Jellik Fulson

Johawn the Adventurer's page

17 posts. Alias of Hack Anslash.




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:


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.)

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.


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A Treasure Hunt!

Marooned on a barren isle…
The island of the mighty Sea King, Viledel, was sacked by a pirate army 60 years ago.

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)
Each character will start as a 10 pt build for their ability scores. (Ideally, none of the scores should be exceptional, but that’s up to you guys. No score can go below an 8.)

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.
Races Allowed: Human, Elf, Dwarf, Gnome, Elf, ½ Elf, Halfling, ½ Orc

*****

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:
1. Gain 1st level in the CORE class of their choice.

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.
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.

The Recruitment

I live in Michigan so all my posting will be EST,
I’d like to see daily posts (hopefully at least 5 a week), and will aim to do likewise, though likely more. Obviously real life gets in the way sometimes, so just communicate with me and the group, and we can work through most slow spots…
I think that’s about it.

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

.


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:
15 pt attribute buy

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.