The Cinderlander

Wayland Egorius's page

352 posts. Alias of Aldizog.


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I will be withdrawing my submission. Best of luck!


Wayland is ready to go.
I have several wizards from APs ghosted by their GMs in Book 1 after investing a year or more each. Would really to re-envision one of them so that they get a chance to go somewhere.

  • Hekau, the android Spell Sage from Iron Gods didn't seem a good fit.
  • Brogann, the greatsword-hurling Gorumite Sword Binder from Giantslayer didn't seem necessary in a party with this much damage output (although 25-pt buy made it really tempting).
  • Wayland, my Diviner from Rise of the Runelords, made some sense. He even knew Shalelu in that other life! I changed his background from Sargava to Nirmathas as it seems like Heart of the Mountains may be useful, which means coming from mountainous terrain.

    Wayland will of course be able to do blasting, buffs, debuffs, etc., but his main areas of focus will be utility/mobility spells and counters. He has the 1/day cast from his bonded item, plus the 1/day preparation of a spell into an empty slot as a standard action (Magical Epiphany feat)
    Enemy uses Stinking Cloud? Respond with Gust of Wind.
    Incorporeal foes? Cast Force Sword and hand it to a fighter.
    Enemy with energy attacks? Communal Resist Energy.
    Mental attacks on allies? Protection from Evil.
    Grappling enemies? Liberating Command.

    At Level 8, he will go into Loremaster, and can then take the Secret of Magical Discipline feat for even more versatility.

    He's relatively sturdy for a wizard (with 14 Con and the FCB he has 44 HP, and saves +6/+6/+6).


  • Okay, Wayland is updated.

    His purchases may change a bit depending on your answer for the crafting situation - he has Scribe Scroll as a wizard, and he can upgrade his bonded item (ring) as if he had Forge Ring.

    Timezone is EST.


    This is a PC of mine who played through most of Book 1 in an excruciatingly slow-paced PbP (four years and didn't even finish Book 1). Diviner wizard, no archetype. Might switch things around to enter Loremaster at 8 (and potentially take the Secret of Magical Discipline feat).

    I might be interested in modifying him to be Level 7, changing traits to Anniversary Edition, and dropping him to 15-pt buy (which, sadly, probably means I have to dump Str and Cha). To level him up properly, I would need to know the response to the crafting question (given the Scribe Scroll starting feat and the bonded item).

    But...it was a painful slog to get through most of Book 1. Just so slow-moving. Really hoping to not do that again. I stick with games, but I like them to progress. And looking at your history, I see several games you ran that folded very quickly. @GM, do you think your situation now is such that you will be able to keep up with a game?

    If things in your life have changed such that you foresee being able to see this through, I'd be happy to jump in.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Trig did say that we could bot her and she might come back.

    Lazur, I think, has just had a lot of trouble being able to post lately (I am in other games with him). I think he is effectively gone.

    We could recruit for another rogue/investigator/etc., but I think that would depend on giving any new players some sense that the pace would pick up.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    We've lost Trig and Lazur.
    I think the GM may have been waiting on them.

    As much as I hate to say it after all this time, I don't think that this game is going to make it.

    It has been 4 years and we are still in Book 1.

    If we could get real momentum going with new players - like 12-18 months per book - I would be willing to continue. But this pace is really too slow for me to maintain interest.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland took his turn. I believe.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Knowledge (Local): 1d20 + 9 ⇒ (19) + 9 = 28
    "Four different tribes. I reckon that chief kept them in line. Seems we made our job easier by takin' him out."

    "Goblins hate horses, don't they? Even have a weapon called 'horsechopper'."

    On seeing the dogs, Wayland activates and sheathes his wand of True Strike (now at 45 charged).


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "Well, we'd'a had ta fight the strongest ones anyways. 'least this way they don't have as many allies."

    "Calin, Lazur, lead on."


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    I would suggest we bot Trig in the hopes that the player may be able to rejoin us at some point in the future.

    Wayland follows quietly behind Lazur and Calin, alert for any sounds of goblins.

    Perception to listen for goblins: 1d20 + 2 ⇒ (1) + 2 = 3

    Well, he is trying to be alert, anyway.

    He points to the western doors; he has his Wand of True Strike in one hand and his whip in the other.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland prepares his spells for the day.

    Spells Prepared:
    0: Disrupt Undead, Detect Magic, Light, Open/Close
    1: Mage Armor, Burning Hands, True Strike, Ray of Enfeeblement
    2: See Invisibility, Force Sword, Resist Energy

    He casts Mage Armor upon setting out.

    -----

    On entering the fort, Wayland remains quiet.

    He follows along and waits where Lazur indicates.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "Trig, d'ya think that Cal could go take a look on the shores of the lagoon? In case Shalelu washed up."


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Given that it has been almost 3 weeks IRL on this one short bit, I suggest we call it and move on to camping for the night.
    Shalelu is dead.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "How 'bout we block their gates from the outside, an' rest here while takin' turns on guard?
    Was hard enough gettin' cross that bridge. Don' wanna let them regroup an' set traps."


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "Lazur? Calin? If she can't grab on, you'll need to lift her."

    Wayland has 10 Str, so his max load is 100 lb - although you technically can lift double your max load off the ground. If she went unconscious from the fall, she is probably dead from failing a Con check and drowning, but maybe not.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland draws and uses his wand of True Strike (now at 46 charges).


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland takes another step and fires at the goblin hacking at the ropes.
    He is now at the very edge of the bridge, but within 80' of the goblin.

    Crossbow: 1d20 + 3 ⇒ (13) + 3 = 16
    Damage: 1d8 ⇒ 2


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "Tryin', Morgrym."

    Wayland reloads, steps forward, and fires again at the goblin hacking at the bridge.
    Goblin #2 is just barely in the 2nd range increment after a 5' step.
    Crossbow, 85' range: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
    Damage: 1d8 ⇒ 6


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Why would Shalelu run onto the bridge like she is trying to close for melee when she has a bow?
    Was she not roped with us?
    Did she not get a Reflex save?

    Wayland looks annoyed as the elf falls. That was stupid of her. If the water is at least 10' deep that is 2d3 nonlethal and 4d6 lethal, so she might live.

    He loads and fires his crossbow at the nearest goblin.
    Attack, 95' range: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    @Lazur, might you want to use Inspiration on either the save or the check?


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "Be careful.
    I don't got Feather Fall ready today, an' it's a long way down.
    There also ain't no cover ta hide behind.
    Ya want we should tie a rope 'round ya before ya cross?"

    Edit:
    Perception: 1d20 + 2 ⇒ (20) + 2 = 22

    "There's fightin' inside there... mebbe 'cuz the chief is dead?"


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    We haven't been, but could if you wanted to.

    I am planning to take Inexplicable Luck for Wayland, which gives some similar benefits (+8 before a roll or +4 after a roll).


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    @Calin - Wayland doesn't actually know better, he just is too much of a softy to kill something that is groveling so pathetically. He definitely looks uncomfortable with the whole situation.

    "Right, Tsuto is a half-elf. Big scandal it was.
    Okay, so him, and Nualia, plus a bugbear and two more humans. One bein' a caster."

    He lets Trig finish up with the goblin, and then is ready to move on.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland does realize that the creature is rather pathetic.

    He turns to his companions, addressing first Morgrym and Calin.

    Dwarven:
    "Wait a bit."

    He talks to Lazur and Trig in a language that he hopes the goblin doesn't speak.

    Thassilonian:
    "I think if we spare it, it will give us some information and then probably flee the area. I think that's a risk worth taking.
    Do you want to try to persuade it to talk?"


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "Ah, hold up there, Morgrym.
    Maybe we can get somethin' outta it.
    Information in exchange for a merciful death."

    Wayland addresses the Goblin from where he is.

    Goblin:
    "Hey. Ya don't look good. Probably gonna die, though it might take a while an' hurt a lot.
    Now. We can make it not hurt.
    All ya gotta do is tell us: who else is there?
    The chief is dead. There's still Nualia right? Scary lady? An' Tsuto, the Tien man?
    Who else do they got?
    Tell us, and we'll end your suffering. Real quick.
    Or don't tell us, and wait for some dogs ta find ya."


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland scratches his head.

    "Feels like a trap. Walkin' inta tunnels where the goblins got the advantage.
    Ain't no way around?
    Or maybe we could burn all this briar an' nettle inta ash?"

    Reduce Person would be a good spell to have here.
    I am not seriously suggesting we take all the time to burn down this place or to find a way around - it has taken us over two years to just get this far in Book 1 and I am not going to slow us down.
    But, it does feel like the AP expects you to do something really tactically stupid in order for the story to proceed.

    Wayland will go in the middle.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "Lazur, ya wanna take a look at the door, or ya just want me ta use magic ta open it from a safe distance?"

    I love the Open/Close cantrip. So good.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "If we're all healed, I reckon we press on. I got a few spells left, an' my wand here.
    We've taken out their chief an' many o' their warriors an' casters."

    In the first fight, we took out Ripnugget and Stickfoot plus 3 commandos, 3 warchanters, and 4 regular goblins.
    Then we took out 3 Goblin Dogs, 6 regular goblins, and 2 more warchanters.
    Total defeated: chieftain, lizard, 3 commandos, 5 warchanters, 10 regular goblins.

    "I don' know how many they got left at Thistletop. My guess is can't be many. They sent a strong force ta ambush us, then probably most'a their reserves when they regrouped.
    But we can check it out when we get close."

    Spells Remaining:
    0: Disrupt Undead, Detect Magic, Light, Open/Close
    1: True Strike, Ray of Enfeeblement
    2: See Invisibility, Resist Energy, Force Sword


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    "That warchanter wasn't maintaining the illusion.
    There's another caster nearby."

    Wayland looks around.

    Perception: 1d20 + 2 ⇒ (9) + 2 = 11


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland will try to use Knowledge (Arcana) to "Identify a spell effect that is in place." DC is 20+spell level.

    Knowledge (Arcana): 1d20 + 11 ⇒ (13) + 11 = 24
    This normally does not take an action.

    So he also reloads his crossbow and fires at the war chanter, missing.
    Attack: 1d20 + 3 ⇒ (5) + 3 = 8


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland looks closely at the giant lizard.

    It doesn't make sense. How could the chief ride a lizard the size of a pony, and his lackey ride one so much larger?

    Ultimate Intrigue notes that a creature that spends a move action to carefully study an illusion gets a Will Save to disbelieve.

    Will to Disbelieve: 1d20 + 3 ⇒ (13) + 3 = 16

    He will also reload his crossbow.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Ah, shoot. Wayland can not attempt to Trip the giant lizard, since it is Huge and there is an "up to one size larger" limit on that maneuver.

    Wayland loads and fires his crossbow at Goblin #5 who has been tormenting both him and Morgrym.

    Attack, True Strike: 1d20 + 3 + 20 ⇒ (16) + 3 + 20 = 39
    Damage: 1d8 ⇒ 7


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Hit again by the goblin archers, Wayland draws and uses his wand of True Strike (now at 47 charges).
    He also steps back towards Trig.

    "Bolas might get the big beastie..."
    The wizard sounds doubtful, but he starts reaching for his bolas.
    Can draw and throw to Trip next round.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    I have to say this encounter doesn't make much sense to me.

    Ripnugget, the chieftain, rode a medium-sized giant gecko, but some random warchanter gets to ride a Huge lizard? Seems odd that the authors would overshadow Ripnugget like that.

    Wayland can maybe do something about the lizard if we buy a couple of rounds. But what is really bothering me about this whole encounter is that it feels like our plan to eliminate the leaders didn't pay off. It didn't make things any easier.

    Granted, much of that is the decisions of the prior GM. The fleeing goblins were not in disarray, but instead managed to quickly regroup, find a lot of warriors who sat out the first fight, and rapidly set so many traps so perfectly as to catch all of us simultaneously (at an absurdly high DC). Whatever, we got through it.

    But now this Huge lizard feels like one more new addition. And one that could well be a TPK, given its size.

    @GM, if you added this monster: I had understood that this AP was, overall, quite challenging as written. I tried to build Wayland so that he could survive and contribute but wouldn't trivialize the challenges. If you are feeling the need to add monsters because we are too strong for the AP as written (which hasn't seemed the case to me), I would happily tone down Wayland. I have no interest in the optimization arms race.

    I would like to be just strong enough so that the AP is challenging but winnable. If I have overshot that mark, such that you are needing to increase the difficulty further, let me know and I will make Wayland weaker.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland is grazed by an arrow.

    Then he sees a gigantic lizard burst from the bushes.
    Oh hell.

    Knowledge (Nature)?: 1d20 + 9 ⇒ (2) + 9 = 11

    "Shalelu, fall back to us! Watch out for the Grease!"

    He reloads, fires at his foe (#6), and steps back towards the party.

    Crossbow: 1d20 + 3 ⇒ (17) + 3 = 20
    Damage: 1d8 ⇒ 7


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Prescience 4 of 7: 1d20 ⇒ 13
    Wayland loads and fires his crossbow, shooting at Goblin #6.

    Attack, using Prescience: 13 + 3 = 16
    Damage: 1d8 ⇒ 8

    Wayland mutters to himself as he fires.
    "Ungrateful kids these days, whinin' that a wizard sometimes has to use a crossbow. Has to? My pappy told me of days when it was daggers and nothin' else."


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Reflex: 1d20 + 3 ⇒ (20) + 3 = 23

    Wayland easily keeps his feet.

    Prescience 3 of 7: 1d20 ⇒ 8 Just enough.

    Wayland sees himself walking out of the Grease, nearly slipping but not falling, so that is what he does.
    He moves south, drawing his crossbow and sheathing his dagger.

    Acrobatics DC 10, using Prescience: 8 + 2 = 10


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Prescience 2 of 7: 1d20 ⇒ 3 Not using that.

    Wayland dodges both the shortsword and the arrow. He draws his dagger and slashes at the burnt goblin (#2), then steps back towards his companions.

    Dagger: 1d20 + 1 ⇒ (19) + 1 = 20
    Damage: 1d4 ⇒ 4

    Crit?: 1d20 + 1 ⇒ (6) + 1 = 7
    Nope. But 4 damage may be enough to put the goblin down anyway.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland twists an ankle as he lands, but avoids the goblins' arrows.

    He moves up and calls on his bonded item (his amulet) to cast Burning Hands at the goblins.

    I'm not entirely sure if there is a place I can move to so that I can catch all 3 up north. If there is, I will do that. Otherwise I will just catch 2.

    Damage, DC 16 Reflex for half: 4d4 ⇒ (3, 2, 4, 1) = 10


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    I don't seem able to move my token on Roll20.
    Wayland tries to glimpse the future.
    Prescience 1 of 7: 1d20 ⇒ 17

    He sees himself escaping from the snare, so that is what he does.
    Escape Artist, using Prescience: 17 + 2 = 19

    If he lands prone, then he will stand up as a move action.


    Camris, welcome aboard if you are interested!
    Discussion is linked in the first post in this thread, and I think AdamWarnock should be around to help with the handoff.

    Rizzenmagnus, Evindyl, Isthill - thank you for offering.


    Yes! Thank you.

    I have put the question to our group and will be back here in a couple of days.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    @All - do you want to ask Camris to take over?
    2-3/week sounds like a decent pace.

    I think Rizzenmagnus's idea of a giant table is less appealing (for reasons of either chemistry or balance) and the other two haven't followed up. But four prospective GMs is an abundance of riches.


    Great to see so much interest! Thank you all.

    @Evindyl - I know there are other Varisia APs as well, just that at this point even finishing Book 1 is quite a goal.

    @DM-Camris - what frequency of posting do you think you could maintain? I see that in your Ironfang game you were seeking to increase your tempo.

    @Isthill - Let me know if you have any questions that I can answer.

    @Rizzenmagnus - wouldn't our groups be too big to combine? I think our group is still at five players (one of whom, you noted, is also in your game).


    I'm hoping to finish this within another 4-5 years or so; my fastest-moving APs go at about 9 months per book, and others a bit or a lot slower.

    Maybe it would be fun to do Return of the Runelords afterwards, but finishing this one is several years away at best.


    So, while we very much appreciated AdamWarnock stepping in, he now has to step away.

    We are now level 3, almost at Thistletop, and once again seeking a new GM. The party is as it was last year.

    Anybody interested in running the iconic PF1 AP?


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Wayland waits...


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    As this has now been marked inactive, should we start looking for a new GM now?

    Or GM, do you still think you will be able to finish Book 1?


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Thanks for letting us know, and thanks for being willing to see Book 1 through.

    I personally really want to continue. This is, after all, the iconic PF1 campaign, and one I have never had the chance to experience.

    If you do have people you know who might be interested, perhaps you could ask if they'd want to follow the campaign for a little while to get the hang of the players and our characters. They could get up to speed on things and start prepping for Book 2 while you are wrapping up Book 1. It would make for a smoother transition.


    M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

    Still here, still doing okay.

    I have some other games on the forum so I will not disappear if this game sits for a bit. Thanks for checking in!