Rosie Cusswell

Mirabella Lindenbrook's page

535 posts. Alias of Jacob Trier (RPG Superstar 2012 Top 16).



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Mummy's Mask Campaign slides | Storyteller extraordinaire

Hello, everybody.

This thread is for OOC discussion, and everything not related to in-character gameplay. Below, you'll find the info needed to get started.

The all-star cast
For this game, I have hand-picked a group of exceptional role-players. If you bring just a fraction of the creativity you have previously demonstrated into this game, we’re in for a serious treat.

- Bruno Munk Kristensen, longtime personal friend (I was toastmaster at his wedding) and gaming partner, both in live games and PbP. Some of you may remember him as Meycho from my Fellnight Queen game.
- Luke_Parry, our resident aussie. Played Jervaise Toppington, the hard-hitting Steel Falcon scout in the Fellnight Queen game.
- Markofbane and I have both been players in long-running Legacy of Fire and Mummy’s Mask games. He played the elven bard Taecuss Dyn Bru in the Fellnight Queen game.
- Phrip, an American ex-pat and real-life swordsman currently living in Denmark. Played the stout tavern keeper turned wizard, Moonpate the Potentate in the Pact Stone Pyramid.
- Michael Kortes (Yes, THAT Mike Kortes) Known to some of us as The Pact Stone GM (or simply The Beetle) and to others as the author of ”jaw droppingly awesome” Pathfinder adventures, including book 5 of this very AP.

Guidelines for character creation
Standard Pathfinder 1st edition rules.
You begin at 2nd level to gives the game a bit of an early boost.
20-point buy for abilities
Starting funds: 1000 gp – buying used wands with fewer charges etc. is OK
HP: Max 1st level and 1/2+1 for second level
2 traits (1 campaign)
Class/Race/Feats etc: More or less anything goes. I trust you not to go crazy and want you to play what you believe will be the most fun for the game and yourself. Third-party stuff is allowed (especially if you wrote it yourself). Speak up if you need help or want to run something by me.

Pacing and posting expectations
I expect this to be a fairly slow and steady game. We are all busy adults with plenty of real-life responsibilities. I won’t be holding anyone to the usual once-per-day-minimum posting requirements. Instead, I trust each of you to post as you can and to let me know if you need me to bot you for some reason.
If you know that you’ll be offline for extended periods, drop me a line. Hopefully, we can keep this going for as long as some of our other games.

Resources
Mummy’s Mask Player’s guide

Past glories
If you can find time, I strongly encourage you to visit these previous games, both to relive old adventures and to see what your fellow players are capable of. Either game is worthy of a full read-through.

- The Pact Stone Pyramid
- GM JaceDK’s Realm of the Fellnight Queen

That’s it for now. Feel free to say hi and discuss ideas for what characters you’d like to play.

Let the games begin.


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Mummy's Mask Campaign slides | Storyteller extraordinaire

Ancient Osirion, 6000 years ago

Within the sanctum of the grand temple of Nethys, the balance of magic pulses with an uneasy rhythm. Murals of past pharaohs whisper secrets through the lips of their immortal depictions, and today, they speak of a scandal so profound that it ripples through the aeons.

The air is thick with the scent of incense and the sharp tang of fear as Pharaoh Djederet II, a man whose veins course with the very essence of divine will, stands robed in the sacred vestments of a high priest. His countenance is a storm of human emotion — fury, disgust, disbelief—against the backdrop of godly composure. For the unthinkable has occurred.

The Sacrocent Order of the Blue Feather, a sect that once walked in revered light within the church of Nethys, has fallen from grace. Word has been brought on faltering lips and bowed heads: they have desecrated the eternal rest of Pharaoh Hakotep I, a predecessor of the divine lineage, a king who once united the sands and the stars.

Djederet's eyes, one reflecting life, the other death, mirroring his godly patron, stare unblinking at the evidence presented in the reports before him. Shattered canopic jars, the holy innards of mummification defiled, and worst of all, the sacred funeral mask stolen from the sarcophagus of Hakotep the Sky Pharaoh.

With a hand that shakes with barely constrained wrath, Djederet signals to his acolytes, his voice a quiet tempest, “Gather the scribes. Let it be known that history itself shall bear no mark of this heresy. As the sands scour clean the blasphemous footprints, so shall our records be purged of this abomination.”

The acolytes bow, their bodies tight with the gravity of the edict. It is no simple matter to erase history, to strike out the memory of transgression. Yet the word of the Pharaoh is divine, the command irrefutable. Scribes and scholars work feverishly, scrolls burn and tablets shatter, ensuring the sin of the Sacrocent Order fades into myth, then into oblivion.

The truth about the Mummy's Mask is thus set not with words etched in stone, but with whispers that dance on the desert winds.

But the gods watch. The gods remember. And as the moon rises to pay homage to its celestial kin, the stars themselves bear silent witness to the Pharaoh's decree. Nethys, the god of magic, feels the disturbance in the arcane fabric, the severing of truth and knowledge—his domains.

The city of Wati, Osirion, present day (4714 AR)

Bending to the will of Pharaoh Khemet III, the Ruby Prince, the church of Pharasma has authorized the opening of the necropolis of Wati, the Half-Dead City.

The desert city is near bursting with excitement as adventures from every corner of the Inner Sea region assemble here beneath the burning desert sun. Soon, the priests from the Grand Mausoleum, the high temple of Pharasma, will assign the first sites for exploration.

For as both locals and foreigners wait eagerly to weave their tale within the shifting dunes of Osirion, they must know that some truths, though hidden, never die. They linger, they fester, and they wait for the day they can be reborn.

So begin your journey, pathfinders, under the watchful eyes of the gods and the hidden legacy of pharaohs. Seek out the shadows of the past, for within them lies the path to truth and the key to power... or obliteration.


Mummy's Mask Campaign slides | Storyteller extraordinaire

FANGWOOD KEEP
Prologue: A foxhunt in the Fangwood

21 Rova, 4718 AR. Late afternoon.
Southern Fangwood, Nirmathas/Molthune contested border territory.

Clayton, Stochelo, Grumbles and Silas:

The warm light of the setting autumn sun shines lazily down through the canopy of the Fangwood as you sprint through the undergrowth, the screams of your dying comrades echoing behind you...

It had begun as any other Foxclaw mission. One of the many informants in the south sent word of a Molthune supply shipment, lightly guarded and carrying valuable weapons and supplies, en route from Canorate to Fort Ramsgate. The supply train would have to pass by the southern edge of the Fangwood, the perfect place for a well-placed ambush to intercept it.

Using the promise of gold, glory or vengeance, the seasoned Foxclaw group leader Burstel Whiteforge rapidly recruited able-bodied warriors to form a strike team - including all of you.

Making good speed through the dense forest, the Foxclaw team was in position well before the Molthune supply wagons lumbered into sight. Only a handful of soldiers guarded the two heavy wagons, barely a threat to the Foxclaw group numbering close to twenty hardened guerrilla warriors.

Whiteforge selected the four of you to form the forward strike team, positioning you where you could surge forward and neutralize any survivors once the hidden archers had fired their first volley from the cover of the trees.

Just as the wagons closed on the ambush site, a wolf howled in the woods behind the archers. In swift response, the soldiers jumped from their wagons and formed rank facing the forest, shields raised. Whiteforge's horn sounded and a dozen arrows flew from the woods, most of them hitting only the shields emblazoned with the red hammer and sword sigil of Molthune.

Then the soldiers holding the shields shifted and warped, sprouting dark fur and sharp fangs. And from the woods behind the Foxclaw archers, a pack of unnaturally large wolves sprang forward, tearing at the Nirmathi forces with fang and claw.

You had all heard the rumors about the special forces units in the Molthune army comprised of lycanthropes and other monsters. Now, you realized that the rumors were true, and the trap that had been sprung here was meant to trap foxes.

"RETREAT! Scatter and regroup in the woods...", you heard Whiteforge bellow, as one of the werewolf soldiers leapt at him, biting and clawing.

Just then, another of the lupine soldiers sniffed the air and looked in your direction, licked it's fangs and advanced with two of it's fellows. You need no further motivation as you turn and retreat into the Fangwood, running as fast as you can.

Now, the air is starting to burn in your lungs and every muscle aches. You have lost track of how far and how long you have run, but the eerie howls of wolves at your back pushes you forward.

Painfully aware that you have no real idea of where you might find safety or even just a good place to stand and fight, you burst into a clearing to come face to face with a masked woodsman perched on a sunbaked rock, a bird of prey perched on his shoulder...

Elduin:

The warm light of the setting autumn sun shines lazily down through the canopy of the Fangwood as you rest on a sunbaked rock, Fowyn perched on your shoulder. You tilt your head as you listen to the screams of dying men and the howls of wolves echoing from the forest before you...

The day had begun like most others, as you roamed the Fangwood with Fowyn flying above the treetops. Your trusted familiar brought you news of men moving through the woods like they belonged there and of wolves moving like they didn't.

Intrigued, but not really surprised, you ventured closer. Hardly a week went by without groups of armed men moving stealthily through the woods, but this was different. You knew most of the predators around here by both sight, sound and smell, and these wolves were strangers here...and strange.

You found prints in the soft forest floor suggesting that these wolves were stalking the men. Pausing on a rock in a small clearing, you pondered the meaning of the tracks.

Your thoughts drifted briefly to the news you received just days ago, from your father. He passed word that while he had still not located your mother, he had learned that one of the soldiers who carried her away years ago had recently returned to Fort Ramsgate. The man, Akre Belring, now reportedly belonged to a small unit of irregular infantry bearing the sign of a mailed fist grasping a broken arrow.

The sound of breaking branches, heavy footsteps and howling wolves stir you from your thoughts. As you peer into the trees, a group of four figures dressed as Nirmanthi partisans burst into view. They halt as they spot you, but the worried glances they cast behind them tell you that they won't be the only ones to disturb the peaces of this clearing.

Take it away...


Mummy's Mask Campaign slides | Storyteller extraordinaire

Welcome to the official discussion thread for GM JaceDK's Fangwood Keep PbP game.

Please take the time to introduce yourselves and sort out any final details around character creation. I'll review your profiles individually and address anything that needs to be sorted before play begins.

I hope to have the game up and running before the weekend. In the mean time, glad to have you on board and look forward to our shared adventure.

P.s. Lurkers are welcome to use this thread as well.


After confirming sufficient interest, I'm officially opening up recruitment for a PbP version of the Pathfinder Module Fangwood Keep.

I am looking for 4-5 PC's of 4th level to undertake a daring mission involving infiltration, subterfuge and close-quarter combat.

Adventure background
In the disputed borderlands between the feuding nations of Nirmathas and Molthune, able-bodied adventurers never lack opportunity to find employment with either nation.

Now, news have reached you that Weslen Gavirk, Forest Marshal of Nimathas, is assembling a team of elite specialists for an undisclosed mission. The exact nature of the assignment was not made clear in the message that summoned you to Gavirk's headquarters in the city of Tamran, but you get the impression that for some reason, the Forest Marshal is looking for capable individuals without official affiliation to the regular Nirmathi militias.

Whether drawn by curiosity, the promise of payment or a sense of patriotic duty, you have decided to answer the summons, and hear what the Forest Marshal is up to this time.

Character Submission Guidelines:

1. Create a fresh messageboard alias for the character you would like to submit. Fill it out with all relevant stats, similar to THIS EXAMPLE.

2. Using that alias, present your character in this this thread, stating your character's name, race, alignment and class. Also include a brief character background, personality, physical description and intended party role (melee, ranged, skill, divine/arcane caster etc.).

3. The deadline for submission is Friday March 1st at Midnight (CET). I will then select a maximum of five players by Sunday March 3rd and start the game as soon as character creation is finalized.

Character Creation FAQ

Starting level: 4th

Stats: 20 point buy. Keep it balanced, and don't dump below 8 before racial modifiers. I expect you to roleplay your scores, including social/mental ones.

Race/class restrictions: Officially none, but be aware that I am a bit of a traditionalist. The longer you stray from Core in respect to both race and class, the harder you're making it for yourself.

Alignment: Again, not ruling anything out, but I prefer good or neutral PC's. I expect everyone to get along and work as a team, so if inter-party drama and cold-blooded killing is your thing, this is not the game for you.

Feats: Paizo official is generally ok. Again, the number of rulebooks I have to dig through to check your build directly affects your chances of getting picked.

Traits: 2 per PC, one of which is picked from the list in this spoiler:

Fangwood Keep custom traits:

Chernasardo woodsman - You hail from the Chernasardo region in Nirmahtas, renowned for it’s rangers. You are proficient with longbows and either Survival or Stealth is always a class skill for you.

Fangwood fey-friend - You have spent some time dealing with the numerous fey who inhabit the Fangwood. You speak sylvan as a bonus language and gain a +1 trait bonus to Will saves vs spells and spell-like abilities used by fey.

Crystalhurst’s gratitude - You have assisted the druids of Crystalhurst in their work with researching a cure for the Darkblight affecting the Fangwood. In return, the druids have taught you a small portion of their skills. You gain a +1 trait bonus to Knowledge (nature) and Survival, and one is always a class skill for you. In addition, you gain the ability to cast [i]feather step[/] as a spell-like ability 1/day.

Fort Ramsgate remembered - You lost a close friend or loved one when hobgoblin mercenaries decimated Nirmathi forces and non-combatants alike at the Fort Ramsgate Massacre. This has left you with a deep distrust of hobgoblins. You gain a +2 trait bonus to Initiative checks when hobgoblins or other goblinoid creatures are present and that you are aware of. In addition, you gain a +1 trait bonus to Intimidate and Sense Motive but take a -2 penalty to Diplomacy when dealing with hobgoblins.

Foxclaw Saboteur - As part of the band of warriors knows as the Foxclaws, you have operated in the far south, disrupting caravans from Molthune and seizing their supplies. You gain a +1 trait bonus to Disable Device and Stealth, and one is always a class skill for you. In addition, you gain a +2 trait bonus to initiative and are never considered flatfooted in encounters with member of the Molthune military.

Soyvrian Scholar - You are an avid student of all things relating to the elves of Golarion and in particular to their struggle against the demon Treerazor for possession of the Soyvrian Stone. Choose two of the following skills: Knowledge (arcana), Knowledge (history), Knowledge (planes), or Spellcraft. You gain a +1 trait bonus with those skills. If you cast arcane spells, pick a spell on your spell list from the conjuration or abjuration school. You are particularly adept at casting that spell, so it functions at +1 caster level and the save DCs (if any) gain a +1 bonus.

Gear: 4th level standard Wealth-by-Level, i.e. 6.000 gp. Don't spend more than 25% (1.500 gp) on any individual item.

Hit Points: Maximum hit points at 1st level, then 1/2 hit points per Hit Die + 1 for each level thereafter.

Character background: Include a brief, but solid background, which details what your character has been up to until now, and how they have attracted the attention of Forest Marshal Gavirk.

Anything not covered above, feel free to ask, either in the thread or by PM. Just make sure your final submission is clearly identifiable.

I look forward to seeing what you come up with.


Hello there, heroes of Golarion

I find myself with a rekindled interest in PbP's after joining a new game and having one of my old games reactivate. And since I have time to spare and plenty of unused modules and AP's sitting on my bookshelves, I'm considering taking another stab at running a PbP Pathfinder game.

Rather than commit to a the multi-year effort of running a full AP, I'll start off lighter, with one of the shorter modules.

After looking over my collection, I've selected Fangwood Keep as a good candidate. This is a relatively compact module with a good mix between infiltration, roleplay and combat. Someone has even been nice enough to produce and share VTT-maps of the main location, which makes my job as GM much easier.

The premise of the module is for the PC's to infiltrate a keep on the border between Nirmanthas and Molthune. The PC's can be hired for this job by either nation.

About me:
- I'm an experienced Pathfinder player, with multiple long-running PbP-games under my belt.
- I've previously run the Module Realm of the Fellnigh Queen to full completion as a PbP game. Feel free to check it out as an example of my GM style (maps links have unfortunately expired).
- I'm a RPG Superstar veteran and even have a few 3PP design credits to my name. I like to incorporate custom content in the published modules I run.

What I would like from you:
- An expression of interest in participating as a player
- Whether you would prefer the game to begin in Nirmanthas, Molthune or don't care.
- A brief outline of what kind of character you might consider running. No need to post a fully fleshed out PC, complete with backstory and statblock. Just a few lines about your general concept and role in the party.

In case of sufficient interest, I'll post a seperate recruitment thread in a couple of days. Thanks in advance.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

There is already plenty of top quality advice floating around the board on the making of both maps and monsters. And there is no better practice than actual writing.

Fortunately, Wayfinder Magazine still has plenty of space for submissions for issue #13. The theme is Ustalav and the deadline is Dec. 31st, just three short days away. Which, as chance would have it, is the same number of days RPG Superstar contestants has to turn in their next submissions once the winners of the previous rounds are revealed.

So give voting a break and crack out a monster or a gazetteer article with a killer map. Trust me, if you are among the Top 32, you will be extremely thankful for every second you have spent preparing in advance for the assignments in the following rounds.

Now, get going! What are you still reading this thread for?


Mummy's Mask Campaign slides | Storyteller extraordinaire

Discussion thread - Team Bravo


Mummy's Mask Campaign slides | Storyteller extraordinaire

The water of the Glass River slushes lazily around the wooden posts of the piers of Xer, primary trade port of Razmirian. Behind the Greycloak Warehouse, dock workers are busy loading river barge and other vessels, but none of them match the description of the Tatzlwyrm.

Spotting the armed adventurers approaching one by one, a human boy of about 15 years calls out to them.

"You lot looking for the Tatzlwyrm? She's sailed already, with a fresh crew of hired swords. But cap'n Drumbarrel and I could use a bit of company on the Water Wraith. Any of you fellas looking to hire on as security, grab a seat in the shade over there, and cap'n Drumbarrel will be with you as soon as we have everything squared away. I hope you brought all your gear, 'cause we'll be casting off as soon as the last crate is secure."


Mummy's Mask Campaign slides | Storyteller extraordinaire

Discussion Thread - Team Alpha


Mummy's Mask Campaign slides | Storyteller extraordinaire

The water of the Glass River slushes lazily around the wooden posts of the piers of Xer, primary trade port of Razmirian. Behind the Greycloak Warehouse, dock workers are busy loading the last crates on to the river barge Tatzlwyrm under the direction of a lean, hardfaced man.

Spotting the armed men approaching one by one, he turns and calls out to them.

"I'm Kale, and the Tatzlwyrm here is mine. Any of you fellas looking to hire on as security, grab a seat in the shade over there, and I'll be with you as soon as we have everything squared away. I hope you brought all your gear, 'cause we'll be casting off as soon as the last crate is secure."


The purpose of this thread is to establish the final selection of players and characters for my PbP homebrew campaign set in the River Kingdoms. Since I already have more interested players than I have room for, please DO NOT post a character concept unless you have been invited to do so. Lurkers are more than welcome, though.

Starting location - Xer

Located on the north bank of the Glass River in Razmiran, the port city of Xer sits on key position between Lake Encarthan and the River Kingdoms. Travelers and trade goods from all of central Avistan flow through here, despite the costly tithes imposed by the masked priests of Razmir.

Intro
"Headed up river, eh?" the barkeep of the dockside inn says with in a confidential tone. "Well, yer in luck. One of the river barge captains, fellow named Kale, just lost all of his hired swords due to a little misunderstanding they got into with the masked priests. Whole bunch got themselves locked up in some stink-hole somewhere, and they ain't likely to get out anytime soon. Kale is all set to sail for Tymon tomorrow at dawn, but he's not fool enough to do so without some protection on board, with all the trouble there's been on the West Sellen of late. He was in here last night, spreading the word that he's offerin' passage to Tymon and 50 gold pieces cash to anyone willing to wield sword or spell in defense of his cargo. If yer interested, the boat' called the Tatzlwyrm. It's docked down on the pier by the Greycloak Warehouse. Best hurry, yer not the only one I've sent down that ways."

Player info

I'm looking to recruit 5-8 players, primarily other aspiring designers and a couple of veteran PbP-players I have gamed with previously.

Since I will be developing everything from scratch, and likely working on other freelance assignments parallel to development, progress may be slow at times.

As players, I expect you to take an active hand in shaping the tone and direction of the campaign.

Since the objective is for me to grow as a designer, honest and frequent feedback will be strongly encouraged, perhaps even required. This will probably include a look behind the scenes from time to time. Some separation of player vs character knowledge will probably be required.

For now, I'm leaning towards centering the campaign around Tymon, with some gladiator-style arena fighting (using the performance combat rules) and urban roleplay, spiced up with some romps out into the riverlands. But I am open to moving the action to wherever the characters want to go.

Character info

1st level characters, 20 pt buy, 2 traits, average gold

Free pick from Paizo races and classes, just make sure your choices won't make it too difficult for me to fit your character into the adventure. 3pp stuff fine, subject to GM approval.

Story driven PC's with plenty of background, motivations and plot hooks much preferred.

Post you character concept and a few lines on your background, short-term goals and why you are in Xer.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

Even though the voting hordes have slaved relentlessly to sort the items, our esteemed judges are still facing a very tough job. The quality of submitted items seems to increase steadily every year, and this year has been no exception.

While I still feel I have submitted a strong item, the multitude of creative and well designed items I have seen during my 1,000+ votes have left me far from certain that I will get anywhere near the Top 32. I do not envy the judges the task of picking the best of the bunch.

Good luck, everyone who are in - and if you have not already started on your round 2 submission, start NOW!

RPG Superstar 2012 Top 16

2 people marked this as a favorite.

As part of preparing for RPG Superstar 2014, I'm working on improving my monster design skills. I have some concepts of my own in the works, but I also need to practice the mechanical side of turning a concept into a working stat block.

So, if anyone have any ideas for monsters they would like to have statted up, post a short description and a ballpark CR estimate here, and I'll take a stab at as many as time permits.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

Frank Mentzer is featured on the list of judges, but does not have a bio on the "Meet the judges" page. What round will he be judging?

RPG Superstar 2012 Top 16

Hi Paizo,

Two of my Adventure Path Subscription shipments, orders #2530275 (Maiden, Mother, Crone) and #2580094 (The Frozen Stars) have gone missing.

We recently moved, and I failed to update my account info with my new address before these two shipments had been sent. I had, however, reported the move to the Danish postal service and asked that all post be forwarded.

I have since updated my info, and have received the latest AP volume without problems.

Do you have any info on the whereabouts of these two shipments?

Thank you in advance.

Jacob Trier

RPG Superstar 2012 Top 16

All right, people - let's playtest this baby.

Time is a serious factor in this encounter, both in real life and in the game, so be sharp.

As you can read in the game thread, you are racing in to secure the keep and the wardstone - those are your primary objectives.

I'll assume you cast any long-term buffs en-route. Please specify which spells you have active.

After everyone checks in, I'll move the action along, describing how you enter the bridge ward and triggering the encounter.

RPG Superstar 2012 Top 16

Feer’s Crossing
==========

Before Drezen fell to the powers of the Abyss, the northern bridge was one of the main passages over the West Sellen River and into the lands claimed by the Worldwound. After the loss of the fortress-city, the Second Crusade turned the bridge into a border keep. The crusaders named this new fortification Feer’s Crossing, after the fallen general Eoghan Feer, and placed a wardstone within its walls. Today, a small garrison is responsible for holding the keep and performing the necessary prayers and rituals to maintain the wardstone working. The old stone crossing has long been dismantled and replaced with two drawbridges that connect both margins of the Sellen. Once an important passageway to the north, the keep now lowers its bridges on rare occasions; far from major settlements, the stronghold seldom receives travelers. This isolation has proven to be a serious liability: something has slaughtered the garrison over the course of a few days, and news of the massacre may have arrived too late.

Word of the keep’s forsaking reached both sides of the border at about the same time. In the Mendevian city of Kenables, messengers warned prelate Hulrun about the situation. The prelate dispatched an elite team to move in quickly and protect the wardstone, with a new garrison marching behind. On the Worldwound side, border watchers spotted the empty battlements and reported back to Aponavicius, mistress of Drezen, who sent forth her own human troops. Now, both armies race to occupy the keep.

Intro for the PCs:
You arrive at the site as the Mendevian elite team. From outside the walls, you can see the lowered bridge and the enemy army fast approaching from the other margin. You must save the wardstone and stop Aponavicius’ invasion.

RPG Superstar 2012 Top 16

When the elegant but run-down Thorn Manor was bought by a tall, silent newcomer known as Lord Rostau, no one paid much notice. But now carriages come and go at odd hours of the night, and strange blue flashes of light are seen from the upper stories.

What is this
This is the recruitment thread for a PBP playtest of Thorn Manor, the round 4 entry of Clay Blakenship in the RPG Superstar 2013 contest.

If you want to play, please don't read the encounter entry until after the playtest is over.

How will this work
Time is a factor here, so I'll open up recruitment for 24 hours, then pick a group of four. The playtest is of a single encounter, so I expect fast-paced play.

All players are expected to post frequently, several times per day. If a player holds up the game for a significant length of time, I'll GMPC your action for the round.

At the end of the game, i would like for all participants to note their thoughts about the encounter, which I will then post in the entry's thread on the RPG Superstar forum.

How do I get to play

I will run this for a group of four 15-point buy level 3 PC's. I'll mix the group from applicants to get a well-rounded party.

If you wish to participate, please post below with the following:
- A brief description of a character you would like to play. You do not have to present a completed character, but please note race and class (including archetype if applicable).
- Your time zone and location.

I will make the final selection at 12:00 CET Thursday the 28th of February, and open up the game thread as soon as all players have checked in with a complete character alias.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

I've seen a lot of these while voting, and I've rarely been impressed with the result.

Somehow, it seems to me that there is often no apparent reason to create multiple version, and the items more often than not end up confusing and needlessly complicated.

Anyone else feel like this?

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

Sean K Reynolds wrote:
The Round 2 rules will be revealed later this week—be sure to check the Paizo blog and the RPG Superstar page for the surprise twist!

Ahh, yes. That surprise twist. But many thanks for posting the rules well ahead of time. Once the contest is rolling, those deadlines are just brutal.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

I'm curious as to how the public voting period is going to play out here on the messageboards. Especially if individual items are going to be discussed. Right now, there don't seem to be any limitations on what we can say about the items we have seen during voting.

I can easily see myself going trough the voting booth again and again, until it stops showing me new items. And likely make my own "Keep" folder in google docs or evernote where I copy/paste my favorite items to see if my choises correspond with the judges.

I figure the debate ranging from broad term talk about popular themes among the items, over "Wow, that Everfull Ladle of Awesomesauce sure was neat!" to people doing full Spicer-style line-by-line reviews of selected items.

There is of course also the risk of contestants getting their friends to hype their submission in the hopes of boosting votes.

What do you all think?

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

1 person marked this as a favorite.

In the first couple of days of the contest, several people have already made posts that place them in real danger of having their submission be disqualified before the voting even begins. The reason is that they have mentioned details about their submissions that may break anonymity, for instance the aproximate word count or missing formatting of spells.

So, for your own sake - DO NOT POST ANYTHING ABOUT YOUR SUBMISSION THAT MAY BE USED TO IDENTIFY YOU AS THE AUTHOR!

Talking about your submission can get you in serious trouble, not only in regards to the first round, but also if you make if to the Top 32. People have been disqualified during previous years for failure to keep quiet.

I know it's hard, with the nervousness and excitement and all. But trust me, the judges WILL crack down on failure to follow the rules. And it would be a real shame if asking a question about what may be a minor flaw is going to get your submission canned.

Here are the relevant bit from the round 1 rules.

Round 1 rules wrote:

DISQUALIFICATION: Submissions may be disqualified for the following reasons:

Submission is not a wondrous item.
Submission is not anonymous.
Submission exceeds 300 words.
Submission does not conform to the Pathfinder Roleplaying Game.
Submission is copied from a previously published source.
Submission uses rules, monsters, or copyrighted material from publishers other than Paizo

RPG Superstar 2012 Top 16

Attention, all of my American Paizo friends!

While most of you are probably getting ready for Halloween, the same thing is happening here in Denmark. All day, I've watched Danish kids run around in costumes and reluctantly handed out candy to a couple of trick-or-treat groups who came calling. The kids, aided greatly by local businesses eager for another holiday to market, are naturally thrilled about the concept. And a steady number of parents caved and buy into the whole thing, even though Halloween has never traditionally been celebrated in Denmark. As such, I must congratulate you on another successful export of American culture (thank you for Coca Cola, Star Wars, Pathfinder and all the other great stuff, btw).

The thing is, they do the exact same thing in February, and have been doing it for decades, in celebration of Fastelavn. The. Exact. Same. Thing. The costumes, the house-calls, the treats, everything. Only exception is that instead of pumpkins, there is the ritual beating of a barrel and eating of baked goods filled with whipped cream. Only now the kids get to do it twice a year.

So, in order to maintain transatlantic cultural balance, the only option I see is that you adopt the custom of Fastelavn!

Here is what you do:

1. Read THIS LINK to brush up on the custom. If you have further questions, just ask. Don't sweat the details, though. Very few Danes have any clue what Halloween is all about, except that it involves candy, pumpkins and costumes.

2. Alert you local business, and advice them to store all their surplus Halloween merchandise until February. All they have to is ask their Marketing dept. to replace the word Halloween with Fastelavn in the ads, and they are golden. Oh, and local coopers and bakers should appreciate the extra business.

3. Find a calender and look up Ash Wednesday. Now find the first Sunday before that, and write "Fastelavn".

4. When the day arrives, tell your kids to put on costumes and go trick-or-treating. They probably won't question why, but if they do, be sure to tell them all about the long tradition Americans have for celebrating Fastelavn and why it is so important for them to carry on the tradition. If they are anything like Danish kids, it won't be a hard sell. Oh, and there is a song they are supposed to sing.

5. For extra credit, gather the folks from your local school or church, hoist up a barrel, slap the image of a black cat on it and fill it with candy and/or oranges. Then smack it repeatedly with a baseball bat until it breaks and the goodies spill out (yup, same concept as a pinata, only harder to break). Here's a video tutorial.

6. Repeat every year. If it custom fails to gain traction in your local community, be sure to remind the kids about the candy, and the business owners about all the Fastelavn-themed stuff they get to sell.

7. Congratulate yourself on having adopted a charming European custom. Once we see Fastelavn-related activities on the rise, we'll start thinking about adopting Thanksgiving or the Fourth of July or something.


Hi web team,

Since I'm both a RPG Superstar finalist and a PFS venture-lieutenant, my avatar displays my real name several places on the site.

Is there any way to change it, so my real name is displayed everywhere? I have an alias with my real name, but I'd like my main profile to display my name, and I can't change that on my own.

Thank you in advance.

/Jacob


Hi awesome Customer Service people,

I'm strongly considering grabbing a bunch of books from the 10th anniversary sale. However, due to the limits on Import Tax from outside the EU, I have to make sure the value of each shipment does not exceed a certain amount.

As such, I'm going to be ordering multiple orders of two books each. It is very important that each order be shipped separately, and not combined with other orders. If that happens, the Import Tax + fees will cost me more than the actual products + shipping.

How do I make sure that doesn't happen?

/Jacob


2 people marked this as a favorite.

I know this has been suggested before, but I'm curious as to the status on the web teams to-do list.

It would be really helpful if the product page of new modules and PFS scenarios contained a list of existing (or new) products such as Flip-mats, Map Packs, minis, that were used in the scenario.

And vice versa, a list in the product description of the maps stating that "This map is used in the following paizo products: [list]".

If nothing else, I would imagine that such links would provide a significant boost to add-on sales whenever someone purchases either a module or a map. Not to mention making the life of PFS GM's easier.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

1 person marked this as a favorite.

Huri, treacherous ex-familiar

The deformed, disembodied head of a raven hovers before you, pointed claws protruding straight from the neck. It regards you with empty eye-sockets and begins to whisper advice that holds the promise of power, at the price of your sanity.

Huri CR 7
XP 3,200
NE Tiny aberration
Init +9; Senses blindsight 60 ft; Perception +18
----- Defense -----
AC 23, touch 17, flat-footed 18 (+5 Dex, +6 natural, +2 size)
hp 75 (10d8+30)
Fort +7, Ref +8, Will +10
Defensive Abilities improved evasion; Immune gaze attacks, vision-based effects; SR 18
----- Offense -----
Speed 10 ft., fly 40 ft. (perfect)
Melee bite +14/+9 (1d3-4)
Space 1-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 10th; concentration +14)
At will — detect thoughts (DC 17), ear-piercing scream (DC 16), invisibility, mage hand, share language, speak with animals
3/day — chill touch (DC 16), minor image (DC 17)
----- Statistics -----
Str 3, Dex 20, Con 14, Int 20, Wis 12, Cha 14
Base Atk +7/+2; CMB +10; CMD 16 (can't be tripped)
Feats Alertness(B), Great Fortitude, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Bluff +12, Diplomacy +7, Fly +22, Knowledge (Arcana) +18, Knowledge (History) +15, Knowledge (Planes) +15, Perception +18, Sense Motive +8, Spellcraft +18, Stealth +26; Racial Modifiers +8 Fly, +8 Stealth
Languages Aklo, Auran, Common, Draconic, Undercommon
SQ corrupt familiar, unsettling advice
----- Ecology -----
Environment any
Organization solitary or pair
Treasure standard
----- Special Abilities -----
Unsettling Advice (Su) As a full-round action, a huri may whisper disturbing but useful advice to an adjacent intelligent creature. The advice causes 1d3 wisdom damage and makes the target friendly towards the huri as per charm monster (CL10). A DC 18 Will save negates both damage and charm effect, and makes the target immune to both effects for 24 hours. Whether the save is successful or not, the target gains a +4 competence bonus to Intelligence-based skills and intelligence-based spellcasters treat their caster level as being two higher for all level-variable spell effects, for 10 minuts. A creature may only gain the benefits from one instance of this ability at a time. This is a mind affecting, language dependent ability. The DC is Intelligence based.

Corrupt Familiar (ex) If a spellcaster's familiar takes Wisdom damage equal to or exceeding it’s Wisdom score from a huri’s Unsettling Advice ability, the huri can attempt to break the bond between familiar and master. The huri performs a 1 hour long ritual over the unconscious familiar, at the end of which it makes an opposed caster level check vs the familiar’s master. If the check succeeds, the familiar transforms into a new huri, and the master suffers 1d6 Wisdom drain. If the ritual is interrupted at any time, it fails.

Once the faithful companions of spellcasters, hurin (HEW-rin) are manipulative and cunning beings that covert power and secret knowledge as fiercely as their former masters. They gain a perverse pleasure from corrupting other familiars into more of their kind, relishing in the agony it causes the familiar's master.

Throughout Golarion, hurin enter alliances with ambitious individuals who are easily tempted by the power they provide. Thanks to their keen intellects and deceptive abilities, hurin make immensely valuable allies and advisors. Such partnerships are always perilous, however, as only the most strong-willed can avoid falling victim to the huri's devious manipulations. A huri is always looking for a way to gain the upper hand in the relationship and turn their partners into pawns in their own intricate schemes, which often involve the pursuit of forgotten lore or ancient artifacts.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

Attention, please!

Due to circumstances defying the laws of probability, three people named Jacob made it into the Top 32 this year - and two of them happened to use the same avatar.

In the spirit of Top 32 Jacob unity, I have also adopted this endearing dragon, thereby making it the official RPG Superstar 2012 Jacob avatar.

In order to avoid complete pandemonium, we have agreed to keep using our respective last names, although the neutral "Top 32 Jacob" was briefly considered.

That is all.

P.s. vote Jacob 2012

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

The Maidens of Veiled Vengeance

Alignment: NE
Headquarters: Oppara
Leader: Madame Nysisse Orathe
Structure: Covert network
Scope: National (Taldor)
Resources: Various types of constructs, several safehouses disguised as salons and brothels

The medusa family behind the Maidens of Veiled Vengeance have turned their natural affinity for revenge and intrigue into a lucrative business. Avengers of the myriad of umbrages, real and imagined, that permeate the decadent Taldan society, the Maidens excel at subjecting their victims to public humiliation, ranging from rumors and slander to bodily harm and abduction. Many a socialite has returned home, fuming with rage after being slighted, only to find a tempting offer from the Maidens waiting in her boudoir. The message describes, in exquisite detail, a suggested punishment for the offending party and also specifies terms of payment, which is always delivered at a discreet dead-drop, ensuring that the Maidens and their clients are never in direct contact.

Structure and Leadership
The medusa Nysisse Orathe is the all-dominant power behind the Maidens. From her secluded country estate she runs the organization through her daughters, each of whom manages her own covert cell of agents in a major Taldan city. Nysisse, an accomplished wizard, provides her daughters with soulbound dolls, wax golems and other constructs, who serve as spies, agent provocateurs, assassins and kidnappers. Since they are immune to the petrification, the constructs also function as intermediates between the medusas and their human agents. Nysisse allows her daughters a degree of autonomy in their methods, trusting that their dependency upon her supply of constructs is sufficient to keep them in line.

Goals
The medusas relish the chaos and humiliation they visit upon the pretentious society they can never belong to. Often, they are the true source of the insults they are called upon to avenge, with the medusas deftly using the information uncovered by their agents to orchestrate intricate plots and spread convincing falsehoods. Nysisse also demands a steady flow of live victims to use for new soulbound dolls and on occasion as mates.

Public Perception
The name of the Maidens, along with tales of their latest deeds, is whispered in many salons and ballrooms of Taldan high society. While everyone agrees that to actually get caught using their services would be the ultimate scandal, many a socialite secretly dreams of unleashing them upon her rivals.


Hej alle danske Pathfinder spillere,

Hvis I er interesseret i at møde andre danske spillere, så smid en post med navn, by og evt. kontaktoplysninger

Jeg hedder Jacob, bor i Århus-området og er Pathfinder Society Venture-Lieutenant for Jylland.

Jeg kan kontaktes på pathfinder.jylland@live.dk eller 21 15 70 14

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

2 people marked this as a favorite.

In previous years, judges have posted some of the common trends or themes among the submitted items.

Now that the deadline for submitting is past, any chance of the judges revealing some of the common trends this year?

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8

2 people marked this as a favorite.

Shawl, Sunrise
Aura moderate abjuration and conjuration; CL 10th
Slot head or shoulders; Price 12,000 gp; Weight
Description
This rectangular garment is usually made from golden silk embroidered with tiny sunbursts. It can be worn over the shoulders or wrapped around the head.

In order to activate the magic of the shawl, it must be placed in the light of the rising sun at dawn and left in direct sunlight for one hour. When charged in this manner, the shawl feels pleasantly warm and shimmers lightly.

A wearer with the ability to channel positive energy may use the shawl to refresh the bodies and minds of her allies. By expending two uses of channel energy, the wearer can amplify her channel to make all targets feel as if they had just risen from a restful night’s sleep. Instead of the normal effect, the channel bestows the same natural healing as eight hours of sleep, removes the fatigued and exhausted conditions, and allows spellcasters that require rest to prepare spells to do so. This does not allow a spellcaster to prepare spells more than once per day. Anyone refreshed by the channel must rest normally for at least eight hours before they can benefit from such magical refreshment again. Once the shawl has been used in this way, it becomes inactive until recharged.

The positive energy stored in a charged sunrise shawl grants the wearer a +4 morale bonus on saves against negative energy effects, including channeled negative energy and energy drain.

Construction
Requirements Craft Wondrous Item, death ward, lesser restoration, creator must worship Sarenrae; Cost 6,000 gp


Dear Paizo,

Please cancel my Pathfinder Companion subscription effective immediately.

Thank you in advance.


1 person marked this as a favorite.

Hi there,

The lovely Jameena Al'Qadr, divine warrior of Sarenrae, has for some time been part of the adventureing group known as the Sand Stalkers, who have recently succesfully defeated the infamous Carrion King in his mountain stronghold. However, Jameena is finding it increasingly difficult to keep the Sand Stalkers in good health. So she would like some advise from the wise and knowledgeable people of this illustrious forum.

OOC: Jameena here (full stats in profile) is a 7th level vanilla paladin and the main healer for a PbP group running through a modified version of Legacy of Fire here on the boards. I have limited experience playing a healer, and would like a few tips on how to make her better at her job.

The other Sand Stalkers:
Eli - Rogue 3 / Bard 2 / Free Hand Fighter 2
Quzman - Ranger 7
Dumah - Wizard (Evoker) 7
Tessara - Witch 7, replacing Ty, a recently deceased Archery fighter.

The challenges so far:
* Keeping the hp healing flowing fast enough through channels and Lay on Hands to keep people on their feet
* Dealing with poison
* Dealing with ability drain/ability dmg, either as a result of poison or other other special attacks
* Dealing with a possible curse
* Being unable to save the archer from dying due to bad rolls on a save-or-die (Phantasmal killer)

Potential future challenges:
* All of the above
* Level drain
* Paralysis
* Blindness/deafness
* Other nasty debuffs
* ?

What I'm looking for advice on:
* Gear selection, including scrolls, wands and potions
* Spell selection
* Future feat/skill selection
* Tactics and strategy - preperation, in-combat, after-action
* What to delegate - how can the other team members help out

Thank you in advance for the help.


Hi,

I'm contemplating making a fighter for PFS play using the Lore Warden Archetype (from the PFS Field Guide, info below), and I'd appreciate some tips.

Lore Warden (Fighter) archetype:

Lore Warden (Fighter)
Quick thinking and deception can often carry the day where raw force might not. Lore wardens are the bodyguards, guardians, and soldiers of the Pathfinder Society. Not only are they often called upon to protect and watch over important repositories of lore, but they themselves are impressive keepers of all manner of knowledge. Lore wardens are fighters who benefit from learning to outsmart and outmaneuver their foes rather than just overpower them. Even out of combat, lore wardens have a quick wit and a surprising breadth of knowledge that can often grant them significant advantages over enemies even before a battle begins. Indeed, for many lore wardens, a fight that can be won without a single weapon being drawn is the best kind of victory. A lore warden has the following class features.

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex): At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.

Maneuver Mastery (Ex): At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. This ability replaces armor training 1.

Know Thy Enemy (Ex): At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill on page 100 of the Pathfinder RPG Core Rulebook, but
also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target. This ability replaces armor training 2.

Hair’s Breadth (Ex): At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll. This ability replaces armor training 3.

Swift Lore (Ex): At 14th level, a lore warden can use his Know Thy Enemy ability as a swift action. This ability replaces armor training 4.

Know Weakness (Ex): At 19th level, a lore warden can automatically confirm a critical hit once per round when he threatens a critical hit. This ability replaces armor mastery.

My rough ideas:

Human (Shoanti)

Str: 14 +2
Dex: 14
Con: 14
Int: 13
Wis: 12
Cha: 10

Traits: Bred for war (+1 CMB, +1 Intimidate)

H: Power Att
1: Combat Reflexes
F1: Pushing Assault
F2: Imp. Trip - Combat Exp. (Lorewarden Bonus)
3: Dodge
F4: Mobility
5: Spring Att
F6: Greater trip
7: Whirlwind Att
8+: ?

Weapon of choice: Reach weapon of some kind

That's all I have time for now - more later.

1/5

Hi,

I just downloaded the session sheets for an upcoming event (Event # 7478: Avacon II - Silkeborg, Danmark), and I noticed that only the five old factions are on the session sheet, not all ten that are now available.

I presume this is something that will be fixed, just wanted to point it out.


I'm contemplating starting a blog about rpgs in general and Pathfinder in particular.

I have a few ideas for topics to get me started, but I'd love some input from the community about what you would find interesting to read about.


Hi,

Could you please cancel my Maps subscription?


Hi people,

I've just started Legacy of Fire playing a Gnome Illusionist, and I'd like some suggestions on how to advance him, as well as tips/tricks for play.

The Char so far:

Male Gnome Wizard (Illusionist) 1

Str 8
Dex 12
Con 14
Int 18
Wis 10
Cha 11

Alternate Racial trait: Eternal Hope

Traits: Trickster, Reclaiming your roots
Feats: Effortless Trickery, Scribe Scroll

Opposed schools - Necromancy, Enchantment
Arcane bond: Wand

Typical spell selection:
0: Detect Magic, Mage hand, Spark
1: Silent Image, Color spray, Vanish

Thoughts for future choices so far:
Spell Focus (Illusion), Threatening Illusion.

The rest of the party:
Human Archery Ranger
Human Fighter (going for fighter/rogue)
Human Cavalier
Undine Cleric of Sarenrae

I plan on using my illusions for battlefield control and misdirection, and later to provide flanking through Threatening Illusion. Any tips/comments are welcome.


Hi,

Inspired by THIS THREAD, I'd like to suggest setting up a dedicated sub-forum under the Pathfinder RPG section of the messageboards, where a GM can request the help of other members of the community if they need help with their prep work etc.

For instance, a GM could start a thread entitled "NPC Request: 8th level drow rogue", post a few lines about the general character concept and the gp limit for gear etc. Other members of the community could then stat up the NPC and post these suggestions in the thread.

By making a dedicated sub-forum for this type of requests, you get the benefit of creating a data-base like archive of NPC suggestions that others can browse for inspiration.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The frontier town of Bellis stands within the quiet shade of the Verduran Forest, nestled along the western banks of the slow-moving Sellen River. Flower gardens color every homestead, painting a vibrant scene under the summer sun. Common folk go about their business, tilling the land, tying off keelboats, and hobnobbing over cups of mead. In the distance, a dog barks, children laugh, and the bees hum while gathering pollen.

The much anticipated day of the wedding between the half-elven retired ranger Elyin Ursage and Kailah Winmede is here at last. Bellis is full of visitors, as guests have come from near and far to attend. Some are familiar faces for the residents of Bellis, while others are strangers.

Festivities for the wedding stretch from the stone chapel (A6) and rose gardens (A7) of Shelyn, past a large open-air tent (A2), and down to the sun-drenched, tree-lined banks of Stillwater Creek (A1). Music and laughter fill the air, with partygoers calling out for attendees to join their games and merrymaking (A4 - dance area and A5 - horseshoe throwing).

A well-worn path strewn with fower petals leads between plain wooden benches to a decorative gazebo at the bottom of this amphitheater (A3.) More flowers adorn the structure itself, and a line of well-wishers leads inside, where Elyin and his beloved Kailah sit. Both look splendid in their wedding finery, and smile brightly at each other and their guests.

Map: The Wedding Festival


Mummy's Mask Campaign slides | Storyteller extraordinaire

Welcome everyone. I'm looking forward to running this module, and hope you are as excited as I am.

First and foremost, we will use this thread to get characters up to spec and complete backgrounds etc. Please post with your in-game alias with a complete character sheet in the profile as soon as possible.

I'd like to have everyone's e-mail and/or IM. I use Windows Live Messenger myself.

GM contact info:

E-mail: Jacob.trier@gmail.com
MSN: jatr@mail.djh.dk (Note: This mail address is for MSN only. It is no longer a functioning e-mail address)

As soon as everyone are ready, I'll post a link to the IC thread.

Lurkers are welcome to use this thread, if they wish to comment on the game.

Any questions or comments, just fire away.

Let's have a great game everyone.


Hello everyone,

After some good experiences as a player in several PbP's here on the boards, I have decided to try my luck as a GM. I have some RL GM experience, but this will be my first run with a PbP.

Any interested players should read the following post carefully and post an application that includes ALL of the requested information.

I have chosen to run the module Realm of the Fellnight Queen, by RPG Superstar Neil Spicer. The party is a group of five, starting at 7th level. Stats will be 20 point buy build, two traits and wealth-by-level gear (23,500 gp). There will also be two backup slots in case any players drop.

Characters may be built using the Core Rules + the APG. Other sources are subject to GM approval. Third party and playtest material are not allowed.

I expect to post at least once per day, and would like my players to do the same. I will provide players with my e-mail and MSN, and encourage you to use them if you have any questions or comments. Any absence should be reported to me, so I can run your character if you are unable to post for a longer period. Failure to post for extended periods of time without advanced warning is grounds for dismissal.

I'm in timezone GMT+1 (Denmark).

The module starts with the PC's being invited to the wedding of the retired half-elf ranger Elyin Ursage in the town of Bellis in the Verduran Forest in Andoran. Players are encourage to include a connection to Elyin in their background, something significant enough to warrant an invitation to the wedding.

I will be reviewing applications as they come in, and make my final selection on Saturday March 5th at 12PM GMT+1, assuming I have a healthy selection to choose from. This is not first come, first served - please take your time with your applications.

Instructions for character concept application

  • Post your character concept in a single spoilered post
  • Your concept should include race, class, alignment, personality, motivations, aspirations and a brief background (including the reason for being invited to the wedding).
  • You are welcome to post a full build, but I am mainly interested in seeing good, strong character concepts that showcase good RP potential.
  • Please include your time zone.

    If there are any questions, please let me know. I look forward to seeing your character concepts.

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