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![]() I would be interested. I haven't read the AP but thought it sounded awesome. I love the idea of an fantasy mummy adventure! I like the random race/class idea too. Kinda like the old school roll abilities in order, and then see what you can play with it. How many options are we talking about? Not every race in all the books surely. I prefer core races. ![]()
![]() I would be interested in the game. I don't know much about Hell's Vengeance, besides be bad guys for Thrune. I would like to play an antipaladin Hellknight, or some other type of Hellknight. Classic Hellknight, LN rather than evil, ruthless follower and enforcer of the LAW. are you still looking for players? ![]()
![]() Harrigan has also (apparently) experienced a run of bad luck. Pirate lords generally seem to control both a fleet of ships as well as an island. Harrigan has a fortress but it seems his fleet has been whittled down to just the Wormwood. On top of that, as tbug pointed out, Harrigan doesn't seem to have any of the pirate lords well disposed toward him. He was probably on course for joining the Council until he was captured. ![]()
![]() Irnk, Dead-Eye's Prodigal wrote:
I'm definitely gonna have to read Shattered Star, haven't gotten to that yet. Nor have I finished all of RoRL... I'm a little behind on my reading! ![]()
![]() Samasboy1 wrote:
I remember from some source, (I think the sin magic guide in RoRL Anniversary) that the Thassilonians actively disliked divination, but I would have to check that. I also said Shoanti more as a simplifier, rather than "the disparate ethnic groups who would one day become the Shoanti". The lack of specialization is still telling, I think. The Runelords were the undisputed masters of school specialization. They counted no universalists among them, I believe. So no one would likely be as well versed in divination as any of the traditional schools. ![]()
![]() So I have a Skull & Shackles game in the works, and one possible player has a half elf character that took the Child of the Sea alt racial ability. It definitely seems useful and appropriate, but I'm confused on one part. "They also have an innate sense of direction and can never get lost at sea." The player thinks that means he's always aware of his position on the ocean, like he has a GPS in head. That seems to be rather overpowered for a racial ability, especially one that is not elaborated on at all. I think it means that when making Survival checks to navigate, he can't ever screw up enough to get himself lost and going in the wrong direction. I can't find those rules right now. Any insight or opinions. ![]()
![]() So I just got the new Deluxe Harrow Deck and Harrow Handbook (haven't perused the book yet), and was reading the rule book included in the deck, and was struck by something I remembered from RoRL Sin Magic rules. The Runelords of Thassilon numbered only seven, because they dismissed Divination as not a true school of magic. There was no Runelord of Divination's Sin. They dominated the land now known as Varisia, and ruled over the ancestors of the Varisian and Shoanti peoples, as well as the giants. As an interesting aside, Divination in 3.5 only required you to sacrifice one other school as opposed. This is dropped in Pathfinder, but RoRL was originally written for 3.5, so that might inform that design choice. Thassilon was an empire of an Azlanti ruling caste, ruling castes of Varisian and Shoanti humans and giant slaves. The Shoanti were a warrior caste, and their quahs trace their lineage to the service of one of the seven Runelord's kingdoms. Their tattoos and symbols are evocative of Thassilonian runes, and like their Varisian neighbors they also maintain traditions and magic of tattooing and body modification, which the Runelords also practiced. The Shoanti have had their link to ancient Thassilon well established, with their origin story and the quahs symbols. We know much less of the Varisian's ancestors time serving the Runelords. If the Shoanti were the warrior caste, likely the Varisian's forebears were the working class of that empire. Their cultural myth of the Cunning Wolf who led them from servitude in an empire of devils lends support to that belief. One thing that truly separates the Varisians, even from their neighbors the Shoanti, is their obsession and power over divination. A Varisian harrower, foretelling the future with her cards, is a stock character in Golarion. The Harrow Deck is a powerful divinatory tool, and especially dear to the Varisians. If the Varisians truly were servants to Thassilon, and the Runelords were so dismissive of Diviniation as a school, what does it mean that the modern Varisians are such adherents of fortunetelling and Divination, even in the current fallen age of prophecy? Did they have this knowledge of Divination even in their days of servitude? Did they exploit this knowledge of the future to escape their bondage and the doom that destroyed Thassilon? Why exactly did the Runelords, some of the most powerful mages in history, totally dismiss a classical school of magic, and what kind of vulnerability did that leave them? ![]()
![]() Hi all, I'm looking for something less common on this board, an online game via irc or other chat program, Skype, mumble, etc, and preferably using map tools or roll20 as well. I'm familiar with irc and VoIP play, and have used map tools and roll20 before. I'd love to get into an AP campaign, especially Wrath of the Righteous right now, as I am super into the fluff and storytelling possibilities of The Worldwound and lost Sarkoris. I'm available most any weekday night after 7 PM EST, reply or message me if you're looking for another player. ![]()
![]() I would be interested as well. I'm fairly new to Pathfinder myself, and am a new GM as well. I have experience with maptools but have only really glanced at Roll20. I'd love to play nearly anything, as every class interests me in Pathfinder. Have only gotten to play a handful of sessions, been running a game for my friends. I'm also EST, and can play pretty much any weeknight. ![]()
![]() I would love to play (would have loved to run I6 itself most of all, just to say "I've been there"). I only know bits about Ravenloft, like the secret powers who rule it are the only gods there, really. Would it be possible to play some psychotically murderous crusader paladin? Like a full on zealot from the First Crusade? Paladins have to be LG, and Ravenloft is a setting designed to mess with people who try to be good, right? So this guy would just get more and more zealous and rigid, all the while believing he was doing the right thing because he hadn't been stripped of his powers. ![]()
![]() It's basically a VOIP/chat system with a map and die roller, like maptools, if you've ever used that. I haven't run a game with it yet, but I like it better than maptools so far, since you can do everything in one. And I realized I wrote S&S, which would be Skull and Shackles, when I meant I'd run Serpent's Skull. Because that's the one I own, and serpent men are boss. |