I am currently working on a professional conversion of the entire 3.5 box set of Castle Whiterock by Goodman Games over to 5th edition.
I am looking to begin play-testing of the first few levels of the castle and I am looking to put together a team pf play-testers for this project.
To qualify as a play-tester you need to meet the following guidelines:
1. Have a group of players that meet fairly regularly to spring this on.
2. Provide timely feedback on suggestions, play results, etc.
I plan on releasing a new level of the castle (for play-test) about every 2-3 weeks over the next 15 months or so before working it into a final product for public release.
If you are interested in joining the team the PM me here or shoot me a email at bwatford19@gmail.com
I am a experienced DM of over 30 years and me and my wife are relatively new to the Huntsville area and are planning on running a Emerald Spire campaign. I can run it under the Pathfinder ruleset or convert it to D&D 5e without a issue. Time of game each week is open, once we get enough players we will set a time. Probably will play at JC's House of Cards in Madison. Prefer a couple hour session during a weeknight on a weekly basis or four hour weekend sessions every other week but are open to other schedules as well.
You can contact me here or at bwatford19@gmail.com if you are interested in joining.
Campaign Synopsis.
Six miles northeast of Fort Inevitable lies one of the deepest and strangest dungeons to be found anywhere in the lands of the Inner Sea—the Emerald Spire. Like an iceberg, this weird structure shows only a small portion of itself above the surface; level upon level of hidden vaults and mysterious crypts lie buried deep below the ground. Few of the people living in Fort Inevitable or the surrounding lands have even the slightest inkling of the dungeon’s true extent, let alone its astounding age.
Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, half-melted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The site is well known to locals from both Fort Inevitable and Thornkeep, and many travelers passing through the Crusader Road area make the trek into the forest to look on the ruins—from a safe distance. The Spire’s ruins are known to be infested with dangerous monsters, and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators.
Can you brave the dangers below to come out with wondrous items and riches or will you fall prey? How will you deal with the Hell Knights at Fort Inevitable and can you even get their permission to explore the ruins?
Curse of Strahd
Act 1 Scene 1 Death House
Prologue
Some say this is a tale of six brave adventurers, each of which had signed up with Maximillian and his adventuring company in Neverwinter and for various reasons happened to be on this journey. Some might even say that this was their story. But nothing could be farther from the truth, for what was about to unfold stretched far away from their mortal existence in the Forgotten Realms, some would even say it would span both space and time. For it was not their story, but that of another. One much older, a story much darker....
DEMI-PLANE OF DREAD
Somewhere on another plane of existence under raging storm clouds, a lone man comes into view standing on a castle balcony, a large wolf growls by his side. A nearby lighting strike reveals a handsome face that is deep in thought. Something is amiss in his kingdom and yet the source is still elusive. After a long time, he scans the horizon one last time and gives a weary sigh before returning to the castle. Just before the doors close, he growls back at his furry companion, "The mists are active tonight, let us go and see what surprises they bring to us this time."
The six companions did not realize that their very fates were already sealed and the control of which had already been wretched from their mortal hands. Fates that would soon make themselves known, for better or worse. Their destiny awaited somewhere other than the lonely road they now traveled....
FORGOTTEN REALMS
The six members of the Maximillian Adventuring Company (or MAC as it was normally called) were all new recruits, recruited by the adventuring company in the very heart of Neverwinter. Each had went through a vigorous recruiting interview that not only tested them physically, but mentally as well. Pushing each of them to their very limits before the word was given that each of them had been accepted and were to be stationed at the company lodge in the city of Waterdeep.
Thus their first assignment was given. They were to escort a small caravan south first to Mirabar and then to a small town called Red Larch via the Long Road which was the main road that led to their final destination of Waterdeep, once in Red Larch the caravan would turn back north to Neverwinter and the group of six would be on foot for the seven day travel to Waterdeep. The assignment seemed simple enough, the Long Road was usually heavily traveled and bandits were known to be few. Surely they would not want to tangle with a group of mercenaries for hire, for there certainly would be easier prey.
So thus the group set out on their mission, the trip was long and the trip was extremely boring as was usual for such ventures. Besides all the bard tales and stories that were passed on one to another about bandits and orcs and monsters the actual truth behind the stories was much simpler. The chance for such an event to happen that would cause you to cross paths with either bandit or creature was in fact no where near as high as some stories made it out to be. Some of the tales that were told made it sound like every time you set foot out of a town to head somewhere you were accosted by some brigand or goblin, or some creature that wanted to eat your flesh or bash you into oblivion but the simple fact was that most armed caravans traveled much safer on a regular basis and rarely if ever found themselves in a situation where sword was absolutely necessary. And the later was such an occasion for this trip as well. Uneventful, boring and long.
Their first real stop was the city of Mirabar. The city stood on a knoll on the north banks of the River Mirar. On the surface, Mirabar was populated with squat stone buildings and a few stone towers. It was arranged in such a way as to provide great efficiency. Its walls were extremely thick and sloping, so as to allow water to be poured down them in the winter, which freezes to make them slippery. The area around the city was dotted with open mines and heaps of rock. Roads led to its major mines in the Spine of the World mountains, which yielded a wide range of metals and gemstones, so they were guarded against orc and monster raids by the Axe of Mirabar, a militia that was made up of over 2,000 human and dwarven soldiers. Mirabar was home to both human and dwarf with the city boating a population of 1,600 shield dwarves who lived totally underground.
The caravan stayed in Mirabar for the night and a tremendous time was had by all, refreshing the road worn eyes and lifting the spirits in the fine dwarven drinking and feasting halls. The next morning the caravan once again headed south with much of the crew a little less than at their sharpest but the road was still dull and the excitement of Mirabar quickly faded.
They finally arrived a tenday later in the small village of Red Larch were they would part ways with the caravan. The town of Red Larch was but a small way-stop on the Long Road seven days north of Waterdeep, and was located at the intersection of three trails. One trail led to the infamous Bargewright Inn, another to Kheldell, and the third ran into the hills to derelict, monster-infested keeps. You soon learned that the town was named for a stand of red larch trees that were chopped down about the time of the town's founding.
Red Larch is known for its nourishing, though otherwise un-noteworthy food, called crumblecake. Crumblecakes are made into moist loaves from nuts, chickpea mash, chopped roots and greens, turkey and wildfowl scraps, all baked together. After a night of rest in The Swinging Sword, which happened to be Red Larch's only inn, the band of would be heroes tried the famed crumblecake and soon wondered what all the fuss was about. Dry and tasteless, it might be nutritious but taste it definitely lacked.
So with the crumblecake feast out of the way the group started their final leg of their journey, this time their travel wasn't so easy going, for now they were both on foot and traveling in a study downpour that had started before breakfast and had not let up. The day passed increasingly slow and as the day's light started to fade so did the rain but with the dying of daylight, a fog had crept in across the land, clutching everything in its clammy grasp. The group found a small clearing nested in some trees that lay off the road about a quarter mile and began to setup camp for the evening. The woods were unnervingly quiet this night, and the air grows unseasonably chill as a fire is started and everyone huddled around.
The fire sputters as a low mist gathers around the edges of your camp, growing closer as the night wears on and thus the story begins.....
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Welcome to the game thread everyone. Please do not post in this thread until told to do so.
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DM Asmodeus's "Curse of Strahd" D&D 5e Recruitment
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
Character Creation (Nuts and Bolts): The following are allowed options for character creation/building.
1. The Players Handbook - 5th Edition
2. The Races, Domains and Archtypes from the PHB -5th Edition
3. All option from the Sword Coast Adventurer's Guide except for any race (or racial variant) that grants flight.
We will be using the standard point buy from the rulebook for character creation. Rolling for stats is not allowed. You must select one of the backgrounds from the PHB (soldier, criminal, etc).
No character may be of any evil alignment.
Character Creation (Roleplay):
A complete character application will include all of the following
1. The character background - Not to be confused with the background selection in the PHB, this is a written history of the character. All backgrounds will require the character to be a new member of the Maximillian Adventuring Company based in Neverwinter. Your first job assignment is to travel to Waterdeep as your group has been stationed at that branch of the adventuring company. No worries though as your group will never make it. lol as you will be swept off to parts unknown at the beginning of the story. But I need to know how your character got to the point of joining the adventuring company and why. What led them on this path.
2. All characters will have an Ideal, Bond and Flaw as per normal D&D 5e character generation. The lists in the PHB are guides, you may invent your own.
3. You receive the normal starting equipment as per your class and background selected. Maximum hitpoints at 1st level.
4. An IC post in which the character has a self-reflection on their interview with Maximillian to be accepted into the adventuring company.
5. Not related to your character, but please include your timezone in your app.
6. An alias for your character.
Anything beyond this may help, but is not required.
Expectations on Posting: Ability to post a minimum of one time every weekday is required. I have kept this requirement in my other campaigns and it has run successfully. If you cannot commit to this, please do not apply. Exceptions for things that come up (as they do) is of course expected, but even the slightest development of a pattern will require me to ask another player to take your spot.
Player expectations: I am looking players who understand several simple and fundamental things about DnD or roleplaying games in general. If you do not agree with my view on these issues, this is not the game for you.
1. The game is more important than your character - This is a shared, group activity. Its success is dependent upon your ability to craft and play a character that is malleable enough that they can bend and flow with most group decisions. If this mentality is shared by the entire party, serious conflicts are unlikely. If you find yourself only able to play characters who are so set in their development and personality that they cannot yield to actions and decisions that move the game forward for the benefit of all, please do not apply.
2. The show must go on - Campaigns work when players realize there is a joint responsibility to make them work. In pbp, this is especially true. We all need each other to keep the campaign fun, engaging and entertaining. The group needs five personalities to drive the campaign, not four personalities and an emotionless stat-block.
3. The campaign world is a shell, not straight jacket. - When I use a campaign world in my campaigns, the background and history (the official canon, as it were) is there to provide a pretty background, names to organizations and places and so on. Naturally, some players will be very, very comfortable in the Ravenloft setting and understand it well and may even memorize large chunks of its history of background. I'm thrilled at this and will absolutely provide such players with interactions that meet that level of commitment. However, please do not assume that other players are equally likely to know as much. I don't ask my players to understand more about the campaign world than I have personally provided. If they want to go further, awesome. If they don't, that is fine also. From a character standpoint, none of you have ever been there.
Now for the technical stuff:
Total Players: 5 (Only 5 applicants will be chosen based on the criteria above and which characters I like best.)
Recruitment Closes: Midnight (CST) Monday, February 29th, 2016
Selection Made: Tuesday, March 1st, 2015
Play Begins: Thursday, March 4th, 2015
Ah, Waterdeep. Such a wonderfully lovely town, full of excitement and potential. Markets filled with every potential consumable item for sale, hustlers on every major corner, and taverns filled with tales of adventurers near and far - and more than one of them filled with lies from these very adventurers. Such is life in the big city.
But last night, you cared not for adventure, or excitement, but instead for work. There may be plenty to do in Waterdeep, but you can't do any of it if you have no coin to do it with. You have been scouring the city for days, trying to find any type of job that will at least earn you some coin and a couple of meals, but until last night you came up empty.
Ah, the evening past. Your luck was terrible in searching for work until you stepped into the Yawning Portal. A rousing good time was being had by the patrons, mostly thanks to the marriage of some couple you can't remember the names of. You knew the Portal was famous for its entrance into Undermountain, but you have also come to know that many a stout adventurer has begun their journey to fame and fortune there, either by going into the depths of the dark or by responding to one of the posters advertising for manual labor.
Anyhow, the place was hopping, and you were even able to get a free drink or two just from being there. But that's not what's important. What is important is the small flyer tacked to one of the walls nearest the women's bathroom, and the fact that it got your attention. It stated, quite plainly:
"Help! I need a package delivered, and my usual couriers are nowhere to be found! If interested, meet me here the morning after the wedding. G"
There was no mention of how much was to be paid, or where this package was to be delivered to, or who this G even is. For all you know, this could be a joke of some kind. Seriously - who tacks up a message looking for couriers near the women's restroom? But it's the best lead you've had in weeks, and you need the coin.
So here you find yourself, one morning removed from the wedding, sitting at a table at the Yawning Portal. Interestingly enough, there are 8 of you inside the main dining hall this morning, and you all appear to be waiting for the same thing - whoever this G is to show up.
It's quiet inside the hall as the sun is barely up, and the place is still a wreck from the night before. A couple of young boys rush through the room from table to table, setting it right again and cleaning up as they go. An older bar wench brings you breakfast - a pitcher of mead and some decent-smelling chicken stew - and leaves you to your thoughts as you wait for this G to show up.
OOC:
Welcome to Waterdeep! Feel free to roleplay as appropriate, get breakfast, etc. I'll move things along when everyone has had a chance to make a couple posts, but for now feel free to take liberty with the scene: servers bring drinks and food and that sort of thing. Feel free to take any actions you or your character sees fit. If it's a hostile action (breaking and entering, fighting, etc.), please roll as appropriate, although obviously these sorts of things aren't encouraged presently.
DO NOT START POSTING IN THIS THREAD UNTIL YOU ARE TOLD TO START!
First off, if you have been selected to this game then welcome aboard. Please find the posting guidelines and what you need to do to prepare for the game below.
If it is your first time here then please make a test post using the preferred posting template for your character. (See Below)
Speech = "Goes inside quotation marks and is bold."
Thoughts = thoughts go in italics and use the ooc tag to shade them.
Other Text = just goes regular
Any game mechanics such as dice rolls, should be put behind a spoiler with the mechanics tag.
Ah, Waterdeep. Such a wonderfully lovely town, full of excitement and potential. Markets filled with every potential consumable item for sale, hustlers on every major corner, and taverns filled with tales of adventurers near and far - and more than one of them filled with lies from these very adventurers. Such is life in the big city.
But last night, you cared not for adventure, or excitement, but instead for work. There may be plenty to do in Waterdeep, but you can't do any of it if you have no coin to do it with. You have been scouring the city for days, trying to find any type of job that will at least earn you some coin and a couple of meals, but until last night you came up empty.
Ah, the evening past. Your luck was terrible in searching for work until you stepped into the Yawning Portal. A rousing good time was being had by the patrons, mostly thanks to the marriage of some couple you can't remember the names of. You knew the Portal was famous for its entrance into Undermountain, but you have also come to know that many a stout adventurer has begun their journey to fame and fortune there, either by going into the depths of the dark or by responding to one of the posters advertising for manual labor.
Anyhow, the place was hopping, and you were even able to get a free drink or two just from being there. But that's not what's important. What is important is the small flyer tacked to one of the walls nearest the women's bathroom, and the fact that it got your attention. It stated, quite plainly:
Help! I need a package delivered, and my usual couriers are nowhere to be found! If interested, meet me here the morning after the wedding. G
There was no mention of how much was to be paid, or where this package was to be delivered to, or who this G even is. For all you know, this could be a joke of some kind. Seriously - who tacks up a message looking for couriers near the women's restroom? But it's the best lead you've had in weeks, and you need the coin.
So here you find yourself, one morning removed from the wedding, sitting at a table at the Yawning Portal. Interestingly enough, there are 8 of you inside the main dining hall this morning, and you all appear to be waiting for the same thing - whoever this G is to show up.
It's quiet inside the hall as the sun is barely up, and the place is still a wreck from the night before. A couple of young boys rush through the room from table to table, setting it right again and cleaning up as they go. An older bar wench brings you breakfast - a pitcher of mead and some decent-smelling chicken stew - and leaves you to your thoughts as you wait for this G to show up.
OOC:
Welcome to Waterdeep! Feel free to roleplay as appropriate, get breakfast, etc. I'll move things along when everyone has had a chance to make a couple posts, but for now feel free to take liberty with the scene: servers bring drinks and food and that sort of thing. Feel free to take any actions you or your character sees fit. If it's a hostile action (breaking and entering, fighting, etc.), please roll as appropriate, although obviously these sorts of things aren't encouraged presently.
DO NOT START POSTING IN THIS THREAD UNTIL YOU ARE TOLD TO START!
First off, if you have been selected to this game then welcome aboard. Please find the posting guidelines and what you need to do to prepare for the game below.
If it is your first time here then please make a test post using the preferred posting template for your character. (See Below)
Speech = "Goes inside quotation marks and is bold."
Thoughts = thoughts go in italics and use the ooc tag to shade them.
Other Text = just goes regular
Any game mechanics such as dice rolls, should be put behind a spoiler with the mechanics tag.
Mechanics:
Great Club:1d20 + 4 ⇒ (4) + 4 = 8 for Damage:1d6 + 2 ⇒ (6) + 2 = 8
All out of character talk in the game thread also needs to be put behind a spoiler with the OOC tag.
Night Below. Yes, you read that right. I am planning on running this massive 2nd Edition campaign from start to finish under the 5th Edition ruleset. I will be putting up detailed information in the game forum, but for those who want some details prior to signing up:
1. Characters start at 1st level.
2. Haranshire is southwest of Waterdeep, and west of Westgate.
3. 5th Edition Forgotten Realms is the setting.
And just to be clear: Night Below is going to be the primary campaign, but don't be shocked if there are other side-treks that take you in and out of Haranshire. You may start and end with this campaign, but it's not going to be as linear as most people make it out to be.
If you're interested, sign up. If not...well, then, at least I hope you'll read along with us!
Game Description:
Hark! You there! Yes - you. You seem to be a strapping young adventuring type, with your armor and weapons all dangling about your person. Are you interested in exploring new realms, fighting evil beasts, and above all else, making some coin? If so, then come in and listen.
My master, the respectable DM Asmodeus, is...what's that? You never heard of him? Why you little...
All right, so he's not well-known in these parts. In fact, he's rather new 'round here. But that don't take away from the fact that he's famous elsewhere, and that he's got a great head on him. Excellent guy, if you ask me. But I am starting to get away from why I called you in here to begin with.
As I started, my master is seeking to employ several adventuring types to roam about the land, taking on quests and fighting evil monsters and all that kind of stuff. Crawling through castles, rescuing maidens fair, battling beasts, diving into dungeons...you get the idea. And he's willing to pay you for it, if you're good or lucky enough to wade through hell and come back out on the other side alive.
Are you interested?
Night Below is an epic campaign originally made for AD&D 2nd Edition set in the Forgotten Realms where characters will work their way through and around the sleepy land of Haranshire, uncovering evils and delving into mystery and intrigue, all the while attempting to keep their own sanity while eventually traversing through the underdark to find the true source of the goings-on.
I will be converting this campaign to run under the 5th Edition ruleset.
Will you take up the mantle of helping the people of this fair countryside? Can you find your way to figuring out what true evil lies in this land? Are you brave enough to stop it once you do?
In this campaign your choices will matter. Choose wisely. And don't get in over your heads. Some evils take planning and waiting before confronting head on.
Character Creation:
We are going old school creation for this old school campaign.
1. Roll 4D6, re-roll 1s, keep the highest 3 dice. (Do this 6 times so that you have 6 scores.
2. Arrange these six scores anyway you like in your ability attribute slots. (Str, Dex, etc.).
2. All races in the 5e PHB or SRD are allowed.
3. Races that are specific to other campaigns, such as in the PotA books are not allowed without prior DM approval.
4. All characters start at 1st level with 0 experience points.
5. If you want to play an evil alignment, go for it. However, you guys are a group and should be working towards a common goal, so at least try to get along. And on the topic of alignment - if you are a good-aligned character and commit evil acts, don't be surprised when you have an alignment change. Just saying.
6. All characters start with maximum hit points at 1st level. That means that you do not have to roll for hit points, you just get whatever the maximum amount for your character would be. Levels after first will be rolled for.
7. Pick a starting class, race, background, traits, etc. from the PHP or SRD. You will start the game with equipment that is assigned to your class and background choice.
Tips:
My ideal group would have four to eight characters; the higher number the better as I intend to make this a very challenging adventure.
Demihuman PCs with underground abilities such as dwarves gnomes, and halflings will be helpful.
Given the amount of combat that will be involved, the party must include at least one full cleric with major access to the Healing sphere of spells or two with minor access (such as a druid or a split-class cleric is a good mix).
At least one wizard with serious firepower potential will be a major advantage.
The party should include at least one elf, if possible, and a warrior of NG alignment will find something he or she will treasure forever in this campaign.
We will be using a custom encumbrance system but applicants don't need to bother with that for now.
Characters submitted must include a backstory, description, and background. Interesting characters will be chosen for the campaign before ones that are a bunch of stats.
PbP Rules
Daily posts are expected, Monday thru Friday. Weekends are optional.
To speed up play, I will usually roll perception, survival, initiative, and all other rolls for the group as appropriate.
Because this is a PbP and a conversion from the 2e rules to 5e, encounters will be changed or removed and there will be more story and RP rewards.
The campaign will use a milestone leveling award instead of tracking individual xp.
Please provide your timezone in GMT. I am in Alabama, USA, GMT -5.
Recruitment and Start Times:
Recruitment ends on Saturday evening, January 30th. Four to Eight characters will be selected and announced Sunday evening, January 31st. Play will begin on Tuesday, February 2nd.
I am considering converting the 2ed box set "Night Below" to the 5th edition D&D rules and running a group through it here on the forums. I have run it back in the days of 2nd edition and converting it should not be too difficult.
Is this something any of you guys and gals might be interested in?
I could also convert some other older titles to 5e if anyone has a preference.
I also have "Castle Whiterock" by Goodman games pretty much converted as well. It was a blast when I ran it under 3.5 and Pathfinder.
Just let me know if you would like to play in one of the above or you can give me another suggestion on what you would like to see done. It could be a Pathfinder AP or any other D&D or Pathfinder Module but I would definitely want to convert and run it under the 5e rules....
So lets hear back from all of you..... what would you like to play?
Printable Battlemaps and VT Maps for Reign of Winter - Maiden, Mother, Crone (WIP)
Maps By: Billy Watford
Program Used: Dundjinni
* Note: This is a Work-In Progress Thread. I will post maps as they are completed.
If you are looking for the maps for Book Two: The Shackled Hut then you can find them by clicking HERE
If you are looking for the maps for Book One: The Snows of Summer then you can find them by clicking HERE
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High Resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.
Red Larch
The Dessarin Valley 15 Mirtul, 1491DR, 12:01 pm
Red Larch is a town on the Long Road, a few days' travel north of Waterdeep and a few days' travel south from Triboar. It's a way stop for caravans coming to or from the cities of the North, with an inn named the Swinging Sword, a tavern called the Helm at Highsun, and many craftspeople who cater to travelers.
The sun hangs high in the sky as a wagon caravan trundles further north, leaving behind Red Larch and the six companions it had brought to the town. The town center - where the Long Road meets the Cairn Road - is a sparsely populated area. At this time of day, most of the townfolk are down at the market circle in the southeast corner of town. A few people move into Drouth Fine Poultry for a midday meal, and still others head north along the Long Road towards the Swinging Sword and Helm at Highsun. From where our heroes stand, they can see the Swinging Sword - it's only the largest building in town. The huge three-story brick and wood building has several chimneys upon it.
Smoke trails from a few of the chimneys, but two of the chimneys near the back of the building billow smoke from what can surely be only kitchen hearths. Across the street the smaller building - the Helm at Highsun - is barely visible over the roof of the clothier's shop and a couple of houses wedged between the two buildings. Looking south, Waelvur's Wagonworks and Drouth Fine Poultry are visible. Smoke rises from the poultry shop's hearth and the sounds of hammers on wood can be heard from the wagonworks.
A couple of houses stand between the heroes and the Allfaiths Shrine, a temple North of the town center dedicated to no god in particular and home to a rotating series of priests who follow different beliefs. To the west, the small Kheldell Path gently curves away from the town.
It is here that our adventure begins, and the smells drifting from Drouth Fine Poultry and the Swinging Sword are particularly enticing currently. It's lunchtime in Red Larch, and our heroes are hungry.
As you take in the sights, a young boy no older than seven or eight runs up to each of you and sticks some kind of parchment in your hand before running off again. As you look at the leaflet it seems to be a flyer of some kind announcing all the things to do and see here in Red Larch. It is penned in the common tongue, but doesn't seem to be hand written. Some of the letters are obviously askew and the ink has smeared in places, either from the device it was printed with or the boys sweaty palms. The box of text on the bottom of the paper says something about being printed in the city of Waterdeep. Interesting.
Welcome to Red Larch! Feel free to roleplay as appropriate, get lunch, etc. I'll move things along when everyone has had a chance to make a couple posts, but for now feel free to take liberty with the scene: servers bring drinks and food and that sort of thing. Feel free to take any actions you or your character sees fit, although for now just take 10 on everything so we don't get bogged down rolling right away. If it's a hostile action (breaking and entering, fighting, etc.), please roll as appropriate, although obviously these sorts of things aren't encouraged presently.
DO NOT START POSTING IN THIS THREAD UNTIL YOU ARE TOLD TO START!
Printable Battlemaps and VT Maps for Mummy's Mask - Empty Graves (Complete) Maps By: Billy Watford
Program Used: Dundjinni
* Note:If you are looking for the maps for Book One: The Half-Dead City then you can find them by clicking HERE
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High Resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.
* If you find these maps useful and use them in your games then please consider donating to the author via PayPal. Donate Now
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MUMMY'S MASK - EMPTY GRAVES - CORPSE WAGON
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MUMMY'S MASK - EMPTY GRAVES - THE TAKER OF EYES
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MUMMY'S MASK - EMPTY GRAVES - CHAINS OF SILVER - ABOVE
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MUMMY'S MASK - EMPTY GRAVES - CHAINS OF SILVER - BELOW
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MUMMY'S MASK - EMPTY GRAVES - CENOTAPH OF THE CYNIC
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MUMMY'S MASK - EMPTY GRAVES - KAWAB VILLA
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MUMMY'S MASK - EMPTY GRAVES - THE GHOUL MARKET
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MUMMY'S MASK - EMPTY GRAVES - PYRAMID OF ARITHMETIC BLISS
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MUMMY'S MASK - EMPTY GRAVES - SEPULCHER OF THE SERVANT - UPPER LEVEL
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MUMMY'S MASK - EMPTY GRAVES - SEPULCHER OF THE SERVANT - LOWER LEVEL
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Since the other recruitment thread was cluttered and applicant criteria has changed I am starting this thread to clarify things for new applicants. By using the links below I can keep everything updated properly.
This is a new twist on applying for a game. Not going to list any stats as they will be determined by what game I choose to play in, this is for character concept and story.
If you think Mervyn would fit your gameworld then you get to recruit me for it instead of the other way around.
Without further wait.... I present to you Mervyn Tumblelock
Born into a life of bondage in the home of a minor Chelaxian Noble family, much of Mervyn’s early childhood is martyred with the death of his parents to an obscure diabolistic ritual and years of abuse at the hands of sadistic masters. Granted, Mervyn made the best of his situation. Defiant by nature, the young Halfling frequently shirk his responsibilities and kept his eyes on food and trinkets that were clearly not meant for him.
His behavior clearly would have had him slain by his masters, were it not for an elderly halfing by the name of Turik. Turik’s willingness to take the blame for Mervyn’s wrongdoings lead to many scars and bruises on his body that would have otherwise been meant for Mervyn, eventually rendering the elderly Halfling mostly lame. However, one night when a particularly noteworthy bauble was found missing, the masters quickly had the slave’s quarters torn apart to find it. It was around this time that Turik managed to sneak the young Mervyn out of the house via waste gratings, but the event did not leave Mervyn unscarred as the young Halfling heard the beatings and cries of his former friend right up until the point that they stopped echoing through the dense pipes.
Having little in the way of food or shelter, Mervyn had to quickly adapt to life on the streets of Cheliax, stealing what he could to survive, keeping underfoot to avoid re-capture. His tendency to take too much almost landed him in a cell, and possibly back to his former masters, were it not for the timely intervention of a plain-looking middle aged Halfling woman, whom to this day Mervyn does not remember the name of. Following a lengthy detention, he was drug kicking and screaming across the border by Bellflower agents into the Democratic Nation of Andoran. It was there that Mervyn began his new life. Having little to no skills, Mervyn “apprenticed” under a local fence, Roderik. Thehuman conducted various illegal activities, but in his mind “the end justified the means, within reason” and the thief began to help refine both Mervyn’s skills as a thief and his sense of morality. To do so, Roderik instilled within Mervyn his basic code of thievery, to which Mervyn still follows to this day:
1. Do not kill or hurt anyone if you can help it. You’re the thief in their home.
2. Unless they had it coming.
3. Do not let your eyes get bigger than your satchels.
4. Do not take that which will be sorely missed.
5. Especially if the owner is a very powerful person and will come looking for it.
6. Stealing from those that have nothing is both the mark of a terrible thief and a terrible person.
Mervyn had a fairly profitable life within Andoran for some time. You would not know this by looking at him, as Mervyn had a marked propensity to aid urchins like himself monetarily and by training them in “the art.” Mervyn was also more than happy to tithe to churches that were in the habit of taking in orphans and escaped slaves like himself. But his reputation for ill-gotten gains left him tithing in the night many times where the priests would not question from where the money came.
Over time, Mervyn became aware of the ignorance of his knowledge of his own race’s history and culture, finding that many of the halfings he also knew were former or descended from former slaves, Mervyn left Andoran in an attempt to find answers (and avoid jail time for an incident involving the botched theft of several bottles of toady). Imbued with the Andoran sense of freedom and equality, and armed with skills no lawful land could easily tolerate, Mervyn left for the city with the second largest halfing population in the area, Kaer Maga. Mervyn took to the anarchistic government of Kaer Maga all too well, finding many ripe targets and few authorities to enforce what sparse laws exit. Mervyn has fallen in with many of the abolitionist halflings of The Bottoms, helping out where he can and gathering what information he can on “the job” when opportunity presents itself. Having had his fill of seeing no real progress, Mervyn joined the Pathfinder society as a means to an end, hoping to use the mobile nature of the society to both Kaer Maga, keep on the run as needed, and hopefully at some point, find answers about his own race whenever possible. However, he is not truly aware of what will be expected of him, which he will greet with mixtures of suspicion and sardonic humor. He may not agree with everyone, but as long as they have good in their heart and are willing to respect his beliefs and opinions, Mervyn considers them worthy companions.
Other Stuff:
Chronic Smoker (Imagine him frequently lighting up during rest or at PFS meetings)
Hates Chelaxians (I mean he really does, you can give him a penalty to dealing with them and I would not complain one bit)
Dick with a heart of gold (hard to pull off)
Over-eater (Oh he will)
Suspicious (but not necessarily hostile about it)
Mervyn speaks with a brough (or Cockney, whichever makes the most geographical sense) due to his street-upbringing. He addresses many with a relaxed demeanor and posture, and acerbic nature and tone. This is because losing people that he cares about has been very common in his life, and as such it takes time for him to get comfortable dealing with new people, much less tall folk. This transitory feature in his life has also left him mildly hedonistic, and he loves good drink, good food, and despite not really knowing how to dance, good music. If Mervyn sees an opportunity to help an orphaned child or free an escaped slave, he will take it, but not without proper planning and not haphazardly if he can help it. Also, he will follow his rules of thievery to the letter, and violations of those will cause him some levels of grief.
Role: His build has him high for stealth and trap detection, so he’ll be doing a lot of those.
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
This is an open call PbP game....
Please provide the following information in your request to join:
A complete character sheet, including short description, short personality, short history and your short response to the question of Why should your character be allowed to join the campaign? No need for an alias yet. Only selected characters will need to set one up.
Recruitment ends on Saturday evening, August 8th. Five to Six characters will be selected and announced Sunday evening, August 9th. Play will begin on Monday, August 10th (If everything goes well.
27 point character buy or static array. Your choice.
Start at 1st Level!
Basic Rules, Players Handbook and the Elemental Evil Players Guide are the only materials allowed for character creation. The Aarakocra race is NOT allowed.
Maximum starting gold for 1st level to buy equipment with, maximum hit points for 1st level and average hit points for each additional level.
No faction to start, this must be earned!
A five to six person balanced party will be selected.
PbP rules
At least one post minimum is expected Monday thru Friday. Weekends are optional.
This adventure will use the milestone xp system instead of tracking individual xp.
Please provide your timezone in GMT. I am in Alabama, USA, GMT -5.
Combat
When combat starts, normally I roll initiative and depending on where the opponents go, will either roll their move, spell, attack (and damage) as necessary, or have the party go. I try and clump all the opponents at one point in the initiative order, or at worst two points if there is a “head guy” and minions. I expect that everyone will post actions for the entire round, even if it is “I move to the nearest alive opponent and bash it.” Do NOT wait for folks earlier in the initiative order to post before you do. With five to six people in the party, that could mean five days or more for one combat round.
As mentioned above, at least one post per day, Monday thru Friday.
Ok there you have it. If you are interested then start submitting characters below.
I have just finished up with a new Mummy's Mask campaign website for our local game where we are about to begin book 2. The site holds a plethora of useful information concerning the campaign.
Some Key Features:
- Each player has their own section with a editable player journal.
- Session Logs for DM Entry (Great for catching up on what is going on.)
- Story So Far - Gives a summary of what has happened over the entire course of the campaign.
- Local News - Wati's very own newspaper.
- Party Loot Log in PDF format.
- Library (Holds a ton of useful information from the Bestiary to Unique Magic Items found, crafting and spell calculators. online dice roller and much much more.) You will actually have to browse all the sections just to see how useful it is.
Please give me some feedback on it and let me know if you spot any errors or any links are not clickable. As with any new site there are bound to be a few glitches here and there.
Printable Battlemaps and VT Maps for Mummy's Mask - Empty Graves (WIP) Maps By: Billy Watford
Program Used: Dundjinni
* Note: This is a Work-In Progress Thread. I will post maps as they are completed.
If you are looking for the maps for Book One: The Half-Dead City then you can find them by clicking HERE
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High Resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.
The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air...
This is an open call PbP game. We need to fill the role of a arcane caster and a support class to replace two players that are no longer active in the game.
Please provide the following information in your request to join:
A complete character sheet, including short description, short personality, short history and your short response to the question of Why should your character be allowed to enter the ancient tombs? No need for an alias yet. Only selected characters will need to set one up.
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.
Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.
You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.
Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
After the events at the Royal Court you were all thrown in a wagon, manacled and bound with the other eight prisoners. You were hooded with a sackcloth bag. You were watched and ordered not to speak a word. Any disobedience was punished by a sharp knock to the head or in the gut. You could feel the movement of the wagon, as you made your way to Branderscar Prison. But what did you remember of your trip to the prison and did you see anything that might help you escape?
Each of you now have a runic F branded on the inside of your left forearm.
Please do not post in this thread until you get the ok from me to start.
Welcome to Phase Three of the Recruitment Process. Good Luck To Everyone.
Deep in the beating heart of Talingarde, twelve souls who once attempted to cast themselves adrift away from the foul stench of the Mitran shore and who each lashed out at the society they hated, have now been pulled back by the tides of Fate and washed back to shore and ensnared. This time however, Talingarde will have its revenge on these ‘Forsaken’. Convicted by the authorities and soon to be sentenced, these warriors and casters now found themselves shacked in a holding cell in the infamous courthouse located in the center of Taligarde's capital city of Matharyn. Each one waiting to go before the judge and be publicly sentenced for their crimes. You can see your fellow prisoners in the cage with you but you can not see into the courtroom as the cell is kept behind a wall, but you can hear everything that is going on.
Who will be your judge? Who will be in the courtroom when you are called to appear? Friends? Family? Enemies? Lovers? Associates? What mark will you leave on this world? The beginning of the end, and it starts now!
Instructions:
Please DO NOT dot this thread. If you do then please immediately delete the dot post so as to not clutter the thread. It will still save the campaign in your profile for quick reference.
DO NOT POST until I have given the final twelve the go ahead to begin.
Phase III Goals:
Each character will need to cover at some point during the RP:
“Reveal to the other characters what wicked deed made you a criminal?”
"Reveal to the other players all the juicy details of how you got caught?”
"Did you have help?”
Basically I want everyone to flesh out their crimes fully during the RP, the details of how they got caught and if they had any help. More of a hey we are all sentenced to death or at least life in the mines, we may as well brag to someone.
Of course you just can't come out and spill it in nice and neat form, this must be done over the course of the RP going back and forth in character.
No stats will be used and no dice rolling will be needed or allowed. OOC comments should be kept to a minimum or put in the discussion thread as to not clutter the roleplay.
Feel free to ask other characters questions about their past,etc to really get to know them and then ask more. During the event I will be grading writing and RP skills.
Every player is asked to select his team during the event. You can pick yourself plus five comrades from the pool of twelve. Please list them by importance to you, so you should be number one on your own list and then list the other five by value that you place them in. When you feel you have made this selection then you will PM that list to me in private. The list that everyone submits will be used as one score in determining the final 6.
Once everyone has made their list, and choices have been made, then an event will happen in game, that will force everyone to make a choice of a sacrifice from the group of twelve. Effectively causing the character to be killed or die. (Eliminating them) Remember that we are villains and sometimes others have to pay the price for our actions. This choice should be the character that your character likes the least and thinks would be the weakest link if chosen.
I know it's a evil way to do it but hey it is what we all signed up for.
Once that is all done then the final 11 will be evaluated. 6 will make it, 2 will be chosen for alternates and 3 will be eliminated.
Steps:
1. Roleplay in the thread as instructed above.
2. When you are ready make a list of your choice for the party of six. List these in value to your character for inclusion in the group, so you should be at the top of your list followed by five others in order of importance. Then PM this list to me. Take your time evaluating your companions. There are twelve players here, we only get six.
3. Determine who you are going to send to the chopping block.
4. Vote for that person when asked in thread.
Then you are all done, sit back and wait for the results. This will happen in thread as well since this is all cannon.
Welcome, and congratulations on making it to Phase Three of the recruiting process. It only gets harder from here.
About Me:
I feel it is only fair play that since I have asked so many questions about you and your character that I tell you a little about me with my own Phase One questionnaire. lol
1. Your experience with the rules
Well I played D&D for the first time back in 1978 when I was 8 years old, it was introduced to me through my little league baseball coach. I actually DM'd my first module when I was 12. I have both played in and DM'd every edition from basic red box through 3.5. Ran some play test with 4th and quickly put it away. I run two long running real life groups that switched to Pathfinder about two years ago, my real life groups play every other weekend, one on Saturday and one on Sunday. The Saturday group is currently entering the third book of Reign of Winter and my Sunday group is still in the first book of Mummy's Mask.
2. Your experience with PbP
As far as PbP goes I am relatively new to it, I have currently two groups playing Mummy's Mask here on Paizo and a group playing a 0 level adventure called Legends are Made, not Born. This will be my first serious attempt at a running an in depth, highly story driven PbP and that is why the long detailed recruitment process. I have heard so many stories of failed attempts because of player dropout and low quality postings or the DM flaking out. This is something I wanted to avoid in this campaign as I personally feel it would be harder to try to Plug-N-Play new characters into a story of this magnitude.
3. Expectations for playing and what you want out of the experience
First and foremost I want story, RP and a lot of fun. The reason I asked for so much character detail is so that I can build the campaign world around the players. I expect quality post with both character actions and thoughts. I expect to learn more about each character as time progresses. I want to feel like I know this person, his/her quirks, what makes them tick, etc. I want a story that not only works but comes to life. So much so I also want it to be an enjoyable read so that people will want to follow the groups exploits even if they are not playing.
4. Philosophy as a PbP player
One of the things I have found in my relative new to GMing PbP is that nothing slows a game down or breaks immersion more than a game where you are always waiting for someone to post and they consistently miss days of posting that are suppose to be a minimum of 1/day. I think it breaks the group dynamic. I think it shows a lack of player interest and it leaves other players holding the bag. I understand perfectly well about real life, I run 3 internet businesses and a terrain building company so I know time can sometimes be limited. However, one post per day is just not that hard. If you can post in the OOC thread and give everyone the reason that you can not post today then you could have spent that time posting in the game thread. So my basic Philosophy is simple, always find the time to post in your game at least at the very minimum, and if you are going to post at the minimum rate then make sure it is a quality post. (i.e. I hate the player that makes a post that tells us nothing or does not lend to the game or character development. "John Doe sits at the campfire.")
5. Why you are running this game?
Because I really like how the AP is laid out, it seems to lend itself more to PbP than others, and I wanted to make the best attempt possible at recruiting the best players. It just so happens that this also seems to be one of the fewest AP's in PbP games and the one for some reason that the DM usually abandons. So we are going to break that cycle. At least the abandonment part.
6. Define what you think good role-playing is in PbP.
Thinking inside the head of your character, good writing skills, telling a cohesive story. A lot of players in both online and real life games have a tendency to play themselves despite how their character appears on paper. In these cases it doesn't matter if Tom plays a halfling rogue or a Elf Wizard they always have the same personality because they don't look at it from the characters point of view. These are also the players I find that constantly want to change characters or make up the newest thing to play without care for their old one. It is also the players I find are the most reckless in game because death means they get to make another character. Well got a little side tracked from the question here so back to it. Good Role-Playing starts with great character concept, background, mannerisms and all the little quirks that bring the character to life. Before you can role play a character properly you have to spend time yourself getting to know that character, learning about him/her and then you can bring him to life in the game. Hopefully that is what all these Phases and Questionnaires have done for everyone.
7. What is your experience with this adventure path?
This will be the first time I have run it so you all get to be my guinea pigs.
So lets talk about Phase Three shall we. Phase Three will be a in character roleplay event. You will be setup in a situation that will allow each of your characters to interact with each other. No stats will be used and no dice rolling will be needed or allowed. OOC comments should be kept to a minimum or put in the discussion thread as to not clutter the roleplay. During the event you will be given RP goals that each character needs to cover with the group, feel free to ask other characters questions about their past,etc to really get to know them and then ask more. During the event I will be grading writing and RP skills, every player will be asked to select his team at the end of the event. You can pick yourself plus five comrades from the pool of twelve. Please list them by importance to you, so you should be number one on your own list and then list the other five by value that you place them in. When you feel you have made this selection then you will PM that list to me in private. The list that everyone submits will be used as one score in determining the final 6.
Once everyone has made their list and choices then an event will happen in character, that will force everyone to make a choice of a sacrifice from the group of twelve. Effectively causing the character to be killed or die. (Eliminating them) Remember that we are villains and sometimes others have to pay the price for our actions. This choice should be the character that your character likes the least and thinks would be the weakest link if chosen.
I know it's a evil way to do it but hey it is what we all signed up for.
Once that is all done then the final 11 will be evaluated. 6 will make it, 2 will be chosen for alternates and 3 will be eliminated.
Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.
What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only...
No. No one has ever escaped from Branderscar Prison. This is where your story ends.
...Or is it?
Rules System:Pathfinder
Theme:You are villains trying to exact vengeance against a nation that cast you out, guided by a Dark Overseer, serving the great Asmodeus.
Available Books:Pazio published Pathfinder books. No third party.
Alignment Requirement: LE, NE, or a slim chance with N. Can you be a minion who follows orders? The diabolic mafia is recruiting, but is not taking orphanage bombers or crazed serial killers. NO CHAOTIC alignments allowed.
You are evil and have been convicted of a crime. Yes, you were actually guilty of that crime and more. One last opportunity comes along before you are to be beheaded, or burned at the stake or hung as it may be. This goody-goody culture around you sure has several ways to kill off people they don't like.
The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.
Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
Bards begin without their instruments.
Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another.
Inquisitors and Oracles lack their holy symbol if they need one.
Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.
Minimum Requirements
* I need a commitment to post a minimum of once per day Monday through Friday if not more.
* I need grown-ups. The game will have adult themes.
* I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.
* Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live.
* I'm a story teller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together.
* Unless I tell you otherwise...assume you can play with the scenery to help craft the story.
If haven't scared you off yet then keep reading...
A letter from your GM
Have you ever wanted to play an evil character? Have you perhaps played an evil character, only to have your every move thwarted by the good-aligned heroes in your party? Or perhaps did you play an evil character in a party full of evil characters, only to have everyone kill everyone else by level 3?
If you answered yes to these questions, then perhaps this is the right game for you!
Way of the Wicked is an extremely well written adventure path that will take you from level 1 to level 20 over the course of six books.
This adventure path is unique in that you will be playing in a group of evil-aligned characters, bent on gaining revenge against the goody two-shoes empire that tried to have you executed. It is even more unique in that you will be creating and managing evil organizations (as in minions!), defending evil rites, infiltrating temples of good, and battling celestial beings. You know all those good aligned outsiders you never really get a chance to fight against? This is your opportunity to smite them down and bathe in their blood!
In this Player’s Guide you will find information on the empire you will be toppling, the world it is placed in, organizations within it, as well as rules and instructions for creating villains. There are some variant options presented, as well as different options and potential house rules discussed that we will all discuss once the time comes.
For now, familiarize yourself with the setting and the guide and start thinking about what kind of villain you would like to be playing.
The application process will be done in 3 phases. In the first phase (Hey we are already here!), you will come up with an idea for a villainous character, fill out a questionnaire, and make decisions on what variants (outline in the player's guide). This is also where you will vote on whether this will be a campaign for 4 regular characters or 6 regular characters.
Phase 2 will see the variants and house rules finalized and you will finish a 10 minute (misnomer) background and fill out another questionnaire for your character.
Phase 3 will see you actually roleplaying your character (probably the crime they committed, being arrested, condemned, etc), so that both you and I can get a feel for your character.
Character sheet creation will not occur until the final 4 or 6 people have been chosen. Feel free to waste your time if you like, but I'm not telling you how ability scores are generated, or other vital pieces of information for creating sheets.
The deadlines for these 3 phases are as follows:Phase 1: August 31st 11:59pm CST
Phase 2: September 7th at 11:59pm CST
Phase 3: Will be decided depending on the number of applicants and how long the in character part goes on for, and will last until I've chosen the 3 or 4 players.
I look forward to this villainous campaign and hope you do too!
Phase 1 Questionnaire
1. Your experience with the rules
2. Your experience with PbP
3. Expectations for playing and what you want out of the experience
4. Philosophy as a PbP player
5. Why you are applying to this game?
6. Define what you think good role-playing is in PbP.
7. What is your experience with this adventure path?
Phase 2 10 Minute Background & Questionnaire
The 10 Minute Background:
Link
The Questionnaire:
1. How does your character interact with the others within a group?
2. What is your character's role in a group?
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
4. What are your character's goals, conscious and, perhaps, subconscious?
5. How easily does your character love? Have they been in love?
6. Is your character racist at all, either now or in their past?
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
8. How is your character about material possessions?
9. What does your character perceive their major problems to be?
10. What does he perceive the solutions to those problems to be?
11. What are your character's religious beliefs?
12. What does your character fear?
13. How much of a temper does your character have? What sorts of things set them off?
Q&As
Quote:
Are you expecting any progress done on Phase 2 before the deadline of phase 1? Wondering the order of operations as this is probably one of the most thorough application processes I've seen yet.
People can progress in any order they choose, as long as they complete the necessary steps before the deadline for each phase.
Quote:
Are psychic characters allowed?
I'm going to say no to psionics for this one.
Quote:
Should each part of our application be public, or is private ok?
Completely up to you.
Quote:
What kind of races might be allowed?
All standard races and some monstrous races. There's a blurb about it in the player's guide, but if in doubt, ask me specifics and I'll give you a response.
Quote:
It says all of them are allowed in the Player's guide, but some might have to sit out portions of the campaign. It's pretty vague.
So if nothing else, what kind of Race Point range are we looking at? Can you play something like a Centaur, with 28 RP? A Syrinx, with 16?
I want to keep in mind scale of power- because while playing a Drow Noble (41 RP) might be awesome from a backstory standpoint in some areas, it's only not pure cheese if that kind of choice is available for anyone else who wants it, or if adjustments can be made.
I'd say nothing above 19 RP, so nothing super crazy. That still leaves things like regular drow, goblins, hobgoblins, tiefling, aasimar, and changelings.
Quote:
Can we add templates to other races up to a cap of 19 RP?
I'm going to say no to templates. Templates add to CR directly, unless you're talking about something different than what I'm looking at, and templates aren't really designed with PCs in mind.
Quote:
If we are looking at building races up to 19rp might try my hand at a subrace of human, something long thought to be lost.
If you want to try your hand at building a race with a cap of 19, I wouldn't be immediately opposed to it, but we would have to work it out down the line during the character creation process.
Quote:
I was thinking more along the lines of the creature types in the race guide- such as making a human with a few extra goodies to keep up with other PC's who have a higher RP race.
If an issue of party balance comes up during the creation process, I'll deal with it then.
Quote:
What method in the players guide will be used for ability stats.
Focus and Foible is how stats will be rolled, but the last 4 stats rolled can be moved around.
Quote:
Not sure if anyone else asked, is the rule about allowed LE anti-paladins allowed?
LE anti-paladins are allowed.
Quote:
Are gunslingers and firearms available in this campaign?
I've decided not to have firearms in this campaign, so Gunslingers and any firearm archetypes will not be allowed.
A Final Note
I am aware that this application process is both unorthodox and, perhaps, intimidating. I do this on purpose. I have a responsibility to the players I select to have chosen 4 or 6 dedicated and talented individuals so that all of us can reap the rewards of a long, successful adventure path.
Please do not hesitate to PM me, call me out on something, disagree with me, ask questions, bite your thumb at me, or anything else you need to do for me to get your application. I don't bite.
I look forward to your applications and good luck!
PLEASE READ THE PLAYERS GUIDE ALL THE WAY THROUGH AND THEN RE-READ IT PRIOR TO STARTING THE APPLICATION PROCESS!!
Sorry to scream but I do not want the thread cluttered with people that do not read.
For the past few years, an ogre has demanded monthly tribute from the town of Dundraville. Since the demands were ale, sheep, and occasional mundane supplies, the town complied with these demands. The ogre was content to collect his extorted goods, and leave the town alone. However, last month, the tribute changed. In addition to ale and sheep, the ogre demanded gold and building materials!
But the situation has grown even more grim. The ogre returned yesterday with yet more demands of ale and worse: townsfolk! The town is in an uproar and denied the ogre's request. The brute flew into a rage and grabbed two townsfolk and hauled them back to his lair. They're destined for his gullet, no doubt! But amidst all the turmoil, six brave townsfolk have vowed to confront the ogre, and bring him to justice. The brave ones include a noble's son, a gnomish alchemist, a member of the town militia, a wizard's apprentice, a local trapper, and a mysterious elven witch that lairs in a nearby forest. With the aid of the local druids and brewer in town, the last batch of ale the ogre took was laced with a mild poison to help incapacitate the brute. Now it's time for brave heroes to finish the deed.
The volunteers have come to meet at 6 am the morning after the Ogre took the two townspeople at The Merry Riot Inn at the request of the noble's son Lord Casimir La Frond to discus their plan of action and to see what each one knows of the Ogre.
One of Dundraville's largest buildings, the Merry Riot Inn is a welcome sight to tired travelers. The inn is owned by several prominent townsfolk including the brewer Berk, and Kerwin Krell the outfitter. The inn boasts a massive common room with full food service, and eight guest chambers. A trio of attractive sisters, Darly, Dayla, and Dayl usually act as serving maids. However, the latter has been kidnapped by the ogre, leaving the remaining sisters quite distraught.
You may enter the inn whenever you are ready. Feel free to mingle as we wait for the other players.
The PCs are all townsfolk from the wilderness village of Dundraville. For the past few years, an ogre that lairs in a nearby cave has extorted goods from the town, in exchange for not attacking or destroying town property. Up until now, the ogre's demands have been ale, sheep, and mundane supplies. The townsfolk complied, and the ogre never bothered them. But last month, the ogre's demands included gold and building supplies. This set the townsfolk on edge and then, just last week, the ogre returned to town two weeks early to demand more ale, gold, and, even worse, captive townsfolk! The good folk of Dundraville decided something had to be done. They put together a plan to spike the ogre's ale with poison, but when they delivered the ale to the ogre without any prisoners in tribute, the ogre flew into a rage. The brute dragged two townsfolk off to its cave, to be eaten for sure. The ogre's reign of terror must be stopped. Six brave citizens of the town have banded together with a plan to put an end to the evil ogre's villainy!
As this is a Level 0 game, not to mention in a different campaign setting from Golarion, for this reason, I’m requiring all players to use a per-generated character that is pre-setup for this adventure.
I will need 6 players in total for this adventure. I am creating this thread to judge interest. I will post the pre-gens shortly.
I am looking for really good role players that can bring these characters to life. Looking for more role play than roll play. Daily post M-F required.
Current In Game Date is the 24th of Pharast 4714 AR, the season is springtime in the desert and the high today was 101 degrees. Night time temperatures are running around 71 degrees. The time is currently 5:00pm.
"Pharasma’s Needle stands proud in Wati’s necropolis, greeting mourners as they come to entomb their loved ones in the famous burial site. Seventeen hundred years ago, while the Pharasmin priest Nefru Shepses began the process of rebuilding the city, along with sealing away the dead part of the city from the living and consecrating the necropolis, a stone from the heavens streaked through the sky, plunging into the cool waters of the River Sphinx. Nefru Shepses decreed the celestial event was an omen of favor from the Lady of Graves, and he ordered workers to retrieve the stone from the riverbed. Stonecutters sculpted the meteorite into a capstone for an obelisk to be set in the city’s new necropolis as a symbol of Pharasma’s blessing for the city of Wati."
For some reason or another you all have made your way to the city of Wati.. Regardless of your reasons you all have heard the news that the cities necropolis will be opened for exploration for the first time in thousands of years. With this knowledge you all sought each other out and formed to adventuring group, so that you could enter the lottery and claim your glory!
Registration is underway. For the adventuring company to register you must have a name for your company, and a spokesperson. As the high priestess will only deal with one member of each group during the lottery proceedings.
As soon as the group has picked a name and a spokesperson then registration can be done at the Grand Mausoleum.
When you arrived in Wati, the walls wound like stone rivers, separating the old city from the new. Low buildings, painted white to reflect heat, clustered along wide avenues. Across their roofs you can see the Grand Mausoleum, the city’s temple to the death goddess, and a ruined statue of a sphinx out in the river. From the eastern side of the city rose a hill upon which noble estates sprawled, looking down on the bustling populace.
With the city packed there was but one place to stay so you guys set up shop at The Tooth and Hooka, a modest inn and hookah bar which is best known for its mascot, Toothy—a tiny crocodile that lives in the inn’s well. It's also the chosen lodging of many other adventuring groups, most of which you haven't had the chance to meet yet.. Everyone's just been too excited with the big day coming tomorrow. The priest intend to draw names and assign sites tomorrow, but for now ye have until nightfall to register or miss your opportunity.
Outside of the Tooth & Hookah you can see throngs moving through new Wati’s streets, arrayed in colorful caftans and buzzing with sound and life, while old Wati remains still and silent as the graveyard it is. Moving around in the streets you move past inns and houses, markets filled with brass lamps and striped rugs, and other merchants of all sorts. While Canvas awnings stretched over doorways, casting pools of shade on the avenue.
Most doorways are nothing more than hanging curtains during the day to try and get some relief from the heat. Most establishments are shaded and as dark as possible inside while still allowing just enough light to conduct whatever business is necessary . Most buildings are made with mud-brick walls as well to help ward off the sun. A fine layer of sand covers almost everything.
As you enter the Tooth and Hookah the floorboards rasp under your boots, a fine layer of sand covers the floor. You take a moment to scan the room. You had arrived in Osirion via the city of Sothis, and there you had stayed in an inn catering to foreigners before commissioning river travel to the south. That had been what you were used to when you thought of inns, and this place certainly was not.
Pillows shaped like crescent moons surrounded low, round tables. Water pipes of dinged and dented brass with painted enamel bases sat in the center of each table. Clay bowls filled with the stubs of unlit candles hung from the ceiling. Filtered light from the curtained doorway left the room dim.
It took you a moment to locate the bar among the many counters crowded against the walls. This inn seems more a miniature market than a tavern. Old books overflowed on a table next to a counter covered with cheap-looking necklaces, bracelets, and earrings. Wispy scarves embellished with tiny shining coins hung on a rack in a corner. The scarves, so like the ones worn by ethnic Varisian women you think to yourself. You finally locate the bar in the opposite corner: a tall, narrow table, its legs hidden by a cotton skirt patterned with faded yellow palm fronds, its surface covered with colored glass cups, bronze decanters, and an assortment of liquor bottles. A low stone ring at the end of the bar marked an indoor well.
The Tooth & Hookah seemed a popular place. Almost all the tables were occupied, mostly by Garundi that you quickly peg as locals, but a few by foreigners. No one took much notice of you as you entered. A haze of smoke hangs in the air, and you recognize the spicy scent of shisha tobacco. You make my way through the cloud and lean against an open spot on the bar. The fresh, mineral smell of a deep well wafts from the corner. You catch the barkeeps attention as he comes over to stand behind the bar in front of you.
Tooth and Hooka expenses: 1sp per night per person for standard rooms. (4 single rooms are still available.) 3gp per night per person to stay in one of 4 more luxrious suites. (3 of these are taken, so only one vaccant.)
All room fees cover food and water.. Drinking and Smoking of the Bong/Hooka will be additional..
Welcome to The Mummy's Mask! I will be your guide through many an old, dusty tomb in search of riches lost! Except that's not all you'll find for here there be Mummies! At some point anyways..
You can chime in as soon as the group is settled in the discussion thread and I have given the group approval to start posting.
Describe yourself or explore around a little bit. Whatever you like.
The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air...
This is an open call PbP game....
Please provide the following information in your request to join:
A complete character sheet, including short description, short personality, short history and your short response to the question of Why should your character be allowed to enter the ancient tombs? No need for an alias yet. Only selected characters will need to set one up.
Recruitment ends on Saturday evening, July 19th. Five to Six characters will be selected and announced Sunday evening, July 20th. Play will begin on Tuesday, July 22nd.
Paizo material only. If it is not in the PRD, please provide me a link (preferably to d20pfsrd).
Maximum gold for 1st level, maximum hit points for 1st level and average hit points for each additional level.
Two traits. One must be a campaign trait. One drawback can be taken to gain another trait.
Diplomacy, Knowledge (all), Perception and Survival are important skills in this AP. Appraise will be useful as well.
Alignment. Looking for mostly Good aligned (LG, NG) characters, but will think about other alignments. NO CN, or Evil.
A five to six person balanced party will be selected. Warrior, Divine, Arcane, Skill Monkey and one or two support roles.
PbP rules
Daily posts are expected, Tuesday thru Saturday.
To speed up play, I will usually roll perception, survival, initiative, and all other rolls for the group as appropriate.
Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.
The group will level as a whole, instead of handing out XP, and I keep very close to the level sidebars in each chapter.
Please provide your timezone in GMT. I am in Alabama, USA, GMT -5.
Combat
When combat starts, normally I roll initiative and depending on where the opponents go, will either roll their move, spell, attack (and damage) as necessary, or have the party go. I try and clump all the opponents at one point in the initiative order, or at worst two points if there is a “head guy” and minions. I expect that everyone will post actions for the entire round, even if it is “I move to the nearest alive opponent and bash it.” Do NOT wait for folks earlier in the initiative order to post before you do. With five to six people in the party, that could mean five days or more for one combat round.
As mentioned above, at least one post per day, Tuesday thru Saturday.
Ok there you have it. If you are interested then start submitting characters below.
Printable battlemaps and VT maps for Mummy's Mask - The Half-Dead City (Complete) Maps By: Billy Watford
Program Used: Dundjinni
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.
Printable battlemaps and VT maps for Mummy's Mask - The Half-Dead City (WIP)
Maps By: Billy Watford
Program Used: Dundjinni
* Note: This is a Work-In Progress Thread. I will post maps as they are completed.
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.
Printable battlemaps and VT maps for Reign of Winter - The Shackled Hut
Maps By: Bwatford
Program Used: Dunjinni
If you use these please leave a comment.
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. The maps below when printed out is 158 (8 x 10) pages of hand drawn maps for your campaign. (how much would Pazio sell that map pack for? LoL) With that said if you use these maps PLEASE consider donating to the author for the time spent creating, hosting the files and posting them for everyone to download.
* If you find these maps useful and use them in your games then please consider donating to the author via PayPal. Donate Now
Thanks in advance......
THE SHACKLED HUT - THE HOWLINGS - MAIN GATE - PART 1 of 6
Printable battlemaps and VT maps for Reign of Winter - The Shackled Hut
Maps By: Bwatford
Program Used: Dunjinni
If you use these please leave a comment.
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
This is a Work In Progress Thread so I will post maps as I complete them.
Here comes the first one. The map for the Howlings will be done in six parts as it is a huge map. I thought I would start this thread with the first one which includes the Main Gate and the general portion of the heart of the map.
THE SHACKLED HUT - THE HOWLINGS - MAIN GATE PART 1 of 6
First off I would like to thank everyone who gave me feedback during the design process. We have finally come down to some designs that are not only affordable but give twice the play area of the original design.
We are proud to announce that the plain 10" x 20" modular snow terrain boards are now ready to order. These will be part of a set that we will be rolling out over the next week or so.
Boards in the set will include Snow Plain Board, Snow Hill Board, Snow Fissure Board, Snow Bone Board, Snow Frozen Lake Board, and a Snow Cave Entrance Board.
Please feel free to contact me for pictures and prices of the other boards if you would like to make advanced orders.
Please feel free to contact me on other design concepts for your terrain boards including other climates.
A 1" grid can easily be added to any board by placing a dot at the center of each 1" square for figure movement.
Here is the link to the final (now in production) Plain Snow Board.
Working on a new product and wanted to get some feedback. Since there wasn't any maps for all the random side encounters in the beginning of Reign of Winter I thought I would create some 12" x 12" snow boards that were gridded and had fully flocked terrain that I could use for the random and wilderness encounters.
Then I thought maybe I can make this into a sell-able product. Still not sure about them as the labor involved would put each 12" x 12" board around the $45 mark. Four of these can be joined together however to make a big 24" x 24" playing table.
They are made on blue insulating foam and will be based on either mdf board or foam core when they are done.
Anyway take a look and give me some feedback. They haven't been sealed yet or cleaned up but it will give you a general idea of what they will look like. I posted them in a Facebook album.
Printable battlemaps and VT maps for Reign of Winter - The Snows of Summer
Maps By: Bwatford
Program Used: Dunjinni
If you use these please leave a comment.
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
My latest session with our group yesterday went horribly wrong for the PC's due to very poor tactics and multiple criticals from the dm (7 in total) and yes I roll in the open.
It all started when our group of 6 PC's arrived at the High Sentinel Lodge. They stealthed around to the backside kitchen chimney and the cleric decided to create water in the chimney to see if they could lure a few out to see why water was coming down the chimney.
I had ten-penny raise the window and stick her head out and spotted the cleric and ran to alert the others. Ended up with 2 fighters and a druid climbing through various windows while two rangers and a bard stayed outside. The crits caused the three inside to be dropped within three rounds. None of the bandits had been taken down yet.
I had the bandits rush outside except for a couple. It was brutal it was an obvious overmatched party now with a TPK looming. I did everything to prevent it. Having the bandits attack the mounts while the players regrouped. Had Ten-Penny turn to help the PC's after being dropped to 1 hp and the party cleric healed her in good faith. It was an incredible tough battle even with me using dumb tactics to keep from over running the PC's. Ten-Penny got a opening and ran for the bridge to escape where she was slayed by the Ice Mephit (PC's don't know this yet) The battle left the casters out of spells and the Cleric only had 1 healing chanel left.
They then to my disbelief decided they wanted to clear out the lodge upstairs and ran right into Rohkar. He easily almost wiped the group and the frost skeletons were harsh with there cold damage for adjacent PC's. Three PC's went down the others trying to drag them out. To save the group this time I had Rohkar give them a very sterm warning about never returning and he let them go. Probably way out of character since they had killed all his men.
The party retreated back down the trail a ways and made camp for the night.
Probably should have TPK'd them in the second fight for being so stupid but hey they are first level and I didn't want to slaughter them outright.
Anyway here is my question:
Since all his men are dead, and Lady Argentia is still in the basement what would be Rohkar's immediate plan. Surely he wouldn't stay and just wait for the groups return. What would he do with Lady Argentia?
Also since Ten-Penny was killed by the Ice Memphit she obviously knows what is going on now so what should she do? I doubt she would care to help Rohkar defend the lodge? Also what would Rohkar do with the captured sprite Vrixx?
I have two weeks to prepare this scenario and am looking for all the feedback I can get.
It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
Every 100 years, the Witch Queen Baba Yaga returns to the nation of Irrisen to place a new daughter on the throne, but this time, something has gone wrong. Far to the south, an unseasonable winter cloaks the forest near the village of Heldren with summer snows. When the heroes venture into the wood in search of a missing noblewoman, they discover a magical portal to the frozen land of Irrisen, whose magical winter will soon engulf all of Golarion unless they can discover the fate of the otherworldly witch Baba Yaga, a quest that will take them through snowbound Irrisen to even stranger lands beyond.
Character Starting Level: 1
Players Needed: 4-6
Allowed Books: APG, UC, UE, UM, ARG and the Reign of Winter Player's Guide
This campaign will be starting up the 6th of April and we will be playing every other Saturday 1:00pm until 5-ish
Place: I'm open to anywhere in the Birmingham Area. We will see who signs up and determine from there.
If you want to sign up for this campaign, please contact me here or via email : billy at premierimportsonline.com
Also if you already have a group and just would like me to DM this campaign for your group then please do not hesitate to contact me. I have been a DM for over 25 years. Yes I am a graybeard.
Printable battlemaps and VT maps for Reign of Winter - The Snows of Summer
Maps By: Bwatford
Program Used: Dunjinni
If you use these please leave a comment.
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
This is a Work In Progress Thread so I will post maps as I complete them.
Printable battlemaps and VT maps for Pathfinder Society - Feast of Sigils
Maps By: Bwatford
Program Used: Dunjinni
If you use these please leave a comment.
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.
Printable battlemaps and VT maps for The Hook Mountain Massacre
Maps By: Bwatford
Program Used: Dunjinni
If you use these please leave a comment.
.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.
PDF Battlemap = Suitable for printing and assembly on standard sized paper.
PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.
First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.
Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.