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109 posts. Alias of Shanosuke.




Both Martian Level 20 invader

Souls of Lost Aridia, Chapter One: Lost in Aradina

Day One

Hearing the announcement for roll call, you gratefully leave the Cold Moonshine and join the assembly of expedition hopefuls. Barune stands on a podium and opens a piece of paper. He gaze at the near one hundred applicants with a rather unpleasant scowl.

He clears his throat and speaks as loud as he can. ”Alright listen up. I already had an elite team of explorers put together for this expedition already and I wasn’t personally looking for any additional hands. So consider yourselves lucky my employer insisted on five more. Now, step forward as I call your names.” Barune proceeds to rattle off a list of names, none of which are yours. He continues. ”Alright I have who I want, the rest of you go home.”

As the crowd begins to disperse and the five men, reasonable looking recruits, make their way to the caravan, you hear a booming voice announce. ”Barune you did not select the applicants I wanted!” From one of the wagons steps a tall elf who has a weathered and wise appearance of someone who has been on in his years.

The elf has shots of grey in his beard and his hair but his complexion is still remarkably fair. The most unique feature of this elf is the strange red stone that fills out his entire right eye socket. A most disturbing sight. He carries himself with an equally disturbing heir as he strides to the podium. He almost seems to be floating. His very appearance emanates power.

He confronts Barune. ”I said I wanted specific people for this role.”

Barune coughs and does his best to explain. ”Sir you put me in charge of this caravan and it is my job to ensure that we have the right men for the job. You are already putting me at five over capacity for a journey of this caliber and I need to think of our survival. We will run out of food before we ever reach Aridia.”

The elf leans in and stares hard at Barune with his stone eye. ”Of the two of us, who has been to Aridia?” He says in a barely audible menacing voice. Barune lowers his head and steps back. The elf steps up and speaks. ”It looks like I will do the choosing here as these are people I am specifically requesting go along.”

He looks over the gathered people. ”I am Yalandere and I am looking for specific people to go to Aridia.” He steps down from the podium and out among those gathered,

As he does he comes up to each of you specifically and states. ”I have need of you, pack your things, we leave soon.”

When he is finished he begins to return to the caravan, the five men who were chosen originally step in his path. The gruffest of these announces. ”Hey big shot! We were chosen! What’s wrong with taking us along!”

Yalander gazes at the man and simply responds. ”I have no need of you. Now out of my way.”

The men persist in blocking his path. ”I came a long way to simply just be turned down. Your taking me with you!”

Suddenly the stone eye of Yalandere glows and suddenly all five men pass out where they stand. You are unsure as to what spell was cast but it was powerful. Yalandere merely floats past the unconscious men to his wagon saying nothing more.

You retrieve your things and join the caravan.

-Week One-

The caravan set out without a problem and the journey to the desert had begun. During this week things are pretty standard. Barune has his people hunt, collect water, and other resources as often as possible to try and expand their food supply.

The caravan is run very well and Barune himself is not as inept as you may have thought. His people are efficient and some even better than some of you at doing things. During this whole time however, Yalandere does not make another appearance. Even at feeding times he stays locked in his wagon and does not come out once.

-Week Two-

Two weeks at the desert and you just keep going. It is rough and some of you have never been this far into the Sarengave. The stories were true, the further in you go, the scarcer the resources. Still, Barune is more than prepared for this and he and his people do there best to ration what food they have to ensure that you are always fed.

The Summons

Halfway into week three Barune meets with each of you. ”I was told to send you to Yalandere’s tent. He wants to speak with you about something.” As he wanders off you hear him mumble something along the line of “whats so special about them anyways”

The five of you are let into Yalandere’s wagon. There is room enough for the five of you to sit and for Yalandere to sit at the end of the wagon where he can address all of you. He looks to each of you. ”No doubt you have questions. Feel free to ask and I will answer as I chose.”

This is a roleplay point, your time in the tavern was your social time. By now you all have become acquainted by now. Even more so since you were selected in such an unconventional manner. You may as Yalandere what you want and he will answer what he will. Be sure and let me know when you are ready to continue.


Both Martian Level 20 invader

Welcome everyone and congratulations on getting into Aridia. You all have my favorite concepts and this should be a very amusing game for me.

I have a few PBP rules I would like to go over first. This is how I run PBP.

Few PBP rules

Combat -

Always a big one this thing called combat. On PBPs it goes incredibly slow. I can build maps and will do so as often as I can.

The important thing I need to tell you has to do with initiative. I lump bad guys and good guys all on the same initiative. This is the fastest way I can run combat.

I roll all initiatives and take the averages. Good guys and bad guys go on different initiatives but as groups.

The order in which players go depends on posting. Whoever posts their action first goes in that order of initiative. So when you decide your actions, see who has posted ahead of you. That is what has happened and post accordingly. The only thing you can do as far as initiative goes is to wait until you feel it is right to take your action.

Again, this is how I run combat in PBP and it really does well at not being held up. Also, I use my own dice for this game. I hate using this messageboard's dice system because it is a pain to type out. So I simply go with my own.

Saves -

I will roll simple saves where I deem necessary. Or any roll that may come off as a simple post of "I roll something" and that is it. So I will roll things like certain saves or simple perceptions and such. Again, this is to keep the game from slowing down too much.

Sandbox -

I believe I have mentioned before this game is a sandbox and will rely on a lot of player creativity to run. As such I will not physically force the party along if things become stagnant. The games progression is mostly in your hands.

Before I move the group on need someone to take lead and actively post when they are ready to move on. So long as one member of the party moves, I will move the game along.In this game if a party doesn't move on from certain points due to lack of posting, I will send a monster to attack the party. As long as roleplay is taking place, I won't pick on the party too much as I do enjoy good roleplay.

If you need help as to ideas on places to go, things to do, I have some advice. I will have a lot of mini quests in this game. Every settlement you go to, every person you meet, even inanimate objects you find will have quests tagged to the, Doing these quests can unlocck more quests.

Also, if you feel stuck at any point, make knowledges checks appropriate for the situation. Survival checks are also a check you may make too. I will fill you in on what you can do, or what you need to do depending upon your results.

Those are my major points of running this game.
I will start the gameplay thread one everyone selected has chimed in and presented their completed character sheets.

Also, with your group, I will be a bit more lenient with my posting demands. This doesn't me purposely slow down, it means I am willing to give you a bit more room for your busy lives and not badger you too much if the game is slow.

This is of course as long as it continues to move in general.


Both Martian Level 20 invader

Souls of Lost Aridia, Chapter One: Lost in Aradina

Day One

Hearing the announcement for roll call, you gratefully leave the Cold Moonshine and join the assembly of expedition hopefuls. Barune stands on a podium and opens a piece of paper. He gaze at the near one hundred applicants with a rather unpleasant scowl.

He clears his throat and speaks as loud as he can. ”Alright listen up. I already had an elite team of explorers put together for this expedition already and I wasn’t personally looking for any additional hands. So consider yourselves lucky my employer insisted on five more. Now, step forward as I call your names.” Barune proceeds to rattle off a list of names, none of which are yours. He continues. ”Alright I have who I want, the rest of you go home.”

As the crowd begins to disperse and the five men, reasonable looking recruits, make their way to the caravan, you hear a booming voice announce. ”Barune you did not select the applicants I wanted!” From one of the wagons steps a tall elf who has a weathered and wise appearance of someone who has been on in his years.

The elf has shots of grey in his beard and his hair but his complexion is still remarkably fair. The most unique feature of this elf is the strange red stone that fills out his entire right eye socket. A most disturbing sight. He carries himself with an equally disturbing heir as he strides to the podium. He almost seems to be floating. His very appearance emanates power.

He confronts Barune. ”I said I wanted specific people for this role.”

Barune coughs and does his best to explain. ”Sir you put me in charge of this caravan and it is my job to ensure that we have the right men for the job. You are already putting me at five over capacity for a journey of this caliber and I need to think of our survival. We will run out of food before we ever reach Aridia.”

The elf leans in and stares hard at Barune with his stone eye. ”Of the two of us, who has been to Aridia?” He says in a barely audible menacing voice. Barune lowers his head and steps back. The elf steps up and speaks. ”It looks like I will do the choosing here as these are people I am specifically requesting go along.”

He looks over the gathered people. ”I am Yalandere and I am looking for specific people to go to Aridia.” He steps down from the podium and out among those gathered,

As he does he comes up to each of you specifically and states. ”I have need of you, pack your things, we leave soon.”

When he is finished he begins to return to the caravan, the five men who were chosen originally step in his path. The gruffest of these announces. ”Hey big shot! We were chosen! What’s wrong with taking us along!”

Yalander gazes at the man and simply responds. ”I have no need of you. Now out of my way.”

The men persist in blocking his path. ”I came a long way to simply just be turned down. Your taking me with you!”

Suddenly the stone eye of Yalandere glows and suddenly all five men pass out where they stand. You are unsure as to what spell was cast but it was powerful. Yalandere merely floats past the unconscious men to his wagon saying nothing more.

You retrieve your things and join the caravan.

-Week One-

The caravan set out without a problem and the journey to the desert had begun. During this week things are pretty standard. Barune has his people hunt, collect water, and other resources as often as possible to try and expand their food supply.

The caravan is run very well and Barune himself is not as inept as you may have thought. His people are efficient and some even better than some of you at doing things. During this whole time however, Yalandere does not make another appearance. Even at feeding times he stays locked in his wagon and does not come out once.

-Week Two-

Two weeks at the desert and you just keep going. It is rough and some of you have never been this far into the Sarengave. The stories were true, the further in you go, the scarcer the resources. Still, Barune is more than prepared for this and he and his people do there best to ration what food they have to ensure that you are always fed.

The Summons

Halfway into week three Barune meets with each of you. ”I was told to send you to Yalandere’s tent. He wants to speak with you about something.” As he wanders off you hear him mumble something along the line of “whats so special about them anyways”

The five of you are let into Yalandere’s wagon. There is room enough for the five of you to sit and for Yalandere to sit at the end of the wagon where he can address all of you. He looks to each of you. ”No doubt you have questions. Feel free to ask and I will answer as I chose.”

This is a roleplay point, your time in the tavern was your social time. By now you all have become acquainted by now. Even more so since you were selected in such an unconventional manner. You may as Yalandere what you want and he will answer what he will. Be sure and let me know when you are ready to continue.


Both Martian Level 20 invader

Okay this is the discussion thread for souls of lost aridia group A.
I have a few gaming rules I have developed specifically for PBP gameplay which I will explain here

Few PBP rules

Combat -
Always a big one this thing called combat. On PBPs it goes incredibly slow. I can build maps and will do so as often as I can.The important thing I need to tell you has to do with initiative. I lump bad guys and good guys all on the same initiative.

This is the fastest way I can run combat.I roll all initiatives and take the averages. Good guys and bad guys go on different initiatives but as groups.The order in which players go depends on posting. Whoever posts their action first goes in that order of initiative. So when you decide your actions, see who has posted ahead of you. That is what has happened and post accordingly. The only thing you can do as far as initiative goes is to wait until you feel it is right to take your action.

Again, this is how I run combat in PBP and it really does well at not being held up. Also, I use my own dice for this game. I hate using this messageboard's dice system because it is a pain to type out. So I simply go with my own.

Saves -

I will roll simple saves where I deem necessary. Or any roll that may come off as a simple post of "I roll something" and that is it. So I will roll things like certain saves or simple perceptions and such. Again, this is to keep the game from slowing down too much.

Sandbox -

I believe I have mentioned before this game is a sandbox and will rely on a lot of player creativity to run. As such I will not physically force the party along if things become stagnant. The games progression is mostly in your hands.

Before I move the group on need someone to take lead and actively post when they are ready to move on. So long as one member of the party moves, I will move the game along.In this game if a party doesn't move on from certain points due to lack of posting, I will send a monster to attack the party. As long as roleplay is taking place, I won't pick on the party too much as I do enjoy good roleplay.

If you need help as to ideas on places to go, things to do, I have some advice. I will have a lot of mini quests in this game. Every settlement you go to, every person you meet, even inanimate objects you find will have quests tagged to the, Doing these quests can unlocck more quests.

Also, if you feel stuck at any point, make knowledges checks appropriate for the situation. Survival checks are also a check you may make too. I will fill you in on what you can do, or what you need to do depending upon your results.

Those are my major points of running this game.
I will start the gameplay thread one everyone selected has chimed in and presented their completed character sheets.


Both Martian Level 20 invader

You wait out in the jungle you wait for the violence to subside. You wait hours before the sounds of battle have past. It is early the next morning when the Saurians finally leave. You make your way back to the village to find it completely destroyed. No smoke pillows, just wreckage,

As you walk about the devastation you are horrified to see no person was left untouched. You do not find any full bodies. Instead you find pieces of meat all over the place. Not a single body was left whole. All items have been taken and nothing is left

You do notice other survivors. There are five of you who remain. You have the jungle to the north, northwest, and west is a massive jungle. To the east is ocean. To the south is swamp and Saurians.

You are now without a home or a safe settlement to stay. You are in the middle of a prehistoric land with extremely dangerous land filled with dinosaurs. The protection the village normally provided against the wildlife is gone.

Get acquainted with one another and then decide your course of action.


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Both Martian Level 20 invader

Welcome to you lucky few who will be adventuring in the Janggamar. This is probably one of the most hostile lands I have ever concocted. Everything in the wilds is trying to kill you and most of them are far above your capacity to kill.

Use knowledges, perceptions, survivals, and stealth to their max!

I have increased the value of the above skills exceptionally and they will be required to aid in your survival in this campaign. Handle animal is another good trait to have as it will help immensely but it is one you can afford to do with out.

Do not forsake the others I have mentioned. Knowledge nature will always tell you the details of foes you are facing. Perception and Stealth will help you avoid encounters, and survival will also help to avoid encounters but more importantly, it can help you escape encounters that are too much to handle.

Climbing, swimming, acrobatics will all come up. It is best to insure you are not hampering those skills.

Base land speed is also a big one. Con is big too. All these are suggestions for surviving.

During recruitment, I really wasn't worried about your builds so nothing you have is set in stone. Make adjustments if you need to.

Few PBP rules

Combat -

Always a big one this thing called combat. On PBPs it goes incredibly slow. I can build maps and will do so as often as I can.

The important thing I need to tell you has to do with initiative. I lump bad guys and good guys all on the same initiative. This is the fastest way I can run combat.

I roll all initiatives and take the averages. Good guys and bad guys go on different initiatives but as groups.

The order in which players go depends on posting. Whoever posts their action first goes in that order of initiative. So when you decide your actions, see who has posted ahead of you. That is what has happened and post accordingly. The only thing you can do as far as initiative goes is to wait until you feel it is right to take your action.

Again, this is how I run combat in PBP and it really does well at not being held up. Also,

Also, I use my own dice for this game. I hate using this messageboard's dice system because it is a pain to type out. So I simply go with my own.

Saves -

I will roll simple saves where I deem necessary. Or any roll that may come off as a simple post of "I roll something" and that is it. So I will roll things like certain saves or simple perceptions and such. Again, this is to keep the game from slowing down too much.

Sandbox -

I believe I have mentioned before this game is a sandbox and will rely on a lot of player creativity to run. As such I will not physically force the party along if things become stagnant. The games progression is mostly in your hands.

Before I move the group on need someone to take lead and actively post when they are ready to move on. So long as one member of the party moves, I will move the game along.

In this game if a party doesn't move on from certain points due to lack of posting, I will send a monster to attack the party. As long as roleplay is taking place, I won't pick on the party too much as I do enjoy good roleplay.

If you need help as to ideas on places to go, things to do, I have some advice. I will have a lot of mini quests in this game. Every settlement you go to, every person you meet, even inanimate objects you find will have quests tagged to the, Doing these quests can unlocck more quests.

Also, if you feel stuck at any point, make knowledges checks appropriate for the situation. Survival checks are also a check you may make too. I will fill you in on what you can do, or what you need to do depending upon your results.

Those are my major points of running this game. I will start the gameplay thread one everyone selected has chimed in and presented their completed character sheets.

I thank you all for choosing Curse of the Old Ones and I look forward to a long and fun campaign.


Both Martian Level 20 invader

INSTRUCTIONS: Please read carefully

This is a pregame roleplay session where I select players for the game. Since I am running two games, I will pair party members based on strong dynamics. Only ten will be accepted. No exceptions. I find games of six or more players difficult to run. Now for what I need from you:

First: You need to interview with the Caravan Master to join with the expedition. The Caravan Master is not Yalandere the elf. Yalandere is strictly funding the expedition and guiding it. He is not responsible for the recruitment of the manpower.

The Caravan Master’s name is ”Barune Bandelvis. He a human in his early forties. He is a gruff and all business sort of man who takes next to nonsense from people. He has been at interviews for the past four days and is quite tired of all these hopefuls wanting to join the caravan so expect him to be a bit crabby.

What he is looking for are hardworking adventurers or men of some trade they can contribute to the caravan. With such a dangerous expedition, he will not accept any man who cannot better the caravan's chances of survival. He will want skilled workers and no one will be able to bribe their way on. Money is useless that far out in the desert and the CM knows that too well. So include that in your interview.

Now: You need to right up the interview, you are permitted to RP Barune with your character as you see fit. Put this interview into a spoiler please. This interview will give me some ideas about your character and is the minimum requirement for recruitment.

Seond: You will then head to the Cold Moonshine Tavern. This shabby little tavern will house a male human bartender, a Halfling serving boy, and a female half-elf belly dancer which is the only decent thing to look at in this shabby run down tavern.

This is the last place in town left with any room to move and only you the players will be staying here. It’s dark and has only one waiter, a barkeep, and no cook or made. The belly dancer is pretty to look at but her skills are amateur at best. There is no music and the tables don’t appear to have been cleaned in ages. The barkeep is a jerk, the serving boy is clumsy and the dancing girl has no coordination and is incredibly socially awkward. Quite honestly you wouldn’t be here if this wasn’t the only place left in town to get a glass of water and rest out of the heat of the sun.

This is the place to socialize, get to know one another, get into character, and form bonds and groups. Aridia will require something of a cohesive team and I want to see which characters socialize well here.
Even if your character is anti-social, you can still RP a little and respond to others when they try to probe you for questions. Try and post something, this exercise tests your creativity as much as it does anything else. I’ll be honest, loner characters will have lower odds of getting into the game as I find the role incredibly boring. Be social so I can be entertained and motivated to run the game.

Now, that this is completed, follow the pattern 1st Interview in a spoiler 2nd: Head over to Cold Moonshine Tavern as RP with other players.

Any questions or out of character conversation must be kept as OOC blue as we are now playing a game of sorts.

Chosing: As this exercise pregresses, I will immediately start chosing players I want as this goes on. It will go for a minimum of two days starting from now so you have all day Sunday and Monday to do what you will. I will begin selecting players Monday night 48 hours from now and will end this Crucible when I have my two teams of five decided on.

I will wait extra days if I have not seen enough out of people to decide, I will post a prompt at that time. I will wait no more than five days tops. Then it will come down to coin tosses as to who I will choose. I do not believe it will come to this however as there are enough recruits in the recruitment and I am sure the ten I want will be revealed by Monday.

Now that all that nonsense is out of the way. Go forth, impress me, and have fun.

P.S. As I have said before, you do not have to use your aliases. Just act out your characters, which is all I need. Thank you.


Curse if the Old Ones
Greetings and hello. I am called Shanosuke by some. With college done and over with and everything else in my life settling down, I am looking to start running PBPs again. I have run this campaign before two years ago. It has evolved into something cool and I want to give it a shot in PBP.

Now, with renewed vigor and hope for the boards I aim to try again. I have listed all the rules for recruitment and gameplay in the spoilers below for convenience sake. I will be recruiting 4-5 players to run in this campaign. I am looking for longevity and am willing to go for the long haul on this game if everyone else will as well. I myself have been on these boards for over two years now, maybe three and have not gone anywhere.

So, please read all spoilers and put forth your application. If I do not get enough applications, I will not run. I will give it a week so next Sunday/Monday I will choose players and start the game. If I get enough submissions, I will end recruitment early and start sooner. I have a lot of free time so there won’t be to many hold ups.

Setting:

In an uncharted region of Goloriion far far away there is a prehistoric land called the Janggamar. This land is home to Dinosaurs and megafauna. In spite of the ancient occupants of these lands, the people that live here are not primitive in anyway. Various humanoid settlements, villages, and small towns litter this great land.

The land itself is riddled with jungles rivers, mountains, plains, and a good number of other landscapes. People here are big on hunting, fishing, and farming, they have also learned many techniques for avoiding the dinosaurs.

Because of the low commerce and low numbers of large towns, magic items are scarce and money is in short supply. Expect difficulty with buying and selling goods.


Story:

The land of Jangganar used to be home to several humanoid nations many centuries ago. This was before the Saurians rose again. The land was always known for having dinosaurs and other monstrous animals but when the Saurians appeared, the number of these beasts grew considerably. Many of which served the Saurians as beasts of burden.

When the Saurians came, they came from nowhere and without warning. Emerging from the jungles with dinosaurs as siege weapons, the Saurians marched upon the humanoid cities. The nations of the land were hit almost simultaneously and comepletely off guard. With flying dinosaurs, gargantuan dinosaurs, and a strange magic at their command, the Saurians conquered all the nations within days.

With the capitols of the nation’s taken and all the lords and nobles slain, the land went into a new dark age. This was known as the Age of the Saurian Overlords. It lasts for near 100 years and during this time, all major cities were enslaved and ruled by the Saurians. All the smaller towns and settlements scattered throughout the lands are to pay tribute to the Saurian lords in order to keep their freedom.

There are still a few neighboring nations and groups that the Saurians have not yet touched by the Saurians and they are on high alert. They have been closed off to any unregistered wanderers for fear the Saurians are using them to infiltrate the kingdoms.

This means the villages and towns are on their own and at the mercy of the Saurians. You are living in one of these villages called Auscan. It has been no easy task to do so, the tribute to the overlords was costly and with the increase of dinosaurs in this region, hunting, foraging, and farming have become much harder as well.

The village you live in has a population of about 100 and it is a tight nit group of people. It is a costal village bordering the Navien Sea to the east. Fishing has been the safest way to secure food for the village so fishing was a major practice around town.

It has been near 100 years of the Saurian reign and your little hamlet has managed to survive this long. Those recently you’ve heard the Saurians are becoming more aggressive. Travelers have come to town speaking of the Saurians attack random settlements and villages within their domain.

Because the Saurians conquered several nations at once, they had overextended their reach and much was able to go on without them noticing and many of the towns and villages were never bothered much by the overlords and a few, your village included have been largely overlooked. Some instances happened where the tribute was never picked up by the Saurians and they never posted any garrisons at your home.

Now you hear they have grown, not only that, but they are starting to reign in on their territory and without warning attacking settlements. You weren’t sure about these stories until it happened to you. One day, everything was fine and peaceful, then out of the jungle came the Saurians. They gave no warning and made no demands and gave no reasons. They attacked and murdered everyone.

They were ruthless and brutal, vicious and sick. As you try to fight, flee, or simply just survive, you witness countless people being eaten by the Saurians. Many of these large lizardfolk stopped to eat their enemies and their pet dinosaurs did the same. It was a horrific scene. You’d watch as no one was spared. Even women and children became snacks for these monsters.

Whatever your beliefs were before, now you know, these Saurians are monsters and cared nothing for other humanoids. With this you manage to flee into the jungle with a small few survivors, very small. One day you will get your revenge on these….things but for now, you simply had to survive. You would need help to liberate others in your land and find the revenge you seek.

Character builds:

Material: Paizo Material only – No 3rd party – Please ask about any Companion material as I won’t allow certain things found in some companions and Aps.

Level: Two

alignment: Evils are tricky in this campaign and I would say do gooders might work best, but I will not reject evil outright. If you can convince me that you can make it work for this setting, I will consider evil alignments.

Abilities: 20 point buy

HP: Max at both levels – Please don’t die

Starting wealth: 1000gp

Traits: 3

Classes:All classes are permitted save for Gunslinger, Samurai, and Ninja. Any Cavaliers created serve a dead houses or orders and follow the tenets of their fallen masters.
For this campaign, wilderness, skill, and survival classes are the best choices. Thing to remember is, early on in this campaign, the barbarians are just as squishy as the wizards.

Race List:

Any races not listed are not permitted.
Core Rulebook races:
Orcs
Kobolds
Grippli
Catfolk
Vishyanka
That’s about all I am permitting.

Campaign notes:

Caution: Animal Companion and Animals notes – This is a tough campaign as it has dinosaurs and megafauna of all shapes and sizes in it. The appearance of large animals in the party will draw large predators to the group. The smaller the party, the easier it is to avoid big creatures.

Evading Dinosaurs: – Dinosaurs are ever present but I have a unique tried and true system for working these encounters. You are expected to run when you encounter a beast beyond your skill to defeat. Much like you’d see in movies like Jurassic Park, there are ways to evade dinosaur’s using skills or other talents you may possess.
A big method of escape will come down to wit. Dinos and other dangerous animals are Int 2 and I intend to play them like dumb animals and you should think of them as dumb animals when dealing with them. There are a lot of Terrain advantages too. Small stealthy parties tend to do really well at evading these foes. I have had instances at higher levels where players still insisted on avoiding encounters they could have otherwise fought and won.

This Campaign is Tough - You know how many games have a difficulty setting. This would be the hard difficulty to a pathfinder game. Foes you encounter will often be far stronger than you and you will more than likely need to think outside the box if you are to survive the encounter. In spite of the difficulty, there will be plenty of routes and avenues for you to take or explore. Use any trick you can think of to survive an encounter. You don’t have to defeat everything, just survive. The traditional barbarian tactics will get you killed if you try them in this game. Use the terrain, use your skills, uses abilities, use your opponents weaknesses against them. There are many MANY ways to deal with encounters in this campaign so be ready to think of anything. Now, it won't always be the case of impossible odds, there are plenty of times where encounters will come up against more reasonable foes. Do your best to judge weather you can handle an encounter or not, there is always a way out.

The Saurians – The Saurians are a breed of Dinolizardfolk whom I have personally created for this campaign. For those of you who may recognize, they are modeled off of the Lizardmen from the Tabletop game Wahammer. They have the same versatilities and are very strong. In addition to many unique foes within the Saurian lines, there is also their magic. The Saurian magic comes from some unknown source and is Neither arcane nor divine. It is not effected by other spells, abilities that target spells, and for the purpose of any wording, is not treat as magic at all. One of the primary goals of this campaign is to learn the source of this strange “magic” and find out how to combat it. Until you discover the secrets to Saurian power, nothing you do will be able to protect you from it. Though saves will still apply, just not saves whose condition is magic, like Dwarven Hardy Ability.

Sandbox Warning: – This game is a major sandbox. It will depend on you the players HEAVILY as the quest of the game is whatever quest you give yourself. You have been driven from your home. What is your goal? Revenge, a peaceful life, to grow stronger, to prevent this from happening to others, to gain knowledge? There is no railroad. If you accomplish nothing it will simply become a game of survival where you will be constantly battling for your life until you try and accomplish something.

SKILLS!!!: – I cannot stress enough how important skills and saves will be in this game. Armor will hinder more than help in the early goings as it will slow down players considerably and impair some very important skills if not used correctly. Light armor and high dex is the best way to defend yourself. There will be many instances where you may need to swim, climb, acrobatics, or simply just be able to move as fast as you can. There are many uses for skills in this campaign so keep that in mind when building your characters. The heavily armored fighter will be the first to get eaten, he always is. Hey there’s a goal for any fighter hopefuls, try and build a fighter/cavalier/paladin that won’t get eaten. That is a great achievement. Though seriously, every time I had a player take a heavily armored class in this campaign, without fail, he was always the first to die.

These are some of the Major notes your characters can use in game to help your longevity when trying to survive and still have a good game. I hope none of this has scared any of you off. I am not one of those GMs who intentionally tries to kill players, in this it is just possible due to the strength of the encounters.

Backstory:

Your backstory AND your build should include the following

How long have you lived in this village? Your whole life? Part of your life? OR did you just wander in recently?

What your role was in the village – your job essentially – You will get one free skill point strictly for your profession or craft, it may come up.

Did you have any family you lost when the village was attacked, any friends?

How did you escape the Saurians?

What are your goals now? Have you even decided what you intend to do with your life now?

Please answer these questions in a story format, I will be looking for this information in your backstory.

Also, include a description of your personality. You may describe your appearance if you wish but that is not necessarily what I will be judging. You can be an ugly old hag and it won’t affect my final decision.

Game flow and pace – IMPORTANT:

I have run more than a few games here on the boards and one thing that kills them is when people stop posting. Sometimes it is my fault when a new campaign isn’t easy to follow or I get busy an wouldn’t post for a time.

I prefer to let my players control the pace of the game and I cannot be expected to constantly push the game forward when people aren’t posting. In order for the game to move I need players to be active and doing things. I am strictly a responsive GM and will only keep a game going as long as you the players keep playing.

So basically what I am saying is, if you want to go somewhere in the game, say it, please. I will not assume anything. If you have a job to travel to a tower to retrieve something, I need someone to say “Okay I pack up and head for the tower” I will not move the game along until a character in the game sets off.

That said, I would like to run a fast pace game. I can post AT LEAST once a day. Many times I can post much more than once a day personally. I have one campaign where the players are awesome active and I have been able to post major segments twice daily so I know it’s possible. This game can go really far and move at a good pace so long as everyone is on board and able to keep up.

If I find players lagging behind I will have to start cutting people. I don’t like doing that but I also have trouble staying with a game that isn’t moving.

If things are becoming stagnant and you don’t know what to do, discuss it in the discussion thread. I will offer recaps, ideas, notes, and what not just to keep the game moving. I do not believe in withholding information from the players as it is a good way to kill a game. I find players are only human and can only think of so much. If you need help or ideas as to what to do in a situation, please ask, I am more than willing to throw hints or suggestions. For advanced aid I may ask players to make knowledge checks or intelligence checks.

With that said I want to run a good long term game with the goal of going all the way to the end. Thank you for your consideration.


Okay, like I said, the recruitment will last for a week and if I get enough people before that I will pick sooner.

Go forth an apply and if you have questions please ask.


Welcome to the souls of Lost Aridia Recruitment.

Greetings and hello. I am called Shanosuke by some. With college done and over with and everything else in my life settling down, I am looking to start running PBPs again. I have run this campaign before on these boards but over time I kept losing players to RL and posting slacked off considerably. Since I had lost most of my starting players I had to end the game.
Now, with renewed vigor and hope for the boards I aim to try again. I have listed all the rules for recruitment and gameplay in the spoilers below for convienience sake. I will be recruiting 4-5 players to run in this campaign. I am looking for longevity and am willing to go for the long haul on this game if everyone else will as well. I myself have been on these boards for over two years now, maybe three and have not gone anywhere.
So, please read all spoilers and put forth your application. If I do not get enough applications, I will not run. I will give it a week so next Sunday/Monday I will choose players and start the game. If I get enough submissions, I will end recruitment early and start sooner. I have a lot of free time so there won’t be to many hold ups.

Setting:

In the uncharted regions of Golorion, take your pick, there is a massive expanse of desert known only as the Sarengave Desert. A notoriously dangerous lot of sand, this desert has the bizarre reputation for being completely uncharted and in some parts, impossible to travel.

Even in the age of magic and advanced travel, there are many parts of this desert that can neither be seen nor reached by any power possessed by man. Though dangerous, the outer parts of the desert have indeed been charted and many have been able to travel through parts of it but the deeper areas of the desert.

Though it is widely untraveled, there are no shortage of stories, rumors, and legends of what lies within the deepest parts of the Sarengave and it is these very rumors that drive adventurous explorers, young and old, to throw caution to the wind and venture out into these distant mysterious regions only to never be heard from again.

Another bit of story going on in the area is the presence of an occult following an unknown deity called Daiga. These worshipers of Daiga are a strange lot and the pray to the very sands of the Sarengave. They also seem able to draw divine magic of some form from this Daiga. Because Daiga is a largely unknown god not to mention his alignment is also vastly unknown, many church goers of different faiths see this as heresy. Whoever this Daiga is, he is not a real god and these cultists are raving lunatics that either need to be converted or put down.


The Campaign Story:

The Sarengave has a very infamous reputation for being unexplorable but over the past few decades, people who had set out for the void in the desert have actually begun to return. Usually a caravan will leave and several months later, one or two individuals from the caravan will return speaking of what they found in the dead zone of the Sarengave.

These people who have return are delirious however, they come back ranting and raving about the land that they have found in the middle of this great desert. Through their madness, they are clear about two things, first, there is a land of magic, riches, and plenty. The second consistency they have between one another is the name of this land, they all call it Aridia.

The people who returned acted nutty and wildly behaved and even delusional thus leading people to believe these survivors were nothing more than raving lunatics. Though one other thing these crazies had was actual treasure. Strange stones and jewels bearing unrecorded symbols and insignias that have led many to believe this land of Aridia may actually exist.

With the evidence present, a great movement began. Thousands of hopefuls set up caravans and made out for the center of the Sarengave to find what treasures lay in it’s mysterious center and to find this place called Aridia.

Over the next few years, none of these caravan’s ever returned whole and the people that did, spoke not of wealth and riches but of monsters, desolation and horror. With the lack of successful caravans and an enormous death toll, adventurers gave up the pursuit of Aridia as a fools errand or a death wish.

It wasn’t until just a few more years later that one final chance to reach Aridia and return had come to town. An elf named Yalandere had come to the town of Voush looking to put together a caravan to head out to Aridia. At first people thought he was crazy until he revealed that he actually lived in Aridia and with him he brought more wealth and riches to pay for the caravan.

Yalandere’s most distinguishing feature was his right eye socket. The whole eye and socket was replaced with a large red stone the likes of which had never been seen before. As Yalandere described it, it was just one of the many treasures that awaited adventurers in Aridia.

Yalandere sent out a recruitment request for anyone who wanted to at last reach Aridia to aid him in an endeavor. He needed outside help to aid him in finding an ancient treasure so he could save his home. He had stated that without a proper guide to Aridia, all those who would travel there would be doomed. For Aridia itself was inaccessible and only Yalandere could get people inside and out again safely.

With evidence to back up his claim, and a new promise of possible success and great wealth, people flocked to sign up. Among these people are you, the adventurer’s the focus of this story will be centered on. For whatever reason you have, you are now signing up for a journey into the dangerous Sarengave in hopes of acquiring your hopes and goals. Good luck brave adventurer’s

Character builds:

Material: Paizo Material only – No 3rd party – Please ask about any Companion material as I won’t allow certain things found in some companions and Aps.

Level: Two

alignment: Any – Evils please play smart and fair. Being evil doesn’t mean murder and screw the party. You can be evil and still find ways to work with the party, I have seen it done and done well too.

Abilities: 20 point buy

Starting wealth: 1000gp

Traits: 3

Classes and Races have their own spoilers as I have a few more important things to say about those.

Classes:
All Paizo approved classes are allowed with a few notes.

Gunslinger – though this class is allowed it is early firearms only and there is nowhere to buy guns, you will need to craft your own if you want better weapons.

Mounted styles – If you ever wanted play a mounted warrior or style of some sort, this is the campaign for you. Much of the campaign is open area with plenty of room for horse riders such as cavaliers to make use of their abilities

Summoners This is a funny class GMs tend to complain about and I have had the privilege of seeing why in one of my games. Summoner should be taken for thematic purposes and in your application I want to know what your plans are for your character and eidolon as growth. There is a concept I have seen known as “Cruise Missile” by one of my RL groups. This is where the eidolon is completely optimized in every way possible with no theme other than to get the most out of every evolution. The result was a monstrosity that killed everything in sight by itself and was pretty much unstoppable. The GM had to do a lot of compensating for it’s power and the rest of the players were bored or annoyed by the bland concept. I don’t want to see that ever again. So, if I like the theme I will allow the summoner but it has to be themed please.

Animal Companions: Any class that is awarded animal companions can start with whatever they want but if they lose their companion in the desert, the only companions that will be available from that point are desert dwelling creatures. For example, if you are a druid you can start with a dino companion but once you are in Aridia, if you lose your dino for whatever reason, you can only replace it with something that dwells in the land. I will give you a list when the time comes.

Terrain based characters: The terrains are simple: Desert, Mountain, some plains, few jungles, some urban, some underground. That’s about it. Any ranger should make their first pick for favored terrain desert, I won’t fault anyone for that choice as much of the region is in fact desert.

Race:

All races are allowed but please, try and have a good story to go with your choice of race. I don’t mind optimizing mechanics and using races as part of a build for it’s mechanics but I want to see a good backstory to go with it. Too often have I run players who took races for their builds and not for character and they were incredibly boring and dull to run. This is as much for my fun as it is yours and I simply ask you be creative in your choices.
No third party races please.

Advanced Race Guide
I will allow creations from the advanced race guide in this one but I need to approve of the build. I will judge custom races and their backstories a lot harsher than anyone else’s. I like the creativity of the idea of race building but I want a clear story and reason for the race. The story will make all the difference in me approving your design.

There is also no limit on the amount of points you spend but your character will struggle in leveling the more points you use. 12 is the max you can use and still be normal. From 13-20 you have to start at level one and you will level slower than the others. Any points over 20 to a max of 30 and you won’t level very fast at all. Keep that in mind.

Half-Genies: The nature of this campaign utilizes Genies in the story and thus Half-Genies have a special place in the game. I encourage players to experiment with half-genie breeds as I will give those special consideration and some backstory ideas as well. You can use the ARG to chance any racial traits you wish.


Backstory:

The backstory should answer the following questions.
Where do you come from?
What is your goal in the Sarengave?
How did you come to sign up for Yalandere’s caravan?
Why/How did you come into your class/profession
Do you have any ties to the Sarengave beyond your goals?
I am not looking for these questions to be answered one after the other, I would like them in a nicely woven backstory. At least two paragraphs minimum. Also, when I look for ties, I mean to know if there are any experiences your character may have had with the Sarengave or possibly Aridia.

Also, I have additional information and concepts special for any players looking to play a genie breed character which will be discussed via PM as it may reveal some plot points.

A good backstory makes all the difference.


Game flow and pace – IMPORTANT:

I have run more than a few games here on the boards and one thing that kills them is when people stop posting. Sometimes it is my fault when a new campaign isn’t easy to follow or I get busy an wouldn’t post for a time.

I prefer to let my players control the pace of the game and I cannot be expected to constantly push the game forward when people aren’t posting. In order for the game to move I need players to be active and doing things. I am strictly a responsive GM and will only keep a game going as long as you the players keep playing.

So basically what I am saying is, if you want to go somewhere in the game, say it, please. I will not assume anything. If you have a job to travel to a tower to retrieve something, I need someone to say “Okay I pack up and head for the tower” I will not move the game along until a character in the game sets off.

That said, I would like to run a fast pace game. I can post AT LEAST once a day. Many times I can post much more than once a day personally. I have one campaign where the players are awesome active and I have been able to post major segments twice daily so I know it’s possible. This game can go really far and move at a good pace so long as everyone is on board and able to keep up.

If I find players lagging behind I will have to start cutting people. I don’t like doing that but I also have trouble staying with a game that isn’t moving.

If things are becoming stagnant and you don’t know what to do, discuss it in the discussion thread. I will offer recaps, ideas, notes, and what not just to keep the game moving. I do not believe in withholding information from the players as it is a good way to kill a game. I find players are only human and can only think of so much. If you need help or ideas as to what to do in a situation, please ask, I am more than willing to throw hints or suggestions. For advanced aid I may ask players to make knowledge checks or intelligence checks.

With that said I want to run a good long term game with the goal of going all the way to the end. Thank you for your consideration.


Okay, like I said, the recruitment will last for a week and if I get enough people before that I will pick sooner.
Go forth an apply and if you have questions please ask.


Both Martian Level 20 invader

Incoming mass of text but there is a lot to start this campaign and I'd like to get it out of the way. There will be a LOT of opportunity to role play but the opening is very dark and tedious. So again, forgive my throwing all this at you at once.

Five years ago the largest city kingdom in Golorion, Borallas, suffered it's first and most devastating rebellion. Near the end of this rebellion four unsuspecting souls had the threads of their fates tied to the destinies of all life in the kingdom by unseen fores. They were then arrested for various charges and thrown in the darkest dungeon of the kingdom. What force has inflicted this horrible fate on these unfortunately souls?

It is time to find out what lies in the wake of The Borallas Rebellion

It has been six months since your initial arrest. Now, here you sit in the deepest darkest dungeon in Borallas castle. A place you never thought existed. Cold, dark, secluded save for three other unfortunate souls who were arrested at the same time as you.

Though your crimes were completely different, and in some cases false, none of them merited the treatment you've received over the past six months.

The first week you thought was hell at the time. Arrested and sentenced with no trial. Then you were brought down here.

You've been tortured and mistreated in ways you never thought possible. You four seem to be the only prisoners in this hell hole, moreover, the only people even.

Your tormentors said nothing, they wore black bags over their heads and both tortured and cared for you without a word. They were methodical and cold. They knew how to invoke your fears and agony, but the most terrifying part was when they nursed you back to health and cared for you. The bandage your wounds, feed you and even be gentle when they weren't torturing you. Giving you a false sense of humanity kindness which you'd fall for every time. This was only a method to make the torture more severe.

You truly expected to see greater criminals down here but no, just the four of you with seemingly average crimes compared to some of the darker things going on in Borallas. Nott even a single rebellion leader was given this kind of treatment. What have you done to deserve this?

After three months of enduring inhuman treatment, the dark jail keepers disappeared and the torture stopped. Well the physical torture anyways. The next three months you'd simply sit in a cell with the others. Your only companions.

These jail mates were the only people to talk to and hence the only companionship you could find. Even your gods seemed unable to reach you. You have only each other.

Three months go by. You are fed by a solitary blind man who seems also unable to respond to any call you make to him.

Six months you have spent in this hell. Suddenly, things change.

As you are dining on the dinner of the day, bread and water and striking up whatever conversation you can just to keep things from going silent, as much as you are trying to keep your sanity.

Without warning, everything begins to shake violently for a few seconds. The something serious just happened to be felt all the way down here. As you begin to speculate, what might be going on, the blind man who had been feeding you comes rushing and staggering in.

He collides with the bars of your cell with loud clang and falls to the ground. He quickly stands up. "It has happened! Sooner than we knew! The last of the Borallas Imperial line is gone and there is no more ruler! The enemy is coming! They've come to kill you!"

He fidgets frantically and pulls out a small object. He then points it at the farm way in your cell and a jolt of magical energy reshapes the wall into a passageway. Then the shackles you are wearing come undone. "You must go! Your fate is tied to this kingdom and you are summoned! Oh I pray they haven't broken you for all our sakes!"

As you try to inquire what is going on, the manly simply faces the way he came in, turning his back to you and taking a battle stance. "GO! They have come for you but I will hold them at bay! You must escape through that hole now GO!" Before you can make any attempt to ask what is going on, the earth shakes and you can sense a dark dread coming. A row of bars and a blind man stand between you and whatever this unseen terror is.

As you pause he shouts. "NO TIME! GO!!" It seems useless to gather any information so you do the next best thing, take your chances with the only way out provided.

You exit the cell through the magic made hole in the wall into a dark cave. Just as you do there is one final violent earthquake and the holes shut! As though it were never there. You are free of your bonds and cell for the first time in six months, but what does all this mean? Why were you imprisoned and treated so cruelly, disproportionate to your crimes? Why were you four the only prisoners in that part of the dungeon? Who was that blind man? What happened to the ruler of Borallas? What was the dark terror said to come and kill you? And most importantly, where are you now?

Game begins. Start by posting spoilers containing things you would have shared with each other while incarcerated. I know the introduction process can usually be fun, the nature of this campaign starts you guys off already having six months to get to know one another.

Also, if you have a moment and the creative desire, in a spoiler feel free to elaborate on how your character handled the past six months in prison. It was a very difficult time for you after all

You currently stand on a rocky surface, you are wearing only rags and don't even have shoes on your feet. It musty and damp in here and you here the sound of dripping in the cave. It is dark and you feel a cold chill.

Darkvision or light spell cast:

In the immediate area you see that you appear to be some kind of catacomb or tunnel. Running along the floor is an iron track, like the kind you push carts on.

Knowledge History DC 12 or Dungeonearing DC 15:

By appearance you would have to say this is a mining tunnel. By history, you know the dwarves built MANY mines under the castle district ages ago back when the kingdom was first founded. This must be one. Which means, there must be an exit somewhere.


Both Martian Level 20 invader

Okay folks, here is the discussion thread, I'll put something in the gameplay thread as soon as I can. Ask questions over here and I will do my best to answer them. I will also do my best to fill the campaign info thread with as much need to know stuff as I can. I will start by getting up faction information.

Anything I post in the Campaign information thread is info you will have ready access too and know.

I'll get what I can up this evening.

Also, this campaign has a LOT of names and in game information that will be YOUR responsibility to keep track on.

For example. You hear of a Noble, making up a name, Von Elwik. I will post generic information on this noble in Campaign info, stuff like age, profession, location, generic information. However, it will be up to you to keep track of where his name comes up and what relevence it has.

For example. Campaign info will say that Elwik lives in Corallas as a Realtor. Married and has kids. But in your journey, you find a thief that says Elwik also makes contributions to a certain guild of thieves known as the Black purse or something like that. That information will be your responsibility to keep track of.

I will also post relative knowledge results that are made known to all members of the party in Campaign info. Because it is generic info you will know.

That reminds me.

Skills by usage
This is a list of the skills rated from 1 - 5 on how likely they are to be used. 1 = Not hardly used at all and not important when available to use. 5 = Used all the time and at least two members should have this as a skill.

Appraise = 4 - Lots of buying and selling, good to know prices
Acrobatics = 3 - Could be used a bit, depends on your style
Bluff = 5 - Your fugitives now
Climb = 4 - Lots of buildings
Diplomacy = 5 - A lot of people, you can't fight all of them
Disable Device = 5 - Lots of doors and chests and locks, traps too
Disguise = 5 - Your wanted fugitives, best if no one recognizes you
Escape artist = 4 Tends to come up a lot in this game
Fly = 1 - Too many building and often to many indoor conflicts
Handle Animal = 2 - Not many animals in a city but it has come up
Heal = 3 - Helps but not necessary if you have a healer
Intimidate = 5 - This seems to be the most popular form of communication
Linguistics = 3 - Good to a point, most folks speak common. Available races, and one or two not mentioned.
Knowledges
Acrane = 3 - Occasionally
Geography = 1 - Buy a map or ask someone, easier that way.
Dungeonearing = 4 - More often than was initially expected
Engineering = 3 - Comes up some times but often not that useful
History = 4 - Always good to know the history of your home
Local = 5 - Your stuck here, best to know the ins and outs
Nature = 1 - Not much of that in the city
Nobility = 5 - HUGE, lots of nobles and factions.
Planes = 2 - Rare but it has come up
Religion = 4 - For you guys though 5 may work better.
Perception = 5 - always important
Ride = 0 - Yeah I said 0, not useful at all
Sense Motive = 5 - TRUST NO ONE
Sleight of Hand = 4 - Not necessary but extremely helpful
Spellcraft = 3 - comes up but not too often
Stealth = 5 - Sneaking around is almost required in some places
Survival = 1 - Eh, this one doesn't have much use
swim = 2 - at least consider a rank in it, not many places to swim though
Use Magic device = 1 Most of you are casters of some kind, not really going to come up.

Professions, crafts, and performances are a good easy way to make money and there will be time for these on occasion, best to consider something for each, at least in profession or perform.

Anyways, that's all the nit picking, we need to get this started. Pipe up here with your questions, I'll have the gameplay thread up later this evening.


Star Wars: The Broken Empire
Okay, I have a team for this campaign already going strong so we decided to add another player. Unfortunately I don’t have the Saga edition rulebook. I have an older text. So that said, If you want to play a star wars campaign as an imperial but only have the Saga Rulebook, we can work around that. I will be taking one new recruit, two if I get enough apps. What I will be looking for is concept only. Since rules may be different, I only want to deal with ideas and characters, not mechanics. What your character goals are. Example: You want to be a jedi, a bounty hunter, or a smuggler etc. It can even simply be as how you want to play your character in combat or roleplay. If your selected, we will work on mechanics to make your idea work in game.

Story:

The death star is destroyed and the emperor is dead. The infernal and radical rebel alliance has caused chaos, disorder, and uncertainty throughout the galaxy and they do not have the strength to correct to the problem. The galaxy needs a single leader, not another failure of a republic. They need the emperor’s daughter Mirianna Palpetine. The empire is broken into numerous factions with various leaders. To you, for whatever reason you have, Miranna Palpetine is the rightful heir to the empire and you have chosen to support her. Her commander and second in command Rick Tavoes has recruited you as a special task force to go on a mission to find weaknesses in the Empress’s enemies and weapons to fight them. Lots of mission and exploring and interacting with the Star Wars universe. A lot of roleplay options.

Disclaimer:

The Univers
I am not using any material beyond the movies and a few games. Characters and story arcs from books are non existent. I will use most star wars jargon found on Wookiepedia but I reserve the right to make my own adjustments to the story and the universe as I see fit. Example, I will add new races to the universe, new characters, new tech, new force related or planetary rules and whole new set of story arcs.. Use knowledge check to gain my interpretation of events and other new intros I have added in the star wars universe. If I do at any point contradict myself with the information please let me know, I am not perfect and will correct such errors and reward those who point out legit problems.
The Rules
I have one of the older d20 rulebooks for Star Wars. Not the Saga edition. If you want to play I won’t let rules to get in the way. We can work around details of the Sage rules and the rules I have. I am very loose with the rules and don’t get to technical. The rules are simply to put boundaries in place to keep roleplay from getting out of hand. I let a lot go. Skills and combat will still use the rules. We are using the vitality system from the Deluxe edition of the star wars rulebook. I will go into detail on that with the person who gets into the game. Trust me, meshing the rules a bit is less of a headache than it sounds.

Application Requirements.
Level: 4
Race: Any you can find in “a” Star Wars d20 rulebook as long as you list the racial traits.
Class: Any class in “a” d20 Star Wars Rulebook as long as you tell me which rulebook it is in. List a brief description of what the class does. Jedi Are not available to select. Your character will have the option to become a jedi during the game but not to start. Similar to how Knight of the Old Republic I started.
Class Reasons/hopes: Give a brief reason for why your character is this class. Also, a brief description of what you hope to do with this character/class in game.
A brief character baskstory.
Skills: We will discuss this after you are selected.
Gear: This will be discussed after you have
Final Mechanics: We will work on once your selected.
Please Do not post any mechanical crunch, or any completed character Statblocks. We will go over that when I select you.

So Recap what I need from you.
Race: What are you
Class No Jedi, Explain why you are you class and what you hope to do with it.
Brief Backstory
Thank you. If you have any questions, please ask.


Both Martian Level 20 invader

Life for you was what it was. Simple, complicated, easy or hard. Things were becoming predictable and in some cases, comfortable. You traveled, you settled, you struggled but this was seen as normal.

Suddenly, one day. All that changed. A massive earthquake struck the land causing fissures to open all over Golorion. Wherever you were or lived was now the site of one of these great fissures. You were one of it's victims.

You fell for what seemed an eternity down a deep trenh that went on forever. You have no idea there was this much depth to the world. You fall and fall when finally you fall into a tumultuous underground ocean. You are knock unconscious by the impact. The world is black and your thoughts are barely registering in your mind. you wonder. "Am I dead, what happened? Is this a dream?"

You awaken, sopping wet, your body wracked with pain from being jostled about by this strange sea. As you come too you realize that you are on some underground beach. Florecent weeds glow nearby providing enough light to deterimine color and reveal that you are not the only survivor. There are others laying on the beach. Complete strangers. If you had any comrades with you when you fell, they are no where to be seen. You all begin to wake up and are now around of each other.

The biggest questions are, what happened, where are we, who are you, and what now?

This is the adventure of the deepest recesses of the world. The likes of which have never before been discovered by dwellers of both the surface and the underdark. Now to answer the most important question. What to do now.

Post and introduce yourselves. There is dim lighting so even the human in the party can make out his companions. You are on an underground beach. Even though you are underground you cannot determine where the ceiling or even the walls are. Columns of rock are visible and huge. You cannot see how large the land mass you are on is or even how far the ocean goes along it's bank. You can tell that opposite the ocean goes deeper inland, whatever "inland" is.


Both Martian Level 20 invader

Okay just lets hear whose here. I want complete alias done before we start. Meet each other say hi and I will post a few rules tomorrow evening and the game will start no later than Wednesday. We cool?


Greetings.
I am currently running a Star Wars campaign titled Conquest of the Underworld.

We recently had a spot open up and need to fill it with a new player if possible.

These are the rules:

A Long Time Ago In a Galaxy Far Far Away…..:

It has been a little under two months since the destruction of the second death star and the defeat of the emperor. The Rebel Alliance has suffered heavy casualties at the battle of Endor and is trying to recover. Meanwhile, uprisings are breaking out all across the galaxy and not all of them are for the good. Several planetary governors had been put in charge of the worlds all apart of the Empire’s control. These leaders now sought to fill the vacuum left by the emperor’s death. With no apparent heir the Empire has been reduced to fighting itself.
The galaxy is quickly plunged into a chaos that it has not seen for several millennia. The Rebel Alliance soon rallies what is left of it’s forces to try and help the wounded galaxy repair itself and for the better. However, other influential leaders have appeared as well.
The strongest of these is Mirianna Palpatine. The emperor’s adopted daughter. Rumor has it that she is a trained force user and she is the closest thing to an heir that many of the imperial officers could find. She now leads a good fourth of the imperial army. The rest of the empire is ruled by dozens of smaller factions and Mirianna aims to reign in these leaders and make them yield to her new authority and Empress of the galaxy.
The death of Jabba the Hutt also fueled a new war. Zadora the Hutt had bet his cards on the Alliance defeating the Empire by backing them in the war. When he heard his rival Jabba had been killed by some of the Alliance’s key figures, he moved into action quicker than anyone thought possible. His connection with the Alliance allowed him to absorb much of Jabba’s assets to him and another crime lord named Nym. During the battle of Endor Zadora waged his own war and seized the assets Nym had gained from service with the Alliance. Now Zadora was buying out every mercenary organization across the galaxy. With the Empire in chaos and no real galactic order, Zadora declared war on all the major galactic crime lords. His advantage, speed, resources, and his allegiance with the Alliance and other groups who are sectioning his actions for a hostile take over of the criminal underground.
With all the uncertainty and chaos now in effect, the stability between worlds in waning and the conflict continues higher than it ever has. With so much turmoil can Mirianna, The Rebel Alliance, or Zadora ever hope to return order and unity to the galaxy…

This recruitment is for Zadora the Hutt. He is a neutral faction that believes in his own self interests. His goal is to conquer the criminal underground. You are here for the money and no other real reason. If you have another reason feel free to elaborate but for the most part, Zadora himself isn’t know to be a goody two shoes despite his aiding the alliance. He wont make you do anything too evil. Mostly you will be fighting other criminals and occasionally the empire. You get the normal credit value your class normally provides.

Recruitment ends Friday or when I find someone I believe is fit for the job

Requirements:
Sources We will be using The Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Wiker. If you don’t have it and want to play, it is an easy buy on amzon.com ranging from 15 to 40 Dollars or on Ebay.
AbilitiesWe will be using 25 Point buy following all the purchase rule from the Star Wars rulebook with the exception that instead of all abilities starting at a base 8, they start at 10.
Vitality I have decided to give players a max vitality equal to their hit dice max + con X 3. Players will not gain more vitality until level 4. This is to keep you from dying too soon as in this game……death can be quick due to the high damaging weapons.
Classes You can pick from all classes except for Jedi Classes. Jedi Adept is permissible but only with a good and reasonable back story. Thing is, Luke is technically the last “Jedi” but not the last force user.
Races All races are usable within Zadora’s faction with no limitations. In the imperial faction there are only humanoid, or basically human looking species like Cereans, or Chiss and so on. In the alliance there will be no primitive races. I added a few races and will post the details on either Sunday or Monday depending on my free time to type it from paper to PC. That’s a lot of work. The following new races are:
-Gran +2 Con +2 Cha -2 Dex
-Chiss +2 Cha +2 Int
-Miraluka – limit one per thread +2 Wis -2 Cha Start with Force Sensetive Feat and Sense Feat
- Mandelorian – limit one per thread +2 Str +4 Con -2 Cha Has fast heal
-Tusken – Fringer or scout class only +2 Str +2 Con -4 Cha Has +2 trait bonus to animal handle and Ride. Uses Graffii proficiency
-Weequay +2 Dex +2 Con -2 Int -2 Cha
-Nikto +2 Str +2 Con -2 Wis – 2 Cha
-Chadrafan +4 Dex +2 Cha -2 Str -2 Con Small
-Drell +2 Int +2 Wis no negatives
-Barbel +2 Str +4 Con -2 Dex -2 Cha -2 Int Has Nat Armor
These races are added and I will post more details later. The ability modifiers are just to give you an idea as to what they are capable of.

Now What I need you to put in your ap. I don’t want a statblock as things may need to change but this is what I do need. Also don’t make an Alias please. Not yet anyways
You need
Your backstory including
-Name, Age, and Race
-Homeworld,
-The Reason for your class
-Physical Description
-Skill Explanation – (Basically you explain where you got your skills from, this doesn’t need to be too precise)
- Motivations (What are you character’s goals and what motivates them to do stuff, anything)
-And finally why you are joining this faction.

Once all that is taken care of you just wait for me to look over your app. This campaign has a few critiques and if something you chose wont fit or don’t make sense I will ask you to correct it.

Some questions were brought up about skills and I had deemed it necessary to house rule these. I had planned on that originally but questions and comments made by you lot have given me need to go over the concept in greater detail.

The rules for using skills start with buying them:

This process works just like it does in Star Wars rulebook
-1 point for 1 rank in Class skills
-2 points for 1 rank in other skills

Your max amount of ranks in a skill are also measured the same.
-Your level +3 for class skills
-Half that for other skills

CHANGES!:

First off I am going to write off several skills I believe are useless. This may result in higher skills due to the number of skill points players get. I don’t care and I will explain why in a bit.

I have bunch some groups of skills into single skills Here’s the results

Skills Removed and Replaced:

(Skills Removed)
Balance
Jump
Tumble
(Replaced with)
Acrobatics –Dex
(Skills Removed)
Hide
Move Silently
(Replaced with)
Stealth

(Skills Removed)
Listen
Search
Spot
(Replaced with)
Perception
Skills Merged into:

Gather information – Now apart of Comp Use and Diplomacy
Forgery – Now apart of Bluff and Disguise
Gamble – Now apart of Perception and Slight of Hand, or a Knowledge Gambling skill
Now it is important to note. If at least half of the Replaced Skills are class skills, you get the lump sum of the skill. For example, Perception uses Listen, Spot, and Search. You have Spot and Search as Class skills, you get perception as a class skill.

Languages:

I considered Linguistics but I decided to do things this way instead. Sometimes it is easier to simply comprehend a language than it is to read and write or even speak it. There are people who don’t understand Rodese for example and there ARE people who do not understand Galactic Basic. There are people who cannot speak a language other than their own (Wookies). So I decided to add the following
Comprehend Language – Read and understand from dialogue
Fluent– Speak and write the language.
I’ve studied languages myself and find it much easier to comprehend languages than it is to speak them.

Therefore:
-If your Int is 12 or above, you get Comprehend as a class skill always.
-If your Int is 15 or above, you get Fluent as a class skill always.
-If your Int is 18 or above, 1 skill point gets you both Comp and Fluent Languages (Make Sense?)

That is how languages work
Languages Added:
Zeltron
Bogathan (Ancient Language Always costs two skill points in each skill to learn)
Chiss
Nohgri
Barbel
Nautolan
Skiff
Weequay
Nikkto
Devilronian
Tusken (Always takes 2 points a skill)
Gran
The list goes on. If it is a primitive race or an ancient, it will always cost two points to understand, and 2 to communicate.
There are over six million forms of communication so I suggest you get creative cause I’m gonna throw a bunch at y’all. Yes southern is a language :p

Now there is one thing you need to know about skills. I set my own DCs depending upon circumstances. I use the rulebooks to gauge at best but there are many things I have thought of that the rulebooks for any game have not covered. That said, when I set a DC, don’t go flipping through the rulebook to find it. Ask or make perception or knowledge checks to gauge what your success rate would be like should you attempt something.

I am looking for a player who can fit in as a specialist merc. I am interested in story but at this point the party needs a skill monkey. So let's see what we can get. Best of luck to Y’all.


This is yet another attempt of mine to run an online PBP campaign. I have attempted many a campaign online and have had to shut down a few of them. I learned I that I cannot make these games complicated as it makes it hard for me to run and keep up with. The easier the setting and story, the easier it is to run and to keep up with. Story will still be intricate but won’t require TOO much explaining as my previous games have. So this is an absurdly simple campaign. Here it is,
Xanxiou’s Crystal
This campaign is an underground setting. The majority of this campaign takes place underground. Even though it is an underground campaign, expect a whole world with a variety of terrains.
The main premise of the story is that an earthquake happened and wherever you live or were traveling too, you fell into a fissure in the earth. You fell for hours before finally falling into an underground ocean. You wake up on an underground island with other survivors of the catastrophy. Now you must find a way out but as you do, you also wonder what happened to cause such a furious a catastrophic shake in the land. Find out in Xanxiou’s Crystal.
Build Rule
Material: NO THIRD PARTY. Paizo material only
Ability Scores: 20 Point buy
Races: Core + Drow, Duergar, Mite, Deep Goblin, Orc, or Fetchling
Class restrictions: No Gunslinger
Traits: 2
Wealth: 1000gp (Rich parents can tack on an additional 900) Spend it all because it will be a good while before you can buy and sell again

Application requirements:
Character concept:
I do not need a full history of your character. What I need is an understanding of your characters personality and motives. Wherever your character lives, he/she is miles from it and not likely to return in this campaign. So a brief history. I want to get a feel for your concept. I do not want quiet characters if you can help it. I would like talkative and active characters, not distant or boring. While I know that they are a part of life, they make it very difficult to run a game. Active and explorative character’s with meaningful purposes, goals, and motives. Please.

Posting:
I have games that I have shut down due to lack of posting. I will admit that I cannot post all the time but lately I have had much more free time. I would like to keep it moving so it is best that you can post at least 1 – 3 times a day. I can keep up if the game moves but I usually wait for everyone to post at least once. Often enough the game has ended because someone has disappeared or is not posting often enough to keep the plot rolling. This is especially painful when that person is the one leading the game as in the major conversationalist. I will hold to this standard if you do. Please let me know how often you can post in your recruitment.

Party:
I am not looking for a balanced party. I am looking for unique personalities that will interact well with one another. I will be picking players based off of how you may interact with the campaign and with the members of the party. To figure this out, I may attempt a role play session with ALL applicants to get a sense of what chemistry would be like. Depends on how complicated the choosing will be.

I will have recruitment open for the week and will be accepting 4 – 5 players. I will close it this Saturday.

Any questions, comments, or concerns, let me know.


Hello everyone. I am Shanosuke. I am a GM. Not a great one but a dedicated one.
Lately a lot of my campaigns haves slowed down significantly and I have fallen into a good amount of free time.

After going through my material I have decided to run one of my high school favorites.
Fall of the Gatekeepers
This campaign DOES NOT Take place in Golorion. The land is called Tan-Dula

I will be selecting 4-6 players. Each player will be from a different Nation in this world so make sure and read the details carefully before settling on all the crunch.

I am looking for people who can post regularly. I myself would like to post more than once a day as this campaign has the potential for being VERY long.

The Campaign itself is not railroaded. You have long term quests but the choice is yours as to how and where you will complete them. Since this world is heavily sandboxed, I will be giving you CRs of certain encounters before you go in to complete them.

Leveling will be done based on accomplishments. The more you accomplish, the quicker you level.

Since this is a big campaign, every class have advantages and every situation can be resolved differently. This is your chance to be creative and do what you want.

The Rules for applying are:
Pick a nation to be part of
Write a brief backstory
Build your character according to the rules.
And Wrap them all up nice and neat in one post.

I will go over them weekly. I will not close recruitment until I have a satisfying team.
Important:
I want people who can post frequently. The game only moves as fast as the slowest player and I want that to be me if it can be helped. If the game is waiting on a player to post for too long I will move them into a limbo state where they will not be involved in the game until they report back or two months have past. These games never go anywhere unless the party posts. I will make the reasonable request of a post a day but at this point in my life I can handle more than that. You owe it to your fellow players to keep up and not hold up the action. Now I am not unreasonable. I do give people the benefit of the doubt. Life happens. I myself had to put games on hold for almost two months while I finished up school and the holiday season at work. I understand if something goes on in your lives. Keep us informed and try not to disappear. If life gets tough I will set your character aside in the hopes that you will oneday return to the game. But if you’re not going to come back I’d like to give your spot to someone else. I will allow trips, vacations and the like as long as I hear about it.
If a disaster happens and you disappear I will hold your character in limbo for tops two months but after a couple of days I NPC you out of the party for the time being until you return.

Now I am not trying to be a jerk with this. I just want one game that will move along quickly. It can happen. I am in one right now that has been on a roll for the past 6 months and all the starting players are still in it and we have all made it to level 7. It can be done. I want at least one of my games to have that accomplishment. I hope you do too.
Now below is all you should need to know about this campaign. If I missed anything, ask questions.

History of Tan-Dula:

Tan-Dula was founded several millennia ago by the Euros Ethnicity of humanity and the Zaloes. Since then three other ethnicities of human have joined since then. The Janese, Saodese, and the Connisaire. These people aligned together to conquer all the land and form the first Empire.

On this land were the native people known as the Fenine. A small magical people who have a secret class known as the Gatekeepers. The rumor is these Gatekeepers keep evil from entering the land through secret gates hidden all over Tan-Dula. However, the Fenine were given no respect or any reprieve. For years they fought with the Empire to simply be left alone. In short, they succeeded.
The fenine weren’t powerful but they were persuasive and cunning. They convinced the Empire to give them sanctuary to perform their rituals without interruption. However, the Empire never gave the Fenine any assistance in their sacred job at protecting the world. Now the Gatekeepers headquarters is located in the largest mountain in Tan-Dula known as Ookiyama mountain. This is where the Great Sage Council. They continue on with their sacred job in spite of all the potical strife that goes on. Until now.

Over the past 1000 years the Empire of Garrison began to collapse. The first thing that happened was the Outsiders. The Galoman arrive on the northern part of Tan-Dula. The Galoman were unusal warriors with great combative prowess. The ruler of the Empire at the time didn’t care. Since he didn’t send reinforcements the Galoman claimed much of the northern region of Tan-Dula.

Long Story short this action caused the Empire to collapse completely over the course of just a few years, The Emperor disappeared and ten new kingdoms emerged
Galo – Kingdom of the Galoman
Hogan – Kingdom of the Hogan tribes of a new human Ethnicity
Zalos – Kingdom of the magical race that helped found the Empire
Kithikin – A people who appeared from swamps to take in refugees and keep them safe
Kotozawa- A kingdom formed of the Janese Ethnicity
Xaodia – A Kingdom for the Saodese ethnicity
Covenant – A kingdom formed by a devil posing as a god
Lineage - A Kingdom formed by a man claiming to be the heir to the fallen Empire Kender Garrison
Connisian – A Kingdom of Connisair and their creations the Gaudar. Where they can practice their science in peace
Sandara – Home of the Saudri human mutants and now a home and haven for them to change the world.

With the appearance of Kender Garrison and his claim to the throne, the past five years have been rich with war and strife between ALL the nations. Each of them wants to conquer the entire continent now. But there is a darker power growing. Only you are aware of it.

Your character’s story:

You are a low class official for your kingdom. Whatever you have done in the past has led to crap jobs in your nation’s Capital. You have little renown and aren’t even easily recognizable to your castle co-workers. Your home is yours to make up as you choose. Your story is yours to tell. Whatever the tale, here you are, another nobody in the castle.

For the past month you have been plagued by horrible nightmares of creatures from some unknown world. You can’t seem to escape these monster and it is often difficult to determine whether these dreams are real or not. Today you have been summoned by your kingdom to accompany ambassadors as they journey to Ookiyama to meet with the legendary Great Sage Council of the Gatekeepers to discuss a matter they see as important. You are aware that there will be representatives from each kingdom there. This is your first major assignment. Finally a chance to prove something to your superiors and maybe get recognized for once.

It is important to note that this world has no known monsters or magical beasts. While magic is present, there are no magical beast, aberrations, undead, or any monsters of note. There are very few and sightings are often met with skeptism and superstition and most commonly complete and utter denial or disbelief. The monsters of your dreams are TERRIFYING. Especially since you’ve never seen anything like them before.

Rules of Character build:

First off you are a lesser employee of the castle in your Kingdom’s capital. All kingdoms and their capitals are listed Below. You are to build your backstory up to that point and a few mundane tales from within.

Rulebooks: Everything from Pathfinder Core Rulebook, APG, and UC. No additional material. I prefer to stick to what I know and not have to constantly keep reading up on stuff to keep up with my players.
Ability Points: 20 point buy
Races: You must take one of the races listed below. Human ethnicities are Euros, Hogan, Saodese, Janese, and Connisian. The other races are Galoman, Kithikin, Zalos, Gaurdar, Saudri, and Fenine.
Classes. Any Class found in the three books above except for Gunslinger.
Traits: Two. One Regional Campaign Trait and any normal trait from the APG
Alignements: Not important. Evil and good are seen as realms and not beliefs. If someone is tied to a negative realm or uses negative power, then it will show as evil, if it is from a realm of positivety or uses positive power, then it is good. A persons persoanal beliefs cannot be measured in good or evil unless they use some form of magic.
Keep in mind I will be picking players for diversity in nationality so make sure you haven’t used up one that more people are using because only one of you will get it.
Now I have the other necessities listed below.

Campaign Traits:

Galoman Born:
You where born in the land controlled by the Galoman warriors. Regardless of weather you were born as an actual Galoman, you were heavily influenced by their way of life. As a result you have become quite tough. You gain 1 additional hit point per level.

Hogan Born:
You were born in the lands controlled by the Hogans. These feral humans have taught you the way of the unarmed fighter. If you take a class without the unarmed feat, you get that feat. If the class you take has the improved unarmed feat, you get a +1 to your unarmed damage.

Zalos Born:
You were born in the lands controlled by the Zalos. Regardless of weather or not you were born as an actual Zalos, you were heavily influenced by their way of life. As a result you have an affinity with magic. You gain +1 to your caster level and Spellcraft.

Kithikin Born:
You were born in the lands controlled by the Kithikin. Regardless of weather or not you were born a Kthikin, you were heavily influenced by their way of life. You gain bonuses of +1 to Escaped Artist and Stealth. One of these is a class skill for you. You also gain a +2 to CMD vs Grappling

Kotozawa Born:
You were born in the lands controlled by the honorable Kotozawa clan. As a result you have been influenced by their way of life. You gain a +1 to all intimidate checks and Fort saves. If you are a Samurai you get a +1 bonus on top of your normal challenge bonus and if you are a ninja, you get 1 additional Ki point. Anything else and you merely gain a +1 to CMD

Xaodia Born:
You were born in the lands controlled by the Xia clan. As a result you have been influenced by their way of life. You gain +1 to all Acrobatics checks and Reflex saves. If you are a Monk you gain +1 to your Ki pool. If you are a Martial Artist, you gain a +1 to BAB. Anything Else and you simply get a +1 CMD

Covenant Born:
You were born in the lands controlled by the Covenant overlord Lucifer. As a result you have been influenced by their way of life. You gain a +1 to Sense Motive and Will Saves. As an inquisitor you gain +1 Judgment per day, as a Paladin, you gain 1 additional Lay on hands a day as a Cleric you gain an additional Channel per day. Anything else and you simply gain an additional +1 to will saves bringing the totally additional save to a +2

Lineage Born:
You were born in the lands of the Lineage. As a result you have been influenced by their way of life. You have Endurance as a bonus feat. If you already have endurance you gain toughness instead.

Connaissance Born:
You were born in the land controlled by the Connaissance. You are either a Gaudar or a Human. A human gets +1 to all knowledge checks and can take any one as a class skill. A Gaudar gets +2 to initiative and +1 to attacks of opportunity.

Sandara Born:
You were born in the lands controlled by the Sandara. Regardless of weather or not you are a Sandara, you are influenced by their way of life. You gain a +2 fort save to resist effects of climate and can force march an additional 2 hours without getting fatigued. Also you can go twice as long without water.

Galoman:

Origin
Galomen are large purple skinned foreingers from lands beyond the great ocean. They had landed on the northern regions of Tan-Dula and have steadily reproduced over the course of 100 years. These creatures came with the intention of waging war but due to half their invasion force sinking in a storm, they were forced to settle instead. They have conquered through the ignorance of Tan-Dula’s Emperor and now control many provinces in the northern region of Tan-Dula.

Appearance:
Galomen are large stading between 6 ½ feet to 7 ½ feet tall. They are big boned and very tough and strong. They are hairless, even females, no hair of any kind grows on these oversized brutes. They also have a jutting lower jaw with big tusks. They also have long arms, big torsos and stumpy elephant feet.

Abilities:
Type:[b] Giant
[b]Size:
Large
Speed: Normal
Ability Modifiers: +2 Str +2 Con -2 Dex -4 Cha. Galomen are physically strong and tough but their bulk limits their mobility and they are not pleasant people to be around as they are both ugly and lack a good deal of charm.
Language: Xenophobic. Galomen speak Galo and with a high enough intelligence score can also speak Human, Janese, Hogan, and Terran.
Hardy: Galomen are a tough breed and gain a +2 bonus to saving throws against poisons, spells, and spell like abilities.
Stability: Galomen are very hard to move or knock over. They gain a +2 to resist Trip and Bull Rush attempts
Bite: Galomen have nasty tusks and can deliver a vicious bite
Natural Armor: Galomen have a tough hide awarding them a +1 Natural armor bonus.

Zaloes:

Origin:
Zalos shared the land with Humans for many years, it was they who taught humans the way of magic and showed them how to harness the powers of the universe to serve them. For Years the Zalos served with man and eventually under man. However, in the decline of the imperial reign, the Zalos segregated from the empire to form it’s own faction in the west.

Appearance:
Zalos have perfect bronze skinned bodies and white hair. Their height ranges from 5 ½ feet to as tall as 7 feet. They also have pointed ears similar to elves but much longer. Their bodies are adorned with natural tattoo like markings they glow whenever they cast magic. Other than those few details, Zalos look human.

Abilities:
Type: Elf
Size: Medium
Speed: Normal
Ability Modifiers: +2 to Int and +2 To Cha. Zalos are both intelligent and attractive. They have no known weakness.
Language: Common, Zaloese, and Zalos with intelligence scores high enough can also learn: Covenant, Janese, Arcane, Tengu, Kithikin, Saodese, and Hogan.
Elven/Zalos Magic: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Spell Resistance Greater: SR 11 + level. Zalos brought magic to Tan-Dula and are therefore highly resistant to its effects.
Lightbringers: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.

Kithikin:

Origin:
No one truly knows where the Kithikin came from. The biggest lead comes from that they evolved from a swamp simian. The Kithikin have never elaborated on where they came from. However they had quickly expanded their culture and soon took over several provinces in the upper mid region of Tan-Dula.

Appearance:
The Kithikin are small green humanoid beings that on occasion scamper and crawl around on all fours. They usually range from about 3 feet in height to 4. They have round heads with no jutting features other than their chins. Their noses are flat with two holes in its face. Their ears are holes in either side of their head. They have long limber limbs good for climbing.

Type: Plant
Size: Small
Speed: Normal
Ability Modifier: +4 to Dex -2 Con -2 Cha. Kithikin are extremely flexable and limber but have weak physiques and are not very pleasant to be around.
Language: Common, Kithikin, They can also learn the following: Janese, Saodese, Tengu, Zaloese, Covenant, Sandara, and Sylvan.
Climb: Climb Speed of 20 feet and a +8 Racial bonus to climb.
Poison Use: Use Poison duh.
Camouflage: +4 bonus to stealth in Marshes and forests.

Gaudar:

Origin:
Gaudar were originally created to help the humans combat the Galoman. The project never came to fruition due to the ignorance of the emperor and the segregation of the government. Instead the Gaudar ended up being slave laborers for Connaissance. Soon the Gaudar revolted against their overlords. Fortunately the Connissance were a very clever bunch and managed to work out a deal that would bring peace between the two groups to form one government.

Appearance:
Gaudar are tough labor ready looking humanoids that stand somewhere between 5 to 6 feet tall. They have large arms and broad shoulders. They have four fingers arranged in four points on their hands. They also have raised flat noses and smooth skin.

Type: Humanoid Dwarf, Human
Size: Medium
Speed: 30 feet
Ability Modifier: +2 Str, +2 Int, -2 Wis. Gaudar are strong and intelligent but can be rather ignorant.
Language: Gaudar, A Gaudar with intelligence high enough can also take Common, Saodese, Janese, and Connisese
Gaudar Immunities: This was a side effect of using Alchemy to create their race. Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spelllike abilities
Ferocity: This trait hails from their original intentions to battle the Galomen. When a member of this race’s hit points fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. Members of this race still die when their hit points reach a negative amount equal to their Constitution score.
Weapon Familiarity: They have recently adapted to their own unique style of weapons. They are proficient with Dwarven weapons.
Adaptability: As part of their labor skills, Gaudar usually are very good at one particular skill. Skill Focus as a Bonus feat.

Sandri:

Origin:
These are a evolved form of human adept at surviving and living in the deserts of the Sandara region. Millenia ago these people were the worst kind of scum banished for the crimes they committed. Rather than die in the deserts as was the intentions, they banded together and survived. For years the people have evolved to adapt to the harsh climate and eventually mutated into the race known as the Sandri

Appearance:
The Sandri are a humanoid people. They have dark skin and black hair. There eyes are a solid colour with no pupils or irises. They have colours of all white, black, red, green and yellow. They have also developed a set of scales that help them with internal temperature control and protection from the dangers of the deserts. These people are surprisingly fair skinned in spite of their climate and have good physical health.

Type: Human
Size: Medium
Speed: 30 feet
Ability Modifiers: +2 Con, +2 Wis, -2 Int. Sandri are tough and very wary but are not well learned.
Language: Sandri, They can also learn. Common, Connese, Saodese, Janese
Natural Armor: Life in the desert has hardened these individuals to develop hardened scales for extra protection. Members of this race gain a +1 natural armor bonus.
Spell-like Ability: Endure Elements 1/day. The Sandri have adapted so well to their environment that that can for the most part adapt to any environment they are in and can exist comfortably.
Fortunate: Due to their resiliency, this race have adapted to resist all manner of problems thus gaining a +2 bonus to all saving throws
Skill Bonus: Sandri are adept at survival and gain a +2, alternatively they can be perceptive as well gaining a +1 survival and a +1 to Perception
Weapon familiarity: These people have become adept at using Falchions and the Khopesh.

Fenine:

Origin:
Fenine are the first people to settle these lands. They were also the first gatekeepers. They were in Tan-Dula long before the even the Zalos or Humans arrived. They’re ancient species is genuinely very peaceful and wise. Now a days they use their charm and cunning to try and stay out of the affairs of Tan-Dula. Many to this day are still gatekeepers though that particular number is dwindling.

Appearance:
Fenine are a small people standing at he tallest 4 feet and the smallest being 3. They are very fair people and beautiful to look upon. These people are attractive to even the Galomen and Gaudar. They have fair white skin and hair in the colours of blue, white, black, and red. They’re eyes mirror the colours of precious gemstones, sapphire, emerald, garnet, amethyst, ruby, and even diamonds. They have long antenna like ears in which they use to communicate with each other. They also have a unique horn on their forehead as well. They’re physiques are that of small perfect humans.

Type: Gnome
Size: Small
Speed: 30 feet
Ability Modifiers: +2 to Wis and +2 Cha. Fenine are very wise and charming.
Language: Fenine and Common They can also learn Zalos, Saodese, Sandri, Connese, Hogan, Galomen and Janese
Spell Resistance Greater: These people are mystical and can resist many spells. SR 11 + Level
Spell-Like Ability: The power of the horn on their forehead allows them to use a low level of telekinesis with no limits. Mage Hand. Infinite/day
Gift of Tongues: The Fenine are very adaptable when it comes to learning languages and talking to people. +1 to all Bluff and diplomacy checks.
Frightful Gaze: While small, the Fenine have a gaze that can stop most foes dead in their tracks. Members of this race gain the following supernatural ability: Creatures within 30 feet of you that meet your gaze must succeed at a Will saving throw (DC 10 + ½ creature’s level + creature’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Your frightful gaze cannot affect a creature that successfully saves against this effect for 24 hours.
Fenine Magic: Fenine are a small underground species capable of casting dazzling magics. Members of this race gain a +1 bonus to the DC of
any saving throws against illusion spells that they cast.
If the member of this race has a Charisma of 11 or higher
it also gains the following spell-like abilities: 1/day—
dancing lights, ghost sounds, prestidigitation, and speak with
animals. The caster level for these effects is equal to the
gnome’s level. The DC for the spell-like abilities is equal
to 10 + the spell’s level + the caster’s Charisma modifier.
See in Darkness: Fenine have potent vision and can see perfectly regardless of lighting. You can see perfectly in darkness of any kind, including that created by deeper darkness.
Sociable: The Fenine are very sociable and are usually very good and changing peoples opinions when they are talking. When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Note: This race is an advanced race and as a result cannot take any traits.

Kingdoms and Capitals:

Galo Capital - Gargan
Hogan Capital - Bulka
Zalos Capital - Ethallian
Kithikin Capital - Ammoran
Kotozawa Capital - Azudomo
DaoXia Capital - YueYong
Covenant Capital - Garrison
Lineage Capital - Tarken
Connisaire Capital - Funoniore
Sandara Capital - Fummend

Deities:

There are many gods in this world but they have no real power or influence like those of the pathfinder world. Rather they are just names people throw names at. The true divine powers of the world are drawn from the Realms.
Realm of the dead
Realm of Demons and gods, or Oni and Kami by some cultures.
Realm of Monsters/Nature
Realm of the Celestials or known as the heavenly realm.
When you want a domain or sub domain, let me know what it is and I will let you know which Realm it corrosponds with.

That is a lot of stuff and I thank you for taking the time to go over it. I am certain I may have missed a few things and if you spot them, please let me know. I am currently running a variation of this game in real life on Sunday evenings so I have already adapted it to Pathfinder. No worries there.

Again. if you have any questions, please ask.


I have lost a lot of games I was a player in. I am down to two amd one of those is barely hanging in there.

I really want to play Jade Regent. I have an Aasimar Ninja I had made for one that did not go anywhere. It was a really fun character too but sadly the game ended at the first combat.....people just stopped posting for some reason

So now I am shouting out for any GM who would be willing to take my Character into their game.

Look under my profile at the Alias of Tanimoto. That would be my character.

Thank you to any who consider.

P.S I will adjust stats to fit GM requirements


Greetings and Salutations.
I am looking to start up a live Pathfinder gaming group somewhere in the west suburbs of The Chicago land area in Illinois. I am looking for at least 4 players.!

The day and time are up for debate. As my time has become a great deal more flexible I will try to work in the favor of the majority.

What you need to do is tell me when your available and if you are in the General area I have mentioned. My Email is Deece@Comic.com. Hopefully we can get something started.

The campaigns will be one of the following:
Souls of Lost Aridia:
This is a desert campain. In this game there is mention of a mythical magical land of milk and honey known as Aridia somewhere in the worlds largest desert the Saragave. Recently it has been reported that several travelers have compelling evidence of the lands existence and now you the players are part of a caravan set out to find this mysterious land. This game is very high in magic content and encounters. It has a very Arabian Knights and Egyptian Mummy legends sort of feel to it.

Fall of the Gatekeepers:
There is a land in termoil where the gates of the unknown have been opened due to the foolishness of the lands rulers. Now the land is under attack by the most bizarre monsters known. A group made up of heroes from each country must find a way to close the gates of the unkonwn and save their world from consumption.
This campaign is very adventurous with the players running all over fighting land against monsters of all sorts. This is also a Oriental based campaign so it will have a heavy asian feel to it and a lot of asian mythological creatures from the new bestiary.

The last I am considering is The quest of Culquech: You hail from an alternate universe in a land that is in danger of falling apart. You are brave warriors summoned by the seer Culquech to go on a mission to another land in another universe. There you must find the key elements that are essential to saving your home from oblivion.
This campaign takes magically gifted characters and puts them in a very ancuent greek like environment. Though you are unique being from a magical land, you now find yourselves in a land with no such powers. Anyrhing that has that kind of power is evil. A new way to play with a new perspective.

Thats all that I am considering. If you are interested just drop me an email and hopefully I can get something started.

Feel free to ask questions on anything.


Both Martian Level 20 invader

The battle of Endor ended in victory for the Rebel Alliance. It was however, very costly and the Alliance has been struggling to recover. Since the Alliance has been unable to move as quickly as needed since the battle. Many worlds have seceded from both factions to form their own independent groups. Some of these groups are in the form of a single world government, other more communal worlds such as those from the Correllian Sector have formed their own governments. The dream of restoring a Galactic republic is slipping away.

Things have to change, the Alliance has limited fighting power and though many worlds have already ousted the now weekend Empire, they have no interest in a Republic. In the meantime the Empire still exists, though with no clear leader, as soon as one emerges, The division of the worlds will be their downfall. The Alliance must unite the galaxy against the threat of a rebuilt empire. Mon Mothma has determined that diplomacy is the key but Akbar has seen the violent uprisings and determined that conflict of arms will be inevitable in the majority of their attempts. Thus the militarized unity force was established. The rebel alliance formed five small scale fleets to travel from world to world to try and “Force” Diplomacy. The Alliance would start by bringing an armada, such as they are, and discuss unification with the leaders of various worlds. If this went sour, the fleet and military would take over.

This method did not please many of the peace loving leaders of the Alliance but they see no other choice. Mon Mothma says that forcing a republic on people is a crude method, however, with the danger of the galaxy been pulled into another empire, which is worse?

The Rebel Alliance’s decision to carry out the “Speak Softy and Carry a Big Stick” –Teddy Roosevelt, Approach had begun.

You either new recruits or small time freedom fighters in the Alliance. You now have a chance to make a name for yourselves in the galaxy by bringing the Republic back and dejecting the empire forever. You have been hand picked by General Gam Fahordan to serve as a special task force. You are the best of the recruits. Gam is a famous Rebel general who is known both for his successful campaign but his results at all costs persona. He places high expectations on people and hates failure more that collateral. Do what you have to do to get the job done. He has helped win several battles but has infamy in the alliance.

You are assigned to the flagship Home One, commanded by Admiral Akbar. You will be a special ground team that will be dropped independently on planet side a week before the ambassador’s arrival. You are sleeper agents who will go into action should things turn ugly with diplomacy. You will scout out week points in planetary defenses, fortresses, military stability and numbers. If and when Conflict begins, you will jump into action, moving on the information you have obtained to ensure Alliance victory over the ruling government. You are the backup plan.

The game starts with player introduction.
There are currently three of your squad on a shuttle enroute to Home One. This is the first time you have met. It was recommended in your memos that you get to know one another.

This is where you roleplay a bit. I will allow a little time for you to chat with one another get to know each other, and work out what skills you will bring to the table so you can be efficient. You don’t want to let General Fahordan down. I will post the next leg when all three groups are ready to move on. (After they’ve been able to get to know one another.)


Both Martian Level 20 invader

Two months since the emperor’s defeat. The galactic community is falling apart and the leaders of the empire are fighting over who has the most power. First there is Grand Moff Gizken of Malastare, Grand Admiral Shuka of Ord Mantell, Queen Yaleen of Onderon, Grand Admiral Adam of Byss, Imperial Prime Minster Hash Machael Curoscant, Grand Inquisitor Darth Taintus origin unknown, Supreme Warlord Maltok Kuat of Kuat, and daughter of the Emperor, Mirianna Palpetine whom you have chosen to serve.

You are a group of individuals who were not present at the battle of Endor. Upon hearing the destruction of the battles station the empire was building, a station that was rumored to be intended for destroying worlds. This was of course rebellion propaganda to give them an excuse to “fight the power” The emperor spent to much of his precious time trying to save the galaxy, why would such a noble man want to destroy it? The Rebellion was nothing more than a bunch of renegade old republic lovers who either just like fighting authority, unable to move on or adapt to change, or simply a bunch of hooligans who love chaos and causing others pain. Whatever they are, they are not good for the galaxy as they are solely responsible for the miserable state it is in now.

Thanks to the rebel scum, Supreme Warlord Maltok Kuat, the head governor and leader of both the planet and the shipyards had made claims to succeed the empire. This man was not a pleasant fellow. His rules were hard and his love of money and power was no secret. However, he controlled the shipyards used to make the imperial Star Destroyers as well as several other vessels. He was blatantly corrupt. A mockery of what it means to be an imperial soldier, or so you believe. He was not fit to take the place of the emperor. Somebody else had to be better suited for the job.

You had spent some time here on Kuat for whatever reason, relocation, new recruit, scout for another imperial faction, leave, what have you, you are on Kuat. It isn’t long after Maltok’s claim to power then you receive a message from famed imperial tactician Richard Tavoes. You have been identified as either loyal to the true cause of the empire or looking for someone better than Maltok. You receive a briefing bidding you to join forces with Mirianna Palpetine, daughter and sole heir of the empire. Whatever your reasons for being here, now you have a new goal. Tavoes wishes you to aid him in a hostile takeover or coup to reclaim the drive yards for the true heir to the empire. You are inspired and are informed the attack will happen in just a matter of minutes. You are to find others loyal to the cause and form a squad and be ready to act when the signal is given.

The message seems genuine and you are sure that this is the rightful person to lead the empire out of these dark times. You immediately set of to get ready for battle. Your not sure as to how this will work or how Tavoes even knew you and others aren’t loyal, but Maktok is an ass, almost nobody likes him. Also, his most trusted men are paid far more than you, that must be the real reason. Or you were planted here by Mirianna herself to rally others to the cause.

You meet with three others who share a common hate for Maltok. You have some time to get to know your comrades and work on your game plan for when the action gets started.

This is a roleplay point. Talk to one another and get to know each other.


Both Martian Level 20 invader

The galaxy is in chaos. Good, that means lots of paying work. However, the thing that effects you most is that Jabba the Hut has been murdered by members of the alliance. His assets were seized and distributed among two crime lords who were aiding the alliance, Nym of Lok, and Zadora the Hut of Dessier. Now that the emperor had been defeated, Zadora seemed to spot an opportunity. He needed to acquire all of Jabba’s assets first. That is where you come in. You have been given an offer that is hard to refuse. A lot of credits to aid Zedora in taking down Nym.

Nym was an odd crime lord who joined the alliance because his small time criminal organization couldn’t compete with Jabba or Lady Valaria. He received much from the alliance. Zedora was different. He was good at working in the shadow of the bigger bosses and accumulating his own wealth. Working with the alliance proved to add additional benefits especially when they took down Jabba. Things would not go so well when a new republic would emerge and with all the chaos going on, there was a rare opportunity to be had. Therefore, Zedora turned his back on the alliance and would surprise attack Nym to obtain the last of Jabba’s resources.

This is where you come in. You have been hired and shipped to the famous world of Tatooine. There you assemble with countless other mercs all given the same offer. Nym’s base of operations is on the moon orbiting Tatooine known as Lok. A barren place where Nym could work outside of Jabba’s reach. Since this is where Nym was based, Nym gained access to all Jabba’s Tatooine assets. These are the resources that Zedora wants to add to his coffers.

Standing in this large room with the other mercs is quite an unpleasant experience. The group is noisy and pushy and they reek of all manner of smells. Finally, things quiet down when the infamous right hand of Zedora’s enters the chamber. Flanked on either side by two seven foot mean looking wookies is the smallest Rodian you have ever seen. Yeebo, a purple rodian that stands barely five feet in height, dwarfed by his massive bodyguards. His rodian frills run down either side of his face to his snout rather than on top of his head, very much like a bushier Abe Lincoln beard. Despite his size, he is very muscular for a rodian. He is also extremely intimidating as well. He is reported to have special powers and has a kill record of 500 beings as well as destroying an imperial star destroyer all by himself. He commands respect from everyone in the room.

Perception DC 10:

You will notice he has no blaster holstered at his side. You also notice a small cylindrical metal object hanging from his belt instead.

If you made Perception make an INT check DC 20 or a knowledge Jedi lore or Technology check of 10:

You recognize the device as a lightsaber. Stories say that Yeebo may have wielded such a tool but it was only rumor. Special powers, a lightsaber, he must be a Jedi or at least a force user of some sort.

Yeebo speaks in Rodese, a screen appears behind him translating and displaying plan details. It seems you set to attack Jabba’s palace, Nym’s Hub here on Tatooine. Nym’s right hand runs the place and it is heavily guarded. This is a suicide mission, even with this many mercs, there is little to no chance that you will live. Yeebo goes on to describe the plan of attack. You will be provided some artillery support to soften defenses. Your first objective will be to take control of the outlaying town that Nym had established to provide a source of revenue for the base. The palace has turned into an office building housing several small and legitimate businesses and the employees live in the town called Nym’s Eve. Far from it’s original purpose, the place has flourished over the past couple of months and is now worth 10 times what it was before. This is why Zedora wants it and is willing to pay so much. You survive you cash in. The job is dangerous but the credits would be worth it. For start, all you have to do is take the town of Nym’s Eve and hopefully you will be provided enough support to take the palace. Yeebo also mentions Lady Valaria will be working with them to provide a distraction so we can take the palace after the town is taken. This mission promises to be a success.

Yeebo goes on to suggest that you all form teams to help you survive the mission. A cohesive team on the field has a better chance of survival that a group of individuals. You are dismissed and ask to make your way to the shuttle bay where you will be taken to the forward command post just outside of Nym’s Eve. There your will launch your attack.

On the shuttle the four of you meet and decide to work together. Introduce yourselves and strategize how you will work together on the field of battle.

Roleplay point, every thread has this.


Both Martian Level 20 invader

Okay everyone. Welcome to the discussion thread.

Okay I don't have time to layout all the specs for the added races.

You remember how Ability scores start at base 10 and it is a 25 point by.

I posted the adjustments for unique Ability scores. Also, Miraluka official rules were posted in the Empire recruitment thread.

Once you finish with your character sheets please post as best you can on your profiles.

Also as Alliance soldiers from diverse backgrounds. You can take the following feats of your choice.

-Skill based feats
-Weapons group Blaster Rifles and Pistols
-Weapon Focus for a weapon
-A Different weapon group
-Light Armor Proficiency

Equipment Assignment.
Assault Rifle. (Specs of a regular blaster rifle)
Heavy Pistol
Datapad
2 Medipacs
2 Power Packs
2 Energy Cells
Knife
Comlink
Armor Vest and Helmet

And whatever else your starting money will buy.

Okay I don't have time to layout all the specs for the added races.

You remember how Ability scores start at base 10 and it is a 25 point by.

I posted the adjustments for unique Ability scores. Also, Miraluka official rules were posted in the Empire recruitment thread.

Once you finish with your character sheets please post as best you can on your profiles.


Both Martian Level 20 invader

Okay in this thread you will build you Alias's and character profiles.

The ability scores are abase 10 and it is 25 point buy according to the Star Wars revised Rulebook.

Now you all get your own equipment handed to you. You are not stormtroopers and will not gain access to their armor until you complete a couple of missions first.

All of you have the following Feats.
Weapon group feats blaster pistols and rifles rifles
You also have Light Armor proficiency.

If you already have these feats due to your class then you can take either the Weapon focus for a weapon or a new group proficiency.

If you already get light armor then instead you get a skill based feat.

you all get the following gear:
Stormtrooper Rifle (I will throw up specs tomorrow or wednesday)
D17 Blaster pistol (Specs soon to come)
Comlink
Minimal Data pad
Two power packs
Two Energy cells
A Knife
a Medipac
Helmet and Vest
and anything else you can buy with what Credits you have

You start with Vitality Total X3

I will post other racial specs if you chose a unique race for the races chosen.

Miraluka is already in the Empire recruitment thread.

I need you to put your character sheet into your profile as best you can

If you have any mechanics or posting questions please ask. Or any world questions as any characters mentioned in the books don't exist unless they were in the movies. {ie Mara Jade, Corrin Horn, Thrawn, and so on wont be present anywhere in this campaign.)

PLease ask questions. I don't want anyone to be confused or running on false info. I will do my best to answer. It also helps me as there is much I haven't thought of either. Thank you. We will start this thing once EVERYONE has posted their profiles and is ready to go.


Both Martian Level 20 invader

Okay, the major thing for character creation is to add your vitality X3

Unlike the other threads you will not get free equipment or weapons feat.

Instead you each get two free skill feats of your choosing.

Okay I don't have time to layout all the specs for the added races.

You remember how Ability scores start at base 10 and it is a 25 point by.

I posted the adjustments for unique Ability scores. Also, Miraluka official rules were posted in the Empire recruitment thread.

Once you finish with your character sheets please post as best you can on your profiles.

You will all be recruited from all over and shipped to Tatooine for this campaign.

If you have any mechanics or posting questions please ask. Or any world questions as any characters mentioned in the books don't exist unless they were in the movies. {ie Mara Jade, Corrin Horn, Thrawn, and so on wont be present anywhere in this campaign.)

PLease ask questions. I don't want anyone to be confused or running on false info. I will do my best to answer. It also helps me as there is much I haven't thought of either. Thank you. We will start this thing once EVERYONE has posted their profiles and is ready to go.


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A Long Time Ago In a Galaxy Far Far Away…..:

It has been a little under two months since the destruction of the second death star and the defeat of the emperor. The Rebel Alliance has suffered heavy casualties at the battle of Endor and is trying to recover. Meanwhile, uprisings are breaking out all across the galaxy and not all of them are for the good. Several planetary governors had been put in charge of the worlds all apart of the Empire’s control. These leaders now sought to fill the vacuum left by the emperor’s death. With no apparent heir the Empire has been reduced to fighting itself.
The galaxy is quickly plunged into a chaos that it has not seen for several millennia. The Rebel Alliance soon rallies what is left of it’s forces to try and help the wounded galaxy repair itself and for the better. However, other influential leaders have appeared as well.
The strongest of these is Mirianna Palpatine. The emperor’s adopted daughter. Rumor has it that she is a trained force user and she is the closest thing to an heir that many of the imperial officers could find. She now leads a good fourth of the imperial army. The rest of the empire is ruled by dozens of smaller factions and Mirianna aims to reign in these leaders and make them yield to her new authority and Empress of the galaxy.
The death of Jabba the Hutt also fueled a new war. Zadora the Hutt had bet his cards on the Alliance defeating the Empire by backing them in the war. When he heard his rival Jabba had been killed by some of the Alliance’s key figures, he moved into action quicker than anyone thought possible. His connection with the Alliance allowed him to absorb much of Jabba’s assets to him and another crime lord named Nym. During the battle of Endor Zadora waged his own war and seized the assets Nym had gained from service with the Alliance. Now Zadora was buying out every mercenary organization across the galaxy. With the Empire in chaos and no real galactic order, Zadora declared war on all the major galactic crime lords. His advantage, speed, resources, and his allegiance with the Alliance and other groups who are sectioning his actions for a hostile take over of the criminal underground.
With all the uncertainty and chaos now in effect, the stability between worlds in waning and the conflict continues higher than it ever has. With so much turmoil can Mirianna, The Rebel Alliance, or Zadora ever hope to return order and unity to the galaxy…

This recruitment is for Zadora the Hutt. He is a neutral faction that believes in his own self interests. His goal is to conquer the criminal underground. You are here for the money and no other real reason. If you have another reason feel free to elaborate but for the most part, Zadora himself isn’t know to be a goody two shoes despite his aiding the alliance. He wont make you do anything too evil. Mostly you will be fighting other criminals and occasionally the empire. This is the only thread where you must supply all your own gear and weapons. You get the normal credit value your class normally provides.

You are allowed to put forth a character for each thread and I may pick more than one of them depending on how many recruits I get over all. Otherwise I pick my favorite of your two or three characters for the thread you made them for.

Recruitment ends in 2 weeks or when I get enough spots filled.

Requirements:
Sources We will be using The Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Wiker. If you don’t have it and want to play, it is an easy buy on amzon.com ranging from 15 to 40 Dollars or on Ebay.
AbilitiesWe will be using 25 Point buy following all the purchase rule from the Star Wars rulebook with the exception that instead of all abilities starting at a base 8, they start at 10.
Vitality I have decided to give players a max vitality equal to their hit dice max + con X 3. Players will not gain more vitality until level 4. This is to keep you from dying too soon as in this game……death can be quick due to the high damaging weapons.
Classes You can pick from all classes except for Jedi Classes. Jedi Adept is permissible but only with a good and reasonable back story. Thing is, Luke is technically the last “Jedi” but not the last force user.
Races All races are usable within Zadora’s faction with no limitations. In the imperial faction there are only humanoid, or basically human looking species like Cereans, or Chiss and so on. In the alliance there will be no primitive races. I added a few races and will post the details on either Sunday or Monday depending on my free time to type it from paper to PC. That’s a lot of work. The following new races are:
-Gran +2 Con +2 Cha -2 Dex
-Chiss +2 Cha +2 Int
-Miraluka – limit one per thread +2 Wis -2 Cha Start with Force Sensetive Feat and Sense Feat
- Mandelorian – limit one per thread +2 Str +4 Con -2 Cha Has fast heal
-Tusken – Fringer or scout class only +2 Str +2 Con -4 Cha Has +2 trait bonus to animal handle and Ride. Uses Graffii proficiency
-Weequay +2 Dex +2 Con -2 Int -2 Cha
-Nikto +2 Str +2 Con -2 Wis – 2 Cha
-Chadrafan +4 Dex +2 Cha -2 Str -2 Con Small
-Drell +2 Int +2 Wis no negatives
-Barbel +2 Str +4 Con -2 Dex -2 Cha -2 Int Has Nat Armor
These races are added and I will post more details later. The ability modifiers are just to give you an idea as to what they are capable of.

Now What I need you to put in your ap. I don’t want a statblock as things may need to change but this is what I do need. Also don’t make an Alias please. Not yet anyways
You need
Your backstory including
-Name, Age, and Race
-Homeworld,
-The Reason for your class
-Physical Description
-Skill Explanation – (Basically you explain where you got your skills from, this doesn’t need to be too precise)
- Motivations (What are you character’s goals and what motivates them to do stuff, anything)
-And finally why you are joining this faction.

Once all that is taken care of you just wait for me to look over your app. This campaign has a few critiques and if something you chose wont fit or don’t make sense I will ask you to correct it.

I am looking for 4 to 6 players a thread. I will close all recruitments in two weeks or once all positions are filled with desirable players. Whichever happens first. Best of luck to Y’all.

ATTENDANCE. IMPORTANT PLEASE READ CAREFULLY:

This campaign does not have an attendance rule. You post when you can. However, I run a tight ship and will move all three threads along regularly to keep everyone on the same page even if not everyone has posted so try not to get left behind. I will post Summeries in the campaign Info section to summarize what happened so you wont be too lost after being gone too long.

If there is anything I missed or you have questions, post them and I will answer to the best of my knowledge.


A Long Time Ago In a Galaxy Far Far Away…..:

It has been a little under two months since the destruction of the second death star and the defeat of the emperor. The Rebel Alliance has suffered heavy casualties at the battle of Endor and is trying to recover. Meanwhile, uprisings are breaking out all across the galaxy and not all of them are for the good. Several planetary governors had been put in charge of the worlds all apart of the Empire’s control. These leaders now sought to fill the vacuum left by the emperor’s death. With no apparent heir the Empire has been reduced to fighting itself.
The galaxy is quickly plunged into a chaos that it has not seen for several millennia. The Rebel Alliance soon rallies what is left of it’s forces to try and help the wounded galaxy repair itself and for the better. However, other influential leaders have appeared as well.
The strongest of these is Mirianna Palpatine. The emperor’s adopted daughter. Rumor has it that she is a trained force user and she is the closest thing to an heir that many of the imperial officers could find. She now leads a good fourth of the imperial army. The rest of the empire is ruled by dozens of smaller factions and Mirianna aims to reign in these leaders and make them yield to her new authority and Empress of the galaxy.
The death of Jabba the Hutt also fueled a new war. Zadora the Hutt had bet his cards on the Alliance defeating the Empire by backing them in the war. When he heard his rival Jabba had been killed by some of the Alliance’s key figures, he moved into action quicker than anyone thought possible. His connection with the Alliance allowed him to absorb much of Jabba’s assets to him and another crime lord named Nym. During the battle of Endor Zadora waged his own war and seized the assets Nym had gained from service with the Alliance. Now Zadora was buying out every mercenary organization across the galaxy. With the Empire in chaos and no real galactic order, Zadora declared war on all the major galactic crime lords. His advantage, speed, resources, and his allegiance with the Alliance and other groups who are sectioning his actions for a hostile take over of the criminal underground.
With all the uncertainty and chaos now in effect, the stability between worlds in waning and the conflict continues higher than it ever has. With so much turmoil can Mirianna, The Rebel Alliance, or Zadora ever hope to return order and unity to the galaxy…

This is the Recruitment for the Empire. Or rather for Mirianna Palpatine’s faction of the Empire. You are recruited to aid Mirianna take her seat as Empress of the Empire. She believes strongly that her father was right about the galaxy needing the empire to keep galactic order and peace through monarchy. She is unaware of many of the empires crimes and believes the rebellion to be a bunch of nomadic hoodlums who want to bring chaos and destruction to the galaxy. She is a force user though she is not trained in the dark arts and knows only universal force powers. She does believe that if a group wont listen to reason, then she will force them too. You are provided equipment and only get the base value of credits provided by your class (As if you rolled a one on your credit dice roll)

You are allowed to put forth a character for each thread and I may pick more than one of them depending on how many recruits I get over all. Otherwise I pick my favorite of your two or three characters for the thread you made them for.

Recruitment ends in 2 weeks or when I get enough spots filled.

Requirements:
Sources We will be using The Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Wiker. If you don’t have it and want to play, it is an easy buy on amzon.com ranging from 15 to 40 Dollars or on Ebay.
AbilitiesWe will be using 25 Point buy following all the purchase rule from the Star Wars rulebook with the exception that instead of all abilities starting at a base 8, they start at 10.
Vitality I have decided to give players a max vitality equal to their hit dice max + con X 3. Players will not gain more vitality until level 4. This is to keep you from dying too soon as in this game……death can be quick due to the high damaging weapons.
Classes You can pick from all classes except for Jedi Classes. Jedi Adept is permissible but only with a good and reasonable back story. Thing is, Luke is technically the last “Jedi” but not the last force user.
Races All races are usable within Zadora’s faction with no limitations. In the imperial faction there are only humanoid, or basically human looking species like Cereans, or Chiss and so on. In the alliance there will be no primitive races. I added a few races and will post the details on either Sunday or Monday depending on my free time to type it from paper to PC. That’s a lot of work. The following new races are:
-Gran +2 Con +2 Cha -2 Dex
-Chiss +2 Cha +2 Int
-Miraluka – limit one per thread +2 Wis -2 Cha Start with Force Sensetive Feat and Sense Feat
- Mandelorian – limit one per thread +2 Str +4 Con -2 Cha Has fast heal
-Tusken – Fringer or scout class only +2 Str +2 Con -4 Cha Has +2 trait bonus to animal handle and Ride. Uses Graffii proficiency
-Weequay +2 Dex +2 Con -2 Int -2 Cha
-Nikto +2 Str +2 Con -2 Wis – 2 Cha
-Chadrafan +4 Dex +2 Cha -2 Str -2 Con Small
-Drell +2 Int +2 Wis no negatives
-Barbel +2 Str +4 Con -2 Dex -2 Cha -2 Int Has Nat Armor
These races are added and I will post more details later. The ability modifiers are just to give you an idea as to what they are capable of.

Now What I need you to put in your ap. I don’t want a statblock as things may need to change but this is what I do need. Also don’t make an Alias please. Not yet anyways
You need
Your backstory including
-Name, Age, and Race
-Homeworld,
-The Reason for your class
-Physical Description
-Skill Explanation – (Basically you explain where you got your skills from, this doesn’t need to be too precise)
- Motivations (What are you character’s goals and what motivates them to do stuff, anything)
-And finally why you are joining this faction.

Once all that is taken care of you just wait for me to look over your app. This campaign has a few critiques and if something you chose wont fit or don’t make sense I will ask you to correct it.

I am looking for 4 to 6 players a thread. I will close all recruitments in two weeks or once all positions are filled with desirable players. Whichever happens first. Best of luck to Y’all.

ATTENDANCE. IMPORTANT PLEASE READ CAREFULLY:

This campaign does not have an attendance rule. You post when you can. However, I run a tight ship and will move all three threads along regularly to keep everyone on the same page even if not everyone has posted so try not to get left behind. I will post Summeries in the campaign Info section to summarize what happened so you wont be too lost after being gone too long.

If there is anything I missed or you do not understand, let me know and I will answer to the best of my abilities.


A Long Time Ago In a Galaxy Far Far Away…..:

It has been a little under two months since the destruction of the second death star and the defeat of the emperor. The Rebel Alliance has suffered heavy casualties at the battle of Endor and is trying to recover. Meanwhile, uprisings are breaking out all across the galaxy and not all of them are for the good. Several planetary governors had been put in charge of the worlds all apart of the Empire’s control. These leaders now sought to fill the vacuum left by the emperor’s death. With no apparent heir the Empire has been reduced to fighting itself.
The galaxy is quickly plunged into a chaos that it has not seen for several millennia. The Rebel Alliance soon rallies what is left of it’s forces to try and help the wounded galaxy repair itself and for the better. However, other influential leaders have appeared as well.
The strongest of these is Mirianna Palpatine. The emperor’s adopted daughter. Rumor has it that she is a trained force user and she is the closest thing to an heir that many of the imperial officers could find. She now leads a good fourth of the imperial army. The rest of the empire is ruled by dozens of smaller factions and Mirianna aims to reign in these leaders and make them yield to her new authority and Empress of the galaxy.
The death of Jabba the Hutt also fueled a new war. Zadora the Hutt had bet his cards on the Alliance defeating the Empire by backing them in the war. When he heard his rival Jabba had been killed by some of the Alliance’s key figures, he moved into action quicker than anyone thought possible. His connection with the Alliance allowed him to absorb much of Jabba’s assets to him and another crime lord named Nym. During the battle of Endor Zadora waged his own war and seized the assets Nym had gained from service with the Alliance. Now Zadora was buying out every mercenary organization across the galaxy. With the Empire in chaos and no real galactic order, Zadora declared war on all the major galactic crime lords. His advantage, speed, resources, and his allegiance with the Alliance and other groups who are sectioning his actions for a hostile take over of the criminal underground.
With all the uncertainty and chaos now in effect, the stability between worlds in waning and the conflict continues higher than it ever has. With so much turmoil can Mirianna, The Rebel Alliance, or Zadora ever hope to return order and unity to the galaxy…

This is the Recruitment for the Rebel Alliance story thread. Those of you sighing up for the alliance put forth your character apps here. This story you are joining the crew of the famed Mon Calamari Battle Cruiser Home One to go on missions to repel imperial remnants and pacify worlds suffering from strife or civil war. Also to act as security for simple diplomatic mission. You are provided equipment and only get the base value of credits provided by your class (As if you rolled a one on your credit dice roll)

You are allowed to put forth a character for each thread and I may pick more than one of them depending on how many recruits I get over all. Otherwise I pick my favorite of your two or three characters for the thread you made them for.

Recruitment ends in 2 weeks or when I get enough spots filled.

Requirements:
Sources We will be using The Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Wiker. If you don’t have it and want to play, it is an easy buy on amzon.com ranging from 15 to 40 Dollars or on Ebay.
AbilitiesWe will be using 25 Point buy following all the purchase rule from the Star Wars rulebook with the exception that instead of all abilities starting at a base 8, they start at 10.
Vitality I have decided to give players a max vitality equal to their hit dice max + con X 3. Players will not gain more vitality until level 4. This is to keep you from dying too soon as in this game……death can be quick due to the high damaging weapons.
Classes You can pick from all classes except for Jedi Classes. Jedi Adept is permissible but only with a good and reasonable back story. Thing is, Luke is technically the last “Jedi” but not the last force user.
Races All races are usable within Zadora’s faction with no limitations. In the imperial faction there are only humanoid, or basically human looking species like Cereans, or Chiss and so on. In the alliance there will be no primitive races. I added a few races and will post the details on either Sunday or Monday depending on my free time to type it from paper to PC. That’s a lot of work. The following new races are:
-Gran +2 Con +2 Cha -2 Dex
-Chiss +2 Cha +2 Int
-Miraluka – limit one per thread +2 Wis -2 Cha Start with Force Sensetive Feat and Sense Feat
- Mandelorian – limit one per thread +2 Str +4 Con -2 Cha Has fast heal
-Tusken – Fringer or scout class only +2 Str +2 Con -4 Cha Has +2 trait bonus to animal handle and Ride. Uses Graffii proficiency
-Weequay +2 Dex +2 Con -2 Int -2 Cha
-Nikto +2 Str +2 Con -2 Wis – 2 Cha
-Chadrafan +4 Dex +2 Cha -2 Str -2 Con Small
-Drell +2 Int +2 Wis no negatives
-Barbel +2 Str +4 Con -2 Dex -2 Cha -2 Int Has Nat Armor
These races are added and I will post more details later. The ability modifiers are just to give you an idea as to what they are capable of.

Now What I need you to put in your ap. I don’t want a statblock as things may need to change but this is what I do need. Also don’t make an Alias please. Not yet anyways
You need
Your backstory including
-Name, Age, and Race
-Homeworld,
-The Reason for your class
-Physical Description
-Skill Explanation – (Basically you explain where you got your skills from, this doesn’t need to be too precise)
- Motivations (What are you character’s goals and what motivates them to do stuff, anything)
-And finally why you are joining this faction.

Once all that is taken care of you just wait for me to look over your app. This campaign has a few critiques and if something you chose wont fit or don’t make sense I will ask you to correct it.

I am looking for 4 to 6 players a thread. I will close all recruitments in two weeks or once all positions are filled with desirable players. Whichever happens first. Best of luck to Y’all.

ATTENDANCE. IMPORTANT PLEASE READ CAREFULLY:

This campaign does not have an attendance rule. You post when you can. However, I run a tight ship and will move all three threads along regularly to keep everyone on the same page even if not everyone has posted so try not to get left behind. I will post Summeries in the campaign Info section to summarize what happened so you wont be too lost after being gone too long.

If there is anything I am missing or you don't understand, I will do my best to answer.


A long time ago in a Forum Far Far Away...

This is not a recruitment. This is a scouting mission. This is my idea. I want to run it. Recruitment will open once I have received enough input and interests. The magic number? I'll let you now but for now, please, please give me your input. Thank you for your consideration. Simply put. I want to run a Star Wars PBP. I have one of the older rulebooks. The Revised version of the D20 system for Star Wars from 2002 by wizards of the coast. however I want all my players to be on the same set of rules. The story is my own and I have a lot of criteria from all the hopeful players out there. So bear with me as you read through my ridiculous post of epicness.

I have a campaign setting that will run three parallel campaigns. One group will be working for the empire, one for the rebellion, and one Zadora the Hutt.

The story will take place one month after the Battle of Endor. There will be no Jedi Classes but if there is a force sensitive or adept in the rules, I will allow that. Jedi is a class I will allow later.

Now there is one thing I want all potential players to take note of. The story is my own. It does not encompass any of the books with the exception of a few ideas. This is my own interpretation of what should have happened after the defeat of the emperor.

The story is that the empire is trying to fill the vacuum left in the emperor's wake. The rebellion is trying to start it's New Republic (Borrowed idea notice) Then in the wake of Jabba's influence comes Zadora the Hutt. An individual who manage to merge Jabba's resources with his own and is now a galatic power has.

The players joining the Empire will be fighting against itself to try and assert a new authority. A new emperor as it were. Lots of work to be done. You will not necessarily be evil. You are among the brainwashed bunch that actually believe that the emperor was a good man and his ideas were correct. Therefore you fight to restore that order under the emperor's own adopted daughter Mirianna Palpatine who your school believes is the rightful heir to the empire.

The players joining the Rebellion fight against stubborn imperial holdouts who keep planets though corrupted leaders or sheer force of presence. Also there are several governments want nothing to do with either an empire or a republic and most respond violently to any assistance or negotiations from either group. Lot of work as you are a squad on board the famous flagship Home One under command of Admiral Akbar.

The players joining Zadora are of a neutral bunch who work for themselves. They will get paid a generous sum to aid Zadora in his hostile takeover of the criminal undergroud. Fighting foes like Lady Valarian, Tyber Zann, Jail Haccorn, Kesh, and Furria Hasan and others to gain as much power as he can before the galactic leadership vacuum is filled. The time is now and no one is better capable of moving credits as quickly and as endlessly as Zadora is. Best to join the winning, not to mention the best paying side in the business.

Things to Note
First Each thread will be running parallel. Things players do in one thread can affect the other two. Now it is possible, but I will tool it to be unlikely, that any player of any threads with cross paths, though this is by no means a promise, with other players in other threads. PVP between threads may happen. When this happens, I run the battle simultaneously and each thread will get an encounter. Players may not always recognize other players as I will never point it out to either group. For all one group knows, it's just another encounter, and vise versa.

Second There will be no starting Jedi players. There are Jedi within the ranks of each faction and if your players catch their attention, you could be trained to be one though I make that path a challenge. I also make it worth it.

Third: Once I open recruitment, which WILL takes some time for me to do, I will initially recruit four to six people per group. However, I will still be accepting applicants indefinitely. I will only start the game once I have at least four people a thread. Players can join at anytime and will be briefed in the ooc thread for this undertaking. I will have a max of six players a thread. I will start new threads for either of the three factions if I end up with more than six players. So for example. One Empire thread has six people, if I get a new empire recruit, I will open a new Empire thread, taking place at the same in game time as the other, for any new imperial recruits. Confused? Well I'm not surprised.

Fourth Attendance: I will not hold ANYONE to a post a day policy. The story will move as a whole. ALL threads will move forward at the same rate. If you want to get some good roleplay in, post regularly. I will try and post daily but the story will "Jump" once or twice a week to move things along. I don't drop players but if your in the middle of a conversation when I do a story jump, I will conclude your talk and move your character accordingly in the plot.

Fifth For all you technical geeks out there. DO NOT get on my case about ANY technical aspects of the Star Wars universe. I will follow the use and use my favorite Cheat sheet Wookiepedia to clear up any questions I have but I reserve the right to make technological and racial, and planetary and even physical adjustments as I desire. I have seen TOO MANY interpretations to go with any one view and believe me, there are a lot of interpretations. So you guys get my own interpretations as to how a hyper-drive works or a wookies cultural or technological advancements or even how the Jedi work. Some geeks might not like this but I use Wookiepedia, video games, articles, books, and other source material I have collected over the years so I know a bit. I honestly don't want to much techy know how battles, I just want to keep this simple for everyone and keep it fun.

Sixth I am setting aside a nice chunk of each of my days for this campaign. I have run it ONCE in high school when I first got the rulebook. Had 12 players that met on three separate nights of the week and we had a blast. In short, the faction that won was one that a player of mine forged. Of the 12 players involved, 7 lived to see the galaxy united. I have run this campaign ONCE. So it isn't perfect but it is fun. I hope that everyone who wants to join is looking forward to one great messed up time because this campaign is one of those with a a lot of possible endings. There is a story, only you get to decide if it will follow its natural course or not.

Now what I want from my hopefuls:

First: Are you interested in playing in a Star Wars Campaign.

Second: Do you have the rulebook mentioned above. If not, what rulebook do you have or know of.

Third: Any insight as to the campaign story. Do you like or dislike anything about it?

Fourth What do is your opinion of how I plan to run this thing. What do you like and what do you dislike.

Fifth What thread would you join? Empire, Rebels, Zadora?

Sixth Any Questions?

This is my idea. I want to run it. All I am looking for in this is input from the possibilities. Recruitment will open once I have received enough input and interests. The magic number? I'll let you now but for now, please, please give me your input. Thank you for your consideration.


Both Martian Level 20 invader

As you are hanging in the Cafe you begin to make friends with your fellow classmates. As you (All four of you) look to the window, your attention is grasped by a strange man standing outside of the bookstore cafe. He really stands out as he is wearing an assortment of crimson robes. He also has a long curly brown beard and a strange looking walking stick. The most unusual characteristic you can make out so far is the crimson "wizards" hat. He reminds you of the Gandalf character from the lord of the rings movie that had come out a few years back only younger.

Things get strange when you begin hearing voices accompanied by images or medieval lands "Kellmanor was once a beautiful land home to many kinds of people, a darkness soon filled the land and we need brave heroes to come forth and save us. Come with me to save Kellmanor. I will be waiting for you in the alley next to the building for your answer."

The images stop leaving you stunned and quite shaken. Whatever it was felt real. For a moment, you felt as though you had entered another world. In that world were things you have only dreamed of seeming. Brought back to reality, things suddenly feel very mundane. The "wizard" walks to the left of the window and disappears into the alley next to the building. Curiosity seems tug at you and as you stand to follow, you notice others with the same bewildered expressions on their faces get up and move on as well. You drop everything out of an unnatural sense of desire.

Roleplay your going to the alley please.


Both Martian Level 20 invader

As you are hanging in the Cafe you begin to make friends with your fellow classmates. One of you throws a paper airplane and just as it was about to head straight to the floor, the air seems to catch it. The plane then drifts towards the window where (All four of you) see a strange man standing outside of the bookstore cafe. He really stands out as he is wearing an assortment of crimson robes. He also has a long curly brown beard and a strange looking walking stick. The most unusual characteristic you can make out so far is the crimson "wizards" hat. He reminds you of the Gandalf character from the lord of the rings movie that had come out a few years back only younger.

Things get strange when the paper plane goes, what seems, straight through the window into his outstretched hand. He catches it gently. These windows are the kind that aren't meant to open and the plane seemed to pass right through the glass to him.

He unfolded the paper and gently ran his finger across it. He then folded it back up again and lauched it, through the window, straight to you. It floats gently to a table between all of you and comes to a rest. The man stands waiting. Strangly, no one else in the Cafe or outside seems to notice the strange event.

The plane:

It is a note written in a very unusual handwriting. It says. Come with me to save Kellmanor. Meet me in the ally next to the building. Don't be afraid. This is your destiny.

Perception Check DC 10:

You will notice that the window has no openings at all. The plane simply passed through the glass. Also, you never saw the man write anything and as far as you knew, this was a blank piece of paper.

Begin the roleplay.


Both Martian Level 20 invader

Okay, Welcome everyone to THE SORCERERS DISCUSSION THREAD PART TWO. On this thread I will inform you of the rules of the campaign as well as how I plan to run things as your GM. Pretty much all of you have your alias’s down so that’s a start. There are a few rules that I need to go over with you about how I GM

1. Leveling:I believe I have mentioned before that leveling happens as you complete main plot objectives. They also increase for every five subplot objective you complete. There are a lot of both main plot and sub plot objectives and in this particular campaign it is easy to miss a lot of them. So be sure and keep your eyes open for them. There are a lot of opportunities for preplanned combats, but I am open to peaceful solutions if you can manage to persuade the problem away. You don’t have to kill everything you encounter. Get creative. More fun that way.
2. Combat: Okay. In my short time I’ve spent on these forums, I’ve noticed that combat is one of the trickiest aspects of PBP. So I’ve come up with a system that seems to work best. Once a combat breaks out everybody posts their initiative and their first two round actions. Here is an example of how combat will look:
[/spoiler=Example Turn]
Round one
I will move to engage the closest foe and then swing my sword to attack. 1d20 + 4 ⇒ (14) + 4 = 18 For:1d8 + 3 ⇒ (6) + 3 = 9.
Round two
If the foe is still standing I will take a full-attack against him swinging with both weapons.
Attack one:1d20 + 4 ⇒ (9) + 4 = 13 For 1d8 + 3 ⇒ (4) + 3 = 7
Attack two:1d20 + 4 ⇒ (13) + 4 = 17 For 1d4 + 1 ⇒ (3) + 1 = 4
If he is dead, then I will move to the nearest enemy and attack him.
:1d20 + 4 ⇒ (18) + 4 = 22 For 1d8 + 3 ⇒ (4) + 3 = 7 [/spoiler]
This is how your combat rounds should look. Feel free to get wordy if you really want to get into character. I will wait for everyone to post before I move on. Once everyone has posted their round one and round two actions, I will arrange all actions in initiative order and make changes as necessary. Then I will post the results and we will move on to round three and four. This will make combat go by quickly and efficiently.
There will not be many random encounters, these have a bad habit of slowing PBPs down and I’d like to keep this campaign moving.
3. Posting: Now, I like roleplay. Very entertaining. How ever, some of you may be on more often than others. If that is the case, I’d like to limit most folks to about three or four posts a day. I’ve been in a game recently where I wont be able to post for several hours, I come back and suddenly there are ten pages worth of posts to read. It’s a pain to get left behind like that so again, please keep your posts to at the most three or four a day. I myself will only post one to three times a day. Also, I will not fill out any progression in the campaign until Everyone is ready to move on. I want this to be fun and not a chore so hopefully we are all ok with this pace. No one gets left behind.
4. Player/Character interaction I’m not a huge fan of PVP. Unless merited, I’d prefer we don’t fight each other. Now I’m big on character development and when people really get into character. This might produce some really irritating characters for some people. Now, I know some people might be annoyed with someone’s character. Please understand that they are most likely playing the role they gave themselves even if it is annoying. This is like life and in life, people don’t always get along. So. As a player, respect your fellow players. If you have an issue with a particular character, don’t take it out on the player, resolve it in game. If it leads to a PVP (Again please try and avoid this) then so be it. I like diverse character’s so don’t get upset as a player, get upset as your character’s personality would.
5. Rulebreakers Now not every rule is set in stone. I am willing to make modifications to certain rules as it pertains to a character or a situation. Also, roleplay always wins out over the rules. For example. (My favorite example) You’re trying to convince someone to see your point of view. You don’t always need to make a diplomacy check to do so. You can make an in character argument to try and convince someone to do what you ask of them. I will usually yield to a reasonable argument. Also, get creative in everything you do. The rulebook doesn’t cover everything, and if you have a creative way to improve rolls or lower DCs, then by all means make the attempt. Also I don’t always give in to natural 20s. In combat yes, but certain skill checks, I would have set DCs high because I don’t want you to succeed. Thus in those scenarios, I will also take away the natural success. Finally, I reserve the right as the GM to make some serious augments to the rules if I need to. Usually this will be to help keep my campaign or plot intact. If there are loop holes, I will likely keep you from using them by making such changes. This wont happen often I promise.
6. Notes on GM Okay, I have been running games and players like you for over 12 years now. While this would mean I am very experienced, it doesn’t mean I’m perfect. I have one major weakness that I’ve been managing to cope with for all that time, it’s Ironic considering how I’m trying to game right now. I am not good at reading. Not sure why, but I am very scatter brained when I try to read and usually do not retain all that I have read. As such, I may forget rules often. I read the rulebook daily to try and keep learning but if anytime in game, I miss something, please remind me. Also, It is possible I might miss certain details in your posts. I apologize in advance for that and please note I do not mean any harm by it. For these weaknesses, my strength (Very ironically) is writing, I love to write and I am extremely creative (As I have been told by many others). I’ve spent a good amount of time on this campaign and it should be very fun. One more important thing to note is that Friday’s are very spotty for me as I work and have game night where I GM live. I will barely be able to post if at all. It really depends on my work schedule on the following Saturday. So patience on those particular days please. Thank you.

Now that is said, I will wait for you all to ask any questions you have and please do. I am certain there are details about this particular campaign I have failed to answer and I want things to be clear. Make sure your questions are mechanics based as I would rather not fill you in on to much of the story. Let me know when your satisfied and ready to start.


Both Martian Level 20 invader

Hello and welcome to THE SORCERERS DISCUSSION THREAD. On this thread I will inform you of the rules of the campaign as well as how I plan to run things as your GM. Pretty much all of you have your alias’s down so that’s a start. There are a few rules that I need to go over with you about how I GM

1. Leveling:I believe I have mentioned before that leveling happens as you complete main plot objectives. They also increase for every five subplot objective you complete. There are a lot of both main plot and sub plot objectives and in this particular campaign it is easy to miss a lot of them. So be sure and keep your eyes open for them. There are a lot of opportunities for preplanned combats, but I am open to peaceful solutions if you can manage to persuade the problem away. You don’t have to kill everything you encounter. Get creative. More fun that way.
2. Combat: Okay. In my short time I’ve spent on these forums, I’ve noticed that combat is one of the trickiest aspects of PBP. So I’ve come up with a system that seems to work best. Once a combat breaks out everybody posts their initiative and their first two round actions. Here is an example of how combat will look:
[/spoiler=Example Turn]
Round one
I will move to engage the closest foe and then swing my sword to attack. 1d20 + 4 ⇒ (17) + 4 = 21 For:1d8 + 3 ⇒ (2) + 3 = 5.
Round two
If the foe is still standing I will take a full-attack against him swinging with both weapons.
Attack one:1d20 + 4 ⇒ (6) + 4 = 10 For 1d8 + 3 ⇒ (4) + 3 = 7
Attack two:1d20 + 4 ⇒ (15) + 4 = 19 For 1d4 + 1 ⇒ (1) + 1 = 2
If he is dead, then I will move to the nearest enemy and attack him.
:1d20 + 4 ⇒ (8) + 4 = 12 For 1d8 + 3 ⇒ (5) + 3 = 8 [/spoiler]
This is how your combat rounds should look. Feel free to get wordy if you really want to get into character. I will wait for everyone to post before I move on. Once everyone has posted their round one and round two actions, I will arrange all actions in initiative order and make changes as necessary. Then I will post the results and we will move on to round three and four. This will make combat go by quickly and efficiently.
There will not be many random encounters, these have a bad habit of slowing PBPs down and I’d like to keep this campaign moving.
3. Posting: Now, I like roleplay. Very entertaining. How ever, some of you may be on more often than others. If that is the case, I’d like to limit most folks to about three or four posts a day. I’ve been in a game recently where I wont be able to post for several hours, I come back and suddenly there are ten pages worth of posts to read. It’s a pain to get left behind like that so again, please keep your posts to at the most three or four a day. I myself will only post one to three times a day. Also, I will not fill out any progression in the campaign until Everyone is ready to move on. I want this to be fun and not a chore so hopefully we are all ok with this pace. No one gets left behind.
4. Player/Character interaction I’m not a huge fan of PVP. Unless merited, I’d prefer we don’t fight each other. Now I’m big on character development and when people really get into character. This might produce some really irritating characters for some people. Now, I know some people might be annoyed with someone’s character. Please understand that they are most likely playing the role they gave themselves even if it is annoying. This is like life and in life, people don’t always get along. So. As a player, respect your fellow players. If you have an issue with a particular character, don’t take it out on the player, resolve it in game. If it leads to a PVP (Again please try and avoid this) then so be it. I like diverse character’s so don’t get upset as a player, get upset as your character’s personality would.
5. Rulebreakers Now not every rule is set in stone. I am willing to make modifications to certain rules as it pertains to a character or a situation. Also, roleplay always wins out over the rules. For example. (My favorite example) You’re trying to convince someone to see your point of view. You don’t always need to make a diplomacy check to do so. You can make an in character argument to try and convince someone to do what you ask of them. I will usually yield to a reasonable argument. Also, get creative in everything you do. The rulebook doesn’t cover everything, and if you have a creative way to improve rolls or lower DCs, then by all means make the attempt. Also I don’t always give in to natural 20s. In combat yes, but certain skill checks, I would have set DCs high because I don’t want you to succeed. Thus in those scenarios, I will also take away the natural success. Finally, I reserve the right as the GM to make some serious augments to the rules if I need to. Usually this will be to help keep my campaign or plot intact. If there are loop holes, I will likely keep you from using them by making such changes. This wont happen often I promise.
6. Notes on GM Okay, I have been running games and players like you for over 12 years now. While this would mean I am very experienced, it doesn’t mean I’m perfect. I have one major weakness that I’ve been managing to cope with for all that time, it’s Ironic considering how I’m trying to game right now. I am not good at reading. Not sure why, but I am very scatter brained when I try to read and usually do not retain all that I have read. As such, I may forget rules often. I read the rulebook daily to try and keep learning but if anytime in game, I miss something, please remind me. Also, It is possible I might miss certain details in your posts. I apologize in advance for that and please note I do not mean any harm by it. For these weaknesses, my strength (Very ironically) is writing, I love to write and I am extremely creative (As I have been told by many others). I’ve spent a good amount of time on this campaign and it should be very fun. One more important thing to note is that Friday’s are very spotty for me as I work and have game night where I GM live. I will barely be able to post if at all. It really depends on my work schedule on the following Saturday. So patience on those particular days please. Thank you.

Now that is said, I will wait for you all to ask any questions you have and please do. I am certain there are details about this particular campaign I have failed to answer and I want things to be clear. Make sure your questions are mechanics based as I would rather not fill you in on to much of the story. Let me know when your satisfied and ready to start.


Both Martian Level 20 invader

Okay this is the OOC thread for my campaign called The Sorcerers
This is where I root out the best of you brave souls.

Important
Now, I’m going cover a good deal of the campaigns content so you can get a good idea as to what you’re getting yourselves into.
Campaign Mapping
This campaign has three books. Now I’m not talking books like those skinny adventure path books, I’m talking inch or two think filled with the detailed essence of the story and world. In each book there are three Acts and each Act has 10 to 12 chapters or parts. Now running through the previous sessions I have had with this campaign. If we post regularly, we should be able to move at a rate of two chapters a month. If we go at a post a day however, it will be a chapter a month. Any slower and I say it isn’t worth playing. Now I will post a rapid progression at least once a day (Fridays will be iffy).

Challenge
Okay, most important note to remember is that your are high schoolers. You are not brave warriors, well learned spellcasters and specialists used to dealing with life or death situations. As such, early on, leveling will be slow. There will be no XP for killing things . You gain levels and XP through training with a mentor in your chosen class. A mentor will be required As such you will have to find one and that wont be very easy to do. Especially classes rooted in magic such as wizard, and so on. Those are rare. Also, you have to learn feats from instructors as well. This method of leveling will only last for the first couple of levels. The first two chapters, you will not level. You will still gain your sorcerer part in chapter two.

You will not be expected to fight for the first several chapters. As such you must rely on others to protect you. There are many strong characters that you will encounter who are capable of protecting you. It will be up to you to recruit them and use them to get where you need to go. There are possibilities to gain fighting capability but combat is not the source of leveling. Growth comes from learning and training and any dangerous encounter grants growth without having to kill the foe. Though there wont be much demand for you to fight in Act one, Act two and onward you will be experiencing some epic battles where the four “kids” will be so powerful that they can take on whole armies. It will be an epic.

Player Expectations
Okay, here is what I expect from you as the players. You are high school kids, the adventure you are about to embark on is one where you leave a place of familiarity and safety to a place that is unknown, unpredictable, and dangerous. Kids are normally quite adaptable. This is a stage where you are expected to react and respond to things as though you are witnessing them for the first time. Unless you’ve had some traumatizing life event or you are someone who got into fights frequently, you’re not likely to be used to violence. Of course there is always the desensitizing of slasher films and violent video games but I will leave that up to you.

Final Notes
Now, you wont for most of the first couple of chapters, have feats. Those you need to learn from someone or from books and some time to train.
I have covered as much as I can for the moment. I will cover additional rules once things get going. Once important thing to note is, I will not be replacing players once this gets going. You die or drop out, that is it. The group will need to progress with fewer and fewer players until there are none left. Then I open a new recruitment and start over. I’d prefer to not have this problem so try hard not to die, or leave.

Roleplay Recruitment
Now without further delay. The final examination roleplay.
The year is fall 2010, there are many events and activities that take place during this time. The place is Monrial Café, a book store and coffee house. You are here hanging with others from your school. Feel free to talk to one another. You can talk about favorite hobbies, movies, or other events that you find particularly interesting. Socialize with your NPC friends if no one else wants to talk with you. Go for it. I will end this nonsense this weekend, once I have narrowed to the four players I want. That is all. I look forward to running this campaign again.

Important! Again, this is a very different campaign! Ask Questions!


Introduction
Okay this is the recruitment for something very different than you’re used to from Pathfinder. To save time and to add to the atmosphere of the campaign, it is not going to take place in Golorion and it helps if you know nothing of the world.

This campaign will be using modified Gesalt rules which will be explained in further detail in the ooc thread and during the campaign. This campaign is called Sorcerers. In this campaign you will be playing as high school students from the modern world who get sucked into a new world to save it. Similar to the Chronicles of Narnia books only not as child friendly.

I will only mention a couple of things about the world. It is similar to Golorion as it has most of the races you can find in the core rulebook and bestiaries but there are only two deities in the land. I will explain how clerics and such work to those who make it in but for now it is time to find players.

Application
For this campaign, I am strictly looking for four players who can go the long haul. Replacing players in this particular campaign will be very difficult. If I need a replacement, it is going to have to be a player taking over an existing character. I have a way to introduce a new character if absolutely needed but I’d rather have dedicated fellow. I at least need people who can post once a day.

Rules for Applying
This campaign will use the Gesalt rules but you will be starting as a high school student. These are the following Criteria:

1. Race:Your race is human
2. ClassYour starting class is the is the NPC class “Expert” found on page 450 in the core rulebook. Modify as you wish. You can use Warrior or Aristocrat if you have a back story that fits but I will be judging those extra harshly. Your gesalt class is later.
3. Ability Scores:15 point buy
4. Equipment: No gear, weapons, or starting wealth.
5. Books:Material used in the game will be all Paizo published books but for now the core rulebook is all you need
6. Age:Your age must be between 15 and 19 as you are a typical high school student
7. Feats: You will save your feat selections for later. I know you get two but just hang on to them for now
8. Traits: You will get two traits but they must fit into your character and the modern world. Explain them in your backstory.
9. BackStory Keep this brief, it only needs to explain your skills traits and class choice if applicable.
10. Interests: Explain your character’s hobbies and interests and any school or after school activities they may enjoy. What they like to do and what they would someday like to do.
11. Motivation: You will need to be motivated to want to visit a different world. What reason do you have for accepting an offer to visit a strange new land and possibly be gone from home for a short while
12. Personality: Explain your personality.
13. Element: The most important. I need you to list your first and second favorite elements. Fire, Earth, Air, and Water.

Final Application Roleplay
Okay, I don’t normally like this method for choosing players but this campaign really needs me to observe play styles before hand. I will use this to shape the four players I need for this campaign and choose. I will have this recruitment open from a week too two if needed. I will select ones I have refined the characters I need. Roleplay itself will start when I announce it. That’ll be when I get enough apps

Okay now start asking questions and posting your apps.


Both Martian Level 20 invader

You begin your journeys from separate ports, leaving from your nearest homeland. The voyage is long and tedious. You are glad to see land after several months at sea. You are now in a foreign land. The culture here is very different from your own. The people here speak common but with a very strong accent. The food isn’t much different but the songs and customs you experience are. You all have come to an inn in the port town of Valamph. This is where you wait for the rest of the team. One by one, each member of the team arrives.

The Camp Team
First ones present are a dwarf who identifies himself has Durrban Irontoe, the Quartermaster for the expedition. His hands are a lovely half-elf named Abby Copperwall, she is responsible for minor repairs, laundry and as a servant for the party when they are in camp. The other is a female gnome named Gina Gwalla. She is responsible for cooking and maintaining the food stores as well as doing minor repair to the wagons. Finally a tough looking young man named Adam Gurrash. He is responsible for manual labor around the camp, lifting things and moving stuff. Making major repairs where needed. They have two wagons laid out with everything an expedition could ask for. Nice tents, tools, food, gear, everything. You will not be short on supplies thanks to these individuals

The Exploration Team
Each member of the Exploration team arrives bringing the total expedition party count to ten. The innkeeper hands the leader a note specifying that Eemund has gone on ahead to Balthelras to meet with the king and begin negotiations. You are to make for the capital city as soon as all members are accounted for.

The Trip to Balthelras
This journey was a week long and your first opportunity to get to know one another. The first part of the campaign will begin here. It will last for at least a couple of days so it is time to start roleplaying. The setting is the wagons on the open road. There are the six of you plus the camp team mentioned above. Meet each other, mingle get to know those you will be working with on your journey. In a couple of days I will move the campaign onto the next phase. Enjoy.


Greetings. I am new to the field as a player. Been a GM for pretty much 12 to 13 years and have not been a player until recently.

I am trying to find games to play in, I've been on this site for about a month now and have only really made it into one game by selection.

I am technically in four but one is pretty much dead, the other I am the only player, the third I kind of forced my way into, and the fourth I was one of a small list of applicants.

The solo game I'm in is by far my favorite.....but it is only me.

I really want to join a group of players in a Pathfinder Adventure Path. Start fresh, and progress in a steady well structured campaign.

My concepts have been rejected from about 10 to 12 different campaigns and I was hoping that maybe someone could give me advice on the best way to get accepted. I really want to be apart of one of these and I admit I am green when it comes to playing. So anything, anything at all would be nice to know.

Or I'll take an invitation to a starting game if anybody wants me.


Both Martian Level 20 invader

Hello everyone and welcome to the Furbiddian Expansion Discussion thread. On this threat I will inform you of the rules of the campaign as well as how I plan to run things as your GM. Pretty much all of you have your alias’s down so that’s a start. There are a few rules that I need to go over with you about how I GM

1. Leveling:I believe I have mentioned before that leveling happens as you complete main plot objectives. They also increase for every five subplot objective you complete. There are a lot of both main plot and sub plot objectives and in this particular campaign it is easy to miss a lot of them. So be sure and keep your eyes open for them. There are a lot of opportunities for preplanned combats, but I am open to peaceful solutions if you can manage to persuade the problem away. You don’t have to kill everything you encounter. Get creative. More fun that way.
2. Combat: Okay. In my short time I’ve spent on these forums, I’ve noticed that combat is one of the trickiest aspects of PBP. So I’ve come up with a system that seems to work best. Once a combat breaks out everybody posts their initiative and their first two round actions. Here is an example of how combat will look:

Example Turn:

Round one
I will move to engage the closest foe and then swing my sword to attack. 1d20 + 4 ⇒ (2) + 4 = 6 For:1d8 + 3 ⇒ (1) + 3 = 4.
Round two
If the foe is still standing I will take a full-attack against him swinging with both weapons.
Attack one:1d20 + 4 ⇒ (10) + 4 = 14 For 1d8 + 3 ⇒ (5) + 3 = 8
Attack two:1d20 + 4 ⇒ (3) + 4 = 7 For 1d4 + 1 ⇒ (1) + 1 = 2
If he is dead, then I will move to the nearest enemy and attack him.
:1d20 + 4 ⇒ (12) + 4 = 16 For 1d8 + 3 ⇒ (8) + 3 = 11

This is how your combat rounds should look. Feel free to get wordy if you really want to get into character. I will wait for everyone to post before I move on. Once everyone has posted their round one and round two actions, I will arrange all actions in initiative order and make changes as necessary. Then I will post the results and we will move on to round three and four. This will make combat go by quickly and efficiently.
There will not be many random encounters, these have a bad habit of slowing PBPs down and I’d like to keep this campaign moving.
3. Posting: Now, I like roleplay. Very entertaining. How ever, some of you may be on more often than others. If that is the case, I’d like to limit most folks to about three or four posts a day. I’ve been in a game recently where I wont be able to post for several hours, I come back and suddenly there are ten pages worth of posts to read. It’s a pain to get left behind like that so again, please keep your posts to at the most three or four a day. I myself will only post one to three times a day. Also, I will not fill out any progression in the campaign until Everyone is ready to move on. I want this to be fun and not a chore so hopefully we are all ok with this pace. No one gets left behind.
4. Player/Character interaction I’m not a huge fan of PVP. Unless merited, I’d prefer we don’t fight each other. Now I’m big on character development and when people really get into character. This might produce some really irritating characters for some people. Now, I know some people might be annoyed with someone’s character. Please understand that they are most likely playing the role they gave themselves even if it is annoying. This is like life and in life, people don’t always get along. So. As a player, respect your fellow players. If you have an issue with a particular character, don’t take it out on the player, resolve it in game. If it leads to a PVP (Again please try and avoid this) then so be it. I like diverse character’s so don’t get upset as a player, get upset as your character’s personality would.
5. Rulebreakers Now not every rule is set in stone. I am willing to make modifications to certain rules as it pertains to a character or a situation. Also, roleplay always wins out over the rules. For example. (My favorite example) You’re trying to convince someone to see your point of view. You don’t always need to make a diplomacy check to do so. You can make an in character argument to try and convince someone to do what you ask of them. I will usually yield to a reasonable argument. Also, get creative in everything you do. The rulebook doesn’t cover everything, and if you have a creative way to improve rolls or lower DCs, then by all means make the attempt. Also I don’t always give in to natural 20s. In combat yes, but certain skill checks, I would have set DCs high because I don’t want you to succeed. Thus in those scenarios, I will also take away the natural success. Finally, I reserve the right as the GM to make some serious augments to the rules if I need to. Usually this will be to help keep my campaign or plot intact. If there are loop holes, I will likely keep you from using them by making such changes. This wont happen often I promise.
6. Notes on GM Okay, I have been running games and players like you for over 12 years now. While this would mean I am very experienced, it doesn’t mean I’m perfect. I have one major weakness that I’ve been managing to cope with for all that time, it’s Ironic considering how I’m trying to game right now. I am not good at reading. Not sure why, but I am very scatter brained when I try to read and usually do not retain all that I have read. As such, I may forget rules often. I read the rulebook daily to try and keep learning but if anytime in game, I miss something, please remind me. Also, It is possible I might miss certain details in your posts. I apologize in advance for that and please note I do not mean any harm by it. For these weaknesses, my strength (Very ironically) is writing, I love to write and I am extremely creative (As I have been told by many others). I’ve spent a good amount of time on this campaign and it should be very fun.

Notes on Furbiddian Expansion:
Okay, It is important to note that in this campaign that you will be apart of a home base most of the time. Do not expect long journey’s, and there will be several time jumps that will result in your character’s aging. Your mission is to aid in the expansion of a foreign kingdom. Remember, this is a foreign kingdom with no knowledge of Golorion’s deities.

Hero points: Hero points will be awarded for every level and for every completed quest. You are normally allotted three hero points at any given time. When you level, if you would gain more than three hero points, you can spend the extra one to gain a hit point, or a skill point. In addition, you can spend all of them to gain either a free feat or an ability point, if you would not receive one otherwise. You still spend ALL hero points for this even if you would have abilities that could increase the total number of hero points.

One final thing. This is where you post when your going to be absent. I ask that you post daily but I won't hold you to it unless it becomes a problem. If you are silent for more than threes days without an excuse, then I will drop you. If you have an excuse then post it on this thread. I will always check here if I have players gone missing. I will run your character as a silent NPC until you return. I will have you take actions as they pertain to your character. So there

Also, I will need you all to make your alias's and post your statblocks and histories on them so I can reference as needed. Thank you

Okay. Those are my rules as GM. Now, once everyone posts their present and ready to go and cleared up any final questions or concerns then we will begin. I have been looking forward to this for a long time. Here’s to a good time.

These are the Gear Packages for each position. You need not carry all this stuff on your person, Just simply keep track of it all. The whole group will be provided a cart and horse for these items so there shouldn’t be any encumbrance.

Guards Gear:

Gear: This is a special gear package for guards with the following equipment
Backpack Masterwork
Barbed Vest
Caltrops
Crowbar
Earplugs
Flint and Steel
Common Lamp
Manacles Masterwork
5 Flasks of oil
Signal Horn
Waterskin
7 Rations
Weapon Cord
3 Potions of Cure light Wounds
2 Tanglefoot Bags
Blade Guard
2 Bear Traps

Survivalist’s Gear:

Backpack Masterwork
Caltrops
Earplugs
Waterproof Bag
Flint and Steel
Bullseye
5 Flasks of oil
Signal Whistle
Waterskin
7 Rations
Weapon Cord
3 Potions of Cure light Wounds
2 Tanglefoot Bags
Rope Silk
2 Kavaa Musks
Grappling Hook
Fishing Net
Swarmsuit
Bloodblock
4 Units of Flashpowder
2 Bear Traps
Climbers Kit
Floatation Device
Healers Kit

Engineer’s Gear:

Weapons – They can get two light weapons, or one one-handed weapon and a throw weapon.
Armor – Technicians are restricted to light armor only with enchantments worth up too 2000gp.
Gear –
Backpack Masterwork
Crowbar
Earplugs
Whetstone
Flint and Steel
Common Lamp
Manacles Masterwork
5 Flasks of oil
Waterskin
7 Rations
2 Potions of Cure light Wounds
Silk Rope
Grappling Hook
Artisan’s Tools
Healer’s kit
Thieves’ tools
Pulley
Cooking Kit

Scholar’s Gear:

Backpack Masterwork
Flint and Steel
7 Rations
3 Potions of Cure light Wounds
Swarmsuit
4 Units of Flashpowder
Spyglass
Map Case
6 vials of ink
3 pieces of chalk
Compass
Waterskin
Drill
Magnifying Glass
Merchant’s Scale
Tool, Masterwork
Eyeglasses
20 Sheets of Paper
3 Vials of Coloured ink
2 Ink Pens
Signal Whistle
Spell Book (Blank)
Astrolabe
3 Candles
Lamp Hooded
5 Flasks of Oil
Pathfinder Chronicle
Periscope
Skeleton Key
Alchemist’s Kit
Alchemist’s Lab portable
Artisan’s tools
Footprint Book
Healer’s Kit
Surgeon’s Kit
Magnifying Glass
Leeching Kit
Symptoms Kit
Spell Component Pouch
Map Makers Kit

Leader’s Gear:

The Leader gets 500 Gold to spend on his own gear.
He automatically gets three potions of cure light wounds.

Hopefully I don't scare anybody with all this stuff. I only want this to be fun and not confusing or out of place.

Let me know when your ready to start. Once I've heard from all of your, then we will begin.


Furrbiddian Expansion

Here I go again putting out another one of my crazy campaigns
This is a special campaign I am currently running on the weekends and I want to try it online. So here we go. Recruiting for the Furrbiddian Expansion.

The Setting:

Several thousand miles west of the inner sea region is the dark continent of Furrbiddian. It had been discovered by merchants and explorers several years ago. Many civilizations existed on the southern region but none in the northern region. The locals say that the northern expanse is cursed. Many explorers who have ventured forth and few return, they speak of the horrors of the north.
At the present, the kingdom of Balthelras is a neutral kingdom between to warring nations and is bordering the Northern expanse of Furbiddian. Balthelras has begun to over populate and needs to expand its territory. The only problem is that it is sandwiched on all fronts by other nation. The only direction it can expand is north, into the cursed lands. Many of the locals of Balthelras fear the cursed north. Foreign merchants told the king of Balthelras about the Explorer’s Guild.

The Explorer’s Guild:

The Explorer’s Guild is a prestigious group based in the inner sea region just outside of Valsarian. The Explorer’s Guild functions like a mercenary’s guild only they are not hired for battle. They are hired to aid in expeditions or even to be expeditions. They help other areas grow and expand by acting as forward scouts. They allow do monster hunting and other wilderness exploration. They act as prospectors and the like.

Your Story:

You are members of the Explorer’s Guild. A new job has been sent out to all members across Golorion. And it states the following:
Dear Members of the Explorer’s Guild
We have been contacted by the kingdom of Balthelras and King Hermond the 3rd from the new continent of Furrbiddian. The good king is looking to expand and we have been called upon to aid in this expansion as we prospect into northern Furbiddian to find suitable territory for the kingdom to start a new settlement. This is an opportunity for you all as you will also aid in colonizing this territory as the first foreigners to settle in Furrbiddian. You will be living there for the extension of the settling. The king will grant you citizenship as nobles should you choose to stay in the kingdom. This is an opportunity to start a rich life in a new land. We are looking for the following applicants:
Leader:
We are looking for a strong, charismatic individual to head this expedition into these lands. The leader must be brave and able to rally the rest of the team, keep them on track, and make critical decisions when the time comes.
Scholar/Surveyor
This is a knowledgeable individual who will be able to survey the land and provide the group with useful information on anything they encounter. The Scholar will be expected to keep the leader informed of the environment and other mechanics that come up. They will also act as translators for any locals, as such they are expected to be well versed in a large variety of languages.
Survivalist
A survivalist is the individual who acts as the team scouts. They will have knowledge about the wildlife and stealth skills to aid in moving covertly around living obstacles and observing them. Also they will aid in finding food sources.
Engineer/Technician
This individual will be mechanically sound and capable of tinkering. He should also be capable of crafting and disabling devices. He should also be capable of some medicine work. This individual would be responsible for any repairs or development planning that would be needed.
Two Guards
Gaurds are the defensive force of the expedition. They are expected to do the frontline fighting. They will also be responsible for fending off wildlife or dealing with any violent natives. They are responsible for the expeditions safety.

Each of you will apply for two of these positions. Please go for the position you are most a climate too.

Rules for Applying
Materials:Pathfinder Core Rulebook, APG, Ultimate Magic, Ultimate Combat Playtest, the Bestiaries, and Pathfinder Companions. No 3rd Party Publishing.
Abilities: Epic Rolling: 2d + 6. Roll this seven times and take your 5 favorites. You get a free 18 for your ability scores.
Traits: You get three traits. There are no campaign traits.
Races: Any race is up to play.
HitPointsMAX
Gold Players start with 1000 gold for weapons and armor. Gear will be provided by the Exploer
No Evil Alignments
Backstory and Relation to your chosen roll
This is important. You must write a backstory that fits into your chosen role within the expedition. Your backstory should be easily adjustable to fit with your second choice role.
The Reason
You should also put forth your application with reasons why you are the best pick for your first and second choice.

I will accept apps until Saturday and will chose the team on Sunday
Important notes about this campaign:
This campaign will span 3 generations in game. This story will take several in game years to complete. This will be in the form of frequent time jumps. You will eventually be playing your descendants or new heroes depending on what will happens. Your actions will affect the world of the future generations. So make sure when you’re playing, that you make your choices wisely. This will also be a local campaign. Not too much long distance travel and you will have a home base.


Okay, It’s true. I’m GMing another game. But I love this and I find that I have had a lot of free time lately and now I even have a way to post anytime and anywhere. So here goes another Campaign.

Race to Ulantopia

This was a unique campaign that I had set up a long time ago and have had a lot of fun playing. It worked it’s absolute best when I only had two players. So that being said, I want this to be a Two Player Campaign Here’s how to apply.

The World
First the Campaign will be set in Golorion so all the deities and all the neat stuff about Golorion is there for you to work with.

The Setting
You will be starting in a remote kingdom that you have recently visited and eventually you will be dragged into a made hunt for an ancient kingdom called Ulantopia. The goal is to find the land and its secrets before anyone else. One of you will hold “The Key to Ulantopia” making you sought after by four different entities. One of which is Lord Diagar who rules the kingdom you’ve recently visited, and the other is Lord Baschwa who rules the neighboring kingdom. The other two groups are mysteries. The environment will change constantly as you will be doing a good deal of traveling.

The Characters
The main characters have the following relationship. Brothers/sisters or brother and sister, close friends, partners in crime, or some other reason for the two of you to be close. I’m not looking for any romantic relationship between the two players involved. I’d prefer to stay away from those for the time being. This is to build the “Dynamic Duo” concept. I have run this concept many times in the past and have loved it everytime. When there are two like minded individuals causing trouble, awesomeness follows.

Special Rules
1. Since the game uses only two characters, I will being running a fast paced leveling system. So you will level quickly.
2. I want this game to be high roleplay and low combat. Therefore, I’m capping HP at level six. You will gain more HD but not more HP. Instead, you will gain skill points equal to the normal HD you would have rolled. D6 = 1 SP, D8 = 2 SPs, D10 = 3 SP, and D12 = 4 SPs. You will still gain HP from the toughness trait as you level and when you increase your constitution score. Player character NPCs will also be following the same HP rules.
3. To fight anything vastly stronger than you, I will allow intergration of certain skills to aid you in battle. For example. Rather than relying solely on AC to save you, you can attempt an Acrobatics check to avoid an attack. Also I encourage you to be clever in dealing with certain foes. Charging up an attacking a monster barbarian style isn’t a really good idea. Instead, get clever, use your surroundings. Anything is possible, just run it by me and I will make it happen.
4. Skill use is the major focus of how to play this campaign. Use skills for whatever you can think of. Also, if you are creative or well spoken in your own right, I will wave certain checks for players personal skill.

The Application
Okay here’s my app requirements.
1. NO BACKSTORY. We will go over that in the Discussion threads.
2. I will use the Core Rulebook, APG, UM, Ultimate Combat Playtest, and all Bestiaries and Companions. NO Third party publishing.
3. I will need to see your statblock
4. Ability scores will be 2d6 + 6. Roll this eight times and chose your favorite six
5. Three traits, there are no campaign traits for this one.
6. Any race is playable.
7. Okay the most important part of this application is the compatibility. Once you’ve posted the statblock. You will roleplay in the Far Runner inn. Enter and speak with the barkeep and try to make friends. I will watch the roleplaying and after I’ve decided on two players with the most interesting and compatible duo. If you already have friends you think you could work with well then invite them and apply.
8. I am looking for dedicated players who will post frequently.
9. This recruitment will close once I have decided on the two players
Any questions, please ask in OOC. Again once you've posted your statblock, start roleplaying. You are in the FarRunner Inn. Interact with your environment and anyone else who shows up. Have Fun


Both Martian Level 20 invader

You have managed to escape the terror of Mormont's hoards for a moment but find yourself trapped on the eastern coast. There are a few other survivors (Other players) here and Mormont's men will catch up soon. You have three choices.

The first option is to head north into the Aggonath mountains. These mountains are wild and uncharted with no roads or easy routes leading into them. Rumors tell of fierce warriors and monsters that dwell in these mountains. The trail would be difficult at best but pursuit would be difficult for Mormont’s men, assuming you’re good at climbing.

The next option is the Enggamar Jungles to the south. These lands are also unmapped and have no roads. There are horrifying stories of the jungle being haunted by ancient spirits and monsters. It is said, no one who ventures in ever returns. Who knows what horrors wait in this jungle. On the bright side, it is a difficult area to traverse and the stories of this jungle reach to even Mormont’s land and his men are likely to be quite superstitious, but what if the stories are true?

The final option is the sea. The ruin port is said to have a ship but there are no sea charts and the players have no idea what is beyond the horizon. Many ships that have sailed to far have disappeared. There are rumors of pirates and seamonsters out there. It is a guarantee that Mormont’s men will not follow as they have no reputation for sailing, but do you?

The choice is now before you and you have little time to think. You must confide in the people you just met weather they are friends or strangers, they are your only chance for survival.

Making knowledge checks regarding each direction will reveal more information about the location you wish to know more about. And make sure everyone agrees to which direction you will all head. I will post the next step once everyone has decided.


Both Martian Level 20 invader

Greetings and welcome to the Borallas rebellion, it is now time to begin YAY!

It is a time of war and rebellion in Borallas. The kingdom’s resources are wearing thin and still being squandered. Civil war has broken out in a city or two, and has caused many unfair laws to be put into place. As if the resource deficiency, the rebellion, and the marshal law weren’t enough, an army of Orces had invaded just a couple of weeks ago.
You (The Players) Are in the deepest dungeon in castle Borallas. Your crime? Some of you it was treason, or murder, deserter, a spy, a saboteur, or some other heinous accusation or may or may not be responsible for. What ever the crime, you were taken to the deepest dungeon in Borallas castle. A place few even knew existed, a place you wish didn’t exist. For down here there is no execution. You are among monsters, and deformed tormentors who delight in nothing less than experimenting with pain. The tormentors spend their days, taking people from their cells and experimenting with tortures. You have been one of these subjects a couple of times. You also learned, weather it was you or someone else, that the tormentors are excellent in the art of healing. They restore the physical health or their victims, and if they accidentally kill one, they can restore them back to life.
It has been a miserable month in the dungeon. You soon begin to wonder if this is what your life will be like. Suddenly you notice something different. For once in your entire stay here, there is no screaming. No sounds of torture. Just silence. This silence went on for what seemed like ages. You look around at the five others with you in your cell and wonder what will happen. Indeed the waiting has been one of the most difficult tortures to endure. Suddenly a man who looks like a beggar with a blindfold appears on the freedom side of the bars. ”I made it just barely in time.” He announces in a raspy voice. ”I never even heard of this dungeon until today, what an awful place.” He suddenly looks back as if he heard a noise, you heard nothing. He turns back to you. ”There is no time. The king and his family have been slain, they’re coming for you next. We have to get you out of here.” The blind man stepped back and with a wave of his hands, he opened your manacles enabling you to now move about freely in the cell. Another wave of his hands and he fires an invisible force at the far wall of the cell, blasting a huge hole into the wall. This hole seems to lead to some sort of cavern. The men then turns as if to ready himself to face an enemy. ”You must go that way. The enemy will be here any minute and you will be no match for them at this time! Seek out Ralnora in the underworld (The underworld is the place where the crime lords and criminal organizations exist) she will set you on your path. There is no time to dawdle! GO!” With that the man starts to cast spells as if to do battle. ”GO! You are no match for these foes yet!

You guys might want to head into the cavern.


Both Martian Level 20 invader

Hello everyone and welcome to the The Borallas Rebellion discussion thread. On this threat I will inform you of the rules of the campaign as well as how I plan to run things as your GM. Pretty much all of you have your alias’s down so that’s a start. There are a few rules that I need to go over with you about how I GM

1. Leveling:I believe I have mentioned before that leveling happens as you complete main plot objectives. They also increase for every five subplot objective you complete. There are a lot of both main plot and sub plot objectives and in this particular campaign it is easy to miss a lot of them. So be sure and keep your eyes open for them. There are a lot of opportunities for preplanned combats, but I am open to peaceful solutions if you can manage to persuade the problem away. You don’t have to kill everything you encounter. Get creative. More fun that way.
2. Combat: Okay. In my short time I’ve spent on these forums, I’ve noticed that combat is one of the trickiest aspects of PBP. So I’ve come up with a system that seems to work best. Once a combat breaks out everybody posts their initiative and their first two round actions. Here is an example of how combat will look:

Example Turn:

Round one
I will move to engage the closest foe and then swing my sword to attack. 1d20 + 4 ⇒ (1) + 4 = 5 For:1d8 + 3 ⇒ (5) + 3 = 8.
Round two
If the foe is still standing I will take a full-attack against him swinging with both weapons.
Attack one:1d20 + 4 ⇒ (17) + 4 = 21 For 1d8 + 3 ⇒ (4) + 3 = 7
Attack two:1d20 + 4 ⇒ (19) + 4 = 23 For 1d4 + 1 ⇒ (3) + 1 = 4
If he is dead, then I will move to the nearest enemy and attack him.
:1d20 + 4 ⇒ (11) + 4 = 15 For 1d8 + 3 ⇒ (1) + 3 = 4

This is how your combat rounds should look. Feel free to get wordy if you really want to get into character. I will wait for everyone to post before I move on. Once everyone has posted their round one and round two actions, I will arrange all actions in initiative order and make changes as necessary. Then I will post the results and we will move on to round three and four. This will make combat go by quickly and efficiently.
There will not be many random encounters, these have a bad habit of slowing PBPs down and I’d like to keep this campaign moving.
3. Posting: Now, I like roleplay. Very entertaining. How ever, some of you may be on more often than others. If that is the case, I’d like to limit most folks to about three or four posts a day. I’ve been in a game recently where I wont be able to post for several hours, I come back and suddenly there are ten pages worth of posts to read. It’s a pain to get left behind like that so again, please keep your posts to at the most three or four a day. I myself will only post one to three times a day. Also, I will not fill out any progression in the campaign until Everyone is ready to move on. I want this to be fun and not a chore so hopefully we are all ok with this pace. No one gets left behind.
4. Player/Character interaction I’m not a huge fan of PVP. Unless merited, I’d prefer we don’t fight each other. Now I’m big on character development and when people really get into character. This might produce some really irritating characters for some people. Now, I know some people might be annoyed with someone’s character. Please understand that they are most likely playing the role they gave themselves even if it is annoying. This is like life and in life, people don’t always get along. So. As a player, respect your fellow players. If you have an issue with a particular character, don’t take it out on the player, resolve it in game. If it leads to a PVP (Again please try and avoid this) then so be it. I like diverse character’s so don’t get upset as a player, get upset as your character’s personality would.
5. Rulebreakers Now not every rule is set in stone. I am willing to make modifications to certain rules as it pertains to a character or a situation. Also, roleplay always wins out over the rules. For example. (My favorite example) You’re trying to convince someone to see your point of view. You don’t always need to make a diplomacy check to do so. You can make an in character argument to try and convince someone to do what you ask of them. I will usually yield to a reasonable argument. Also, get creative in everything you do. The rulebook doesn’t cover everything, and if you have a creative way to improve rolls or lower DCs, then by all means make the attempt. Also I don’t always give in to natural 20s. In combat yes, but certain skill checks, I would have set DCs high because I don’t want you to succeed. Thus in those scenarios, I will also take away the natural success. Finally, I reserve the right as the GM to make some serious augments to the rules if I need to. Usually this will be to help keep my campaign or plot intact. If there are loop holes, I will likely keep you from using them by making such changes. This wont happen often I promise.
6. Notes on GM Okay, I have been running games and players like you for over 12 years now. While this would mean I am very experienced, it doesn’t mean I’m perfect. I have one major weakness that I’ve been managing to cope with for all that time, it’s Ironic considering how I’m trying to game right now. I am not good at reading. Not sure why, but I am very scatter brained when I try to read and usually do not retain all that I have read. As such, I may forget rules often. I read the rulebook daily to try and keep learning but if anytime in game, I miss something, please remind me. Also, It is possible I might miss certain details in your posts. I apologize in advance for that and please note I do not mean any harm by it. For these weaknesses, my strength (Very ironically) is writing, I love to write and I am extremely creative (As I have been told by many others). I’ve spent a good amount of time on this campaign and it should be very fun.

This campaign will start with all of you in jail together. Same cell but chained to the walls. Also, I made a couple of changes. The king will have been slain while you are all in prison and the castle is under attack by an insertion force from an unknown enemy. You will have no gear to start with and you will have to escape with the rags and chains you have on. This campaign is a bit of a sandbox but there will be a constant reminder that you all have a job to do in the game. Your character's are special.
Also those of you that took the nobility trait, Your home and family name will make you a target for sure from your enemies. You will also not be able to claim your benefits until you rejoin your families. (There will not be much of them left as your notoriety mixed with your arrest has pretty much destroyed your family name. Worse than what is normal.

That said, post here with all your questions and concerns. Once you all have confirmed your ready to go, then we will start this thing.


Both Martian Level 20 invader

Hello everyone and welcome to the Mormont’s Gauntlet discussion thread. On this threat I will inform you of the rules of the campaign as well as how I plan to run things as your GM. Pretty much all of you have your alias’s down so that’s a start. There are a few rules that I need to go over with you about how I GM

1. Leveling:I believe I have mentioned before that leveling happens as you complete main plot objectives. They also increase for every five subplot objective you complete. There are a lot of both main plot and sub plot objectives and in this particular campaign it is easy to miss a lot of them. So be sure and keep your eyes open for them. There are a lot of opportunities for preplanned combats, but I am open to peaceful solutions if you can manage to persuade the problem away. You don’t have to kill everything you encounter. Get creative. More fun that way.
2. Combat: Okay. In my short time I’ve spent on these forums, I’ve noticed that combat is one of the trickiest aspects of PBP. So I’ve come up with a system that seems to work best. Once a combat breaks out everybody posts their initiative and their first two round actions. Here is an example of how combat will look:

Example Turn:

Round one
I will move to engage the closest foe and then swing my sword to attack. 1d20 + 4 ⇒ (18) + 4 = 22 For:1d8 + 3 ⇒ (4) + 3 = 7.
Round two
If the foe is still standing I will take a full-attack against him swinging with both weapons.
Attack one:1d20 + 4 ⇒ (1) + 4 = 5 For 1d8 + 3 ⇒ (8) + 3 = 11
Attack two:1d20 + 4 ⇒ (11) + 4 = 15 For 1d4 + 1 ⇒ (2) + 1 = 3
If he is dead, then I will move to the nearest enemy and attack him.
:1d20 + 4 ⇒ (11) + 4 = 15 For 1d8 + 3 ⇒ (1) + 3 = 4

This is how your combat rounds should look. Feel free to get wordy if you really want to get into character. I will wait for everyone to post before I move on. Once everyone has posted their round one and round two actions, I will arrange all actions in initiative order and make changes as necessary. Then I will post the results and we will move on to round three and four. This will make combat go by quickly and efficiently.
There will not be many random encounters, these have a bad habit of slowing PBPs down and I’d like to keep this campaign moving.
3. Posting: Now, I like roleplay. Very entertaining. How ever, some of you may be on more often than others. If that is the case, I’d like to limit most folks to about three or four posts a day. I’ve been in a game recently where I wont be able to post for several hours, I come back and suddenly there are ten pages worth of posts to read. It’s a pain to get left behind like that so again, please keep your posts to at the most three or four a day. I myself will only post one to three times a day. Also, I will not fill out any progression in the campaign until Everyone is ready to move on. I want this to be fun and not a chore so hopefully we are all ok with this pace. No one gets left behind.
4. Player/Character interaction I’m not a huge fan of PVP. Unless merited, I’d prefer we don’t fight each other. Now I’m big on character development and when people really get into character. This might produce some really irritating characters for some people. Now, I know some people might be annoyed with someone’s character. Please understand that they are most likely playing the role they gave themselves even if it is annoying. This is like life and in life, people don’t always get along. So. As a player, respect your fellow players. If you have an issue with a particular character, don’t take it out on the player, resolve it in game. If it leads to a PVP (Again please try and avoid this) then so be it. I like diverse character’s so don’t get upset as a player, get upset as your character’s personality would.
5. Rulebreakers Now not every rule is set in stone. I am willing to make modifications to certain rules as it pertains to a character or a situation. Also, roleplay always wins out over the rules. For example. (My favorite example) You’re trying to convince someone to see your point of view. You don’t always need to make a diplomacy check to do so. You can make an in character argument to try and convince someone to do what you ask of them. I will usually yield to a reasonable argument. Also, get creative in everything you do. The rulebook doesn’t cover everything, and if you have a creative way to improve rolls or lower DCs, then by all means make the attempt. Also I don’t always give in to natural 20s. In combat yes, but certain skill checks, I would have set DCs high because I don’t want you to succeed. Thus in those scenarios, I will also take away the natural success. Finally, I reserve the right as the GM to make some serious augments to the rules if I need to. Usually this will be to help keep my campaign or plot intact. If there are loop holes, I will likely keep you from using them by making such changes. This wont happen often I promise.
6. Notes on GM Okay, I have been running games and players like you for over 12 years now. While this would mean I am very experienced, it doesn’t mean I’m perfect. I have one major weakness that I’ve been managing to cope with for all that time, it’s Ironic considering how I’m trying to game right now. I am not good at reading. Not sure why, but I am very scatter brained when I try to read and usually do not retain all that I have read. As such, I may forget rules often. I read the rulebook daily to try and keep learning but if anytime in game, I miss something, please remind me. Also, It is possible I might miss certain details in your posts. I apologize in advance for that and please note I do not mean any harm by it. For these weaknesses, my strength (Very ironically) is writing, I love to write and I am extremely creative (As I have been told by many others). I’ve spent a good amount of time on this campaign and it should be very fun.

A few things to note about Mormont’s Gauntlet:
There are 6 chapters, they are relatively long chapters with a boat load of subquests. The first three chapters are survival, and the last three chapters are mission based. The convenient thing is that all of the first six chapters are relatively close in CR so leveling up your character will be enough to keep up with the changes.
Also, for the first three chapters, there are multiple ways to complete them so don’t simply settle on the first solution you find.
One more thing, Silent: You have the Premonitions Trait.

Premonitions Trait:

The night before Mormont attacks Darpuul, you have a nightmare warning you of the attack. This nightmare has helped in your escape but has left you very disoriented to the point that you were unable to warn anyone else. You feel as though you were touched by a higher power with some blessing of foresight. Benefits: You gain a +5 to all checks made to see things like traps and ambushes and even to see how someone may respond to something you or someone else says or does. This will also enable you to use Augery as a spell-like ability for a number of times a day equal to your wisdom modifier (To a minimum of +1). Cons of Premonitions: On occasion (Depending on the current happenings,) you will receive a dream revealing a clue you can attempt to use to understand your situation or get ideas. These premonitions have the drawback of leaving you fatigued or even exhausted, even if you are normally immune to these conditions. They rack your mind with foreign power and you have no control over when you have them. They are not always useful. One of the survivors with randomly have this trait as a free trait.

Enjoy your trait Silent.

Okay. Those are my rules as GM. Now, once everyone posts their present and ready to go and cleared up any final questions or concerns then we will begin. I have been looking forward to this for a long time. Here’s to a good time.


Setting Story:

Mormont’s Gauntlet

There is a jungle filled land far to the east of the inner sea region. This land is rich in prehistoric jungles and grasslands. This region is known as Lanodia and is home to several scattered settlements. These are home to many species. Elders or town councils run most of the settlements. Others are run by warlords. Close to one hundred years ago, one warlord managed to subjugate many of the others. This warlord was known as Mormont. Soon he began his conquest. Strangely, he does not seem interested in just conquest. Rather his actions are more like eradication. Every settlement Mormont attacks is completely leveled and it’s people are horribly tortured before being brutally killed. His men were thorough too. They would chase any survivors down and search surrounding areas for any person they could find. The few survivors that survived could only flee to the east. Some headed into the North Mountains, others fled into the prehistoric jungles to the south. Others made their way to the east coast.
There on the east coast is a port settlement called Darpuul where many of the refugees would flee to. It was the farthest settlement from Mormont’s territory and was, for the present, a safe place to stay. However, that would change when Mormont’s forces finally reached the place. This is where you lived and it is the last home in the region. People had no where else to flee so many of them stood and fought back only to be annihilated. Mormont’s men came from all directions. They surged into the town like a flood and killed everyone. You (the players) managed to escape but not without loosing almost everything you have including your loved ones. You have no choice but to flee, heading east to the coast. Hopefully you’ll escape and maybe one day you’ll either find peace, or return to take your revenge on the evil warlord.

Ok. I’m a GM with a life to sacrifice on RPGs. This is the third RPG I have posted on Paizo. It is a homebrew I have designed and have run on six different occasions and am currently running it with my Friday night crew. So this is my most developed homebrew campaign to date.
Rules for players
Books = Core Rulebook, APG, Ultimate Magic, Inner Sea Region Guide, Bestiaries I and II, and any Companions. (NO Third Party Publishing)
Races = Any race from the books above are game.
Abilities = 30 point buy. None above 18 or below 8 pre racial mods.
HP = Max
Gold = roll for it but multiply the result by 100. spend it wisely, you wont get to buy and trade for a good long time.
Traits = Three. One must be one of my campaign traits.

Applicants will be required to put forth a physical description, backstory, and your escape story. (This is a flexible region and Darpuul is also flexible so feel free to get as creative as you want.) The escape story should end with you fleeing to the eastern beach and meeting with the other survivors(Other applicants)

Traits:

Traits:
Mountaineer: You’ve spent much of your time climbing and exploring the mountains to the north and have developed your skills and knowledge about the mountain ranges. You gain a +1 to climb. Climb is always a class skill for you. You also gain a +1 to all knowledge checks concerning the Aggonath Mountains to the north. You can make these any knowledge check regarding the Mountains without being trained.
SailorBefore the port was destroyed two years ago you spent much of your time sailing and fishing. You have a good sense when it comes to seafaring. The DC to gather food at sea or from a water source is 5 less for you. You gain a free rank in Profession: Sailor and Craft: Carpentry. You can also make any knowledge checks regarding the sea without needing to be trained in the skill. Swim is always a class skill for you.
Dino Expert You’ve spent much of your time in the prehistoric jungles of the region and have learned how to coexist with the monstrous reptiles of these forests. You gain +1 to knowledge nature to all checks made in regard to dinosaurs and other prehistoric creatures. A +5 to stealth against them, you can grant this bonus to others in your party. Either Stealth or Knowledge Nature is a class skill for you. You can make any knowledge check regarding the Jungles of the region without needing to be trained in the skill.
Street RefugeeYou’ve come to the Darpuul from far inland and have had to survive on the streets as the town is flooded with desperate refugees and finding food or lodging can be difficult. As such you’ve had to stoop to stealing to get food. You gain a +1 to Slight of hand, and survival when trying to get food. One of these is always a class skill for you. You also gain a +1 to escape artist in general. Escape artist is always a class skill for you.
Darpuul Well to do You are one of the privileged elite in Darpuul. You start the campaign with an addition 4d6 worth of gold.
Town Watch You were a member of the local militia. The protection of others is always an important task for you. You are good at watching for danger. You gain a +1 to perception. Perception is always a class skill for you. In addition you gain a plus +1 to all will saves against sleep effects and a +1 to reflex saves against ambushes.

I will close recruitment once I feel I have enough applicants and I will take anywhere from six to eight of you. You need to be able to post at least once a day. I will be moving this thing along daily and if you miss three days without a peep, I will need to drop you. I apologize in advance for this. Best of luck to everyone. I look forward to see the party I get. Any questions? Ask


GREETINGS AND SALUTATIONS. I am having so much fun running Souls of Lost Aridia that I decided to open another campaign. This one is called

Borallas Rebellion

History,It is not required that you read this but it helps:

Welcome to the Kingdom of Borallas
History:
The Kingdom is set south of the inner sea region. It is a large Kingdom that has one very unique feature. It is once giant city. The kingdom has a 68 mile radius and has been built up as much as out. The kingdoms aerial shape is that of a half-circle with the capital and the point in the middle of the circle. The Boraillins pride themselves on their efficient architectural ability. The kingdom has a close proximity to a very rich and large quarry that has enabled it to build so high.
The kingdoms major resources are stonework, masonry, precious metals, and other minerals. The kingdom was built to house a large population and to fortify itself from outside nations who would wish to conquer it. The kingdom has many natural and engineered defenses. The kingdom’s capitol is nestled against a high cliff wall spanning several miles up. Spreading out from the capitol city is the rest of the kingdom. Every 10 miles is a wall that wraps completely around each section of the city. There are six inner sections, and each is classified as a city of the kingdom.
The seventh outer most section is known as Outland. This area has the largest populace and is dedicated completely to resource gathering. It would’ve been the next city and walled off but in recent years the abundance of minerals has begun to decline. Quotas were falling short and the kingdom was beginning to lose its bread and butter. Though the kingdom had farms, it wasn’t enough to feed Borallas’s quickly growing populace. Usually the kingdom would trade its surplus of ores and minerals to other nations for food but that resource was starting to decline due to over use. Soon cuts were made to meet the kingdoms needs.
The stonework of the building in the kingdom often needed maintenance and a good amount of ore went into the city itself. When the stone was starting to run low, the first thing the king did was stop export. He began working the farmers harder to produce more crops to make up the deficits. Conditions grew worse. Suddenly, Borallas stopped trade altogether. Other kingdoms were getting anxious. Raids began to occur and conflicts started to break out. The people in the Outland, which was the largest population in the kingdom, were suffering from long work hour, low pay and were constantly drafted into the service. Because of years of peace and its seemingly impregnable defenses, the leaders of Borallas, including the king, believed they had nothing to fear from Outland or the other nations.
They continued to neglect the outer most city until pressures became to much. The people of Outland revolted and attempted to take the sixth city. The leaders, however, caught wind of this and quickly shut their doors. Soon another of the neighboring nations, Hailand, a kingdom of decent people to the east, sided with the rebels and was hammering at the gates. Another nation, Tarran, a nation of warriors sided with Borallas and aided the kingdoms military and soldier. Most of the six inner layers were fortunate enough not to see any conflict and the food coming from the inner farms was enough, for the time being, to support all the people in side the walls.
The following years were fraught with uncertainty and doubt. The leaders noticed this and convinced the king to put the entire nation under martial law lest they suffer rebellion from within the walls. The laws became very strict, so much so that the people within the walls rebelled as a result. Not to many years after this, The Tarrans and Hailanders had nearly destroyed one another. They were soon wiped out by a massive army of Orcs. Soon these Orcs had reach the first wall where the soldiers of Borallas kept them at bay. Suddenly the king and his entire family were assassinated and Outland was destroyed by the invaders. Things were turning grim quickly. With discord still in the works, it would only be a matter of time before the entire kingdom would become slaves of the Orcs unless something could be done.

Player notes: This is a Homebrew campaign I created some time ago. I have run it a couple of times and it’s one of my personal favorites. It is an urban based campaign that takes place in the tumultuous kingdom of Borallas. I will be taking 4 to 6 people and I will close recruitment once I have enough applicants.

This campaign uses the Epic point buy. 25 points
-I will be using the Core Rulebook, APG, Bestiaries I and II, The Ultimate Magic and I will allow the Ultimate Combat Playtest and any pathfinder companions you have.
-Borallas is home to mostly core species but I will allow species from other Paizo sources so long as you can explain their existence in your backstory.
-Two traits and one of those must be one of my campaign traits.
-Starting HP is max but you will not have any GP. You are a prisoner with nothing but the rags on your back.
-Class Recommendations. This is an urban campaign. There will be little to no contact with any wilderness. Druids, powerful magic user, and cavaliers will have a hard time in this campaign. Battles will usually be between other humanoids and these will generally be small encounters with high level foes. Skill heavy classes such as Bard, Ranger, Rouge, and inquisitor tend to work the best.
-This campaign is set in the pathfinder world so all gods from the books are present.

What I want is:
Your character name first and last, age, race, class and backstory. I will select members based on your backstories. Make sure to include the campaign traits in your backstory.
Best of luck to everyone. The History, Factions, and City spoilers will help if you need any information about your character's home. If there are any other questions feel free to ask. I will answer all.

Campaign Traits:

Traits:
Street RatYou lived most of your life in the streets. Surviving by finding food wherever you could and knowing the ins and outs of every ally and every sewer. You gain a +1 to all survival checks and a +1 to knowledge local. One of these is always a class skill for you.
Connections Borallas is full of factions and people with knowhow. You have made many connections in your time. People you can turn to in times of need. You know someone on the inside of one or all of the factions (This person is yours to name as you choose) You gain a +1 one bonus on all interactions (Bluff, Diplomacy, Disguise, Intimidate) you make with the faction. If only one faction, you gain a +5 on each interaction check made with these factions. You must make contact with your inside person for these benefits to take affect. If you become unfamiliar, you must get with your contact again.
Rebel You have stood by and watch the corruption long enough. You decide to stand against the tyranny of the king of Borallas. Your used to being hunted and force to flee. You are well trained in the best measures of getting away. You can use withdraw as a move action. In addition you get a +1 to any escape artist checks, escape artist is always a class skill for you.
Miner You were a miner in the quarries and mines outside of the kingdom. The labor was hard and physically very demanding but you have benefited greatly from the tough labor. You gain a +1 to fortitude and you gain 2 extra hit points
NoblemanYou are the child of a noble family. You are known in one of the six cities and have family there. Once you are arrested, your family will lose much of their fortune in related scandals. They can provide you with the following once you reunite with them. You will gain 700gp and noble robes, signet ring, 100gp worth of jewelry, the Heirloom weapon trait (Found in the Adventurers Armory), and a free place to stay.

City Names:

Boralllas: The Core City:
The Capitol city, home to the politicians and anyone who can afford it.
Corallas: The First Layer City
This layer is home to many artisans and aesthetics. It is a is home to those with creativity.
Torallas: The Second Layer City
This layer is home to many merchants and shopping districts.
Gorallas: The Third Layer City
This is home to the middle class.
Jorallas: The Fourth Layer City
This city has become more neglected lately and crime flourishes most in this city.
Morallas: The Fifth Layer City
This is the most industrial city. This is where the goods from the mines are processed and turned into materials formed into the finished goods.
Outland: The Outer Layer City
This is where the miners and their families used to live. This area has been destroyed by the orc invaders.

Factions:

Jerrek: The Stewart
Harrod: The regent of Corallas
Lita: The Regent of Torallas
Borrem: The Regent of Gorallas
Jima: The Regent of Jorallas
Oldan: The Regent of Morallas
Kafkahn: The Rebel Leader.
Mursh: The Leader of the Collective. The strongest crime syndicate in the Kingdom.
Gurraham: The Leader of the merchant’s reform guild.

That's everything for right now. If you have any question just ask. Best of luck to you all.


Both Martian Level 20 invader

Yalandere turned from the podium and began to make his way to his tent. The caravan master rushed up to him. "Seven! Are you nuts!? The master gestured angrily to one of the wagons. We won't have enough resources for that many. We were pushing it when you asked for six more!"

Yalandere raised a hand for silence. "You worry about resources but I say we have no need to worry. There are plenty."

The Caravan master looked unconvinced."Look I did the counts, unless we plan on eating our men, we don't have enough food for more than three months. Even less if we include them!"

Yalandere glared at the man again. "Once we find Aridia, We can resupply. I guarantee there will be provisions. Yalandere made his way to his tent. "Prepare the wagons. We leave at dusk. I am not to be disturbed until then. Without another word, Yalandere returned to his tent.

Hearing that the caravan had accepted his proposal, Mus'ad came racing back. He got there just in time to see Yalandere disappear into his tent. The caravan master approached the new recruits. He glared at Mus'ad "Glad to see you could make it." he states sarcastically. He turns to address the rest of the group. OK, you heard the boss, he wants to leave by nightfall. My names Jaharik and I'm in charge when the elf kid is not around." He walks up to each of you and hands you each a pouch of gold."This is your payment in advance. Thankfully it's the bosses money not mine so if you want to take it and run, go ahead. Just don't take any food. If you're intent on staying, then get what you need and get back here as soon as possible. If you plan on staying I want you working. Dismissed."

When Pavak tries to turn down the gold Jaharik just shoves it into Pavak's hand. "Take it goody two-shoes. The boss says you get it and I wont take no for an answer" Jaharik storms away Angrily. "Hurry back you lot!" He shouts.

You all quickly head into town to buy some extra supplies for the journy. You each get back to the caravan when you finish your shopping. The Jaharik puts you all straight to work. You spend the rest of the day breaking down tents and loading cargo onto the wagons. None of you are sure when it happened but Yalandere's tent was taken down and loaded up and apparently Yalandere had already locked himself away in one of the nicer wagons.

Once the packing was complete the caravan was ready to set out. It started immediately leaving little time for small talk. Once it was finally underway, you had a moment to sit and talk with one another.

This is a role play point. Have your characters get to know one another a bit. Once I am satisfied, I will post the next leg of the journey. I would like to post the next leg by tomorrow evening if I can.If you need to, you can talk to the NPC members of the caravan as well, including Jaharik and Yalandere. Have at it and have fun.


Both Martian Level 20 invader

Hello everyone and welcome. This is our discussion board. Here I have a bit of a treat for those who made it. You can choose either to start with a hero point or trade it in to add 10 ability score points to buy extra points.

If you take the six points, you can disperse them as you choose among your abilities. You cannot use these to raise an ability score above 18 unless your race ability puts it above 18.

Most of you have alias's already, those who don't should make them. You will be allowed to make any changes to your classes or some slight character adjustments due to the ability score change. Please try and keep your character's plots intact though. Your personalities and backgrounds were the main motivator's for most of you. If you want to change your class completely, ask me first. I doubt most of you will change classes though, its just something I'm willing to allow before the game starts.

I will need copies of your completed stat blocks. The following have backgrounds I'd like to use in the campaign:
Lyric, Mhykir, Fanzir, Jen, Arik, and Pavak

Mus'ad:
(If you joined I got a good idea for you too. Ok) You can show up at anytime.

I will talk with each of you about some modification I'd like to make so your backstory can meld into the campaign. Once each of you has posted ready to go, We will begin. I'd like to start Sunday afternoon, but I am going to wait until everyone (except Mus'ad posts here)


Okay Ladies and Gentlemen. This is a Homebrew campaign I have built and refined over course of many months. I like this one and am curious to see how you all handle a whole new campaign. Just to toot my own horn a bit, I have over 12 years experience creating and GMing a variety of different games, and campaigns. Most of the campaigns I run people in are ones I create myself and have had good feedback on. Also I am well versed at working with other players. This will be my first PBP on Paizo.com but I have run games on other message boards in the past. Please read the Backstory, It will tell you how to apply.

Aridia Backstory:
The Lost Land of Aridia
The legends say that hidden somewhere in the Savarie desert is a utopia, a paradise land, and oasis called Aridia. The people who have supposedly returned from this place had talked about its beauty and its vastness. Though these people were half mad due to weeks spent wandering such a hostile environment such as the Savarie desert. This desert is even larger in comparison the Sahara. The only evidence is that all the survivors call the place by name, Aridia. One other piece of evidence made it back as well, this item is the strange jewel with an unfamiliar emblem on it, one survivor had brought it back, but unlike the others who could only speak of the lands beauty, this man could only speak of the danger. He died before people could make sense of his strange warnings.
There was a surge of expeditions all of a sudden. The expedition went into the deeper unexplored parts of the desert. These expeditions seldom returned. Those that did return within the first few years reported no findings. But a few more years later, some of the missing members of various expeditions returned with the same beauty loving madness of many of the others that came before.
This meant something was out there and there were still many who did not yet wish to give up the search. An elf name Yalandere gathered a caravan in which you (The Players) will apart. For your own reasons you joined this expedition into the vast desert. Maybe this was an opportunity to make some good money, or a chance to discover that which has yet to be, maybe you are running from the law and this is a convenient way to get out of the country, or simply you are looking for adventure. Whatever the reason behind your decision, you are here now. However, you have not been accepted to join the caravan yet. They are looking for four to six more members to join and you have to turn in your application to the caravan master and convince him that you are essential to this expedition. There is a lot of competition so make it good.

Ok this is an epic campaign which means that the dice will be rolled 2d6 + 6 and you will be allowed 7 scores and discard the lowest.

I will be using rules from the Core Rulebook(duh) the APG, bestiaries I and II, the Ultimate Magic, The Inner Sea World Guide and the Adventurer’s Armory Pathfinder Companion. (Phew that’s a lot of stuff) No playtests

Starting Gold is rolled for your class. Two traits, I have a list of campaign traits for this campaign, you must select one of those.

You can be any player character race found in the rulebook and bestiaries I and II with the exception of the Drow Noble.

What I need from you is your character’s stat block, and a roleplay interview with the caravan master. Be sure to include why you are right for the caravan, why you’ve joined(Traits help with this one) and your past experience. Also include your personality and appearance as well.

The most convincing applications will be accepted. Be sure to keep an eye on other applicants class choices, as I will be building a diverse party. The more unique the class, the better your chances of getting hired. Race also helps as I am not usually fond of building parties consisting of all humans or other clusters of races. However, the interview is how you truly convince me. I may take two fighters, or two sorcerers if they both have a compelling interview. Now The caravan leaves Monday next week and the recruitment booth closes Saturday evening. If the caravan finds all the people it needs before then, the recruitment booth might close sooner. So good luck to everyone, and trust me, this campaign will be fun.

Campaign Traits:

Mercenary Recruit: You as a mercenary with a real interest in this particular excursion. They pay will likely be real good, if you survive that is. They have selected you as the right tool for the job, as long as the job involves killing any trouble. You are trained as a guard and have skill in spoting enemies and keeping them from attacking your wards. Benefits: You gain a +1 on attacks of opportunity and a +1 to perception. Perception is always a class skill for you.

Lost Loved One: Your interest in this expedition is a real personal one. You had a loved on in one of the previous expeditions and they have not returned. You fear the worst but you feel you must also try and find them. This expedition is your chance. You have trained well in tracking, observing and gathering information. Benefit: You gain a +1 on survival checks made to track, a +1 to all perception checks, and a +1 to diplomacy checks to gather information. One of these is a class skill for you.

Merchant: You see the possibility that there me be individuals in this land who would be interested in doing business and trading their valuables for your wares. You’ve heard that a survivor or two had brought back unique and valuable pieces of jewelry. Despite the danger, you believe there has to be profit to be made out there. You start with 500gp in goods. Goods can be anything but all 500gp must be spent or you loose the difference. You also gain a +1 to appraise. Appraise is always a class skill for you.

Scholar: Aridia is a chance to learn something new and you are always interesting in learning new things. Who knows what exists out in that desert, what knowledges there are to be had. It is an opportunity you feel you can’t afford to miss. You are well learned and gain a lot out of learning. Benefit: You take an additional Knowledge skill (Your Choice) as a class skill. In addition, when you gain XP for learning something new, (ex, you learn the meaning behind a symbol or the an important piece of history or the customs of the people.) you gain an addition 10% bonus.

Aridiaologist: Much like the scholars that flock to the caravan, you too see Aridia as a chance to learn something. Though it isn’t simply to learn something new, it is more to see if what you learned is true. Since the appearance of the first few explorers more than ten years ago, you’ve been running around questioning as many of them as you could. You wrote down all the unique terms and connected many puzzles and asked many meaningful questions trying to learn about Aridia before you even go there. Now it’s time to test what you’ve learned and he how close your research came. Benefit: You gain all the Knowledge skills as class skills as well as Linguistics and Appraise. You gain a +1 bonus to any of these made to gain information about anything in Aridia. Prerequisite: You must start with an Intelligence score of 16 or higher to take this trait. In addition, every level, for your first 10 levels you must put at least two skill points into your knowledge skills.

Hunted: You’ve wronged someone in some way or your running from the law. Either way, you are being track and you don’t want to be found. The caravan into a dangerous desert seems risky but at this point you have little choice. Your pursuers are on to you and you wont be able to get out of the area except through the dessert. You have managed to survive this long without being discovered. Travelling with others my help. Benefit: You gain a +1 to Bluff, Disguise, and stealth. One of these is always a class skill for you. You have an additional 250gp starting gold you had acquired before fleeing.

Adventurer: You are here for a different reason than all the others Your reasons for coming are your own to disclose. Maybe you are on a journey of renewal, self-discovery, or an odd sense of curiosity, or you are simply adventurous. You have are a talented individual. You gain one additional class skill of your choosing and every time you level, you gain one additional hit point and skill point.