google online between 10-13 EST
http://icheckfortraps.com/myths/street.jpg Your team signed up yesterday and and submitted the symbol of your group to the priests of Phrasma for the lottery today. Any exploring was cut short yesterday when a sandstorm which drove your team indoors. The worst of the storm passed last night but there is a gloom in the air today as you arrive at the market for the lottery. The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city's necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they'll buy recovered treasures and antiquities from those who visit their establishments. In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table on the stage. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side. Behind her stands Saleem the armed priest and a new priest a tall lanky man who seems to be talking to himself. You haven't seen him before. You overhear from people in the crowd that his name is Ptemenib. Numerous adventuring groups stand in small clusters near the stage. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they'll likely face in the necropolis. There is a group of halflings riding war dogs their lances lifted and flying pendants like they are ready for a parade. A team of all women in white leather armor, they keep to themselves. The guys in red are back looking over the teams. You still have some time before the lottery begins
google online between 10-13 EST
http://icheckfortraps.com/myths/street.jpg Your team signed up yesterday and and submitted the symbol of your group to the priests of Phrasma for the lottery today. Yesterday was cut short by a sandstorm which drove your team indoors. The worst of the storm passed last night but there is a gloom in the air today as you arrive at the market for the lottery. The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city's necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they'll buy recovered treasures and antiquities from those who visit their establishments. In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table on the stage. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side. Behind her stands Saleem the armed priest and a new priest a tall lanky man who seems to be talking to himself. You haven't seen him before. You overhear from people in the crowd that his name is Ptemenib. Numerous adventuring groups stand in small clusters near the stage. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they'll likely face in the necropolis. There is a group of halflings riding war dogs their lances lifted and flying pendants like they are ready for a parade. A team of all women in white leather armor, they keep to themselves. You still have some time before the lottery begins
Chosen of the elementals you have your own campaign. Jump over when are ready. will be posting a gaming thread tonight. http://paizo.com/campaigns/MummysMaskTheChosenOfTheElements/discussion#1
I was thinking about that. But the issue is that it would mean creating an entirely new dungeon and parallel set of areas so that the parties could interact from time to time at end of the day. let me look over the adventure and see if it is possible. But most likely it won't happen. Even with the extra areas built you would still only run into each other at the end of the day. So I really don't think it would be useful.
Darius Skullcrusher wrote: Added benefit: in case people drop out from both groups you can merge them into one. Very true. So I am accepting both teams and will just setup another campaign thread. Should have it up later tonight. I have to setup some book keeping stuff so I can track both teams and not get mixed up. But otherwise The Scions and Elementals are in. Just finish any final touches on your characters.
google online between 10-13 EST
The team of women in white finish signing up at the tables where the priests of Pharasma sit taking names and tokens of the various teams. They are all dressed the same. It's hard to tell what any of them are. A team of six halflings riding war dogs comes into the square. They all carry lances and ride in formation scattering kids and peddlers before them. Their leader, a gruff looking halfling ignores everyone and everything but the sign-up tables. A group of dirty men in red dyed clothing and armor eye the assembled adventurers with contempt. Their leader looks like he is sizing everyone up and points at various groups and mumbles something to his cohorts. When their eyes fall on your group and realizes he's seen he quickly looks past and points at the sky like he is talking about the weather before going back to talking about other groups.
lol wow must have been a rough game. Thanks for the info. Now that you mention it I remember the recruitment threads here having much more people talking than the other forum I ran a game in. First X players also seems to get the people that post the most. So people in different time zones can be out of luck there too. Well I am going with a self organized group idea. Players organize themselves into groups and I'll pick one that has the best feel in the game. I am giving everyone till saturday before I start the game so plenty of time for another group to form. That gives everyone the best shot. How do I get the stats nect to my name. so far I can't get them to show up
Ali ibn Sabbah wrote:
sorry no 3rd party The adventure takes place on Glorantha. See campaign tab it breaks it down for you. So there is no Egypt but there is a fantasy version of the country. Wati is a desert city with a Necropolis but your history works fine.
Baru Brimmstone wrote:
Sorry don't want to get into house ruling to much as it tends to blow up in my face. Going to stick to the rule books posted.
google online between 10-13 EST
THE PRE-GAME THREAD STARTS HERE: The sign up for tomorrow's lottery opening ceremony takes place in the Sunburst Market in the center of the living city of Wati, between the Grand Mausoleum and Abadar's Sanctum of Silver and Gold. Before you get to tomorrow's Lottery you have to be accepted into the drawing. Groups of 4 or more must submit their group's name and a token to be drawn. If your token isn't drawn you won't be part of the lottery. An array of adventuring groups and individuals mingle and try to size each other up. Some of you are even looking to join a group. Four tables have been setup before the reflecting pool where priests in white robes are taking the names of team members and their emblem. The lines come and go as groups arrive or assemble out of the individuals in the square. Along the edge of the market workers are busy putting up scaffolding to hang coverings across the square to provide shade. Sadly it doesn't look like it will be up today. The only shade is provided by groups of kids holding a 6'x10' shade between raised poles and offering relief from the heat for a few coppers. Throngs of merchants push carts of drinks and refreshments while peddlers try to sell ropes, lanterns and other gear. Children run under foot like schools of fish trying to see all of the adventurers. Most of them wet from splashing through the reflecting pool. Work out your characters in this thread. A single team will be chosen
Arie IJzer wrote:
Good point. I think I'll try that. Is there no BBCode for images?
Ah I get you. Hmm.. that's a real issue. That's the problem I always see. I hate that 30 people will sign up and there is no way to run anything for the 25 who didn't get in. Hell even running two games would only cover 10 of them. Hell I should just say first 6 in are in. lol would make everything much easier. May try that next game.
Grand Moff Vixen wrote:
Good point. I'll setup the discussion for RP
I have jpgs of maps to let people see the the usual stuff but for battles I have so far used google spreadsheet since with a little tweak I can make it a grid then just do some ascii art of the terrain and other elements. So far it worked out well. I figured out how to put players icons up there but to put all the art up needed for a game as icons could be a bit much. if they got the map up AND the icons on top of it then they are way ahead of me. getting them both to work would definitely inspire me. will have to play with the spreadsheet some more.
I already have the recruitment thread and have players lining up so I wanted to setup the usual tavern for players to interact in...although in this case it is a market but its the same kind of idea. What do you not like about the tavern pre-game RP? IT seems that without that people will get bored waiting around or just want to play something. Although in this game I am recruiting an entire party so they'll need it to get a handle on each other's characters. although the recruitment could be used to figure each other out.
I am starting up an online campaign and run into a snag and my searches haven't revealed any info. Then again I don't know which section to search so I thought I would post here. If any of you know old threads that answer these questions or where to ask just post. I am used to running games on Myth Weavers which allows lots of threads for a game. If I wanted to run a pregame for potential players to run around in how do I do that. Or is that done at all here? How do I pick the 6 players to play in the game. It seems that once I post the game thread anyone posting gets into the game? I see that everyone kind of uses campaign tab for everything. Do you generally run the entire game out of a single thread or do you close it at some point and open another? I am running an adventure path so is it okay if i copy room descriptions from the PDF or do I have to paraphrase everything? I am already redrawing maps and other materials just so I'm not posting up to much content from the actual module but wanted to know how everyone else deals with it. Thanks for any help! Wish they had this in the FAQ
I am starting up an online campaign and run into a snag and my searches haven't revealed any info. Then again I don't know which section to search so I thought I would post here. If any of you know old threads that answer these questions or where to ask just post. I am used to running games on Myth Weavers which allows lots of threads for a game. If I wanted to run a pregame for potential players to run around in how do I do that. Or is that done at all here? How do I pick the 6 players to play in the game. It seems that once I post the game thread anyone posting gets into the game? I see that everyone kind of uses campaign tab for everything. Do you generally run the entire game out of a single thread or do you close it at some point and open another? I am running an adventure path so is it okay if i copy room descriptions from the PDF or do I have to paraphrase everything? I am already redrawing maps and other materials just so I'm not posting up to much content from the actual module but wanted to know how everyone else deals with it. Thanks for any help!
@Seth86 since he is following anubis the laws should reflect him so the easiest way to figure that out is take a look at anubis on the wiki. He has several roles Protector of tombs.
So as a follower of him you would protect tombs and the resting of the dead. So undead are a defilement or lost and must be guided. got some range here. Embalmer... well unless you take a rank in profession undertaker it really doesn't apply. Weighing of soul. You weigh the actions people take. do you say something or warn them of loosing their way? but some version of this would be in your 7 laws Guide the soul.. If people go off course you guide them back to the good? try to guide people to the right way of doing things. up to you how this would apply as a law. so from those you can add or revise your laws.
@seth You can have your aasimar look how you want so if he has a distinct hound face that is fine. I don't have an issue with an aasimar taking on some of its parent's looks. Take any appropriate traits or alternate traits for the assimar if you want to get the feel right. But I don't see having to use a third party race when there is already huge amounts of material for the aasimar alternate traits,.
Well first off. I think you are thinking about this really wrong. The game isn't about how to beat the players. You make it sound like a you vs them issue. If anything the two goals you have is make it fair and make it fun. So with this thinking lets look at your party again. Cavalier:
Paladin:
Or Cultists summon a powerful shadow/ghost whatever so the paladin has to deal with that while the rest of the enemies. Monk:
OR Seductress who charms him so they have to get past her henchmen to stop her from carrying him off because her latest perfume potion needs heart of goblin. It's the latest thing in perfumes. The point is that you don't have to avoid stuff because the party gets an advantage. Let them get their advantage occasionally.
Awesome. I kept seeing ads for #4 and assumed the rest weren't out. Will have to hunt them down. Oh wait I wonder if you mean they are out in print. I was looking for the pdfs. What is so important about character creation rules? kidding, Here is the character creation rules I will be using. ----------------------------------------------------------------
I am looking for 4-6 people to play. The selection process will be a little different. You'll have to form into adventuring groups. The group can decide on what roles each person will take. As groups are completed they can post their final roster in the Adventuring party thread. On the deadline I will pick one of the adventuring groups to play. I'll step in and ask for tweaks on characters if they don't fit the game but for the most part the group that sticks out the most will be picked. So pre-game activity will be important. PRE-MADE CHARACTERS
Character Creation. LEVEL
CLASS
DEITIES
PALADIN
RACES
Elves: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others. Gnomes: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble. Half-Elves: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society. Half-Orcs: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley. Halflings: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, halflings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations. Humans: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. You must pick an ethnicity here. Only the main list. No fallen or minor or ancient Human Ethnicities wrote:
Aasimars: Creatures blessed with a celestial bloodline, aasimars seem human except for some exotic quality that betrays their otherworldly origin. While aasimars are nearly always beautiful, something simultaneously a part of and apart from humanity, not all of them are good, though very few are evil. You can take alternate racial abilities including rolling for replacement SLA in the appropriate book. Post the table you are rolling on and make a roll in your character thread. Table can be found here. Catfolk: A race of graceful explorers, catfolk are both clannish and curious by nature. They tend to get along with races that treat them well and respect their boundaries. They love exploration, both physical and intellectual, and tend to be natural adventurers. Dhampirs: The accursed spawn of vampires, dhampirs are living creatures tainted with the curse of undeath, which causes them to take damage from positive energy and gain healing from negative energy. While many members of this race embrace their dark sides, others are powerfully driven to rebel against their taint and hunt down and destroy vampires and their ilk. Drow: Dark reflections of surface elves, drow are shadowy hunters who strive to snuff out the world's light. Drow are powerful magical creatures who typically serve demons, and only their chaotic nature stops them from becoming an even greater menace. A select few forsake their race's depraved and nihilistic society to walk a heroic path. Fetchlings: Long ago, fetchlings were humans exiled to the Shadow Plane, but that plane's persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Fetchlings—who call themselves kayal—often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane. Goblins: Crazy pyromaniacs with a tendency to commit unspeakable violence, goblins are the smallest of the goblinoid races. While they are a fun-loving race, their humor is often cruel and hurtful. Adventuring goblins constantly wrestle with their darkly mischievous side in order to get along with others. Few are truly successful. Hobgoblins: These creatures are the most disciplined and militaristic of the goblinoid races. Tall, tough as nails, and strongly built, hobgoblins would be a boon to any adventuring group, were it not for the fact that they tend to be cruel and malicious, and often keep slaves. Ifrits: Ifrits are a race descended from mortals and the strange inhabitants of the Plane of Fire. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ifrits make powerful fire sorcerers and warriors who can wield flame like no other race. Kobolds: Considering themselves the scions of dragons, kobolds have diminutive statures but massive egos. A select few can take on more draconic traits than their kin, and many are powerful sorcerers, canny alchemists, and cunning rogues. Orcs: Savage, brutish, and hard to kill, orcs are often the scourge of far-flung wildernesses and cavern deeps. Many orcs become fearsome barbarians, as they are muscular and prone to bloody rages. Those few who can control their bloodlust make excellent adventurers. Oreads: Creatures of human ancestry mixed with the blood of creatures from the Plane of Earth, oreads are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most races other than dwarves. Oreads make excellent warriors and sorcerers who can manipulate the raw power of stone and earth. Ratfolk: These small, ratlike humanoids are clannish and nomadic masters of trade. Often tinkers and traders, they are more concerned with accumulating interesting trinkets than amassing wealth. Ratfolk often adventure to find new and interesting curiosities rather than coin. Sylphs: Ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk. Like ifrits, oreads, and undines, they can become powerful elemental sorcerers with command over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping. Tengus: These crowlike humanoid scavengers excel in mimicry and swordplay. Flocking into densely populated cities, tengus occasionally join adventuring groups out of curiosity or necessity. Their impulsive nature and strange habits can often be unnerving to those who are not used to them. Tieflings: Diverse and often despised by humanoid society, tieflings are mortals stained with the blood of fiends. Other races rarely trust them, and this lack of empathy usually causes tieflings to embrace the evil, depravity, and rage that seethe within their corrupt blood. A select few see the struggle to smother such dark desires as motivation for grand heroism. You can take alternate racial abilities including rolling for replacement SLA in the appropriate book. Post the table you are rolling on and make a roll in your character thread. Table can be found here. Undines: Like their cousins, the ifrits, oreads, and sylphs, undines are humans touched by planar elements. They are the scions of elemental water, equally graceful both on land and in water. Undines are adaptable and resistant to cold, and have an affinity for water magic. ATTRIBUTES:
ALIGNMENT:
HITPOINTS:
FEATS:
SKILLS:
TRAITS:
CAMPAIGN TRAITS
Blood of Pharaohs: Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati's necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages. Devotee of the Old Gods: Osirion has a history stretching back over 8,ooo years, and the deities worshiped today in modernOsirion are not the same ones revered in AncientOsirion's heyday-deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of AncientOsirion has helped keep the memory ofOsirion's past alive-a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +i trait bonus on saving throws against divine magic. For more information on the deities of Ancient Osirion, see Patiifinder Adventure Path #So: Empty Graves. Foreign Opportunist: You're not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion-and "liberate" the treasures they hold-is too good to pass up. Whether or not you're interested in the history of this land, you're definitely interested in the wealth that's lain hidden in dusty crypts for millennia* such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM's discretion. Inquisitive Archaeologist: You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of Ancient Osirion. Hearing that the famed necropolis of Wati has finally been opened for exploration, you've come to that city to get firsthand experience with the lost secrets of Ancient Osirion's master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in structures built in the style of AncientOsirion. Mummy-Cursed: One of your ancestors ran afoul of a mummy's curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You've come to Wati to explore its untouched necropolis, and while you hope you won't have to face a real undead mummy, at least you have some defense if you do. You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy's aura of despair. Resurrected: At some time in the recent past you died, but you were brought back to life-whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn't your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati's famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4. Sphinx Riddler: You've always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas. Like so many others, you've come to Wati to explore its ancient necropolis, but you've also heard that sphinxes occasionally visit a sphinx-shaped ruin called Ubet's Folly in the city-perhaps you'll have the chance to meet and talk with a sphinx yourself1 You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +i trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages. Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +i trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Undead Crusader: You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +i trait bonus on damage rolls against undead creatures. In addition, you gain a +i trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. Wati Native: You were born and raised in the city of Wati, and you know its streets and secrets well. Although it's frowned upon by the city's authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you've never actually entered one of the necropolis's silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +I trait bonus on Knowledge (local) checks, and that skill is always a class skill for you. MONEY
GEAR
ROLEPLAYING REQUIREMENTS
APPEARANCE
PERSONALITY
WHERE DID YOU COME FROM
ADVENTURING TEAMS
NAME THE ADVENTURING TEAM
MOTTO OF THE ADVENTURING TEAM
SYMBOL OF THE ADVENTURING TEAM
|
