americas from the Atlantic to the frontier. In 1813, William joined Nathan Boone’s mounted militia. In the Missouri area, British agents from Detroit had persuaded the Indian tribes including the Sac, Fox, Sauk, and Cree to attack American settlers. William Becknell fought in several engagements against these, including the Battle of Credit Island, American forces led by Major Zachary Taylor. In 1814, after having won renown, Saul’s uncle was promoted to Ensign under James Callaway, and then in 1815, found himself leading the defense of Fort Clemson after Callaway was killed by a British musket ball.

In 1815, William returned to farming, trading horses, and freighting in partnership with Saul’s father Thomas. Young Saul grew up soaking up stories of his uncle’s exploits and found himself yearning for adventures of his own. The highlight of his young Saul's life was a trip going westward to Missouri to visit his uncle. His youth was spent farming, hunting, and fishing, though he also excelled at his studies, particularly that of applied mathematics, which would later serve him well in his chosen profession of land surveyor. He was about 5’8 tall, roughly 160 pounds, possessing a dark reddish brown mop of hair, and strong in flexibility and in body. His companions would describe him as possessing a good character, but with something of a quick temper and a firm sense of right and wrong, which he defended.

In 1820 Uncle William decided to run for a position in the Missouri legislature, though he lost his election. Unfortunately He had also borrowed money for this and now owed five creditors debts totaling almost $1,200.00.

Even more unfortunate, this turned out to be a very bad time to be in debt. In 1819 the country experienced a major recession. The “Panic of 1819” was caused by a combination of events which were to become a familiar cause of the nation’s future periodic financial downturns. The Bank of the United States, in 1818 adopted a policy of contracting its lending to local banks. Prior to that, just after the end of the War of 1812, there was land speculation in the Great Lakes area which was uncontrolled. It fueled inflation and was dependent upon bank credit.
That contraction of bank credit, combined with the debt incurred by the US as a result of paying for fighting the War of 1812 (from 1812 to 1815 the US debt went from $45 million to $127 million) in addition to the purchase of the Louisiana Territory, meant that very little money was in circulation. The eventual result was the calling-in of most debts by both local banks and individual lenders. This immediately caused the economic stagnation or bankrupting of both individuals and businesses.

This was what caused the personal, technical bankruptcy of Becknell. 
William Becknell had assets in both land and in livestock as well as his various businesses in excess of what he owed. However his creditors would accept only hard currency- gold or silver coin. The fledgling Federal government had allowed local banks to print money that was not backed sufficiently by hard currency or bullion. Because creditors had no confidence in the paper currency system and because they usually had little need for goods or land in exchange for the settlement of the debts owed to them, they insisted upon being paid in hard currency only.
However, due to the Federal government not minting enough hard currency, people had to rely upon Spanish silver and gold coin. But, there was very little of that available and what existed was hoarded. Coins were so scarce that people began to cut Spanish coins into eight pieces, called ‘bits’. Thus debtors, like Becknell, had no practical way of paying back their debts.

Since there was no hard currency available William could not resort to selling his land or goods to pay off his debts. According to the law at the time, if debtors could not meet their creditor’s demands for repayment those debtor’s could be thrown into “debtors prison”.

Such was the situation uncle William found himself. He was thrown into the local jail and only released because a friend of the family’s bailed him out. The county judge gave him until 1822 to pay his debts, else he would be thrown back into jail. William was outraged at being put in jail when he had not committed a crime and was still a well-thought- of war hero and still a Captain in the militia protecting the people of Missouri. As he related to Thomas and Saul ( now nearing twenty years of age), he determined to redeem his good name no matter how it had to be accomplished. Thus he outlined his plan for an expedition to Santa Fe (where the hard (silver) money was) to trade.

He enumerated his plan, using figures supplied by Lt Zebulon Pike (who had led an expedition to Spanish CO and been captured by the Spanish and held prisoner until 1809) as he published information detailing his experiences. This information would include a detailed comparison between the selling price of goods in the Spanish territory vs what those goods would typically fetch in Missouri. His publications indicated potential for good profit, for those daring enough to venture it – the Spanish were in decline and losing control of their vast empire and feared that the upstart Americans would take over New Mexico territories. American traders and explorers were often caught, imprisoned, and their goods confiscated.

Despite the dangers, Saul got it in his head to accompany his uncle William. After much lively discussion with his immediate family, he at last got permission to join the expedition as a junior member and apprentice to Jack Ferrel, a surveyor who would accompany the traders.
The expedition would head south west across Kansas to the Arkansas river, then following that river to the Purgatoire River in what would later be Colorado. Next, they crossed the steep, rock strewn Raton Mountains.

After successfully negotiating the Mountain passes, the group headed across the mesas and the plains until they ran into a column of troops led by Pedro Gallego. Though neither group spoke the other’s language, Gallego was able to convey that trade with Santa Fe and the East was now desired! Later, in Santa Fe, they learned that Mexico had just earned independence mere months before.

On Jan 30, 1822, the expedition arrived back in Franklin Missouri, after having been gone some five months. Uncle William sliced open one of the rawhide bags which was filled with silver coins. The metal dropped into the gutter and Saul looked on with something between amusement and disgust as the creditors scrambled eagerly on hands and knees, grabbing them up, muck and all. The expedition had turned out to be a great success, turning $300 worth of trade goods into $6000 silver coins, clearing William of his debts, and restoring the family name. An added benefit though, Saul had gained a wealth of knowledge and experience in the bargain.

William spent the next few months preparing to return to Santa Fe. He offered Saul a position again, but Saul was filling homesick and declined. As his uncle was preparing to blaze what would become the Cimarron trail, Saul returned to Amherst County Virginia, to the delight of his mother and father. Aiming to settle down and start a farm of his own, Saul married Elizabeth Caldwell, eldest daughter of James Caldwell, a respected banker.

They were happy for a time, until Elizabeth caught ill with yellow fever and died August 28th, 1828. Heartbroken and bitter, Saul wallowed in grief and alcohol for months until confronted by a local minister. He didn’t know or care much for the minister’s God (though he had been raised in the faith) – after all, how could such a loving deity as the minister described allow his young wife to perish horribly as she had, without so much as a child? Yet, he knew that in some ways, the minister was right. The way he had been living since that fateful day was not living. He needed to pick up, move on before he destroyed himself. Yet he felt there was nothing here for him now in Virginia. Only memories turned bitter, and so, he began to turn his heart west. When word came of another expedition assembling in Missouri, this time to the West Coast, Saul did not even have to consider. He sold his farm, bought himself a horse suitable to the journey, and headed west, hoping to sell his services as a surveyor and experienced scout and trailman.

Spoiler:

[dice]1d10+1[/dice]