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![]() I need to get out of the house. Finally, get a day off from the madness of Home Depot and the weather is nice. Going to make picnic lunch and head up to the mountains with the wife. My luck the volcano will explode. I will post something later tonight or in the morning. Everyone have a good day, be safe, and stay healthy. ![]()
![]() I am going to run a short one-shot that might turn into more depending on how it goes. To keep this simple please crack open a core rulebook and make a character. 20 buy point and average starting wealth. I will keep this open until Sunday night and pick a crew on Monday. You walk into the Lastwall Recruiting Center and behind the desk you see the recruiting officer.
He stands up and smiles at you. His teeth are so white that you are sure that they glow in the dark. "Welcome to the recruiting center. You look like you would make a fine solider in Lastwall's army. I am sure that we have an open posting for your class in our ranks. But first tell me what brings you in today." Please keep your response in a spoiler. Nobody else should know why you are here. ![]()
![]() GM Ska wrote: How do you feel about retraining? Particularly, retraining feats that are good at low level play but loose their usefulness at high level play? I would not feel right about it. That would be like saying, "This character was good at low level but now I am going to switch to this one because it is better at high level." Wuliev the Indignant wrote: Is this specifically in like, Golarion? Or just general hume-centric fantasy? I covered that somewhere back on page one. It has turned out rather well. The people who have submitted characters here have built the world for me. ![]()
![]() My vision of the world would be like Europe, Asia, Africa about 1400 AD.
Does this help? ![]()
![]() I would like to run a game that I have been thinking about. I have the hook all set up and will be using published material, but I am not going to tell anyone what it is. I love random. Tell people what the adventure is and they gear up to beat it. Let’s see some characters get thrown into an adventure that they have to complete or die.
1. This adventure is for humans only. 2. You are the son/grandson or daughter/granddaughter to a king, emperor, duke. You are in line for the throne, but not near the top. Let’s say 3rd or 4th in line. Are you just happy to be where you are in the line? Are you trying move up the line? Are there others further down the line trying to climb over you to get to the top. 3. Character build is 25 point buy system. 4. Average starting gold x5 5. Material to draw from it as follows: -Core Rule Book
I am not sure when I am going to start but it should be by the end December. I have never recruited before so I am not sure how it is going to go. Let me know if I missed anything. ![]()
Fourth Floor Third Floor
![]() Rego is healed and the rest of the day goes by uneventful Carrion Crown recap You all arrived in town and went to the funeral. There you found that some of the people in town did not think highly of the professor and thought that he was into necromancy and was the source of several strange things that had happened around town. The reading of the will and the clues that you found have made you believe that the professor was murdered by a group called the Whispering Way. It seems that the professor was trying to find out what they were doing at the old prison but got caught and killed.
After some research through the church archives, city records, and local history you have found name of four prisoners with violent past. Father Charlatan (Sefick Corvin) was a con artist who used faith as a mask to bilk the faithful out of money. His scheme was exposed and while trying to make his escape killed several city guards. The Lopper (Vance Saetressle) stalked his victims for days before finding the right moment to strike. He would emerge when they were alone and savagely behead them. The Mosswater Marauder (Ispin Onyxcudgel) killed his wife in a fit of jealous rage when he found out that she was seeing another man. He smashed her skull with a hammer. Wracked with shame and guilt he became convinced that if he could rebuild her skull he could bring her back from the dead. The problem was that one of the pieces was missing. He went on to kill 20 people by bashing their heads in to see if he could find a piece that would fit. The Piper of Illmarsh (real name unknown) would taunt his victims with a mournful dirge on his flute. He would eventually find a way to poison their food with lich dust. He would then take his paralyzed victim and allow his pet stirges to drink their blood. While doing all of the research you also found a cache of supplies that was hidden in the graveyard by the church of Pharasma. The current clergy don’t seem to know anything about it. You found evidence that the professor had visited the location and had taken some of the supplies to the prison. You have also been investigating the vandalized memorial. The letters that have appeared seem to be spelling out the name of the warden’s wife, VESORIANNA. So far three letters have appeared on the memorial. The fourth letter appeared on the door of the sheriff’s office. ![]()
Fourth Floor Third Floor
![]() HOUSE RULE #1 (I may have more later) I always thought magical healing should be more powerful. Nothing sucks more than when you are about to die, you drink a healing potion and then roll a 1 on the die. I have boosted it so that healing does at least half. If normal healing is d8 then in my system it is 4 + d4. If it is 3d8 then it would be 12 + 3d4. If it is 2d8+2 then it would be 8+2d4+2. Does that make sense? ![]()
Human Male Fighter 3 [HP 37/44] [AC:18 T:11 FF:17 CMD:19] [Init +2] [Fort +6 Ref +2 Will +2] [Perception +2]
![]() Welcome back. I guess I will take the leader role here to get things moving since no one else has jumped in yet. Philgor continues moving until he is in front of Yvogga. "That will be for the authorities to decide but I will take you to them. You will have to be bound and blindfolded first. What do your companion want to do? Leave or go with you." ![]()
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Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]
![]() I like the idea of the flaming logs but I don't know if it is enough got really get them burning without some more oil. Dundin research pole arms. With enlarge they are great. Grab a long spear. Brace=Double damage when readied against a charge. Reach=lots of AoA as they move thru the threaten squares to reach us. When they get close drop it and grab your axe. Okay the plan as I see it is that Brampton, Dundin, and Omast hold the line with reach weapons. Brampton has one more enlarge potion he will drink just before the orcs break through. Jace, Sogan, Adir, and Tuzak support and make ready the logs and boulder. Delia and Leria stay back and use ranged and alchemical weapons to cover us. Brampton will give the Alchemist Fire, Bottled Lightning,and Liquid Ice to Delia and Leria. I have two of each so you guys each get one set.
My guess is that the waves will get progressively harder so let's not waste all our cool stuff on the early attacks. Does this sound good? ![]()
![]() Amboy Yacolt is ready Background:
As Amboy sat slowly working the bilge pump back and forth he thought "I hate cats".
A few weeks ago back, in Corentyn, it was supposed to be an easy job. Enter the third floor window, move across the room, and take the jewelry box. It does not get easier than that. He had been watching the bedroom for several night now from the rooftop across the way. He knew that Lady Malcolm was a sound sleeper since he could hear her snoring from his vantage point. The Lady's guards patrolling the perimeter of house always slowed down as the night wore on and he knew that would give him plenty of time to scale the wall, grab the box while the guard walked by, and then get back out. The plan had worked perfectly until he had stepped on the cat's tail. The cat screamed and clawed at his leg. He had screamed from the pain. Lady Malcolm screamed. Guards burst into the room as he headed out the window. He fell into the bushes below. Now the chase was on. Slowed by his injured ankle he barely stayed ahead of the guard. He tried every trick he knew to get away but it seemed that they were always right behind him. Then the city watch joined in the pursuit. Every turn he made seemed to lead right into a group of them. He found himself at the docks and in a last desperate chance to escape he dove in the water. He swam for a long time and finally climbed aboard a ship. Exhausted, he crawled under the tarp on a lifeboat and fell asleep. He woke later that day to the sounds of the sea and found that the ship had sailed. The crew found him after a couple days while he tried to sneak out and find food and water. "We found a stowaway, Captain. Should we toss him overboard?" The captain looked over Amboy and said, "Welcome aboard the Jenivere boy. I don't take kindly to passenger who come aboard uninvited. Especially those that cannot pay for passage. " "I have funds sir but I would like to just return to Corentyn" Amboy produces the jewelry box and hands it to the captain. Captain Kovack takes the box looks over the contents. "We will not be returning to Corentyn for few months but the contents of this box will buy you a place on my crew until we get back there. Do as you are told until then you might just live to see home again. Amboy sighed. What else could he do but except? Character Sheet: Amboy Yacolt Male human rogue (burglar) 1 (Pathfinder RPG Advanced Player's Guide 132) CG Medium humanoid (human) Init +8; Senses Perception +6 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge) hp 8 (1d8) Fort +0, Ref +6, Will +2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +1 (1d4+1/19-20) or . . dagger +1 (1d4+1/19-20) or . . dagger +1 (1d4+1/19-20) or . . rapier +1 (1d6+1/18-20) Ranged light crossbow +4 (1d8/19-20) Special Attacks sneak attack +1d6 -------------------- Statistics -------------------- Str 12, Dex 18, Con 10, Int 10, Wis 14, Cha 13 Base Atk +0; CMB +1; CMD 16 Feats Dodge, Improved Initiative Traits dirty fighter, stowaway Skills Acrobatics +5 (+1 to jump), Appraise +4, Climb +2, Disable Device +6, Perception +6, Sense Motive +6, Sleight of Hand +5, Stealth +6, Survival +2 (+4 to avoid becoming lost when using this), Swim +2, Use Magic Device +5 Languages Common SQ trapfinding +1 Combat Gear oil (5); Other Gear leather armor, crossbow bolts (20), dagger, dagger, dagger, light crossbow, rapier, backpack, bullseye lantern, compass, flint and steel, grappling hook, silk rope (50 ft.), thieves' tools, 5 sp -------------------- Tracked Resources -------------------- Crossbow bolts - 0/20 Dagger - 0/1 Dagger - 0/1 Dagger - 0/1 -------------------- Special Abilities -------------------- Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Dirty Fighter +1 damage when flanking. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Stowaway +1 Stealth, +1 Survival checks to find food. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() Here is my submission.
Background:
As Amboy sat slowly working the bilge pump back and forth he thought "I hate cats".
A few weeks ago back, in Corentyn, it was supposed to be an easy job. Enter the third floor window, move across the room, and take the jewelry box. It does not get easier than that. He had been watching the bedroom for several night now from the rooftop across the way. He knew that Lady Malcolm was a sound sleeper since he could hear her snoring from his vantage point. The Lady's guards patrolling the perimeter of house always slowed down as the night wore on and he knew that would give him plenty of time to scale the wall, grab the box while the guard walked by, and then get back out. The plan had worked perfectly until he had stepped on the cat's tail. The cat screamed and clawed at his leg. He had screamed from the pain. Lady Malcolm screamed. Guards burst into the room as he headed out the window. He fell into the bushes below. Now the chase was on. Slowed by his injured ankle he barely stayed ahead of the guard. He tried every trick he knew to get away but it seemed that they were always right behind him. Then the city watch joined in the pursuit. Every turn he made seemed to lead right into a group of them. He found himself at the docks and in a last desperate chance to escape he dove in the water. He swam for a long time and finally climbed aboard a ship. Exhausted, he crawled under the tarp on a lifeboat and fell asleep. He woke later that day to the sounds of the sea and found that the ship had sailed. The crew found him after a couple days while he tried to sneak out and find food and water. "We found a stowaway, Captain. Should we toss him overboard?" The captain looked over Amboy and said, "Welcome aboard the Jenivere boy. I don't take kindly to passenger who come aboard uninvited. Especially those that cannot pay for passage. " "I have funds sir but I would like to just return to Corentyn" Amboy produces the jewelry box and hands it to the captain. Captain Kovack takes the box looks over the contents. "We will not be returning to Corentyn for few months but the contents of this box will buy you a place on my crew until we get back there. Do as you are told until then you might just live to see home again. Amboy sighed. What else could he do but except? Character Sheet: Amboy Yacolt Male human rogue (burglar) 1 (Pathfinder RPG Advanced Player's Guide 132) CG Medium humanoid (human) Init +8; Senses Perception +6 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge) hp 9 (1d8+1) Fort +0, Ref +6, Will +2 -------------------- Offense -------------------- Speed 30 ft. Special Attacks sneak attack +1d6 -------------------- Statistics -------------------- Str 12, Dex 18, Con 10, Int 10, Wis 14, Cha 13 Base Atk +0; CMB +1; CMD 16 Feats Dodge, Improved Initiative Traits dirty fighter, stowaway Skills Acrobatics +8, Appraise +4, Climb +5, Disable Device +7, Perception +6, Sleight of Hand +8, Stealth +9, Swim +5, Use Magic Device +5 Languages Common SQ trapfinding +1 Other Gear 150 gp -------------------- Tracked Resources -------------------- . . -none- -------------------- Special Abilities -------------------- Dirty Fighter +1 damage when flanking. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Stowaway +1 Stealth, +1 Survival checks to find food. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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