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First off, thank you all for applying and for putting together such a fun, flavorful group. We’ve ended up with a party that feels really tied to Diamond Lake and the surrounding area, which is exactly the kind of start I was hoping for. I’m very excited to get this game rolling with all of you. A little about me as your GM: I’ve GM’d in-person games before, including Age of Worms, but this is my first time being on the other side of the table for a Play-by-Post game. So while I’m not new to running games, I am new to running one in this format. Because of that, I want to say up front that I’m very open to feedback. If there’s something you think would work better handled differently, or if there’s a PbP convention that makes things run more smoothly, please feel free to say so. I may not always change course immediately, but I absolutely welcome constructive criticism and suggestions. A few things to start us off: 1. Please introduce yourselves
This party already has a lot of natural overlap, so I’d love for folks to use this thread to work out any preexisting relationships, impressions, or bits of history between PCs before we begin. They do not need to be deep or dramatic. Even small things help:
*having crossed paths through Allustan, Zalamandra’s, the mines, healing work, or local gossip *having helped each other once before *having heard of one another without really knowing each other personally 2. Posting and pacing
3. Rules and table culture
A few prompts, if helpful (but not necessary):
*What do people in Diamond Lake know, or think they know, about your character? *Has your PC crossed paths with any other PC before this? *Who in town would recognize your character on sight? *What sort of rumor might be circulating about them? *What is one thing the other PCs would notice quickly upon meeting them? I’m really looking forward to seeing everyone settle into the group and start building some chemistry before we kick off properly. Welcome again, and go ahead and introduce yourselves however you like.
For those of you who participated in my interest thread: I’ve decided to run Age of Worms, converted to the Pathfinder 1e ruleset and set in Golarion. For the uninitiated, Age of Worms is one of Paizo’s original Adventure Paths, published in Dungeon Magazine back before Pathfinder existed. It’s an epic campaign: the PCs start as level 1 nobodies in a forgotten mining town and (if you see it through) can end as level 20 legends. If long campaigns aren’t for you, neither is this thread—no hard feelings. Posting Expectations
Player’s Guide
You can find it here:
Character Creation
ABSOLUTELY NO 3PP. Using 3rd-party material will automatically disqualify your submission. Notes on Submissions
I’ll be looking at your posts in other campaigns (Gameplay and Discussion) to get a feel for your posting style and reliability. If you’re new to PbP, don’t worry, I will not be using posting history as a deciding factor. Recruitment closes: Saturday, March 21, 2026 at 11:59 PM (East Coast / New York time). Let me know if you have any questions!
I’m looking to start up a Play-by-Post game and have narrowed it down to either Age of Worms or Rise of the Runelords. System: Pathfinder 1e Is there interest in one of these? If so, which would you rather play (and why)? If there’s enough interest, I’ll post a full recruitment thread with campaign details and character creation rules.
Ten Facts About Goblins 1. HORSE HATE: Goblins excel at riding animals, but they don't quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close. 2. DOG HATE: Although goblins raise horrible ratfaced creatures called (creatively enough) goblin dogs to use as mounts, and ride wolves or worgs if
3. GOBLINS RAID JUNKYARDS: Garbage pits, gutters, sewers-anywhere there's garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away. 4. GOBLINS LOVE TO SING: Unfortunately, as catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing to catch on in polite society. 5. THEY'RE SNEAKY: An excited or angry goblin is a noisy, chattering, toothy menace, but even then, he can drop into an unsettling silence in a heartbeat. This, matched with their diminutive size, makes goblins unnervingly adept at hiding in places you'd never expect: stacks of firewood, rain barrels, under logs, under chicken coops , in ovens.... 6. THEY'RE A LITTLE CRAZY: The fact that goblins think of things like ovens as good hiding places reveals much about their inability to think plans through to the most likely outcome. That, and they tend to be easily distracted, particularly by shiny things and animals smaller than them that might make good eating. 7. THEY'RE VORACIOUS: Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don't have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids. 8. THEY LIKE FIRE: Burning things is one of the great goblin pastimes, although they're generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and grass. But give a goblin a torch and someone else's home and you've got trouble. 9. THEY GET STUCK EASILY: Goblins have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped. 10. GOBLINS BELIEVE WRITING STEALS YOUR SOUL: The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures of their exploits. They never use writing, though. That's not lucky. Writing steals words out of your head. You can't get them back.
In a game I'm running, one of my players is a level 1 gunslinger bolt ace and a levering 1 monk. He claims that while he is wielding his crossbows he still threatens adjacent squares as unarmed. This doesn't sound right to me. I see under monk where it says you can still prepend unarmed strikes while holding items. I guess what it comes down to is wielding and holding the same thing? Can you be both armed and unarmed at the same time? Thanks
My characters have almost done everything in the Cairn, however, they are terrified of stepping foot in the ball pit. So far they have tied a rope in a loop around the beam and then around their waist so if they fall they'll be hanging above the pit. If no one enters the pit I can't see how they encounter the grick which means Alister never appears which means they never advance Help please.
I am starting Whispering Cairn tomorrow (Friend's RotRL game went longer than expected). We are as a Pathfinder game and we are trying out Automatic Bonus Progression. My original plan was to remove all of the attribute bonus items and then modify treasure appropriately to reach the half treasure threshold of ABP. However, I forgot about Zosiel's Diadem. How should I handle this? Should I leave it as is since it is an artifact and allow for the wisdom bonus to apply on top of the bonus granted by Bonus Progression? Should I remove the wisdom bonus and just have it have the other effects? Should I change the wisdom bonus to something else? If so what? Thanks
I am nowhere near this part of the campaign as we technically haven't even started The Whispering Cairn yet, but I have been trying to figure out how I am going to handle it. My group are gamers first and role players second and when we are playing pathfinder we tend to be more of the "roll" player types and less "role" player types. I say all this because one of my groups favorite games is Battlestar Galactica. For those who don't know Battlestar Galactica uses a hidden traitor mechanic similar to Shadows over Camelot or Resistance. I mention all of this because I was thinking of bringing the Battlestar concepts into my AoW games concerning the Doppleganger. 1) When my players first encounter the Dopplegangers (most likely in the crooked inn), I will inform the players that one of them has been replaced by a doppleganger and that I have secretly let that person know. This will however be a lie and I will not have told anyone that they are the doppleganger. I believe this will ramp up the paranoia within the group to the appropriate level. 2) When the players reach the area where they meet their doppleganger selves, I will tell them that I didn't mention to anyone that they are a doppleganger yet. I will then pull out 1 "You are not a Cylon" card for all but one player and 1 "You are a Cylon" card from Battlestar Galactica. I will show them to my players and tell them that if you get the Cylon card, you are a doppleganger. I will then shuffle them, deal them to my players, let them look at them, and then take them back one by one so that I know who the doppleganger is. What do all of you think this? Do you see any sort of issues that may come up? Any other ways you think to handle this? Thanks
I was looking to run this campaign under pathfinder rules. I found this http://paizo.com/threads/rzs2px77?Age-of-Worms-AP-Pathfinder-conversion-doc ument which gives me a conversion for the third book forward but I cannot find anything for the first two. Does anyone know where I can find one? Thanks |