Human on Flying Carpet

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4 posts. Alias of laughmask.




Male Human Expert 1/ Cleric 2

Elizabeth Hann disappeared three days ago. Up until now, danger had a face, and it lived in the woods. Never before has this danger encroached upon the safe haven that is Perdition's Point. When the Carevin child first went missing nearly a month ago, the townspeople figured he had gotten lost in the woods when sneaking out with the lumberjacks and rangers, but no evidence was found that he had ever left his room the night before. The scouts searched Cadaverwood for days, but nothing came up. In a final act of desperation, his father descended into the well, but to no avail. With no hint of foul-play, the townspeople shuddered to think it was the evils that lie in the forest. While most of the town did their best to move on, the Carevins found it hard to ignore the newly formed hole in their family, especially their daughter, who no longer had anyone with whom to make mischief.

When he found out another child had mysteriously disappeared, Oliver Ebonlocke felt he had to act, taking it upon himself to investigate the fate of these children. However, unlike the first disappearance, which left no clues to be found, Elizabeth's room was marred with large muddy boot-prints. Unable to make sense of what he found, Ebonlocke decided he would assemble a small party to investigate her disappearance. The churchbells gave three long rings to call together a meeting in the townhall. The empty streets were soon filled with the heavy footsteps of a somber population. The meeting hall was silent, and after a quick headcount, Ebonlocke began to speak.

"The recent events that have transpired have shaken Perdition's Point to its core. After the first tragedy that occured nearly a month ago, we tucked away the idea that the spirits who reside in the forsaken woods may be invading our peaceful home. But when the same tragedy repeated itself only days ago, I devoted my time to discovering the truth behind these horrendous crimes. However, it is not a task for a man to take alone. I have called you all here today to see who of you would be willing to join my efforts and put an end to these unforgivable acts. As I am sure you all wish to provide support, I need those with the time and resources to devote to this cause. For everyone else, continuing your work and providing for the town will be just as supportive. If you would like to join, please rise."


Male Human Expert 1/ Cleric 2

Elizabeth Hann disappeared three days ago. Up until now, danger had a face, and it lived in the woods. Never before has this danger encroached upon the safe haven that is Perdition's Point. When the Carevin child first went missing nearly a month ago, the townspeople figured he had gotten lost in the woods when sneaking out with the lumberjacks and rangers, but no evidence was found that he had ever left his room the night before. The scouts searched Cadaverwood for days, but nothing came up. In a final act of desperation, his father descended into the well, but to no avail. With no hint of foul-play, the townspeople shuddered to think it was the evils that lie in the forest. While most of the town did their best to move on, the Carevins found it hard to ignore the newly formed hole in their family, especially their daughter, who no longer had anyone with whom to make mischief.

When he found out another child had mysteriously disappeared, Oliver Ebonlocke felt he had to act, taking it upon himself to investigate the fate of these children. However, unlike the first disappearance, which left no clues to be found, Elizabeth's room was marred with large muddy boot-prints. Unable to make sense of what he found, Ebonlocke decided he would assemble a small party to investigate her disappearance. The churchbells gave three long rings to call together a meeting in the townhall. The empty streets were soon filled with the heavy footsteps of a somber population. The meeting hall was silent, and after a quick headcount, Ebonlocke began to speak.

"The recent events that have transpired have shaken Perdition's Point to its core. After the first tragedy that occured nearly a month ago, we tucked away the idea that the spirits who reside in the forsaken woods may be invading our peaceful home. But when the same tragedy repeated itself only days ago, I devoted my time to discovering the truth behind these horrendous crimes. However, it is not a task for a man to take alone. I have called you all here today to see who of you would be willing to join my efforts and put an end to these unforgivable acts. As I am sure you all wish to provide support, I need those with the time and resources to devote to this cause. For everyone else, continuing your work and providing for the town will be just as supportive. If you would like to join, please rise."


Male Human Expert 1/ Cleric 2

Linking


Male Human Expert 1/ Cleric 2

Creating Thread


A Haunting at Perdition's Point

The small hamlet of Perdition’s Point lies deep within the haunting forest of Cadaverwood. Perdition’s Point manages to survive the troubling woods through their faith and unity. Their militia is only 12 men strong, and with little training, but attacks are few and far between. The biggest problem the villages faces is ghosts and specters that lurk in the shadows. The tavern only houses one bedroom, as there is never more than a single visitor at a time. The nearest main road is nearly 40 miles out, and the next town from there is another 3 miles, making for a full 2 days of travel to leave the hamlet. They make a living through simple farming and husbandry, using the abundance of wood as necessary and surrounding herbs and ingredients for remedies and cooking as they need. Every month a shipment of mundane goods is sent to the hamlet to collect taxes and trade for a portion of the unique wood they harvest. The trees at the heart of the forest have turned a sickly purple, a trait that nobles find most valuable.

Just over a month ago, one of the boys belonging to the Carevin family went missing and was never found. The village was hit hard by the event, and when another child went missing a month later, they decided something had to be done. A town meeting was called.

I am looking for 5 players for this adventure.
__________________________________________________
Character Creation
--------------------------------------------------
You will be playing as one of the residents of Perdition’s Point investigating the disappearance of the children.
Races Core and Featured races prefered, Uncommon will be considered, but be creative! No third party races.
Classes Core and Base Classes only. Variants are ok.
Abilities 20 point buy-in OR 4d6 roll
Traits 2 Traits OR 3 Traits and 1 Flaw. Traits must make sense within your background info. (i.e. no Desert Nomad trait if you’ve been living in the hamlet your whole life)
Alignment No evil alignment
Wealth Average for your class
Health Max at first level, 1/2HD+1 every level after
Background I expect a nice background, it doesn’t have to be long, but something that paints a picture of who you are and why you are in the hamlet. If you are a temporary resident or blacksmith’s daughter or maybe a budding teen hoping to join the militia etc. Feel free to use this opportunity to create establishments or families that might fill the hamlet.
___________________________________________________
Gameplay
---------------------------------------------------
Timing
I am a college student on the east coast. I check the forums several times a day (thank you smartphones!) and respond fairly quickly. I expect players to be able to post once a day. If you will have a busy weekend or be unable to post for a while, please let me know so I don’t end up replacing you. If you are absent for several days without any warning, you will be replaced. Even you do not feel you are in the spotlight or have much to contribute, at least make a post reflecting your characters thought. “Krunk bored…”

Maps I will provide links to a gridded battlemap to allow for better tactics and planning. After every round, I will provide an updated map.

Combat Combat initiative will be handled on a first-post, first-act basis; with players always getting to act before enemies. If you would like your turn to occur before another player’s who has already posted, simply state it in your post. After everyone has posted their actions, I will post a round summary describing the enemies actions, dmPC’d actions, and a new battlemap.

Rolls and DM-PC’ing Rolls should be provided within the post that you declared your actions. If you state you are making a perception check, go ahead and make the roll. In describing new situations, I may provide a spoiler with the skill and DC that you can roll for to read.

Perception DC 20:
You found a spoiler!
In this way, gameplay can continue flowing. If no input is made on your character’s part, I will DM-PC as necessary to get by - in combat this will be basic attacks, and in dialogue this will be watching silently from the back. If a roll is forgotten for a specified action that is necessary to continue, I will go ahead and make the roll for you (perhaps you forgot to roll damage for your attack and you’re the last person to act this round).

Descriptions Having recently started with Dungeon World, I have come to realize that everyone has potential to expound on their ideas in a creative way. This comes from asking "how?" to most of the mundane tasks to liven things up. For instance, "I check the room for traps" "How?" "I rub my hands lightly across the walls looking for deformities or openings and scout the ground for any pressure plates or trip wires."
This kind of stuff won't be expected for EVERYTHING, as that would get incredibly repetitive, but it does help spice things up every once in a while.


I am curios what people would think of a Dungeon World Campaign. Seeing as it focuses so heavily on narrative, I feel like combat would be a breeze in a play-by-post format. To those who don't know what dungeon world is, this beginner's guide gives a good description - Dungeon World Beginner Guide. Or if anyone knows of being done in the past here at Paizo.


You have found a letter sealed with the insignia of the Forsaken Executors.

Sealed Letter:
“Dear Loyal Servant of the Horde,

I will make this brief. Your recent exploits have caught the eyes of Lady Sylvanas Windrunner, who has tasked me with hiring a small team to investigate reports of encroaching scourge armies. Our scouts have found evidence that the Cult of the Damned may be involved and taking a small army towards Brill. If that’s the case, the Scarlet Crusade will likely be attracted to their presence and continue their onslaught into our own settlements. Meet me at the crossroads outside of Brill on the next day of the new moon. You will be paid 100 gold pieces if you succeed, with a chance of further reward if the Cult has larger plans.

Executor Zygand”

To anyone who accepts this quest, please provide a character story indicating the exploits that caught Sylvanas’ attention, and where you found or received the letter.

This will be a campaign set in the Warcraft universe, specifically during the timeline when World of Warcraft was first released. It will be a horde campaign starting with first level characters.

Character Creation:

The link to the pdf files can be found redacted. They must be downloaded, as they cannot be viewed in the browser for some reason (I tried converting them to Google Docs format but it still wasn't working). Character creation in the book features the 4d6 method of ability score development, but if you would prefer I would be fine with using the point buy system with 20 available points, as it is easier to verify than dice rolls:
7: –4
8: –2
9: –1
10: 0
11: 1
12: 2
13: 3
14: 5
15: 7
16: 10
17: 13
18: 17

I am fine with all classes and player races from any of the books, but I would prefer avoiding races from the monster guide (some are in the other books as player races which is fine), but if a good story is provided for any unconventional characters (a human working with Royal Apothecary Society, a gnoll smart enough to be a tinker etc) I will be glad to consider it.

I generally check the forums 3 times a day - morning -> afternoon -> night, sometimes more, sometimes less, but always once a day. I would like players that can post at least once a day as well, and will inform me if they will be unable to post for some time. Unless informed, I will give players a few days to post before replacing, and in the meantime they will be dmPC'd after a 24 hour absence.

Combat will be handled based on the selected party's preference, as I am fine with pure narrative or providing maps.

Seeing as WoW is driven by combat, there will be a fair amount of it, but I am huge fan of the story and lore, so that will play a major factor in the campaign.

I will close recruitment Friday night (Nov. 1) so that I have the weekend to select the part of five.


I am interested in starting a campaign set in the Warcraft universe using the World of Warcraft rulebook and various others. I have the files available for download redacted (the files won't open for preview in google docs but they can be downloaded and opened in any pdf reader), depending on the feedback I may run two campaigns for horde and alliance if there is enough interest and enough players wanting to play on both sides.

Post with the faction, alliance or horde, you are interested in.


I am curious if anyone has tried a variant on the variant with damage reduction/defense scores that doesn't involve changing the armor class. So a fighter with 12 DEX, Scale Mail (+5 AC) and a Light Shield (+1 AC) would have an AC 17 and DR/adamantine 6. It sounds like it would be a bit extreme, but I'm trying to come up with a way to allow my healerless party to feel heroic without needed to stock up on tons of healing items. Since healing will be harder to come by, it I'm assuming it will make damage to HP feel more serious.


I'm going to be running a small side campaign for my roommates where we thought it'd be fun to play a duo of hobgoblins in an evil campaign. With only two players, however, they want to make sure they have a good composition. Does anyone have any advice? I haven't played long enough to really know what classes play off each other the best by any means.


I tried opening up the pdf's in Photoshop so that I could blow up the images to 1" grid scale and print them out, however all the new files seem to be password protected and can't be access, nor can the images be selected and copied straight out of the pdf. Is there another way to extract the map images from the pdf's?


I'm going to be running the new RotRL Anniversary Edition when I get my hard copy. I already ran the beginner box with my two roommates and a separate solo session with a friend. Now they are going to be joined together and starting the adventure path. However, the party make up is:

Dostaves - Level 2 Half Orc - Magus
Alimonty - Level 2 Elf - Summoner
Senku - Level 2 Tengu - Ninja

The summoner's eidelon is a biped with slam, improved armor, reach, magic attack and scent. Built to be a sort of meat shield. Since they are already level 2 I figured the start would be easy enough but later on with Erylium and the big baddies, is there anything I should keep in mind or adjust? The magus and summoner were the two that played the beginner box and didn't have a problem at all with any of the encounters. The ninja has ki charge and weapon finesse and can dish out good damage. Thanks


I'm preparing for Rise of the Runelords and noticing that there are a lot of "empty" rooms in the Catacombs of Wrath in the first part. The torture chamber, a staircase leading to no where, the prison rooms in the study. Even in the Glassworks almost the whole building is empty. Is there a reason for this, because almost all the GMing tips I've read on designing an adventure make it clear to avoid empty rooms.


Hey, I was just wondering what people do for the large maps that aren't printed and sized for miniatures? Like in the Rise of the Runelords adventure path, for the map depicting Thistletop, it seems much too large and complicated to fit on most game mats.Is this something most people just deal with and draw out what they can? New to GM'ing and running my first session soon, just wanted to see what others do. Thanks.


I know there are billion threads on this topic but non specified the question that I had, as far as I could find. When it states to add the +4,+4,+4,+2,+0,-2 bonuses, is this an initial bonus or does it get added with every class level you add. For instance if I had 3 levels of fighter to an Orc, would it then gain +4,+4,+4,+2,+0,-2 to its abilities 3 times, or just once for the first level?


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be careful!!

3/5

When the idea is cool and the wall sections look good. They break very easy! Make sure before snapping the sections together you use a sharp model knife to trim the plastic and open all the holes on the wall sections. Falure to do this will cause the tiny hinges to break. Mine ha one broken tight out of the box and I broke two more putting them together the first time.....


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These are my favorite sets

4/5

I like the assortment of items. Good art, still could be more detailed. Over all good set.

Unfortunately I am stopping my subscription to the card sets so this may be the last review I do on them. I have all the prior sets with the exception of the booster pack sets. (which are way to expensive at this point to buy). Game On!


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Meh,

3/5

Good art work. Ok assortment of animals if you really need animals. I'm not sure how useful this set will be.


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Nice veriety

5/5

I'm happy with this set of face cards. The art work is very good and there is a good selection of different races and genders to add to your game. I hope the next item deck has the art detail that this one does.


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One of the best

5/5

I now have all the card decks from the Game Mastery series aside from the booster pack deck. This one is a collection from three different decks. The best cards from each set is the pitch and they are very good ones. Most are very useful and the art is an 8/10. I think now that I have all the sets that the art work needs to be improved over all for all the sets but they are a good addition to the game in general.


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Great art!

5/5

I like this set for the art and the mix of possible NPCs. I think some cards should be full body art but over all god set.


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Ouch!

4/5

A good set of cards that should be agreed upon using in your game before hand.


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So so

3/5

70% useful for a regular D&D game. A lot of firearms and WWI type items. If you play the pathfinder game you'd like them.
My thing with this set is the simplicity of the art again. To make an item unique you need unique art. These are very dull and generic art cards.

I'm wanting on the last three sets of these cards to come and I will have all the Game Mastery cards. With the exception of the boosters set. And I hope the art improves. I'm not an artist so I'm not knocking the artist just the amount of time spent on them.


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Great for some games.

3/5

I just got this deck today. I was interested in how bad the effects of a fumble would be in the cards. They are rough. I don't think everyone will want to use these but if you do make sure your players know it ahead of time and I would allow them to read them first.

The only problem I have with them physically is that the print on the instruction cards is very fine. If you have vision issues you won't like it.


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Very nice selection

4/5

This deck has many useful cards in it. I think the art could still be stronger. Over all this is one of the decks I would buy again.


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worst so far......

1/5

Wow, the other bad reviews are spot on. The art is the only good thing. The card stock sucks! They are thin, UN-coated and stick together awful.And the box fell apart before I even got it open. I understand this will and has been fixed on newer sets.


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Almost a 5

4/5

I have two problems with this set. Some cards that I wouldn't use because they are odd items. But the other is something I have not run into before in these sets. The card stock is funky. They are cut funny and kinda warped. Ok selection of items. I like the acorns.


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Slipping on the art

3/5

Art art art.......Need to step up on the art for the cards. Detail in the items are key to maintain the "Unique" item status for the card sets. If every longsword or bow looks similar from set to set then why buy new sets? Over all a good selection of items though.


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Almost

4/5

Very good set. Almost 5 stars on this one. The art seems better than the older sets. And only a couple cards seem funky to use in game. I'm not sure what to do with a magical "Mummy Hand". :/


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Nice

4/5

Good set. Art could be better.


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I understand

3/5

I understand the negative reviews on this set. But I do thing it has a good variety of items to write up. The art work looks comic like and not very detailed. I think with such a small image details in the art work really show.


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I like it

5/5

Actually, I found almost all the cards very much usable and inspiring.


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Treasure Type oh

4/5

Cool set of item cards. These kinds of sets are my favorite and 90% of them are very useable.


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Not bad

4/5

A cool collection of npcs for your game. I'd like to see some full body illustrations in these types of sets.


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Nice!

5/5

This set offers a very good list of items for your game. They keep getting better.


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What's in your Backpack? :)

5/5

This is a great addition to the cards set line-up. I find that most all of these cards can be used in one form or another. Nice set!


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Complete! And not petite!

5/5

A great addition to any fantasy RPG setting. I find things listed in here give me great ideas for my own system and anyone running 3.5 D&D will love this book. It is a massive tome of gear and magical items. The book is made very well. Most of the art is very good.


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Shard,Shard,Shard,Stone,Stone,Stone.......

3/5

I am a fan of the item card sets that have been released in the past but something that bugged me on this one. There are 14 cards that are basically the same other than color and the size or rotation of the image.

I think many other things could have taken the place of these. Seven "Shard" cards and 7 "Stones".


A book design Gary would have liked.

5/5

I really enjoy the reprints. The almost raised leather cover and the gold leaf edged pages make it very classy. I also like the ribbon book mark sewn into the spine.


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52 buffs and no place to go.

4/5

It's a good deck and a good idea but I think it could have been a double sized deck. Also the cards need a bit of art work on the working side of the card IMHO.


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