Ancient Solar Dragon

Stiehle's page

Organized Play Member. 110 posts (6,903 including aliases). No reviews. No lists. No wishlists. 14 Organized Play characters. 20 aliases.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Folks, I apologize for my lengthy absence. It's been partly because of my vacation, holidays, and a couple of other life-complicating factors - along with my reticence to face the facts. I've been GMing pbp for longer than my oldest daughter has been alive (28 years) and it's tough to admit that I just don't have the patience for it anymore. If I do pick up the pbp GM reins again, it'll be for short adventures, not these epic campaigns that seem to get stale for me after a time.

Anyway, thank you for joining my game and I sincerely apologize that I just don't have the interest in continuing it any longer. Definitely not a reflection on any of you, please know that. It's been a pleasure gaming with each of you individually and as a group. At some point you'll probably see me around as a player now and again, and as I said, I might even try running a game in the future. Something short (relatively, it IS pbp, after all!) and maybe even something other than Pathfinder or D&D. I've always thought about running one of those Call of Cthulhu games I enjoy as a player, so maybe I'll do that someday in the not-so-distant future.

Thanks again to all of you, and again I apologize for dragging this out far too long and keeping you all hanging. Take care, and as I said, I hope to see you again on the Paizo boards (or even elsewhere!) in the future.

GM West aka Steve W


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Toughness 9 (4) - Torso, 6 (1) - Arms, 5 (0) - Legs | Size -1 | Parry 5 | Pace 6 | Bennies: 4 | Thief - Grants +1 to Stealth & Athletics (to climb) in urban areas, and +1 to all Thievery rolls

Sounds like it's well within Wren's wheelhouse. Wow... that's a lot 'w's... Yes, I'm good with that plan!


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Toughness 9 (4) - Torso, 6 (1) - Arms, 5 (0) - Legs | Size -1 | Parry 5 | Pace 6 | Bennies: 4 | Thief - Grants +1 to Stealth & Athletics (to climb) in urban areas, and +1 to all Thievery rolls

Wren slips into the group mind meld as well, though not without reservations. She mostly plays with her food, eating some but not really tasting it. Alright, well since you're being all accomadatin', how about you tell us your end game? What is it you're lookin' to accomplish? I hate the purple bellies as much as anyone for how they treated my pa', and I get no small amount of pleasure from tweakin' their noses when I can. But seems to me you're lookin' to do more than that. Or am I wrong?


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Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

I'm getting serious Monty Python vibes off these guys. "Message for you, sir..."


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Greetings! I am currently recruiting one player for an ongoing Pathfinder game using the Mummy's Mask adventure path. We are in the middle of Book 3, The Shifting Sands - so characters are currently 8th level. The party currently has a human Cleric, a human Duskblade (I know, from 3.5 - but modified for Pathfinder), a human Paladin, a half-orc Inquisitor and a half-orc Bard. An arcane caster would be ideal, and any applicants with such a character would get dibs on the open spot.

Players can spend 25 points on their ability scores, using Table 1-1 in the core rulebook (pg 16) for point costs. Once your character is created, you can spend up to 33k gp on magic items as you’d like, though only worry about giving me the accounting for magical items and costly mundane items. You can stock up on all the low-cost gear you'd like without tallying up every copper piece. Just... uh... keep it within reason!

Traits are just fine, and you can also have Background Skills. As far as hit points go, you get the max at 1st level, and then you can roll the dice for each level thereafter. If you roll less than half, go ahead and take the half.

As far as character classes, feats and all the fluff stuff goes, I've got a lot of the splat books, but not all of them. I'm more comfortable with the basic classes/feats/etc from the more popular ones (core rulebook of course, PHB II, and the Complete Warrior/Arcane/Divine/Adventurer). If you go outside of those, I'm probably less likely to select your character, as my familiarity spirals downward from those tomes. Still, if you want to take a chance I won't hold you back! But you absolutely MUST have complete descriptions of abilities, feats, etc so I can at least have some idea of what's going on without resorting to scanning the internet for sourcebook material. That's just too much work...

A character history would also be nice, especially if you have the time and inclination to read either the entire adventure that has taken place over the past nine years (Yes, NINE years! But again, don't feel compelled - unless you have a LOT of time on your hands!), or maybe even just skim over Empty Graves Part III to get an idea of what's happened in the last adventure module. Links to previous adventures are in the Campaign tab. I definitely will give extra consideration to players who tie their background story into the adventure history thus far - though only into why they are in the middle of the Osirian desert.

As far as how I'll be bringing you into the adventure, why you're a captive of gnoll slavers, of course! They'll have all your gear, so no worries about having no gear.

Anyway, that's about all I can think of. Let me know if you have any questions and I hope to see some great submissions! I'll keep this open for a couple of weeks or so and choose among ONLY those that are totally complete when I post that I'm about ready to select.

One last thing, folks. Please consider whether you're in this for the long haul. I try to keep a good posting rate of every four to six days or so (this can vary of course, but I try to shoot for that rate - sometimes faster if all my players post quick) but that means we're looking at a good several years to get through all six books of the adventure path. I'd love to have the same group I've got now cross the finish line with me!


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Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger motions for the others to take some cover among the trees and brush when he catches sight of the slavers thanks mostly to Scout's sharp eyes. He points out the group, and then smiles at Gothia. "I do believe we should intercept this band of miscreants before they reach the slaver's block, what say you?" To the others, he adds. "Once we kill their captors, we can ask the ex-slaves for information about the temple when we set them free. Perhaps Gothia and Chestman can lead the charge while the rest of us sneak around and attack from the flanks to cut off escape toward the city or back toward the temple?"

Attack with Gothia and Chestman drawing attention by charging from the front while Sea Ranger and Smoke attack from one flank, cutting off anyone thinking to flee around us to the city as TT and Alenthiel blocks off retreat back to the temple? The signal to attack at the same moment could come from Scout's screeching cry as he dives toward the lead slaver.


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Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

"Well met, James. Your help was well-timed. How did you find us here?" The half-elf is suspicious of the timing, but isn't displeased in any way.

When TT asks about skinning the naga, he laughs. "Fine boots indeed! I will do what I can, my lady. But I'm afraid I'm not much of a bootmaker. You'll have to find someone else with that particular talent."

Sea Ranger grins at the dwarf. "The naga is dead, Chestman. And she was laying upon a fair amount of gold - and perhaps a pair of magical swords?" The druid looks over the weapons, but his own magic isn't the kind that will help him identify them.

Oooh, what kind of swords? I'll make a Survival check to see if he can skin the naga halfway decently without butchering it too badly.

Survival check: 1d20 + 12 ⇒ (19) + 12 = 31


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Toughness 9 (4) - Torso, 6 (1) - Arms, 5 (0) - Legs | Size -1 | Parry 5 | Pace 6 | Bennies: 4 | Thief - Grants +1 to Stealth & Athletics (to climb) in urban areas, and +1 to all Thievery rolls

So I am taking a road trip to Colorado and AZ on Saturday, and will be gone through October 7th, roughly two and a half weeks or so. I'll have a laptop and internet access now and then, so I'll try to post when I can, but feel free to bot me whenever necessary. Thanks all!


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Toughness 9 (4) - Torso, 6 (1) - Arms, 5 (0) - Legs | Size -1 | Parry 5 | Pace 6 | Bennies: 4 | Thief - Grants +1 to Stealth & Athletics (to climb) in urban areas, and +1 to all Thievery rolls

Wren shrugs. "As you say, rep is everything in the black. From what we've heard, you're good as your word. Still, check in with us tomorrow night, just to give us a progress report if nothing else. We're investing a fair amount of coin here. Well, he is, anyway." She grins and points to Brook.


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Toughness 9 (4) - Torso, 6 (1) - Arms, 5 (0) - Legs | Size -1 | Parry 5 | Pace 6 | Bennies: 4 | Thief - Grants +1 to Stealth & Athletics (to climb) in urban areas, and +1 to all Thievery rolls

Just a heads up I'm headed to the Origins convention, and I'm not sure how often I'll be able to check the boards to post - at least not until next Monday, June 23rd. Please bot me as needed!


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Lawful Male Human Acolyte of Justicia | 24 yrs, 6' 2", 170 lb. Cleric 3 | AC: 15 (w/ shield) | HP: 26 (of 26) | Ref -1 | Fort +2 | Will +3 | CL Check Modifier +4 (Spells/Turn/Heal) | Disapproval 1 | Luck 11

Clancy glances at the others, then back toward Istevan. "I mistrust this idea of a death cult, but at this point they have broken no laws or committed any evil acts that I've seen. This place reeks of evil though, and I believe they are up to no good. Let us go forward and investigate further before making any decision on how to approach them. Perhaps someone could scout ahead a bit? I would likely give away our position with my two left feet." He grins ruefully.

Send someone ahead of the group? Maybe just 30' or so? That drumming may cover our sounds to some extent, but we should have someone sneaky take a close look *cough*Degan*cough* :D


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Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger whistles to Scout and points in the direction from which the scent of smoke is coming, and the eagle wings toward the source, seeking out signs of any living creatures - which she has been trained to relate to her half-elven companion. He turns to the others as she takes to the sky. "Scout will circle a couple hundred feet above if she spots anything alive between here and the source of the smoke. At least we'll know someone or something is out there."

Sending animal companion to 'seek' out any living creatures in the area. I'll roll a Perception check below.

Scout's Perception check: 1d20 + 11 ⇒ (12) + 11 = 23


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Toughness 9 (4) - Torso, 6 (1) - Arms, 5 (0) - Legs | Size -1 | Parry 5 | Pace 6 | Bennies: 4 | Thief - Grants +1 to Stealth & Athletics (to climb) in urban areas, and +1 to all Thievery rolls

Wren considers a moment, then agrees to the price. Several hours later, after getting some much needed rest and then spending most of the next day scouting the area, she is making her way into the mansion a few hours after nightfall, having memorized the patrol route of a single guard outside and another on the inside she could see through a window. Climbing up to the second floor is a breeze, and the window opens easily after she picks the lock with a slim tool she keeps tucked in her leather vest pocket. Pausing to allow the expected guard to pass as she waits for a few minutes in an alcove hiding behind a large marble sculpture, she makes her way into the office and easily defeats the electronic lock, taking her prize with a satisfied smile on her face.

Getting out is even easier than getting into the place, and it's still a few hours before midnight when she first collects Harold as an escort and then brings the lockbox unopened to the Velvet Lantern a few hours before the deadline is up, collecting her fee with a smile. "Pleasure doing business with ya! So... you gonna tell me what's in that lockbox? Or will I have to go my whole life just wonderin'?" She doesn't press if the man seems to bristle at the idea, just raises her hands in mock surrender and starts to make her way out, still smiling. Then suddenly she stops and turns with a thoughtful look on her face.

"Would it be presumptuous of me to ask y'all for a favor? See, a good friend of mine got herself beat up by a bunch of folk outside a bar. I bet you know a lot of people in this here city, and maybe you could point me in the direction of where those huh choo-shung tza-jiao duh tzang-huo (filthy fornicators of livestock) might be hidin' out, do ya? They oughta be taught a lesson in treatin' a lady with respect, don'tya think?" Wren will give over what details she's gleaned from Arabella - though she leaves out anything regarding psychics.

And, of course, if there was anything else in the vault besides the lockbox she delivered, she would have taken that as well...

200pp sounds just fine! And maybe a bonus if there was something more to steal? Oh! And maybe some information that only an underworld mob boss might know?


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Toughness 9 (4) - Torso, 6 (1) - Arms, 5 (0) - Legs | Size -1 | Parry 5 | Pace 6 | Bennies: 4 | Thief - Grants +1 to Stealth & Athletics (to climb) in urban areas, and +1 to all Thievery rolls

Wren's not sure if you're just yanking her chain, Brook! She's pretty skeptical of supernatural explanations, trusting more to her skills and maybe luck.

I think I'm confusing myself (and perhaps others) with her entrance, speaking with Myra, and then heading to her room. I believe I voiced her opinion of being willing to join the crew in this endeavor if they take it, but she doesn't really feel as though she should count herself in as far as the actual decision goes. She hasn't proved herself yet.

She has no gun (though she knows which end to hold), but if offered a silenced, small automatic she'll take it with thanks. Her knives are silent and efficient for close combat and close range, though. She'll also happily take a vest, if it's not too bulky (i.e. doesn't hinder her from sneaking, climbing, balancing, etc.) Planning on taking that Acrobatics edge sooner or later, so I wouldn't want this to interfere with that.


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That 6th point came from my Major Hindrance (put that point into Smarts), with my two Minor Hindrances gaining me the Connections Edge. By the way, is that 'worth it', as far as this campaign goes? Wasn't sure how easy it'd be to call in a favor. But it'd be cool to ask Badger for help, wouldn't it? :)

No worries about the damage question, I kinda figured it'd stay STR. It's still not terrible damage even with the d4+d4 compared to a pistol. Come to think of it... does the Wild Dice come into play for damage rolls? So I'd roll a d6 Wild Die in addition to the two d4s and take the 2 highest rolls?


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Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 32 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 1 (of 3) | Conditions: None
Animal Companion: 'Smoke:
- Medium Wolf (2 HD) | Init: +2 | Per: +5 | Fort: +5, Reflex: +5, Will: +1 | HP: 17 (of 17) | AC: 15, FF AC: 12, Touch AC: 13 | CMD: 15 | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5, Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Emboldened by the deep slash left by the scimitar and the fact it is stunned, Sea Ranger tries to follow up and carve out a goodish section of the mimic before it can launch an attack of its own.

Scimitar Attack (w/ Inspiriation): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 = Auto Hit! Possible Crit!
Crit Confirmation: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Scimitar Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Extra Crit Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Dang! Is this one of Drizzt's scimitars or something?


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I'm back from my road trip and getting over a bout of COVID that greeted me upon getting back home! Jeez... Give me a day or two to figure out where to go from here as far as the adventure goes, and expect a post from me before the weekend!!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Just wanted to check in, folks! I'm still here, got my computer back to working but on a long (and much needed) vacation until the end of the month. I'll see if I can get a post in at some point in the next week or so, but I'll ask for your patience if you don't hear anything until the end of June. Thank you!!


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Male Human | AC9CA7

Orion nods at Navarre, helping to clear a safe route back to the ship. He wonders idly why Cable seems so intent on saving the officer's life - but maybe it's a doctor thing.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

GM, try this. I use it all the time and it's easy as hell.

Token Stamp

Literally, just drag a Trog jpg over the token and then download it. That's it. You can adjust the color of the border if you want with the Border Tint, and about a hundred other things if you want.


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Male Human | AC9CA7

Nice! Was just trying to figure out if it was 'normal' in the sense that Orion had heard of it before.


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Male Human | AC9CA7

No singing... he was thinking more along the lines of diverting the nav sats to the transmitter, you know, to give the distress beacon signal a boost. No worries though, all it'll do is muck up your navigation a bit. Force you to stop and dig out the signal before you can move on is all... :)

Distress Signal


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Male Human | AC9CA7

Hey Doc, good to see you again in another life! :)


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A classic map, I've got that one myself on my bookcase with the same crease lines! :)

Here is another map of Greyhawk that's more of a piece of amazing art than a map. Be ready for looooong load times, but it's worth a look just for the sheer beauty.


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Lawful Male Human Acolyte of Justicia | 24 yrs, 6' 2", 170 lb. Cleric 3 | AC: 15 (w/ shield) | HP: 26 (of 26) | Ref -1 | Fort +2 | Will +3 | CL Check Modifier +4 (Spells/Turn/Heal) | Disapproval 1 | Luck 11

Gah, sorry for lateness. I'll get something up tonight. Work is crazy (tax office) and I've been sick for the past week and a half to boot. Still working though, unless you're in a hospital bed there's no calling out sick during tax season!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Hi Evindyl! The site pointed out by Morrow is definitely a great online resource for the rules if you don't have your books anymore, though I don't know if they have an automated generator. I tried looking around a bit with Google, and I actually did find this:

https://dnd3rd.sourceforge.net/

Not sure how effective it is, but it's a start anyway.


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Hey Critzible, there actually WAS a dwarven wizard in the party for a bit, so that'd work fine! Though a cleric is definitely needed.

I don't know of an online character generator for 3.5 Evindyl, sorry about that.

Azure_Zero, I'm not a big fan of half-monster PCs in the game, sorry about that. They'd be hard-pressed to be allowed into a city like Greyhawk, and given how many half-monstrous evil NPCs the party has run into, they wouldn't likely give your PC a chance to open their mouth before attacking. And even if they DID hear you out, there wouldn't be a realistic chance of trusting your character even the tiniest bit.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

A baby daughter can definitely mess with one's schedule, believe me I know! My daughter was born when I first started pbp gaming about 25 years ago and I still remember how tough it was to post. Not just the time involved, but the creative energy needed to do so. Anyway, hopefully your Campaign page will become uncluttered soon. I'll still keep an eye on the campaign in case Tarandor returns. Hopefully his family is doing well!


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Their hard labor is rewarded by the magnificent sight of the gates - probably crafted by elves, the barding thinks as he gazes at the scenes depicted. His eyes fall upon the lock, and he smiles a bit. "Perhaps I can do something about this..." He ventures, drawing a set of lockpicks out of his pocket and going to work.

Stealth (Lockpicks): 1d12 + 2d6 ⇒ (12) + (5, 5) = 22 vs DC 15

Not sure how Jotun's Burglary feature comes into play here. Does it give him additional dice? With that '12' it might not be necessary, but just in case it does I wanted to mention it.


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Take care of yourself and your family first my friend, we'll be here whenever you're ready to take up the reins again. Hope you feel better soon!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Take care of yourself and your family first my friend, we'll be here whenever you're ready to take up the reins again. Hope you feel better soon!


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I owe y'all a post in a big way, but this one takes a bit of time to craft, what with all the rolls involved for your competition! I'm looking at getting it done tonight though. Thanks for your patience!


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet
GM Tarondor wrote:
Oh, we need Sargon, too!

Sargon continues to wield his longsword with typical elven finesse.

LONGSWORD{5/16/16}: 1d12 + 2d6 + 2d6 ⇒ (9) + (2, 3) + (6, 2) = 22 Inspired & 1 Hope

5th Hope Point Spent

Oops, yeah I saw Sargon posted for Bain, but I think he forgot his own action - either that or the board ate his post... I'll roll for him here, based on his last action. Use that 6 'rune' result for a Heavy Blow, I'm thinking.


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Moving into a new place, I'll be back online after this weekend, but then taking a short vacation. My posting will be spotty until Monday, 6/12. Going to try and post once or twice during that time, but if I go radio silent you'll know why - so feel free to bot me. Thanks folks!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

His knee-jerk reaction that flashes through his brain is a solid NO. This isn't their war, after all. But besides having an innate desire to assist a fellow soldier fighting to protect his home, Cor thinks back to Sundstrom's briefing. He had made the point of letting the senior officers know that making friends with the local government here on Bularia was of paramount importance. Further, concerns about the ties of friendship between this world and the Imperium could perhaps be undermined to some extent, given the current situation. The Imperials, after all, had declared a 'hands off' approach to the crisis - even threatening those that might lend assistance by shooting down any ship that launched. Perhaps the Sword Worlds would be remembered for coming to the aid of the local government. Starting right here. Maybe this was a mistake, but if it was, he would accept the responsibility on his own shoulders.

All of these thoughts went through Cor's mind as he grinned at Jorsein. "You've got it. Give me five minutes to get to the armory and get armed and armored up. We'll have you with all the vehicles we can spare as well as some personnel to help in the fight."

Getting suited up, Cor also uses his comms to call into the bridge to see if Sundstrom had called in for assistance. Lastly, he sends orders for the command team, as well as any available security forces not currently detailed to protect the ship, to meet him in the cargo bay.

OK then, after looking back at the briefing we got, I do think that maybe we get involved here after all. If I'm wrong, Cor will take the blame upon himself for making a bad decision. But he does want to first make sure whether Sundstrom has been in communication with the ship at all, and if there are any orders in place that he won't be violating. We'll take as many vehicles as the ship can spare, leaving at least one in case of emergency, as well as any security personnel that can be spared without jeopardizing the safety of the Skander. Other than that, grabbing my armor and weapons.

ARMOR: Cloth +8 / TL10 / 3kg / Chameleon, IR [TL12] (DM -4 to detect with sensors); Self-Sealing [TL 11]; Magnetic Grapples [TL 8]

WEAPON: Laser Pistol / TL 11 / 30m / 3D+3 / 1kg / 100mag / Zero-G
AND
WEAPON: Laser Carbine / TL 11 / 200m / 4D+3 / 2kg / 50mag / Scope (TL 7), Zero-G
AND
WEAPON: Blade / TL 2 / melee / 2D / 1kg


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor responds. "Captain Jorsein, this is First Officer Corellon Anders confirming that we will take the wounded on board as requested. Good luck."

Glancing at the others, he nods in response to Zaeta, but glances at Freyjason. "I don't believe your warning was needed, nor that we have the authority to declare war. You'd best hope that your transmission doesn't have serious repercussions. For now, let's move and get the wounded aboard Skander." With a quick hand signal, he motions for a retreat back to the ship, covering the civilian vehicles as best they can while on foot.

Yep, let's head back to the ship as quickly as we can. This isn't our war, and Captain Jorsein himself fairly well summed that up.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Ouch, heal up fast Zaeta! I hate eye injuries/issues - it's pretty much a phobia with me...


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

With a howling war cry, Jotun lets go the hand strap of his shattered shield and takes a two-handed grip of his sword, slashing with fury at the enemies that threaten to surround them!

Jeez, this is getting grim! Continue to take a Forward Stance and use another Hope point. Might as well not go down with anything left in my pocket, right? Will again use my Bold feature to get that extra dice on my 1 Hope point used this round - if that's allowed? Or can you only use your feature a limited amount during a battle? If that's the case, just drop that second (and last) d6 roll below.

Longsword (+1d Forward Stance, +2d Bold/Hope): 1d12 + 3d6 + 2d6 ⇒ (4) + (4, 2, 3) + (2, 5) = 20 vs TN 15
Damage 5 / Injury Score 20 (two-handed, Fell Weapon)

Protection 4d (3d [armor] +1d [helm])
Parry 16 (16 [base] +2 [shield (shattered!)])
4 Hope Points spent from Pool (13)


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

For Sargon:

The elf tries to break out of the grapple with the pirate...

So Brawling uses the highest combat proficiency of the character, but at a disadvantage (1d), so that'd be Sword at only 1d6, if my interpretation is correct. Being stuck in Forward Position though gives him back another 1d6. If all this is correct, the roll is below:

Brawling: 1d12 + 1d6 + 1d6 ⇒ (11) + (4) + (2) = 17

Good Lord... Eye of Sauron? Really?


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

I'm going to wait a bit to make another post until the GM confirms in a game post that the fence is actually breached. Going back, I think the only one that has mentioned the breach is Rynar, correct? At the moment, in terms of the 'official GM posts' in the adventure, I think that our team and the civilians are currently on the 'wrong' side of the fence and Rynar is speeding toward it, intending to ram his way through.


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Male Barding (Big Folk)| Endurance: 25/25 | Hope: 13/13 | Parry: 18 (w/ shield & sword combo) or 16 | Bold, Eager, Burglary, Prowess | Sword 2, Bow 1 | 'Fell' Longsword (can use 2-Handed), 5 Damage, 18 (20) Injury | Fatigue: 0 | Character Sheet

Seeing Bain taking several brutal hits by the pirates and Sargon grappled by one of the enemy, Jotun shouts another inarticulate battle cry and hurls himself against the sailors with reckless abandon!

Take a Forward Stance and use another Hope point, as things are starting to look a little desperate here. Will also use my Bold feature this time (as I mentioned in my last post) to get that extra dice on my 1 Hope point used this round.

Longsword (+1d Forward Stance, +2d Bold/Hope): 1d12 + 3d6 + 2d6 ⇒ (10) + (3, 1, 3) + (2, 2) = 21 vs TN 15
Damage 5 / Injury Score 18 (one-handed, Fell Weapon)

Piercing Blow! No Success results though... that kinda stinks. But the Piercing Blow does extra damage, I think?

Protection 4d (3d [armor] +1d [helm])
Parry 18 (16 [base] +2 [shield])
3 Hope Points spent from Pool (13)


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

That would account for the seating area I presume, but how about the cargo area? Looks like it holds 1 ton of cargo? I'm presuming that area is nearly empty? If a total of 10 is the maximum limit for the SUV, let's get those who are having the most difficulty keeping up get in there.
The rest of us will follow on foot. Once those nine are dropped off, Rynar can double back along his route and meet us. If we run into trouble, we've got the comms to give him a heads up - and vice versa.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor allows a small grin to erupt on his face. "We had to make it up as we went, surely you of all people can appreciate that. Besides, how much more warning did you need, I sent the plan over the comms more than an hour ago. Only the point of extraction changed at the last minute once we could survey the area. Seems that the rebels might be pinned down a short distance away, but that doesn't mean they won't be here soon after your little stunt. Ever hear of bolt cutters? What, they don't have any aboard the Skander?"

He makes certain all the civilians are aboard (or as many as will fit) before deciding how he and the others will return to the ship. As the civilians board the vehicle, he keeps a watchful eye in the direction of the main gate, his carbine held at the ready.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor calls out on the comms for the other vehicles to stop as he assesses the situation...

So we're a half mile out from the cordon site, correct? Where the plan is to have our armored cars meet us at the entrance to the landing facility and cause a distraction to let us slip through either by force or stealth. Does it appear that if we leave the vehicles behind, we can slip past this barrier on foot by going wide around? Does it appear as though they've seen us?


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor grins at Zaeta. "Well, I've been a few skirmishes while in the Army, so if it's a fight we're in for, then that's what we'll do. But if we can find a way to sneak in the civilians rather than risk them in a fight, we'll take that option instead. Things should be more clear once we get there, so the plan might have to change depending on the situation we encounter."

When Frey speaks, he shakes his head in the negative. "Lady Estrella confirmed that the Imperial Captain is enforcing a no-fly zone - or at least nothing beyond grav cars. I won't risk any of Mangus' ships in violation of that order. It seems as though we're being granted a bit of leeway here, let's not push our luck."

Definitely take the weapons and anticipate a fight, but maybe we'll find a chance to sneak in. I'm thinking we'll have to see what the situation looks like when we get there. Even if we can't all sneak, perhaps we can engage the rebels opposite the armored ground cars from the ship and give the civilians an opening to get to safety first and then look to get our own butts out of there. As far as flying any ships around, I don't think it's a good idea. We'll have to rely on our weapons as well as any that might be mounted on the ground cars (or grav cars?) brought out from the Skander. Tarondor, can you confirm if the ship has any of those? And whether any of the ground or grav cars have mounted weapons? Hopefully between us and the security forces that will meet us, we can handle the rebels at the cordon site.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor takes into consideration all of the possibilities and nods to the others. "I know there are serious reservations to staying here and waiting for the army to arrive. Well, this seems to be our opportunity to get everyone out safely. I think we can avoid the most dangerous areas of the city until we get to the starport. When we get close enough, we'll call our own security team to get in those armored cars and get their attention just before we arrive. At that point, we'll sneak past during the distraction and get the civilians to the Skander, Frey will have better medical facilities to treat the wounded and we'll be in much better position to protect our charges until the local military resumes control. What do you think? Anything I'm overlooking here? Speak up if you see something, if not, let's make this happen."

What do you all think? Any other thoughts or suggestions? In a nutshell, we take these cars already on the premises and load them up to the gills with the civilians. We've got the four of us as well as Grete and Lady Estrella to drive, so hopefully we can get everyone into six cars/vans/whatever or fewer and drive out of here, avoiding the fighting/looting on the streets. As we get close to the starport, we have Skander security drive those heavy armored cars to meet us and get to the blockade first, firing on the rebels to pin them down and distract them so we can sneak through - maybe on foot, if need be. If we do have to abandon the civilian cars and go in on foot, we can transfer folks onto those armored cars after they disengage, depending on the situation there and get everyone back to the Skander.


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Cor smiles grimly at Lady Estrella. "We won't leave these folks to the rebels, they'll likely either wind up dead or used as hostages. Let me see what kind of reinforcements we can get without violating the orders of the Imperial Cruiser overhead. Do you think our ship sending ground cars would bring any retaliation?"

If she indicates that doing so would be a safe approach, Cor communicates with Skander and requests security personnel to be sent to City Hall via armored ground vehicles as soon as possible to help fortify against rebel incursion. He also asks for any updates to the situation of Magnus and his party and information on local army movements to determine when help might arrive. Lastly, Cor suggests that he, Crastor, Frey and Zaeta take up positions to watch each side of the building from a place of cover to watch for any sign of rebels moving in.

OK, so if I'm reading things correctly, the Imperial Cruiser isn't taking any overt action against the rebels to maintain their non-intervention policy, and have threatened to shoot down any ship that takes to the air. We are looking to get reinforcements to City Hall to help us fortify against any potential rebel invasion until the army gets here to help out. Would armored ground cars violate the Imperial Cruiser's orders? Is their ETA such that it'd even help?


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Thanks folks! I'll start looking these over tonight and over the next couple of days. If I have questions, I'll definitely ask - but any information you can give me for 'non-standard' feats and abilities would be great. Heck, just cut/paste them from whatever source materials is out there - that's really I need just to cut down on the time I'd spend looking it up. My go to site is Nethys, as I like how they organize their stuff and there aren't any ads cluttering up my screen on that site.

Again, I'm thinking I'll take two applicants for this one, preferably one that can pick locks and such and the other will be whoever seems a good match for the group.

Thanks again for the interest, and I'll definitely have a decision by the end of the week and probably sooner!!


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'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

I'm with Frey on this one. Besides, we're supposed to play nice with the current government, I think. They're the ones being attacked at the moment. I suppose if we can extricate ourselves without getting involved that'd be ideal, but if we need to pick a side and take someone down with violence, it's the ones holding the guns, I should think.


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Greetings! I am currently recruiting one player for an ongoing Pathfinder game using the Mummy's Mask adventure path. We just started Book 3, The Shifting Sands - so characters are currently 7th level. The party currently has a human Cleric, an elven Wizard, a human Duskblade (I know, from 3.5 - but modified for Pathfinder) and a human paladin. A skill set character such as a rogue-type would be a great addition, maybe even a non-human - but whoever catches my eye in the end will get the nod.

Players can spend 25 points on their ability scores, using Table 1-1 in the core rulebook (pg 16) for point costs. Once your character is created, you can spend up to 21k gp on magic items as you’d like, though only worry about giving me the accounting for magical items and costly mundane items. You can stock up on all the low-cost gear you'd like without tallying up every copper piece. Just... uh... keep it within reason!

Traits are just fine, and you can also have Background Skills. As far as hit points go, you get the max at 1st level, and then you can roll the dice for each level thereafter. If you roll less than half, go ahead and take the half. So if you've got a Rogue, go ahead and roll 6d8 for all the levels after first. If any of them are 3 or less, turn those into 4 and add (or subtract) your CON modifiers from that.

As far as character classes, feats and all the fluff stuff goes, I've got a lot of the splat books, but not all of them. I'm more comfortable with the basic classes/feats/etc from the more popular ones (core rulebook of course, PHB II, and the Complete Warrior/Arcane/Divine/Adventurer). If you go outside of those, I'm probably less likely to select your character, as my familiarity spirals downward from those tomes. Still, if you want to take a chance I won't hold you back! But you absolutely MUST have complete descriptions of abilities, feats, etc so I can at least have some idea of what's going on without resorting to scanning the internet for sourcebook material. That's just too much work...

A character history would also be nice, especially if you have the time and inclination to read either the entire adventure that has taken place over the past nine years (Yes, NINE years! But again, don't feel compelled - unless you have a LOT of time on your hands!), or maybe even just skim over Empty Graves Part III to get an idea of what's happened in the last adventure module. I definitely will give extra consideration to players who tie their background story into the adventure history thus far. Three of the links below will lead you to the d20 World of Greyhawk board (where I first started this game so long ago...) where the host change from Yuku to Tapatalk pretty much caused a mass exodus. It was around then that I found the Paizo board and never went back.

City of the Dead (Book 1)

City of the Dead (Book 2 - Part I)

Empty Graves (Book 2 - Part II)

Empty Graves (Book 2 - Part III)

Anyway, that's about all I can think of. Let me know if you have any questions and I hope to see some great submissions! I'll keep this open for a couple of weeks or so and choose among ONLY those that are totally complete when I post that I'm about ready to select.

One last thing, folks. Please consider whether you're in this for the long haul. I try to keep a good posting rate of every few days or so (this can vary of course, but I try to shoot for every three or four days on average) but that means we're looking at a good several years to get through all six books of the adventure path. I'd love to have the same group I've got now cross the finish line with me!

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