Arazni

Lichie Evilness's page

18 posts. Alias of baldwin the merciful.




You find yourself in a small town known as Fentonville, population 727 in northern Nirmathas. The town is bustling with activity as another caravan has arrived from Lastwall. This small town has been ravaged by a war with undead hordes and demons. Thousands of the most vile creatures emerged from the deadliest dungeon ever unearthed: Rappan Athuk, sent by it's master - The Prince of Undead, Orcus.

The northern reaches of this wilderness kingdom, with all of the caravan activity, fertile land, plentiful game and nearby seaport has been vigilant at defending it's self and lawlessness is no longer tolerated. This is an unfortunate recent development for pirate Sea Captain Jack who was captured.

"Here ye, here ye! It's Execution DAY!"


Evil GM

This is the placeholder for my new low level PF 1 game.

I will be combining aspects of a homebrew game with published material. Please check in and dot the thread so I have body count.

The character creation information will be posted soon.

Welcome to my Bloody Nightmare.


I purchased AAW's, Rise of the Drow's - Prologue: the Darkness Arrives yesterday. I noticed on the confirmation email that the PDF does not get added to my downloads until the book ships. Unfortunately, the book is not expected to ship for 5-10 days. Why is there a delay on the addition of the PDF to my downloads?

Thanks


Evil GM

"Rule the Razor you say? A fool’s ambition. The subtleties and perils of this realm are manifold. Land and sea murder at the whim of ancient gods. Men’s smiles hide a thousand knives. Those fooled into believing that the Kraken’s tentacles are more fearsome than its insidious and far reaching schemes soon find themselves cruelly enlightened – usually moments before calamity claims their souls. The Razor is too vast, its terrors too multitudinous, for even the bravest adventurer to conquer. It won’t stop them from trying though, and that means good business for me. I thank the gods daily for sending so many fools into this world.”

— Saldrin Seaheart,
local guide and purveyor of “adventuring supplies”

Welcome aboard and congratulations for your selection.

I run an active game that has plenty of twists and deviations, role-playing galore and did I mention complex layers of battle? Simply put, you will get out of the game as much as you put in. If you are engaging and like RP, you should have a fantastic time. If you like combat you will be satisfied, but I do like more that mass dice rolls. Play the role, do not simply roll the dice.

I hope everyone has fun, this is should be an exciting adventure. I use maptools and post frequent maps. I try to be attentive to the game and I post both consistently and frequently. Although this is a supplement adventure module based on the Razor Coast setting it can be run independently from the overall campaign setting, and you don’t need to have RC materials. I’ll make some adjustments along the way to challenge the party and add a flair of DM creativity.

Here are a few DM boons, in addition to those previously given at recruitment, to add to your sheets:

(2) CMW 2d8+7
(1) CSW 3d8+10
(1) Handy Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)

What time zone is everyone in? I’m in the eastern.

Remember the number one rule to a successful game is: Communication. Let everyone know if you are going to be offline.

Now on to the game…


"Gather 'ere you foolish scallywags and list'n up. There be wretched creatures as big'n as this tavern, twice as wide too, that'll swallow ya whole out there under the sea, but that's a better fate than those sailors cursed wit' the black spot. Some say it's a curse from th' Demon Below other's say it a mark of a traitor, but mark me words, those bearing the judgment of the ace of spades... doom all t'death."

- Drunken sailor the night before setting sail

Place holder.


"The Black Spot" An adventure of extradimensional depravity for four to six 5th level PCs to Explore the wreck of The Flying Fortune, a ship impaled on the exposed tip of an underwater mountain with a waterfall of gold coins spilling from her shattered hull. Unravel the mystery of her vanished crew—the bloodstains, the shredded decking. Discover a dank and gaping hole in the stone peak that pierces the Fortune. Is it a natural opening? Or a tunnel crafted by arcane engines? It leads down, that much is clear. Down inside a hollow, underwater mountain—all the way to the ocean floor.

Build rules:

Point Buy 20 No score below a 9, before racial adjustment. You will be expected to play any score less than 10 in character.

Races: Core Only

Traits: 1 APG traits.

Feats: Let’s not have crafting feats unless it is scrolls. If you are a spellcaster you can have up to 1500 of your starting gold in self-made scrolls.

Skills: Bonus class skill: Profession Sailor and Swim. Everyone gets 1 rank plus the class skill bonus of 3.

Second Wind ability: twice per day you gain the innate ability to heal 1d4+1 Hp, as a standard action.

Everyone’s base begins: 5 Class levels. (No summoner, alchemist, gunslingers, or arcanist) I will permit the unchained barbarian, monk, rogue.

Starting wealth: 10,500 gp, plus msw primary weapon, 2 CLW potions, 1 CMW potion.

Alignment: Any, but you need to be able to work with the party.

Hit Points:Max HPs level 1 and 2, roll for levels 3, 4, and 5 on the recruitment board. Reroll 1's.

NOTE:The party really could use either a rogue or a bard archeologist with this adventure.

Adventure set up
You find yourself recruited to come aboard The Sealord’s Blessing, this is a business relationship. Captain Riggs hired you on as experienced adventurers there for gain and the ship’s security contingent, providing protection against buccaneers and sea beasts and his unscrupulous backstabbing trade partners. He is concerned that his ship is in danger as he conducts business throughout the Razor Coast. He offers you each 1000 gold at journey’s end.

About me
A little bit about me, Baldwin the Merciful, the DM. I'm quite experienced at running PbP games, in fact, 3 of the top 19 most posted in games are mine: COT #3 (26,000+ post), Razor Coast #11 (12,000+ posts, and Rappan Athuk #19 (9,800+ posts), and I've completed several other single shot games. This game is intended as a single shot game, but could be extended into the Razor Coast campaign setting. At this point in time, I do not expect you to get beyond 5th level unless I extend the the game.

Expectations
I'm looking for at least 2-3 posts a day, this will be my moderately paced game, that means it will be active daily until it is completed (anticipated 2 to 4 months). I read applicants posting history of games, if you tend to drop or go MIA please don't bother applying, I won't select you. If you are new to the game boards don't let my last statement ward you off, I like to keep one or two new players, playing it forward.

Tell me if you are familiar with the Razor Coast Setting and/or this module: Black Spot. I just need to know how much I have to modify.

Anticipated Game Close
I'll keep this open until 8:00 pm, Thursday, August 13th. If this is modified I will post (3-6 hour) notice.

Houserules:

1. I do not retcon actions. I keep a brisk game pace. It becomes problematic for me to redo actions and consequences. Sorry.

2. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.

3. Roll HPs after level 2, reroll 1’s.

4. Just because something appears in a book does not make it automatically available for game play.

5. I will occasionally make an error in a rule interpretation. If that happens, cite the rule link for reconsideration. I will often, but not always, adjust the results. Just because something is arguably RAW does not make it automatically acceptable in this game. Please do not be a rules lawyer and argue every point that gets tedious.

There may be others, GM reserves right to amend.


"This b'mighty Lick Toad tribe home."

Village Map


This be place to chat about goblin stuff.


♫ ♪♫We be Lick toads! We make raid!
Put the longshank s to the blade!♫ ♪♫
♫♪ ♪Burn them up from feet to head,
Make them hurt, then make them dead!♫
♪♫ ♪Cut the parents into ham,
Smush the babies into jam,
All the rest in pot get stewed,
We be Lick toads - you be food!
♪ ♪ ♪ ♫

Adventure Background
When the goblins of the Licktoad tribe in Brinestump Marsh discovered that one of their own could write, they had no choice—they ran him out of town, tore down his hut, and burned all of his stuff. Writing, after all, is bad mojo, since it can steal words out of your head and thus snatch away your soul. Yet while even the exiled goblin’s name is now taboo (he’s known today only as “Scribbleface,” after the Licktoads branded some of his precious words onto his forehead and cheeks to punish him for breaking custom), the wonders the goblins found in his house were significant.

For Scribbleface had kept more secrets than his writing. Before the rest of his belongings were claimed or burned, the Licktoad goblins found a large trunk that contained several items of interest. To the majority of the tribe, it was the cache of exotic fireworks in the trunk that was the most impressive, but to the leaders of the tribe, it was the intriguing map (one that, fortunately, contained no writing—only nice, safe drawings and dotted lines). This map showed the extent of Brinestump Marsh, including the route from the Licktoad village to an old shipwreck near the coastline that—according to the drawings on the map—contained many more crates of fireworks. How Scribbleface had come into possession of the fireworks, the map, and this knowledge in the first place was largely irrelevant to the goblins, for if the spot marked on the map were to indeed lead to more fireworks, the Licktoads would be unstoppable! Or, if not unstoppable, at least they’d be more firework rich! Think of all the longshank houses they could burn down with a big supply of fireworks!

How to Join

•Pre-generated goblins: In your application, please name the goblin you want to play and write an original Goblin Song.

•Create your own goblin: 15 point buy, level 1, core classes only (no Wizards, you heard what they did to Scribbleface), 1 traits, average starting wealth for class, original Goblin Song.

I will be choosing players by the best song.

Pregenerated Characters:

Reta Bigbad:

Female goblin fighter 1
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +9

Defense
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1

Offense
Speed 30 ft.
Melee dogslicer +3 (1d4+1/19–20)
Ranged shortbow +5 (1d4/×3)

Statistics
Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14
Feats Dog-Sniff-Hate, Skill Focus (Perception)
Trait Balloon-Headed
Skills Perception +9, Ride +11, Stealth +11
Languages Goblin

Combat Gear potion of cure light wounds, potion of spider climb
Other Gear leather armor, dogslicer, shortbow with 20
arrows in a quiver decorated with dog ears, lucky pet
toad (“Spotol”), jar of pickled halfling toes just about
ready for eating (equivalent to 1 day’s trail rations),
toasting fork, bridal veil, halfling ladies’ corset, 20 feet
of rope with dead moles sewn into it, small silver mirror,
jar of human perfume (half drunk), meat hook, leather
satchel, flint and tinder, set of false teeth, pocketful
of caterpillars

New Feat: Dog-Sniff-Hate
Unlike many goblins, you’re not particularly afraid of
dogs. You know what dogs smell like, and that smell
makes you mad. Very mad.
Prerequisite: Goblin, Skill Focus (Perception)
Benefit: You gain the scent ability, but only against
canines (including dogs, goblin dogs, wolves, worgs,
yeth hounds, and any similar creature, subject to GM
approval). Against these creatures, you gain a +1 morale
bonus on attack rolls and a +2 morale bonus on weapon
damage rolls.

Goblin Trait: Balloon Headed
Your head is particularly wide and large, even for a
goblin. You gain a +1 bonus on Perception checks, and
Perception is always a class skill for you. Any Escape
Artist checks that requires you to squeeze your head
through a tight space take a –8 penalty.

Chuffy Lickwound:

Male goblin rogue 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +5

Defense
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +1

Offense
Speed 30 ft.
Melee dogslicer +5 (1d4–1/19–20)
Ranged dart +5 (1d3–1)
Special Attacks sneak attack +1d6

Statistics
Str 8, Dex 19, Con 14, Int 12, Wis 13, Cha 6
Base Atk +0; CMB –2; CMD 12
Feats Weapon Finesse
Trait Pustular
Skills Acrobatics +8, Bluff +2, Climb +3, Disable
Device +8, Escape Artist +8, Knowledge (local)
+5, Perception +5, Ride +8, Sleight of Hand +8,
Stealth +16
Languages Common, Goblin
SQ trapfinding +1

Combat Gear potion of cure light wounds, potion of jump,
6 caltrops

Other Gear leather armor, dogslicer, 6 darts,
lucky pet toad (“Fat Frog”), lock of hair from
Goodwife Lotty still tied around her dog’s
paw (worn on a thong about Chuffy’s neck),
3 metal skewers, stuffed raven, pet spider
(called Stankrush) in a wire cage, 3 spare
bug cages, bottle of brine-soaked alligator
eyes (equivalent to 1 day’s trail rations),
child’s doll with the eyes taken out, grappling
hook, 3 tindertwigs, curved sewing needle, set
of thieves’ tools, cowbell (worn)

Goblin Trait: Pustular
Your face is covered in unpleasant pimples and outright
boils that have a tendency to pop at inopportune
moments. Although this makes you particularly
ugly, you’re also used to discomfort. Whenever you’re
subjected to an effect that causes the sickened condition,
you may make two saving throws to avoid the effect (if
a saving throw is allowed), taking the better of the two
results as your actual saving throw.

Poog of Zarongel:

Male goblin cleric 1
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +2

Defense
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4

Offense
Speed 30 ft.
Melee dogslicer +1 (1d4/19–20)
Ranged javelin +3 (1d4)
Special Attacks channel negative energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
At will—speak with animals (4 rounds/day)
5/day—fire bolt (1d6 fire)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—burning handsD (DC 13), cure light wounds, divine favor
0 (at will)—bleed (DC 12), detect magic, guidance
D Domain spell; Domains Animal, Fire

Statistics
Str 10, Dex 14, Con 13, Int 8, Wis 15, Cha 12
Base Atk +0; CMB –1; CMD 11
Feats Improved Initiative
Trait Goblin Bravery
Skills Ride +4, Spellcraft +3, Stealth +8
Languages Goblin

Combat Gear wand of cure light wounds (9 charges)

Other Gear chain shirt, dogslicer, 2 javelins, lucky pet toad
“Dogfinder,” squashed dried toad (his previous lucky pet
toad), jar of pickled fish heads (the equivalent of 1 day’s trail
rations), 6 torches, flint and tinder, almost empty salt shaker,
pig’s tail (snack), wooden flute (too
splintery to play for long without injury)

Goblin Trait: Goblin Bravery
You have a worrying propensity for
overconfidence in combat. When facing an
enemy that’s larger than you, if you have no allies
in any adjacent squares, your posturing, bravado, and
cussing grant a +1 trait bonus on attack rolls with nonreach
melee weapons.

Mogmurch:

Male goblin alchemist 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +3

Defense
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +5, Ref +6, Will –1

Offense
Speed 30 ft.
Melee club +0 (1d4–1)
Ranged bomb +6 (1d6+2 fire)
Special Attacks bomb 3/day (1d6+2 fire, DC 12)
Alchemist Extracts Prepared (CL 1st)
1st—cure light wounds, shield
Extracts Known detect undead, jump, reduce person, true strike

Statistics
Str 8, Dex 18, Con 13, Int 15, Wis 8, Cha 10
Base Atk +0; CMB –2; CMD 12
Feats Brew Potion, Great Fortitude, Throw Anything
Trait Bouncy
Skills Craft (alchemy) +6, Heal +3, Knowledge (nature) +6,
Perception +3, Ride +8, Sleight of Hand +8, Stealth +12,
Survival +3
Languages Common, Goblin, Varisian
SQ alchemy (alchemy crafting +1, identify potions), mutagen
(+4/–2, +2 natural, 10 minutes)

Combat Gear potions of cure light wounds (2), acid (2),
alchemist’s fire (3), smokestick, tanglefoot bag

Other Gear leather armor, club, lucky pet toad “Amfibier,”
spectacles (for show), gourd of pickled leeches just about
ready to eat (counts as 1 day’s field rations), juicy slug in a
small pot (snack), skull face mask, metal codpiece, jester’s
hat, pumpkin-head lantern, black eyepatch (with hole
cut in it to see), hard leather boot (used as belt pouch),
formula book (contains all extract formulae known)

Goblin Trait: Bouncy
Your bones, flesh, and skin are a bit more elastic than
those of most goblins—when you fall, you tend to
bounce a little better than them as a result. Whenever
you take falling damage, the first 1d6 points of lethal
damage suffered in the fall are automatically converted
to nonlethal damage. You also gain a +2 bonus on all
Reflex saves made to avoid unexpected falls.

Note: I will complete this module. If you look at my profile you'll see that I run, and have competed, several games. I've successfully competed the entire COT AP; I've completed two short modules (one last week); I have a long running Rappan Athuk campaign; and I'm also running a successful Razor Coast Campaign. Simply put, I'm not going to disappear barring some sort of emergency.

I use maptools for mapping. I would like two posts a day and I'm aiming on finishing this module in 30 days or so. I will roll initiatives and look at my other games to see how my combats run. Communication is key to any successful game. Newbies are encouraged to apply. No PFS credit given.

If you have a history of dropping or disappearing from games please don't apply.

If this interests you, write your goblin song.

I'll keep this recruitment open long enough to get the positions filled and some fun songs made, but I'd like to close it out by Saturday or Sunday. This is subject to change.


Evil GM

Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.


Evil GM

This is the Treasure of Chimera Cove Discussion Thread.


Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.

This is the private recruitment thread for Treasure of Chimera Cove.

I was asked to run a one shot game that featured characters from the ACG, so here's the private recruitment page. Sorry this particular game already filled. I would like to sample the playability of classes to see if they are over/underpowered.

Point Buy 20, plus your 4th level Stat bonus
No score below a 10, before racial adjustment.

Races: Core only

Classes: ACG only

Traits: 1 trait from the APG

Everyone’s base begins: At Level 6. Full HD for level 1 and 2, roll for levels 3 - 6. Reroll 1's.

Starting wealth: 16,000 gp. You can have no more than 5000 GP in any one item.

Alignment: No real alignment restrictions, except you must work well together.

Ability scores and Skills: Explain how you arrive at your ability scores and skill totals. This makes it easy for me, so I do not have to deconstructive builds.

I would like this to be relatively fast paced game especially since it is limited to this one shot.


M H, NPC Villian with the RedKnives

You are among the bustling dock trying to buy passage out of Westcrown before the invasion.

Westcrown itself is chaotic, Thrune has sent its most revered General with a fleet to quash the civil unrest that has been stirring for over a year. Throngs of soon-to-be exiles are seeking passage out before the imposition of martial law; they care not for where they go, most simply willing to pay a king’s ransom for a short passage out of the threatened area.

In the harbor sits, one of the last ships which is a three-mast carvel teeming with passengers lugging chests and bartering with an unscrupulous looking officer at the end of the gangplank. ”Ain’t g’t the duh, ain’t got passage…now be off you leaper, go b’fore I club ya like a shark.” A family turns away from the man, clearly distraught with fear.

The husband can be heard cursing loudly as he passes though, ”Damn that Brotherhood, things were just fine before they meddled in the City’s affairs.' He tries to reassure his family. "We’ll be alright.” The docks are swarming in bedlam.

”Y’got a hefty purse and I’ve some spots on Mother’s Blessing,” the harsh voice jabbers at the crowd. He begins to point at people in the crowd, ”It’ll be tight but got me room fer a few.” His finger points to each of you in the crowd.


Evil GM

Holding location.


Welcome! I'm currently concluding a long running Council of Thieves campaign.

COT Link

I took an AP from Book 1 through book 6 on this board, and you can see there were over 26,000 posts in the game thread.

The Rappan Athuk campaign game that I run is very active and likewise a fun game for the players and DM.

RA Link

I'm providing this information so you, as a potential player, know that you are getting a GM that is committed, consistent and reliable.

I'm currently gathering an interest check in running a Razor Coast Campaign. I would be looking for 5-7 players, although I already have at least one or two potential players.

A little bit about Razor Coast:

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.

Every year another colony of hopeful settlers springs up, only to be silenced by the unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned with the bold names of these colonies’ founders are the only testament left to their brief, prideful existence. The last chapter of their story is now told in dust and ash.

Port Shaw is the only survivor. The town clings to the coast like the sea’s most stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along, vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale oil and other treasures.

Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in this whaling boomtown, but evil and abandon take almost every soul who comes her way. This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. It is an easy place to die, and a town where countless legends are born.

- Reiker Glassgrinder, accredited naturalist of the
Guild of Cartographers and Explorers

-------------------
I'm not looking for builds yet - as I'm gaining interest first - but two classes that I know I will not permit are alchemist and summoner. If guns are permitted they will be rare, so keep that in mind.

I'm sure most will have build questions, my thoughts are to begin at level 4 with a pre-adventure. This will be a homebrew beginning. I'm not really looking for builds, just interest right now. I will post more on the beginning build stats after I gain interest (if there is interest).

The plot of Razor Coast is non-linear, but the campaign has a trajectory because its major villains work hard to drive sinister plans to fruition. That being said this is a sandboxy type of campaign that can go in many directions. This works perfectly with my DM'ng style.


I'm not sure where to post this, or to whom it should be addressed to, but I received a private message today that appears to be spam. This has not happened before, so I'm not sure how Paizo handles this type of issue.

The message allegedly comes from a person serving in the US military overseas and the author reportedly "needs ...[a] source of contact for an urgent purpose. For security reason, Reply asap once you read this for more info."

Thanks.


I did a quick search and did not find this topic discussed.

My adventuring group killed an Adult Bronze Dragon and we would like to sell the body for armor, spell components, nick-knacks, dragon kabobs, and whatnot.

What is fair value and how is that determined?

There is no issue on transporting it; it's already on our ship.


I see from the RC discussion that the kickstarters have begun to receive their hardcover books. I did not order through the kickstarter program but rather placed two orders through Paizo in May and June respectively.

Have you received the books and when do you expect the shipment to depart your warehouse?

Razor Coast (May)
Order # 2575337

Fire as She Bears! (June)
Order # 2613328

Thanks.


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Evil GM

You find yourself in a small town by the name of Fentonville, population 727 in northern Nirmathas. The town is bustling with activity as another caravan has arrived from Lastwall. This small town is a mecca, in the northern reaches of this wilderness kingdom, with all of the caravan activity, fertile land, plentiful game and nearby seaport.

You each see some help wanted signs posted around the town:

GOOD COIN PAID! Seeking trustworthy guides and cartographers. Meeting 3:00 o’clock at Featherton’s Guides. FREE MEAD!!!


Evil GM

Welcome to the RA game. Several of you appear to be relatively new to PbP games, don't worry I was too about 10 months ago. It was tough decision on which characters to choose, and I'm going with a slightly larger party. Why? The decision was hard; the campaign is a tough; and I've run 7 and 8 people in my COT game, so it's nothing new to me. We will at least give it try to see how everyone gets along and the posting tendencies.

Hope everyone has fun, this is one bear of dungeon.

Take some time and review the campaign information tab, I have useful information there and I do update it with semi-important information.

I use maptools and post frequent maps. I try to be attentive to the game and I post both consistently and frequently. Although this is a massive surrounding area and dungeon crawl, that would drive me nuts to run straight, so I'm bound to break it up with some side tracks and RP when I can.

Here are a few DM boons to add to your sheets:

RA Bonus

Stat Bonuses

One (1) bonus ability point that must be used in either your current 4th or 5th lowest ability scores. No adjusting other scores to account for this bonus.

2/2 Skill points* bonuses to be used in one of the following pairs of skills (this does not make it a class skill):

A. profession –cartographer/Know – geography; or
B. profession – guide/Know-nature.

*This means you get 2 skill pts in cartography and 2 skill pts in geography: or 2 skill pts in guide and 2 skill pts in nature.

Gear bonus

(3 )CLW potions each (1d8+3)
(2) CMW potion (2d8+6)
potion of magic weapon (1)
vial anti-toxin (1)
Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
Compass
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
Candles (5)


This particular game is a published mega-dungeon called “Rappan Athuk” by Frog God Game, I’ve placed the setting in Nirmathas. I will make changes to the published material as I see fit. I will toughen up, or lessen, the encounters based on the party strengths and weaknesses. I don’t realistically expect to get through the entire dungeon and surrounding area but we can see how a few levels turn out. This is not a fair dungeon so expect the worse.

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Some believe the world changed in 4606 with the death of Aroden, others know there is evil lurking below the surface seeking vengeance, and the god’s death was a precursor to the dawn of a resurrection. Far below the surface in Nirmathas, a long forgotten legend lays waiting exploration.

Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient, and now lost, city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

Rappan Athuk is a hard adventure; some even call it a deathtrap. Many will try; most will die. I’m looking for 6 brave, or foolish adventurers. I plan to keep this recruitment open for a week, depending on the response. I’ll check several times a day and review entries as they come in.

Crunch:
Here are the rules for the build:

20 Pt buy

No score below a 10, before racial adjustment.

1 trait from the APG

No real alignment restrictions, except you must work well together.

Max HP’s level one and two, thereafter you roll HPs. Reroll 1’s.

You begin at 2nd level but with 3rd level wealth of 3000 GP (3rd lv) No more than 50% in one item. Do not multi-class - yet.

Every character gets the innate ability to heal themselves 1d4+1 HP, 2/day, as a standard action.

A very brief one, or two, short paragraph description/background.

Note: those selected will get a few extra trinkets of gear after they are selected.

Adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.

I’m looking for players that can work together and post more than a simple line, or two, of dice stats – descriptive actions will make it enjoyable to read. I try to be descriptive in my posting.

Combat:

This particular game is combat heavy and the roleplay is really intra-party. This is different from most games that I run, which I tend to have heavy roleplay and character development. I wanted to run a meat grinder for a change of pace.

It is ok to run away from some scenarios and combat, it is better to live another day.

Fair warning:

I'm not a big fan of mega-game breaking builds, just because it’s arguably RAW doesn’t make it acceptable in my game. Power-gaming and cookie cutter builds lifted from some forum post are frowned upon. Well balance characters are ideal.

Posting:

Minimum posting 2 a day, it’s combat heavy so the more the merrier. When you submit your character, acknowledge how frequently you can post and when you tend to post (mornings, afternoons, evenings, all day). Be descriptive in your posting that does make it more enjoyable to read.

Permitted books:

CRB, APG, UE, UM, UC. I do not permit ARG.

No 3PP material, although the GM is not contained by this rule.
There are parts of permitted books that I do not use including but not limited to: Word of Power, Spell Duels and Primitive Weapons. Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.

GM reserves right to amend.

Deities:

Core deities in CRB only.

Prohibited Classes:

Summoner, Magus, Gunslinger, Alchemist and their variants.

Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.

Races:

Core races, alternative race traits from APG. If you swap out a race trait clearly, disclose it to me, so I can review it. No racial feats.

I will permit goblins and drow with their standard race traits only. These can be found on the PFSRD. No racial feats or racial archetypes.

No ARG

Houserules:

1. I do not retcon actions. This game is designed to move quickly. It potentially becomes problematic for me to redo actions and consequences. Sorry.

2. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.

3. Roll HPs each level, reroll 1’s.

4. I will occasionally dip into the sanity/madness rules if the situation arises.

5. Just because something appears in a book does not make it automatically available for game play.

There may be others, GM reserves right to amend.

*I currently run a successful pbp COT game, that has over 15,000 posts.


Evil GM

The game thread is open. Good Luck.


Evil GM

Housekeeping matters:

Can everyone state his or her time zone and the time they tend to be online, you can post here or send me a PM.

I know real life happens and that can affect the posting rate but communication is key both from the DM and the players. If I’m going to be slow posting I will tell you, I hope you do the same. I currently run an exceptionally active and well managed campaign that is about to hit its 15,000th post in 9 months time, you can count on me completing this module. The posting rate in this game will be much slower but I’d like to complete this in 2 to 3 months of time, if possible. The posting rate could go up especially if most of us find ourselves online at the same time.

Generally, you can expect a post from me in the morning, afternoon, and then a couple in the evening. My game tends to have a table- top feel to it, if you’ve read any of my other campaign you will see what I mean.

I will use spoilers tabs often, those are geared towards the player it ‘s directed to, I don’t mind if others read those spoiler but don’t metagame. Since this is a horror themed game reading others spoilers could, also, spoil your suspense.

Posting:*

1. GM rolls initiative.

2. I will link a map at the beginning of each round and often an updated map towards the middle of the round. Please tell me the map coordinates for your movement. Otherwise, you run the risk of me moving you and if there is a chance of an AoO, I will take it.

3. I, generally, post mid-round updates and end of round summaries.

4. I don't mind if you post out of turn, especially if you won't be online. I will do my best to fit the action in, or I will fill the gap in a semi-logical manner.

5. I do not use delay/ready actions to switch/swap initiative orders, as that becomes problematic for me, the DM, to track on the boards. I do permit you to hold your action especially if you are waiting some tactical action.

6. I, generally, do not redo actions that becomes problematic to track and then redo the ripple down effects.

7. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.

8. I've been playing for years, mostly GMing, I know the rules but I do make mistakes especially with all the Pathfinder's tweaks. I follow the written rules but I'm not hardcore especially if it moves the story along. If I make an error made please point it out and provide a book and page reference or link to the PFSRD.

*These are, also, posted under the campaign information tab.


Up from the Darkness by Rite Publishing

I’m look for five (5) brave, delirious and foolhardy applicants to play in a difficult horror themed game. This game’s design is likely different from most, if not all, PbP games but I think it will make a cool Pbp game.

Up From Darkness is an eastern themed campaign for 7th level characters. You will be part of the Shogun of Kaidan, which maintains several elite units of troops, each trained for a different purpose. The characters are Hakayami hopefuls and as the adventure begins, they awaken in darkness with no memory of whom they are, or how they got there. Hakayami are an elite group of assassins and snippets of memory will be regained as the game progresses. Unfortunately, that is about all the background information I can supply because I want to keep the suspense and the horror feel.

I mentioned this is a different game and here is one of the catches: the players have to be willing to use pregenerated characters. The pregens abilities compliment the challenges, but also there are some clues in the character stats as to who the characters actually are. You shouldn’t need any additional books, or material, other than the CRB, APG or PFSRD.

Those interested in playing, here are names (which we can change or alter the gender) and classes of the characters, let me know your preference, if you have one, or if you will be agreeable to whatever class is remaining.

Takeo, Samurai (Yabusame, Order of the Shogunate) 7
Masumi, Rogue (Scout) 7
Kichiro, Necrotic Warrior (bone) 7
Hajime, Sorcerer (elemental/fire) 4 / Fighter 3
Akio, Fighter 7

Like, I mentioned this is a different type of game and taking the character creation process away from players may not be for everybody, but the designer of the game knew what was needed to overcome the challenges.

Here’s a little bit about me and what I would like out of the players. I’ve been gaming, mostly GM’ing for years, I know the rules but I’m not super hardcore. I like to teach those with less experience. I do sometimes make mistakes in rulings, if I do politely provide me the source, page or link to review. I currently run one of the more active campaigns on the board, it can be found here:

Baldwin's COT Game Link

I’m looking for people willing to try a different type of game that is an oriental themed horror game, and who can post three (3) times a day, and I do post during the weekend. I don’t anticipate that this game - unless the players want it - will be as fast paced as my other campaign. I’m looking for players that can work together and post more than a simple line, or two, of dice stats – descriptive actions will make it enjoyable to read. I will DMPC a character, if necessary. There really won’t be much lull in action and the tension/suspense should be constant given the theme. This will not be a long-term game, if everyone keeps up with the posting it could be done in a few months of real time.

I use maptools to assist the players.

I’ll keep the recruitment open until the slots are filled with people who can commit.


I know Paizo just did a big sales event in November but I was wondering if there was going to another one for Christmas or for year end? I'd like like to get a pdf of Pathfinder Chronicles: Seekers of Secrets - A Guide to the Pathfinder Society, but if there is going to be a year end sale, I'd wait a few more days.

I probably posted this question in the wrong sub-forum, sorry.

Thanks.


Evil GM

You each have seen a Notice that has been posted around Freeport:

"Mercenaries Needed! Help find our missing children. 6:00 pm meeting at the Hag's Stew Tavern"

When you each arrive there are several other mercenaries but mostly concerned individuals present. There is one human male, Randall Griswald III, who appears to be hosting the meeting. The mead is free flowing and there are platters of stews, meats and crusty breads being served to the guests as they mingle.

Hag's Stew Tavern


Evil GM

This is the discussion thread for "Shadows in Freeport" game.

Each player that has been invited read the Campaign Information page for the back-story, game rules, house rules and madness rules. I will open the game thread shortly after noon Sunday..

Each player will have the following bonus potions:

2CLW
1CMW
1CSW

Also, note the HP bonus that I provided under the House Rules. Any unspent coin that you have consider restorative/healing potions.

Can everyone advise what time zone you are in. I'm in Eastern U.S.

Good Luck!


I’m looking to run Goodman Games classic dungeon crawl, Shadows in Freeport. This is has a slight horror feel to it and the accompanying sanity loss. This is PG13 with some adult themes and I’m running it as one shot adventure. If all goes according to plan it may take 60 days to complete.

Adventure Summary

Hired by a group of concerned citizens, the characters stand before the Old Cresh manor, smack dab in the heart of Freeport, haven of pirates, thieves, and other scum. Compelled by a strong sense of urgency to recover lost family members, the characters must brave whatever horrors wait inside. But after a few encounters they quickly learn there is more at stake than simple kidnappings. Between the ghostly terrors wrought by Fatty Blue, the ghost of a particularly mean and nasty child, and the corrupted and twisted gangs of ghost youths, something terrible is at work here. With each room explored, the characters come closer to discovering that the former owner was no simple merchant, but in fact a despicable cultist! And what he could not achieve in life, he strives for in death. Can the heroes rescue the missing children, put to rest the unruly spirits haunting the place, and stop the revenant lurking beneath the house before it's too late? * Dungeon Crawl Classics #20: Shadows in Freeport is copyright © 2005 Goodman Games.

A little bit about me, the GM, I like a fast active game, which means posting and a lot of it. Check out the other game that I run, Council of Thieves under my profile and you will get the idea of how fast I run my games. If you apply I need you to confirm you can keep up with the anticipated pace and advise me if you ever played this dungeon crawl (I need to know how much I need to modify.) I, also, link my maps.

Here is the crunch:

I’m looking for 4-6 active players for this EXCEPTIONALLY active fast paced game. I plan to average 4 - 7 posts each per day, expect 50 - 70, posts per day seven days a week. Sometimes more. Due to the anticipated pace, there could be DMPC'ing if there is delay or lull.

I’m looking for a good mix of experienced PbP and first timers (tell me your PbP experience), but the key is keeping up the pace. The game will be 70-30 combat to role-play; the role-play will mostly be player interaction as opposed to NPCs.

Even though it is combat oriented, I expect more than dice rolls and one-liners. I like descriptive text of actions.

The party will need to be well balanced.

You would be entering at level 6.

Here are the build rules:

18 Pt buy

No score below a 10 before racial adjustment.

No score above a 17 before racial adjustment.

You get your +1, level 4 stat adjustment (This can raise your stat above an 18)

1 APG trait only.

No third party material

No Alchemist, Gunslinger, Summoner , Inquisitor or their variants
Core races only. No ARG

Minimum 4-7 posting a day.

No evil

Good alignment works well with this adventure.

You must be able to work with the party.

Adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.

16,000 GP (6th lv) No more than 50% in one item. Run any ability/stat enhancements items by me beforehand.

A “short” one paragraph background about your character.

I plan to keep this open till Sunday but that really depends on interest and the submissions.


I'm not sure if this is the proper forum, if it is not please move it.

I recently purchased Hero Lab, along with many of the add-ons, and I was wondering if anyone knew when, or if, the Ultimate Equipment book will be available?

Thanks.


Council of Thieves:

We had an untimely death of a party member and the group is looking to add one more person. We currently have 4 very active members and myself the GM. This is an EXCEPTIONALLY active fast paced game. We average 5 posts each per day. In less then 8 weeks we have over 2150 post, roughly 40 or so posts per day. We are nearing the end of AP 1.

We have a good mix of experienced PbP and first timers, so it doesn't matter to me.

Currently the party has:

Ranged Ranger
Inquistor
Cleric
Shield Fighter

The party is looking for a bard, rogue or arcane spell caster. You would be entering at level 3.

Here are rules for the build:

20 Pt buy
No score below an 8 before racial adjustment.
Download the Free PG
2 traits, (1 must be a campaign trait)
No third party material
No Alchemist, Gunslinger or Summoner or their variants
Core races only, no thiefling characters. No ARG
Minimum 3-5 posting a day.
No evil

3000 GP (3rd lv) No more than 50% in one item. Run any magic weapon, gear, potions (don't bother spending coin on Cure potions they are plentiful), by me before purchase.

Answer the following:

1. Tell me 3-4 NPC's your character knows in the city, they will become important NPCs. Names, occupations and how you know them.

2. How long have you been in the City.

3. Give a brief background for your character.

I want to make sure it's clear NO Advance Race Guide. The forbidden classes include their vairants/archetypes.

The only real house rule that I have incorporated into this PbP game is 1 on an attack has a chance to either fumble weapon or snap the ranged weapon string. You make a dex based check, add in modifier, and must get a 10 or higher to avoid the fumble.

This is a fast pace, fun game that is roughly 50/50 roll/role playing. It is definately one of the more active games on the PbP boards.


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Evil GM

The City of Twilight was once the shining beacon for Aroden, but the god of humanity, innovation, and history died in 4606 AR. The time that followed resulted in chaos of unexplained propotions. Thirty years of strife and civil war laid waste to all that was pure and beautiful.

The rise of the Thrice-Damned House of Throne saw Westcrown dive further into ruin. When the capital was moved from Westcrown to Egorian, much of the infuence and nobility fled along with the exodus.

Many a noble houses faced finacial ruin during the years following the death of Aroden, and during the time that the Thrice-Damned House of Throne soldiified its rule. At least 19 houses relocated to Egorian as the new rulers rose in power. Leaving a mere 12 major noble houses as the powers-that-be in Westcrown, retaining their power either openly in trade and commerce or covertly through the Council of Thieves.

But it all began in Rova of 4676 AR, when...


Evil GM

This is the discussion thread for the Council of Thieves AP. Feel free post and ask quesitions here.

I would ask that you move the previously answered DM quesion under your profile for easy access.

Everyone check in if you are still interested.

I anticipate getting the gamethread up and running in the next day.


Does anyone know if the Dodo bird will be made into a miniature?

Thanks


I DM a game where a PC has cast Arcane Sight cast as a permanent spell upon himself. The PC enters every encounter using this ability to find the auras of magic and power with his sight. Is there anyway to fool or thwart this ability. Something along the line of a nondetection spell of Nystul's Magic Aura? Thanks.


Can you please cancel my Adventure Path Subscription? I'm am still working on and running the Kingemaker adventure. I will join back when I'm done. Thanks.


i want to begin by apologizing if this is in the wrong section, the website folks can more it to the appropriate area if it need to be moved.

It is the holiday's and my group is partially missing but we still want to game. I would like to run a pregen module, preferably with pregen characters, that can be run in a couple days. I would like a twist where the players are monsters seeking revenge on the lowly humans, elves, dwarf's or others. Any suggestions? I would like if the characters were pregen, if possible, 4-10 level, or so.

Any suggestions on a pdf to purchase?

Thanks

Baldwin


When will Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6) (PFRPG) and the download be available? Thanks


I just joined the Pathfinder Adventure Path Ongoing Subscription and I do not see the pdf in my downloads. When will this be available for download?


I am looking for suggestions on magic items that can help a character avoid or boost AC against ranged touch attacks. Thanks.


Any status on when Order #1107607 will be shipped? Thanks


I first purchased the download of Marsh & Aquatic a few weeks ago and that product proved to be excellent. All content, no fluff. I was so impressed with the product that I went ahead and purchased the soft covered book of Marsh & Aquatic. I also went ahead and purchased their complete Monster Geographica line of products. That line included: Underground, Plain & Desert, Hill & Mountain, and Forest. These books are excellent, and like I mentioned above, filled with content and zero fluff. One nice surprise was the actual books are 8.5 by 5.5 in size, very portable and light weight. The books are 193 to 202 pages of monsters and flora.


First of all, I hope this thread is in the proper location and I did not find this subject addressed in my quick search that I did. However, if it is not in the proper location or if it has been addressed, my apologies.

I never thought I would really miss the Use Rope Skill, but as, I am about to send my group through an new Pirate Campaign completely using the Pathfinder rules and I find that Use Rope is an indispensable skill. In fact, I have had to house rule the skill. Use rope is an important skill to have when journeying on the high seas with all the riggings, sails, and ropes that tend to be on board sea vessels.


I would suggest that the Rogue also have Knowledge Nobility as a trained skill as opposed to a cross-trained skill. My reasoning is this: Rogues know their mark(s) and/or know who not to mark when plying their their trade. A rogue seems to know more about a family and the colors worn, jewelry worn, heirlooms... Thanks and great job!