Vampire

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North of the city of Bard’s Gate, in the hills of the Stoneheart Mountains, lie the ruins of twin shrines dedicated to Thyr and Muir—the God of Justice and the Goddess of Virtue and Paladinhood. Near the ruined shrines lies a series of catacombs used as burial halls for the followers of Thyr and Muir. The complex has come to be known as the Stoneheart Mountain Dungeon. Your group has been commissioned by the remaining priests of Thyr and Muir in Bard’s Gate to seek out the Burial Halls and to locate within them the tomb of Alaric the
Paladin and there recover the Stone of Tircople— a holy relic.

Setting out from the Silver Serpent Inn in Bard’s Gate, your group has traveled through the vale north of Bard’s Gate towards the foothills of the Stoneheart Mountains and the hidden path to the valley of the shrines.

Using the map supplied to you by the head priest of Thyr, Bofred the Just, back in Bards Gate, your party eventually found the hidden path and—climbing the twisting and hidden stairs—you discovered a beautiful peaceful valley nestled within the foothills. In the valley amongst the swaying green trees,you spied two large structures—the once majestic shrines to Thyr and Muir—standing near a small lake of dark and polluted water. The lake seems oddly out of place in such a peaceful place. Muck rings the lake and reeds clog its shores.

Both structures are of similar appearence. Both seem to face the lake and seem to made of white marble in an ancient style. (ooc)Think Ancient greek temple(/ooc) Also you note that both structures seem to be in a state of disrepair with crumbling stonework evident everywhere.


I will post the background for the adventure here again. When you are ready just post on here. Should be up and running early next week with this adventure.


The game is set in the Necromancer Games game world and will start with the Tomb of Abysthor. The character will be 3rd level and will start with full hp for each level. 20 point buy. I will supply limited magic items.


I seem to have lost a couple of players in my game so am now on the look out for a couple of replacements. Currently we have a Barbarian, a Cleric, an Inquisitor and a Wizard.

Pcs are still 1st level.

Take a look at AJs Dads Varisian Campaign to get a feel for the style of play.


Thinking of running a Palladium Fantasy game. Probably max of 4-5 players. Thinking of setting it in the Northern Wilderness. Dont know how this will go but i'm willing to try. (Also think it will be easier to run than a RIFTS game.)


Its a cold and dark evening that has seen you all, for whatever reason arrive at the Black Swan, in the Midtown district of the city of Ptolus. A fog is just starting to roll in, almost obscuring the faded painted sign outside. Although, judging by the raucous laughter and raised voices coming from within the place, you presume that you could have found the tavern blindfolded. A strong smell of potent ale wafts out into the cold evening air as you push your way into the crowded tap room. The inside is dingy and lit by guttering candle light emanating from several wooden chandaliers hanging overhead. The ceiling is suprisingly low, the floor is dirty, the tables are splintered wood, and the walls are bare, apart from a well used notice board — yet the clientele don’t seem to mind one bit. On the contrary, it appears that most of the patrons tonight are dwarves - drunk or half-drunk dwarves to be precise. As you enter, the bartender is trying to call for quiet, as a beautiful flame haired woman takes to the stage, to the loud banging of tankards on tables.


WELCOME TO THE CITY

You are a native of a port city called Ptolus, or you have recently arrived there. Native or not,you know a few things about this city—it is not without a reputation, to say the least. To call Ptolus a dynamic place with a strange and varied identity is to understate the situation greatly.
Only now are explorers truly discovering how ancient the city really is and unearthing details of its varied history. Ptolus is where that strange breed that calls itself “adventurers” congregates.
It’s a place where people are as concerned with what lies below the ground as they are with what’s above. This is like no place else in the
world.
Ptolus lies in the world of Praemal within the bounds of a very old Empire unsure of whether or not it has toppled. Three different emperors claim the throne, and portions of the once great realm cleave off like icy shards from a melting glacier. This decaying society looks upon previous centuries and sees grander, more civilized, and
certainly better days. Progress seems on the decline—skills and lore that people possessed just a few hundred years ago are lost now.
But this is not a time to lose hope altogether.

This civilization, older than our own real-world cultures, is more sophisticated than our own in some ways, but less so in others. A myriad of races and peoples have come and gone, creating an intricate (and sometimes confusing) amalgam.

Good struggles against evil, and law against chaos. But the shadows only threaten the light— they do not yet consume it.
Not so long ago, the first men and women who would one day be called “delvers” returned from exploring the catacombs below the city of Ptolus laden with gold and magical treasures. Today, hundreds of new would-be delvers pour into the city each month, hoping to strike it rich like others before them. Most never crawl up from the
realms below, but adventurers keep arriving with dreams of gold and fame. Those who do emerge back into the light bring with them tales of surprisingly vast reaches of natural caverns and ancient hewn passages, perhaps dating back to the dark days when this area lay in the thrall of the terrible Skull-King, Ghul, and the region was
pocked with winding warrens and subterranean chambers created by his dark armies.

They also tell of the horrors that dwell outside the life-giving
reaches of the sun: unknown monsters and devious demon-minded things with a cunning unknown to human-, elf-, or dwarfkind. In the city, entire industries have evolved quickly to service the needs of these adventurers.

In the shadow of an unnaturally tall, ancient spire with a very dark past, a whole new form of economics, politics, and social structure struggles to be born.

Creatures and individuals (good, evil, and otherwise) that normally remain in the shadows are drawn to this large gathering of adventurers and magic. The needs of the delvers prompt renewed devotion to magic, science, and religion.

As the Empire of Tarsis dies, Ptolus—for years a backwater town on the edge of civilization—is quickly becoming the center of something much larger than itself. Omens and prophecies of children born with strange birthmarks surface in the city with increasing frequency. No one yet knows exactly what, but something is happening in Ptolus.

Something new stirs in the city… and that something is very, very old.


This is for player discussions and out of game matters.


I am considering running a Ptolus campaign on the boards here. Early days yet, but I would require 6 players. We would be using 3.5 rules and I would be looking for players who were willing to post on a regular, daily basis and really get into the role of the character.

All races and classes would be from the standard 3.5 players handbook.

I would require 2 fighter types, 1 wizard, 1 cleric, 1 rogue and 1 other.

Starting level will probably be 1.

Familiarity with the setting is not required and to be honest I would probably prefer a fresh outlook on the game.

Once I have picked players I will post a load of info on the setting and player aids on a seperate thread.

Cheers.

(I am already running a ROTRL game here as well.)


Hi. I need 2 new players for my ROTRL game. Its still quite new (aprox 475 posts) but due to players dropping out I need to bolster the ranks.

PCs should be core rules or players guide and be 1st level (with a 500xp 'gift' of experience points.) Role playing is the mainn requirement and the rules are secondary. 20 point buy or 4d6 _choose best 3). Max money and hp.

Please post your ideas and check out AJs dads varisian campaign for an idea on style, existing characters, etc.

Thanks.


OK. What is this all about. I was just re-reading Eando Klines journal and came across this being mentioned.
"The Decemvirate had sealed certain secrets before. The site of the treasures of Ammelon VI, the contents of the Fifth Pathfinder Chronicle."

So what are these and why did the Decemvirate deem these best kept secret?

I promise not to tell anyone!


Due to the fighters player dropping out we need a replacement bit of muscle. The game has only started yeterday so it will be easy to slot a new pc in.


As you crest the low grassy hill and gain your first glimpse of Sandpoint you are stunned by the array of colours that assault your eyes. Banners and buntings adorn fences and the fronts of the buildings that you can see. All of them seem to celebrate the Swallowtail Festival and the opening of the new Cathedral.

The sounds of many people laughing and talking intermingle withchilrens exited calls and the yapping of dogs. Varies tempting aromas of cooking meats waft through the air.

Blossom floats around you on the sea born breeze.


As promised here is a bit of background info on Sandpoint. More will be revealed as the characters investigate...

Those who head north from Magnimar along the rocky coastline quickly find themselves in a peculiar country. Fog drapes the rolling landscape, floating spectrally along damp and lonely moors. Small woodlands grace the region, their tangled depths redolent of
nettles and pepperwood and pine sap, while further inland, river valleys lined by majestic redwoods wind between ragged tors and limestone escarpments. This vastness and the sense of isolation have earned the region its local name. This is the Lost Coast.

Yet there are pockets of civilization along the Lost Coast. Traditional
Varisian campsites can be found in nearly every gulch and
hollow along the cliff -lined reaches, and lonely houses sit upon
bluff s now and then—domiciles for eccentrics or the rich seeking
a bit of peace far from the bustle of Magnimar’s streets. Roadside
inns grace the Lost Coast road every 24 miles or so, placed by
virtue of the distance most travelers can walk given a day’s travel.
Low stone shrines to Desna, goddess of wanderers and patron of
the Varisians, give further opportunities for shelter should one of
the all-too-common rainstorms catch the traveler unaware. Given
time, any of these seeds of civilization could bloom into a fullgrown
town, or even a city. It’s happened once already, along the
shores of a natural harbor nestled among the cliff s some 50 miles
northeast of Magnimar. What was once a larger-than-normal Varisian
campsite in the shadow of an ancient ruined tower has become
the Lost Coast’s largest town: Sandpoint.

As one approaches the town of Sandpoint, the footprint of civilization
upon the Lost Coast grows more clear. Farmlands in the
outlying moors and river valleys grow more numerous, and the
blue-green waters of the Varisian Gulf bear more and more fishing
vessels upon its surface. Passage over creeks and rivers is more
often accomplished by wooden bridge than ford, and the Lost
Coast Road itself grows wider and better-kept. Sight of Sandpoint
from either approach (south or east) is kept hidden by the large
upthrust limestone pavements known as the Devil’s Platter or the
arc of rocky outcroppings known as Whistler’s Tors, but as the fi nal
bend in the road is rounded, Sandpoint’s smoking chimneys and
bustling streets greet the traveler with open arms and the promise
of warm beds, a welcome sight indeed for those who have spent the
last few days alone on the Lost Coast Road.
From the south, entrance to Sandpoint is governed by a wooden
bridge, while from the north a low stone wall gives the town a bit
of protection. Here, the Lost Coast Road passes through a stone
gatehouse that is generally watched by one or two guards—the
southern bridge is typically unattended. Aside from the occasional
goblin, the citizens of Sandpoint have traditionally had little worries
about invasion or banditry—the region simply isn’t populated
enough to make theft a lucrative business. Hanging from a bent nail
at both the gatehouse and the southern bridge is a sign and a mirror—
painted on each sign is the message: “Welcome to Sandpoint!
Please stop to see yourself as we see you!”

SANDPOINT AT A GLANCE

Most of the buildings in Sandpoint are made of wood, with
stone foundations and wood shingle roofs. The majority are single-
story structures, with a few noted exceptions.

Only a few hundred feet north of town rises an upthrust spur of
rocky land topped with a few trees—this is known now as Chopper’s
Isle, once the home to Sandpoint’s most notorious criminal.
A remote outcropping accessible only by flight or by a skilled
climber, locals now believe the isle to be haunted by Chopper’s
ghost. Children often dare each other to go out to the isle’s base
at low tide and touch the barren cliff face that surrounds it, but no
one’s visited the top in years.

The sight that strikes all visitors to Sandpoint at first is the ruins
of the Old Light. The original height of this tower is unknown,
but those who have studied the ancient architecture of the crumbling
remains estimate it might have stood more than 700 feet tall.
Today, less than a quarter of that remains. The Old Light rises from
sea level and is built into the face of a 120-foot-tall cliff , the tower
extending another 50 feet above that level to culminate in ragged
ruins. The remaining shell is yet another reminder that neither the
Chelaxians nor the Varisians are the first settlers of this land, yet
apart from a few badly weathered carvings signifying that the peak
of this tower once held a brilliant light, no insight to the tower’s
true purpose remains.

1. Sandpoint Cathedral
Easily the largest building in Sandpoint, this impressive cathedral
is also the town’s newest structure. Built over the foundations of
the previous chapel, Sandpoint Cathedral is not dedicated to the
worship of a single deity. Rather, it gathers under its eaves the six
most commonly worshiped deities in the region, providing chapels
for all of these deities in a communal forum. In a way, Sandpoint
Cathedral is six different churches under one impressive roof.

2. Sandpoint Boneyard
Set in the shadow of the Sandpoint Cathedral and accessible via a
gate to the north or from several doors leading into the cathedral
itself, this expansive cemetery overlooks the Turandarok River.
Stone vaults owned by affluent members of the town stand near
the cemetery’s edges or at its center, while dozens of humble plots,
each marked with a simple gravestone, sit amid trees and shrubberies.

3. The White Deer
A pair of wooden life-sized deer, carved with painstaking care from
white birch, stand astride the entrance to this sizable tavern and
inn. The White Deer commands an impressive view of the Varisian
Gulf to the north. The building is new, recently rebuilt after the
previous inn at this location burnt to the ground five years ago
in the same fi re that destroyed the Sandpoint Chapel. The new
building is a grand aff air, three stories tall with a stone first floor
and wooden upper floors with a dozen large rooms that can accommodate
two to three guests each.

4. Sandpoint Garrison
This stone fortress serves double duty as Sandpoint’s militia barracks
and its jail.

5. Cracktooth’s Tavern
A particular favorite of patrons of the Sandpoint Theater, Cracktooth’s
Tavern is always full after the latest show at the nearby
playhouse lets out.

6. Sandpoint Glassworks
One of the oldest industries in Sandpoint, the Glassworks has been
owned by the Kaijitsu family from the town’s inception. The glassworking
trade has been in the family for generations, and many of
their techniques—perfected in distant Minkai—result in dazzling
and impressive works that fetch top price among the nobles of Magnimar,
Korvosa, and beyond.

7. Sandpoint Theater
Brand-new cathedrals and ancient ruins aren’t the only incongruities
Sandpoint boasts. This massive playhouse, financed entirely
by its larger-than-life owner, features one of the most impressive theaters on this side
of Varisia—it certainly competes with the playhouses of Magnimar.

8. The Hagfish
One of Sandpoint’s most popular
taverns, especially among fishermen
and gamblers, the Hagfish
is also Sandpoint’s best bet for a
good old-fashioned seafood meal.

9. The Rusty Dragon
This large structure is Sandpoint’s oldest inn, notable for the impressive
(and quite rusty) iron dragon that looms on the building’s roof,
doubling as a lightning rod and decoration.

Can everyone sign in to confirm that they are ready to begin.

The adventure thread will be entitled " AJs Dads Varisian Campaign"


I am considering running a Rise of the Runelord PBP here. I havent played now for a couple of years (I have been playing since 1987) but want to have a go at running this. What I am looking for are 4 -5 people who dont have much experience and want to get involved in a fun campaign.

Please be aware that I have never been what you would call a rules lawyer. For me the story is more important. Therefore I will not be using maps or dice rollers etc. Its more in the description.

Any one intersted should post here with a quick character concept. I am after 'traditional' characters, so nothoing to funky. Just stick with the main Pathfinder rules for now.

Postings will be on a semi regular basis (i.e. I will try and do it daily), and expect players to do the same. But if life gets in the way, I won't penalise players etc.