Abominable Snowmen

gmpathfinder's page

RPG Superstar 2014 Top 32. RPG Superstar 8 Season Star Voter, 9 Season Star Voter. Organized Play Member. 18 posts (1,486 including aliases). No reviews. No lists. 1 wishlist. 11 aliases.



1 person marked this as a favorite.

After picking up a set of chase cards, I've been debating using a modified set of rules for the sea battles- modeled after the chase cards.

Right now I've got 26 (half a deck!) of sea based cards, each with two different checks for the captain (and crew) to overcome.

I've also added a failure condition for some.

I was wondering if some of you would find them handy. I would also love feedback on what to improve. Some of the checks and dcs are a bit arbitrary at this point, and I've not completed the fail conditions.

I plan to use some of the rules (wind, position) and start the PCs 2 cards behind their prey (or, if they're the prey, they'll start two cards ahead). I'm still messing with the turns/timing (I think there are a few cards with both language in the pack right now).

Let me know what you think (PDF)


1 person marked this as a favorite.
M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)
Vachordi Strong Wind wrote:

Vachordi collects the papers and passes them to the new priest who seems to be on top of this kind of investigation.

He offers the judge his hand then heads on out

The professor takes your hand and adds it to her collection jar.

[The Courthouse]
A large, squat building dominated by an enormous clock
overlooks the town square. A huge figure of wood, roughly
man-shaped, stands in the square in front of the building.

The building is 3 stories, and has narrow windows.
The wooden figure is known as the "Punishing man" the city's traditional manner of punishing capital crimes. It's about 30ft tall, and there's a hollow chest- the convicted are placed inside and the whole thing is lit on fire.

Six guards patrol the courthouse and grounds, led by Acting Captain Sergeant Dun.

The only other permanent resident is the Beast's lawyer: Barrister Gustav Kaple.

Before leading you down into the cells to meet with the Beast himself, Sergeant Dun asks you to check in with the Barrister.

The barrister is a tall, impossibly gaunt man with a pale complexion and a large adam's apple on his long neck. He is summoned from his tiny, cramped chambers- leaving behind his official wig and robe for court. Instead, he meets with you in the defense room (adjacent to the courtroom on the second floor) wearing a finely tailored suit.

During his initial speech you can easily surmise the reason for his assignment to defend the beast: his voice cracks, and he stutters (particularly when he's nervous):
<cough> Um. Greetings. You were sent by Judge Daramid, yes? Um. The Beast, as the creature is called, is charged with 3 crimes:
the murder of 10 citizens of the village of Morast a year ago;
the slaying of six children in the farming community of Hergstag
7 months ago;
and the arson attack 4 months ago at the
Sanctuary on Karb Isle, which resulted in the deaths of
Doctor Brada and his patients and the blinding of the
doctor’s assistant, Karl.

Unfortunately, I have questioned witnesses, and found no evidence to support the Beast's innocence. Perhaps you can do better? If you can present evidence at trial that these crimes were not committed by him, he may stand a chance.

Unfortunately, the trial has already begun- the judges will rule in 3 days. So you have until that last day to show up with your evidence. Needless to say, I won't be holding my breath.

Questions? I can tell you about his arrest and the trial- but beyond that... he shrugs sheepishly. It looks like Ole Gustav is going to lose another one...

Sovereign Court RPG Superstar 2014 Top 32 , Star Voter Season 8, Star Voter Season 9

1 person marked this as a favorite.
James R. Casey wrote:
I wonder what happened to Brian. I hope it was nothing serious.

Thank you.

I had a series of bad luck last week which led to me making final revisions at the last minute. I had copied over a change and left off an important line of my entry- which if added would have put me over the limit by two words. So I'm greatly disappointed with myself for missing the error and being disqualified.

Nevertheless, I want to wish all of the contestants luck on the next round. Now that I'm no longer a threat, if anyone needs to bounce ideas off someone or anything, please feel free to PM me.

The best thing I can do is try to help others. (link)

In the meantime, I'll be starting next years entry!

Dark Archive

1 person marked this as a favorite.

Hedgewall Seed Pouch
Aura Moderate Conjuration; CL 9th
Slot none; Price 33,750 gp; Weight 6 lbs.
Description
This bulging leather sack contains 50 handfuls of assorted seeds and burs. As a standard action, one handful can be sown in a 5’ x 5’ area, which instantly grows a thick tangle of thorny brush to a height of 10’. If sown adjacent to another handful of the seed, the areas entwine with each other as they grow to form a seamless barrier. This hedgewall barrier acts as a wall of thorns spell, save that it becomes a permanent, non-magical plant. The hedgewall provides cover for those behind it.

If grown in hospitable conditions with adequate soil and water, a hedgewall can live for decades. Otherwise, the plant wall takes damage normally until it is destroyed. If cultivated by a skilled horticulturalist the barrier can grow and expand naturally. After the last handful is sown, the sack becomes non-magical.
Construction
Requirements Create Wondrous Item, Wall of Thorns; Cost 16,875 gp

Dark Archive

1 person marked this as a favorite.
M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Where better to hide a deformed monstrous child than an extra dimensional space? Wait a second... did the haversack rip a whole through space and time? slightly panicked the wizard pats himself around the mid section and bottom. Whew. For a moment there I thought we were going to have a problem.

Dark Archive

2 people marked this as a favorite.
M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

A house filled with magic, powered by devil, and yet has one room devoid of magic? Suspicious!

The Viscount has a near gazebo moment, scanning the room perception 1d20 + 4 ⇒ (8) + 4 = 12 before moving on.

Perhaps we shouldn't be the only sober looking individuals here. Quick, someone of the female persuasion pretend to sloshingly neck with me!

Dark Archive

1 person marked this as a favorite.
M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

The Viscount sighs. This bodes more than a slight problem for a man of my stature. Immediately after his statement, he sees the party's eyes on him and blushes red. I mean position. Rank. Nobility. Not... his hand rests on his midsection, illuding to his ample girth.
If we're angling for an invitation, might it not be easier for me to use my connections? Rather than risk our lives (and names) onstage?

knowledge local 1d20 + 8 ⇒ (19) + 8 = 27
Would he know any of the 6 trials' compositions? Anything that we could prepare for? particularly, if there's a scene where he needs an illusion or to change his character...


1 person marked this as a favorite.
M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

Sorry for the delay, family stuff... I should post tomorrow a big update.

Dark Archive

2 people marked this as a favorite.
M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

4 weeks early, 6lbs, she's in good shape (although they did detect a little murmur). She's in the NICU.

I've been traveling between home and hospital- we have an almost 3 year old who's pretty confused (they won't let her in the hospital due to the flu outbreak).

I'm slow, but not out of the game.

Dark Archive

3 people marked this as a favorite.
M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Please bot me, baby #2 is coming a month early- we're at the hospital


1 person marked this as a favorite.
M Human
Stats:
Ini: +0, hp 0/?, Attack: AC 10
Wizard (unknown level)

No time for a full post tonight, will resume tomorrow!


1 person marked this as a favorite.

Great submissions! I'm finishing up reading through all 26 entries.

Like a good professor, I've got a grading rubric for each, so I should be able to narrow down the group by Friday. I'm traveling tomorrow, so I'll have limited internet.

My biggest regret is being able to take everyone.
Let me know if you change anything major on your characters within the next 24 hours.

Thanks everyone!


1 person marked this as a favorite.
Christopher Rowe wrote:
Should we roll for hit points, take the maximum at 1st level as is sometimes done, or perhaps take the average?

First level gets full hitpoints. Higher levels take rolls or half the hit die whichever is higher.

The current list of characters in the running. I haven't finished reading them all, but I want to make sure I'm not missing any. There are a LOT of submissions at this point. Finish up backstories and I'll begin ranking and sorting.

Roll Call:

Garin Veacali- cavalier
Magnauk Hailstraum: barbarian
Stefan: fighter
Fenru – Barbarian
Meric Bonemeal- Barbarian
Adventurer #33 – Axel Kinslayer Fighter
Adalwin Baldomar – inquisitor
Maraedlara Veirerles: Druid
Malkan - Oracle
Gilda Kvartzfolly: Cleric
Old Mammoth: Kyras Cathasaigh - Cleric
Edrik Nobel: Paladin
Irnk Changling paladin
Kor: Zhaal Ruul paladin
Darcy – Rogue
Shel- Rogue
Vivian Deberth- rogue
Caladrel: Alchemist
Vachordi the gassy: Bard
Nylissa: sorcerer
Kaldur Vex: Summoner
Spacefurry: Kiwyn- Kitsune – Wizard
Jakira: Sorcerer
Esme- wizard/gunslinger
Lilian Elendryl – Wizard

Dark Archive

1 person marked this as a favorite.
M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Suggestion For walking up stairs:

Dark Archive

1 person marked this as a favorite.
M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Flex:
Knowing how uncouth it is to get into a pissing match with someone below him in status, the Viscount instead bursts out laughing.
Of course! If anyone here can recognize hard times, it would be you. A well bred gentleman would already have his own stables to draw from, or, more impressively, the coin to hire a wizard capable of summoning forth the prefect specimen of horse. You know, the kind who won't have shat upon your stage. You should be careful that the crowd doesn't mistake one steaming pile for another. He pats the 'too good to touch' actor on the shoulder, almost congenially.

The Viscount twirls his short staff like a cane, and strides away. Edit: apparently the curse word filter doesn't count past tense forms.


1 person marked this as a favorite.
M Human Cleric 3 of Asmodeus

I think a little back and forth is fine. Monsanto isn't such a zealot that he can't see the value in working with the 'other side.' Right now we're all just on edge because we're in a hostile place with strangers that may want to take our candy.


1 person marked this as a favorite.

The light filtering through the heavy canopy indicates that there is only an hour or two left before sunset. Your travels have left you dusty and tired; and the last portion of the journey has been more on an overgrown trail than an actual road. As you round the corner the trail opens up into a large, 50’ clearing. In the center of the clearing is a site for sore eyes- the first vallenwood tree of the valley. The vallenwood trees are mighty oaks that were tamed and manipulated in ages past. Each grows hundreds of feet in the air, and sometimes greater than 50’ in diameter. When a sapling takes root its canopy blocks out all of the surrounding trees, forming large clearings.

Standing several yards into the clearing is a stone trail marker; clearly planted here when the tree was much younger. It represents the boundary of Solace’s territory. It’s still several miles from the city proper, and looks as though it is a resting point for many traveling parties. Between the mighty roots of the tree are several used fire pits.
Another trail joins the clearing to east, and the road opens up to a well worn path in the south, leading toward Solace.

Introductions/greetings?


1 person marked this as a favorite.

I am looking for a group that is interested in a pathfinder adaptation of the classic War of the Lance series.

Prior experience with Dragonlance is not necessary, but knowledge of the campaign setting (books, gaming products) is not forbidden. The only thing that I ask is that you don’t give away huge plot spoilers, or expect that everything will follow the original modules exactly. I promise to change things up a bit without re-inventing the wheel completely.

The setting:

The setting: It has been 350 years since the cataclysm devastated the planet Krynn. A fiery mountain split the land, and brought many peoples to the brink of extinction. Humanity and human kind survived, without the aid of their powerful Gods watching. All of the faithful, all of the true clerics of the known gods disappeared from the land. In these dark times humans turned to banditry, and elves and dwarves barricaded themselves away from other races. It is within this dark time that our player characters begin their tale.

Currently, the continent of Absalon is rebuilding and returning to civilization from centuries of disorder. Few nations still stand; none command the might of the nations in the last age. Banditry and lawlessness run rampant, yet some pockets of order and civilization have begun to thrive.

We will start in Solace, a frontier town known for being built among the limbs of the giant vallenwood trees. This town is likely the birthplace or adopted hometown of the PCs. Leadership of the vale has fallen to the Seekers, a newly minted group of priests of new gods. The PCs left 5 years ago to seek their fortunes: for some to train in their specialty, for others to strike it rich, to join the knighthood, to learn the craft of wizardry from the High Orders of Sorcery, etc. Each promised to return in the fall of their 5th year to report what they’d learned about the world and to rekindle their friendship. The game will start with the reunion of former friends.

As a general feel the Dragonlance setting tries to be “high epic fantasy”- relatively low magic. One does not simply walk into a magic item store to purchase their favorite gear. Since the cataclysm no divine magic has existed, so no new divine items were created. Artifacts and items pre-cataclysm still exist, although some have lost power. You’ll have to decide for your PC’s whether they’d drink a 350 year old healing potion. Wizards and other magic users, in general, have become rare- what few new items have been created are often only done so with the resources and supervision of the High Order of Sorcery; and likely to be well guarded. This does not mean that family heirlooms and treasure troves of items don’t exist, but they will be much harder to pry from the hands of their current owners.

Mechanics:

This is my first time DMing via PBP, so it will be a bit of a learning process for me.
Pace: I would like to keep the game at a moderate posting rate (1 post / 48 hours or so). If your turn is up and you are missing for 48 hours or more, we may act in your stead. After 5 days, we will likely try to replace you. Interruptions from important life events, of course, will be forgiven- real life comes first.

Home rules: Krynn has one unique effect on magic- to channel arcane or divine energy into the shape of a spell can be taxing. Each time a PC casts a spell they must roll a constitution check (DC 10+spell level) or be fatigued for spell level/2 rounds.

Player Characters: For this campaign, I’m looking for 5-6 new Heroes of the Lance. If you’re familiar with the original 11 iconic Heroes, each fulfilled an important role in the epic tale. New PCs need not recreate the same original characters; rather they will try to fill some of the same roles.

While the original adventures had some very iconic player characters, I would like everyone to roll up a new pc. Characters will use the Pathfinder rule system, with some minor setting related changes. While it’s ok to model your character after one of the classic characters it would be better for you to gear your character to fulfill a role in the party rather than recreate an original hero of the lance.

Character Creation:

1. 25 point buy
2. Starting level 3
3. Available races: human, elf, dwarf, tinker gnome, kender, half elf
a. Tinker gnome- Gnomes of Krynn are an eccentric lot- full of curiosity about the world. Each gnome is driven by a need to explore and create. Each has an individual life quest to fully explore some aspect of the universe. Unfortunately the methods they use are often involve designing machines that even in a best case scenario will allow the use to walk away with most of their limbs after it malfunctions.
b. Kender fulfill the same role as Halflings; however they have a few different traits. They are forever curious and striken with wanderlust. As a race they have very little concept of individual property- so they’ll often ‘borrow’ other people’s possessions without permission. They are natural thieves, although they prefer to call themselves ‘handlers.’
There are no orcs on Krynn.
4. Classes: Currently there are no gods on Krynn, thus all classes that receive divine spells and divine powers will not be able to use them. You may still choose to play a cleric or druid, for example, however you will not have access to spells. Players interest in those classes (particularly those who would fulfill a healer’s role) may choose to take their first 3 levels in another class, or choose to play their preferred class without divine powers.
All other core classes are available, with a few minor variations. Some classes, particularly arcane caster classes, will be difficult to play from a campaign setting perspective.
Barbarians – particularly well suited to Krynn’s barbarian tribes.
Bards: No change, save the removal of the cure spells from their spell list.
Clerics – gain no spells, no channel energy powers, nor domain specific powers.
Druids – may still have animal companions, but do not receive wildshape, spells, or other divine abilities.
Fighters: No change to the class; fighters are abound in all shapes and sizes. Those that wish to follow the role of a lawful good knight might consider the Knights of Solomnia as a potential prestige class.
Monks- were not present in the original adventures, in order to fit one in, we would have to devise a rational for them existing- a roleplaying opportunity.
Paladins- do not receive detect evil, lay on hands, or spells. Smite and the aura of goodness are still present. Paladins that wish to fall along the classic knight archetype might consider joining the Knights of Solomnia.
Rogues – no change, although rogues who take spell casting abilities may face prejudice and the potential branding as a rogue wizard by the High Council of Sorcery.
Sorcerer – this class would present a roleplaying challenge. Sorcerers are hunted as renegade wizards, and usually killed or imprisoned. No sorcerer has petitioned the High Council for membership. Even if one were to do so, they would face a great deal of prejudice from traditional wizards as being undisciplined and too dangerous.
Wizards- may choose any specialization. However, magic is exceedingly rare and distrusted. Control of spell casting abilities are kept in check by the High Council of Sorcery. All wizards reaching 5th level must pass a test and join one of the three orders (White Robe, Red Robe, or Black Robe, as indicated by alignment). Failure means death. Choosing to avoid the test means being hunted down as a renegade. At 5th level wizards may choose to advance in their order rather than as a wizard.

Classes from APG/UC/UM- may not be entirely suitable for the campaign, but will be given consideration. Classes like the gunslinger may prove difficult to incorporate with equipment; classes like the summoner would attract attention from the High Order of Sorcery and likely be hunted as renegade magic users.

5. Traits- pick 2
6. Feats – standard + apg
7. Hit points – max for first level, roll for 2 and 3.
8. Estimated starting gear: 1 masterwork weapon, masterwork armor, and any reasonable collection of gear. Each player may start with a normal mount (horse, pony, etc). Gold is relatively worthless; steel is the coinage of value. Starting steel is 500 st; any gear beyond primary weapon, armor, and mount should be subtracted from that value.

If you would like to be considered, create a character and post them here. The PC should have a background that describes what role they would play in the party and what brought them to the group. Proposals will be accepted up until August 5th at 5pm. I would be happy to answer any questions and help with adaptation to the setting.