Brambleson

lord of rabbits's page

Organized Play Member. 61 posts. No reviews. 1 list. 1 wishlist. 1 Organized Play character. 1 alias.


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metal slimes

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share your character backstorys.

here's mine it is for a cat folk ranger or hunter

rased in a small villige on the edge of a forest. there is a group of traders who come to that villege to trade one day they attack the villige and steal a treasue my character hids in the forest after words returns to his villege and finds in in flames every one is dead and he sweres revenge.

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* I don't like it when a character includes references to another game/universe - like a witch's patron being an other world deity named Pelor, a support eidolon named (and based on) Kerrigan, Cthulhu, etc - these are copyrighten by another competing game company and show the player is too lazy to find something in Golarion to use.

all I have to say is cthulhu is in pathfinder just saying.

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fighting fifity metal slimes

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sorry did not know will not do that any more.

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I ban my self for being a rabbit

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ErisAcolyte-Chaos jester wrote:

Adventurers are a hardy lot when it comes to horror. Most will slaughter a vampire, stare down a demon, massacre a zombie, all without batting an eye. Yet I imagine that it is possible to create a sense of dread within the players through the right levels of atmosphere, or the right even the right setting and mechanics. With 'darkest dungeon' on the way, with a more realistic look at the strain of adventuring, I have decided to have look at some of the possible horror setting ideas for campaigns of fear.

1. Ghostflame prison- a prison between the plains of earth and hell, populated by 30 immortal guards, and most undead/golem guards. No one dies in the prison permanently, at least until their stone is given to one of the guards for execution duty. This lack of permanent death seems great at first, until you find out the guards are complete and utter sadists that take great delight in exploiting the impossibility of perminant death for their own amusement. Escape is possible, but is only done so the guard assigned on execution duty can draw out the kill for as long as possible. And if you are executed in the prison, your soul does not go to the afterlife. it remains trapped in the prison for all eternity, maybe as a roaming ghost, maybe as a new guard, maybe even as part of a guards soul collection. This place is not one the players will want to go to, and not one i will use very often.

what if those kill their souls are inside the bricks of the prison as screming faces

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neaver made a doungon but a town of sentint rabbits that live in a tiny villege and you have to save them from a horrable beast but its a just a regular fox