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Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter. Pathfinder Adventure Path, Rulebook Subscriber. ****** Pathfinder Society GM. Starfinder Society GM. 561 posts (15,311 including aliases). No reviews. 1 list. 2 wishlists. 91 Organized Play characters. 97 aliases.


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Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber
Michael Sayre wrote:
Pirate Rob wrote:
I think Quest 4 and 1-10 will also be repeatable.
This is correct. After 1-06, our next two repeatables will be Q4 in November and 1-10 in December.

And Q1 is also repeatable in addition to 1-01. Yay for repeatable content!

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

I want to acknowledge that I do appreciate all the work you and the the entire Organized Play team is doing while understaffed.

However, I think I speak for most of our local community when I say that this is a disappointing solution to sanctioning content.

We have experimented locally with both playing the sanctioned content and all content for modules and APs. In our area, we have definitely come down in favor of playing all content for modules and APs. You simply lose too much of the story to play it any other way. This does force some compromises when it comes to convention play as you need to schedule modules or APs across enough slots to be able to complete them, but seeing the whole story through is worth it. Hence, I do support the idea of sanctioning the entire length of a module or AP versus just arbitrary portions of it.

However, the idea of providing one level of credit when people are playing through many hours of content is disappointing. GMs put too much time into prepping and running. Players put too much time into playing. Fall of Plaguestone should provide three levels of credit and leveling points after Part 1, Part 2 and Part 3. Ideally future modules would include leveling guidance (like APs) and we could simply grant a level of credit at each leveling point in the module or AP. Characters should level at the same rate as the module or AP was designed whether they are playing it for PFS credit or just for fun. For APs, people can take half credit if they would like to be able to get play the character who they are applying credit to in other scenarios. For modules, you generally aren't going to receive more than 3-4 levels of credit so you'll have many opportunities to play the character outside the module even if you do take full credit.

I think you'll get a wide range of different opinions on what beyond the leveling credit should be provided. While I love the boons for each part and there have been some quite creative ones over the years, I'm a lot more willing to forgo extra boons than chronicle sheets. Perhaps it is a nice compromise to just provide experience, gold, reputation and fame for the "intermediate" sheets and then to provide boons and items on the final chronicle sheet for a module or AP section. That might simplify the sanctioning process (for modules at least) and encourage completion of the module or AP section.

Additionally, I'd like to echo the call for repeatable content. In general, I feel like PFS has been overly conservative in the amount of repeatable content, but especially now, when we are trying to get traction on a new system, it would be great to get as much as possible in organizer hands. I understand that you are designing more repeatable scenarios during Season 1 than normal, Please use the modules and APs to maximize the amount of repeatable content.

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

Congrats new campaign coin recipients! Congrats new 5 star GMs!

Thanks for the new Regional Incentive Program updates for PFS2!

Current reported table count is 12 scenarios and 8 quests! More coming soon!

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

First, I have to agree with everyone else. No need to feel bad. Do what works for you and above all, have fun! If you're not feeling PF2 right now, take a break, GM or play more PF1 and SFS or another game altogether.

That said, here's what's been fun for me in the transition to creating new characters for PF2.

In the latter stages of PF1, I was creating more characters inspired by mechanics or options that I'd unlocked as a GM than characters inspired by story.

PF2 has has given me at chance to get back to my early days of PF1 when many of my characters were inspired by Golarion lore as I learned about the setting. This time, I've been having fun reliving the story of the 10 years of PFS1 lore that we all have to work with!

I'm mostly GMing right now, but creating my new characters has given me a chance to reminisce about some of my favorite or most memorable PFS1 scenarios and to help catch up on what has happened in some regions of the Inner Sea during the events of the last few years as documented in the LOWG.

Very Minor Spoilers:

There's The Shiz, a goblin champion of Desna whose mother named him after my cleric of Shizuru she met during the events of PFS1 04-01.

There is Havoc, an elven cleric of Nethys, one of the Uprooters, saved by my paladin of Andoletta in PFS1 05-05.

Or Dogma, a half-orc champion of Sarenrae who ran into practically the entire Pathfinder Society including one of my favorite PFS1 characters in Gallowgarden during 10-98.

Like some others, I have also created characters who remind me of some of my favorite characters from PFS1. Rather than try to recreate them entirely (which definitely won't work if you're longing for a tengu or kobold), I've taken one fun thing about them and built a new concept around it. So, I have Mockingdell Mac, a human bard and master of disguise which was one of my favorite antics for Boneyard Pyke, a PF1 favorite in a PbP campaign and later recreated for PFS (but really can't be made in PF2 yet). Mac has a PFS1-inspired story too since he met my grippli slayer in the town of Heldren during the first book of Reign of Winter.

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

I’ll add a couple more.

I’m regularly running 1-A at the tail end of regular scenarios when the players have time to stick around for a little longer. I did that in two slots at Gen Con and I’ve done it two more times with our regular game days.

I’m also planning to run some game days where we run a bunch of the quests in a session. This will be perfect for our traditional Super Bowl Sunday Quest Game Day. With the old format quests, you didn’t want to stop between quests because you had to put the character on ice and get everyone back together. So, people usually had to bow out after the second set of quests because they didn’t have time for a 3rd. Now, people can pick their own cutoff and they can always come back and do the ones they miss later.

I would like to see as many of them as possible be repeatable. This is a great format for repeatable adventures.

We will also use them for John’s 1st two reasons. They are perfect for weeknights and my Pop-Up Gen Con GMs ran 1-A over and over to get people started with PF2.

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

Howdy everyone,

I'd like to announce that this year is the first year that a long-standing convention in the Chicago area, Dragon-Fall is adding RPGs to the slate. The convention is the weekend of October 25-27.

Website for registration is https://dragon-fall.com

We are planning to support the convention charity: Child's Play so will plan to have boons to support the charity.

Here are the planned offerings

Friday October 25, 11:00-12:00
PF2 01-A: The Sandstone Secret

Friday October 25, 1:30-6:00
PF1 10-16: What the Helm's Hide
PF2 01-01: The Absalom Initiation
SFS 02-03: The Withering World

Friday October 25, 7:00-11:30
PF2 01-01: The Absalom Initiation
PF2 01-03: Escaping the Grave
SFS 01-32: Acts of Association

Saturday October 26, 8:00-12:30
PF1 09-16: Fallen Family, Broken Name
PF2 01-00: Origin of the Open Road
SFS 01-16: Dreaming of the Future

Saturday October 26, 1:30-6:00
PF2 01-01: The Absalom Initiation
PF2 01-05: TBA
SFS 01-32: Acts of Association

Saturday October 26, 7:00-11:30
PF1 09-09: Beyond the Halflight Path
PF2 01-02: The Mosquito Witch
SFS 02-03: The Withering World

Sunday October 27, 8:00-12:30
PF2 01-01: The Absalom Initiation
PF2 01-05: TBA
PF1 09-09: Beyond the Halflight Path

Sunday October 27, 1:30-6:00
PF2 01-00: Origin of the Open Road
PF2 01-04: TBA
SFS 01-16: Dreaming of the Future

I am the organizer so if you have any questions, send them my way!

Michael

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

This is the first of the new monthly one hour-ish quests.

Paizo Blog wrote:

You may have seen us talking about quests in previous blogs, but in case you haven't, we're going to be releasing more of them going forward. We're adding one quest to each month's releases starting with the launch of the Second Edition campaign, in addition to two Pathfinder Society scenarios. Having more quests allows us to explore more locations and stories, and it gives more content for times and places where people can't sit down to play for hours at a time.

However, quests in First Edition were a little challenging to handle because there were two forms those quests took: either a bundle of 4–6 quests that required players to play the whole series to earn the full rewards, or stand-alone quests that granted no XP, GP, or Fame. In Second Edition, we're building the campaign so that quests are a rewards-granting entity from the very beginning, even for stand-alone quests. With each being worth 1 XP, it should be easier to track their rewards—including no need for fractional XP.

Lantern Lodge

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Season 2 and Zo! When you get a chance can you let us know the maps for this one? Thanks!

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

They just released a Starfinder Beginner Box which you can be pretty sure built on things they learned from the Pathfinder 1e Beginner Box. It has been roughly 22 months since the Starfinder release.

Paizo.com wrote:


Heroes' Handbook
Get started with everything you need to know to create and play your new character, from classes and themes to alien ancestry, general rules, plus a short solo adventure.

Game Master’s Guide
A wondrous galaxy is at your fingertips, full of new worlds and alien adversaries. Learn how to run encounters in the Steel Talon's Lair adventure, and gain insight into how to create your new world and engage your players in the story.

Accessories
Also included in the box are: a set of seven polyhedral dice, 80 pawns depicting diverse heroes and aliens, 24 pawn bases, six pregenerated and six blank character sheets, six player aid cards for quick reference, and a double-sided Flip-Mat.

Sounds like a pretty viable product for 2e even if 2e is easy for beginners to pick up.

I think we'll see one eventually, but I would agree that they'll probably give it some time for feedback on both 2e itself and the Starfinder box before planning one for 2e.

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

Chicago Area Game Days

Games Plus, Mount Prospect
Sundays at Noon
Warhorn

Ballydoyle & Alter, Downer's Grove
Sundays at Noon
Warhorn

Good Games Chicago, Lincoln Park
Thursdays at 6pm
Warhorn

Gamers World Vernon Hills, Vernon Hills
Fridays at 5pm
Warhorn

Chicago Area Conventions

Corn Con
Dekalb, IL
Haven't seen anything on this for 2019 yet, but would take place around Labor Day weekend.

September
Nothing to announce yet, but I am looking at setting up a con in the Downer's Grove area in September.

Conception Gamer's Conclave
College of DuPage
Glen Ellyn, IL
Early October 2019

Dragon-Fall
Elmhurst, IL
October 25-27

Rock Con
Rockford, IL
October 25-27

Stuffed COWS
College of DuPage
Glen Ellyn, IL
November 29-December 1

Winter Wolfcon
TBD, probably November 29-December 1 or
Early December

Polar Vortex
January 17-19
Sheraton Lisle Naperville Hotel
Lisle, IL

Winter War (stretching Chicago area a bit here)
January 24-26
Champaign, IL

Capricon
February 13-16
Westin Chicago North Shore

CODCON
April 3-5
College of DuPage
Glen Ellyn, IL

Lodgecon
I don't think we have 2020 dates yet, believe it is moving from February to possibly June in 2020.

Summer Wolfcon
Believe this will be returning in 2020 around the 4th of July.

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

Announcing PFS for ConCeption at the College of DuPage in Glen Ellyn, IL from Oct 14-16. We plan to have a full slate of PFS games available including convention boons and prize support.

For more details, please look at the schedule on Warhorn.


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M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Audi is just getting back into things after the Europe vacation. Will check in on Gameplay thread tonight.


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Won't stop them for long, but might slow a couple down. But I see your point. I think we're going to need to create a choke point and see if we can keep them from bringing their full numbers against us. Either that or wait for a miracle. If we concede a small gap for them to come to us, Tamiro and Nel can hold the gap while the rest of us hit them as they come in."

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

Here's what we have planned so far for Codcon. I'm sure it will be up on the site for sign-ups before too long. We may have a couple more sessions coming.

Dates are April 8-10

Friday Night
01-38: No Plunder, No Pay (7-11) GM Chris Rathunde
05-14: Day of the Demon (3-7) GM Chris Lane
07-10: The Consortium Compact (1-2) GM Alex Coonrod
07-17: Thralls of the Shattered God (5-9) GM Naren Prasad

Saturday Morning
03-10: The Immortal Conundrum (5-9) GM: Michael Arrendale
07-04: The Ironbound Schism (7-11) GM Chris Rathunde
07-14: Faithless and Forgotten Part 1: Let Bygones Be (1-5) GM Alex Coonrod
Iron Gods Part 1: Fires of Creation (2-4) GM: Tonya Foust

Saturday Afternoon
04-03: The Golemworks Incident (5-9) GM Joe Kirner
04-19: The Night March of Kalkamedes (1-5) GM Chris Schletter
07-16: Faithless and Forgotten Part 2: Lost Colony of Taldor (1-5) GM Alex Coonrod
Iron Gods Part 1: Fires of Creation (2-4) Continued GM: Tonya Foust
Masks of the Living God (2-4) GM: Bryan Yang

Saturday Night
04-09: The Blakros Matrimony (3-7) GM Tonya Foust
04-11: The Disappeared (1-5) GM Chris Schletter
05-07: Port Godless (5-9) GM Naren Prasad
07-13: Captive in Crystal (5-9) GM; Joe Kirner
07-18: Faithless and Forgotten Part 3: The Infernal Inheritance (1-5) GM Alex Coonrod
Masks of the Living God (2-4) Continued GM: Bryan Yang

Sunday Morning
04-13: Fortress of the Nail (5-9) GM Chris Lane
05-09: The Traitor’s Lodge (3-7) GM Michael Arrendale
Giantslayer Part 1: Battle of Bloodmarch Hill (2-4) GM: Tonya Foust

Sunday Afternoon
05-04: The Stolen Heir (1-5) GM: Chris Lane
05-17: Fate of the Fiend (7-11) GM Joe Kirner
Giantslayer Part 1: Battle of Bloodmarch Hill (2-4) Continued GM: Tonya Foust


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M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

"I think Tram has been dying for this opportunity."


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Realized I had already added glitterdust previously and just hadn't updated my Hero Lab. Going to make it arcane disruption instead.


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Pluck laughs, "Mi ne havus ĝin. Mia vetas estas sur mia samurajo amiko mortigante vi unue. Mi devas averti vin. Li havas ion por disigi kapoj de iliaj korpoj."

Undercommon:

I wouldn't count on it. My bet is on my samurai friend killing you first. I should warn you. He has a thing for separating heads from their bodies.

Lantern Lodge

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Cal "encourages" you to head out of the dwelling to explore the building across the way. You emerge to an unexpected sight. A large ape-like creature with four arms and matted white fur is starting to beat on the door of the building you intended to explore. From the other side of the door you hear muffled shrieks of terror. Hearing the door open, the ape creature turns glowing blue eyes to you and rears up to its full eight foot height as it roars a challenge!
Marcel and Grim are up.

Quote:

Round 1 (No surprise round)

Initiative Order Marcel, Grim, Ape Creature, Samuel, Dr. Blote, Cal
Bold have not yet acted.
Special conditions
• None, daylight and no unusual conditions.

Knowledge (arcana) DC 18:

The creature is a girallon, but looks like an unusually strong and healthy specimen.

Knowledge (arcana) DC 23:

Girallons can be deadly combantants. They are faster than most men, attack viciously with their teeth and claws and can reach men from a distance. Their claws are particularly deadly and you have heard tales of them tearing people limb from limb once they have a hold of them.

Knowledge (arcana) DC 28:

They have good senses, able to see in the dark and low-light and they can even locate you by scent.

Knowledge (arcana) DC 33:

You have never heard of a girallon with glowing blue eyes. There may be more than meets the eye to this specimen.

Secret GM Things:

G 1d20 + 7 ⇒ (9) + 7 = 16
Cal 1d20 - 5 ⇒ (1) - 5 = -4
Dr. Blote 1d20 + 3 ⇒ (1) + 3 = 4
Grim 1d20 + 6 ⇒ (11) + 6 = 17
Marcel 1d20 + 10 ⇒ (16) + 10 = 26
Samuel 1d20 + 2 ⇒ (14) + 2 = 16


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"Well, I guess we got its attention. Look out Nel! Ianez, do you have any idea why they're having so much trouble damaging it? Is there anything you, I or Mazra might be able to do?" Pluck rubs a finger against his ring and reasoning that his missiles seemed to have some effect on it, reaches into his reserves and casts another magic missile.
Magic Missile: 1d4 + 1 + 1d4 + 1 ⇒ (2) + 1 + (3) + 1 = 7

Lantern Lodge

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Should have something up today or tonight folks. I haven't disappeared. Was a good but busy con last weekend.


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Leialoha scowls, "Or we could just send Ivar. I'm sure he also has the ability to teleport back to safety when the trap springs."


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Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

That's funny. Kronek is so used to Geedra now I find him thinking why wouldn't Geedra make a good impression.

Lantern Lodge

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Backup character?!? Have my PFS players been talking with you? Sounds like a Call of Cthulhu ploy to me. Seriously, I love the character!

Here's a little more meat on each district to help find Cort's Secondhand Books a home:

Castle District
Kintargo’s Castle District serves not just as the city’s military headquarters, but also the seat of its civilian government. Built upon a bluff, Castle Kintargo and the cluster of buildings that creep up to it from Old Kintargo and Jarvis End handle the day-to-day affairs of running the city.

The Greens
Upwind of the river and fisheries, the Greens is Kintargo’s noble district. A collection of noble houses and lush estates dominate this district.

Jarvis End
Named for the family responsible for the land reclamation project that saw much of Kintargo raised above the floodwaters, Jarvis End is now the beating heart of Kintargo’s nightlife, featuring numerous casinos, dance halls, playhouses, restaurants, and theaters, in addition to the city’s winding foreign quarter.

Old Kintargo
Old Kintargo is, as its name implies, the oldest part of the city, and the neighborhood remains today as a chaotic mix of fisheries, industrial strongholds, neighborhoods, and warehouses, many of which have been buried and rebuilt numerous times. Living conditions range from squalid to fortified, and often ownership claims for buildings are sketchy at best, giving most of Old Kintargo an informal policy of land belonging to whoever makes use of it.

Redroof
Most of Redroof ’s homes and small shops are built from brick and tile made from river-dredged red clay, rather than Kintargo’s iconic white limestone, giving the neighborhood a distinctive look compared to the rest of the urban sprawl to the north and west. Redroof ’s brick buildings fare worse than limestone in the cold winters and hot summers, but are significantly more affordable for Kintargo’s middle and lower classes.

Temple Hill
Temple Hill is the highest point on Argo and the original site of Kintargo’s Temple of Aroden. Other faiths followed suit, building their temples on the central hill’s slopes, but after Aroden died and House Thrune established the church of Asmodeus as Cheliax’s state religion, the face of Temple Hill changed. Some of the old churches have been converted into government buildings, but a few temples of other deities remain. They pay a stiff tariff to House Thrune—a monthly fee designed both to pad government coffers as well as ensure that no one temple can ever afford to challenge the church of Asmodeus. By allowing a select few of these smaller churches to continue to operate in Asmodeus’s shadow, the government helps to curb outright rebellion and foster just enough hope to keep most citizens compliant.

Villegre
Villegre is Kintargo’s scholastic center—an entire district that caters to the support of one of Cheliax’s more distinguished universities, the Alabaster Academy. Those times are long past now, and today many of the buildings in Villegre stand empty, giving the neighborhood an eerie, almost forgotten feeling.

Yolubilis Harbor
The Yolubilis River is split at the mouth by Argo, forming two branches that surround southern Kintargo and the tidal flats just south of the older section of the city. As Kintargo grew, the need for a more robust harbor grew as well; the relatively small stretch of harbor along Old Kintargo’s west bank simply didn’t suffice. And so this section of the north shore of the Yolubilis, where the river’s waters were naturally deep and placid, became the city’s new shipyard.

Lantern Lodge

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Opening up thread for character creation.

Definitely read the Player's Guide for this one. Its meaty and has a lot of great info about what will and won't work in this campaign. It also introduces some custom mechanics. One of the best ones that Paizo has produced.

15-point buy.

Average wealth for your class.

Two traits. One must be campaign. Also note that you should pick a Reason to Protest.

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

I'd like to announce that we have posted the line-up for PFS at the ConCentric Convention on Oct 2-4. This convention is held at the College of DuPage in the Student Resource Center (Glen Ellyn, IL). GM and Player sign-ups are available at the Warhorn site. We may offer additional tables depending on the response. Feel free to PM me or post here with any questions.

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

Here's the Warhorn link for Downers Grove games.

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber
spectrevk wrote:
I'm a little off on my geography here - is Trunau too far to possibly host Linnorms?

Trunau is in the southern part of the Hold of Belkzen, very close to the Mindspin Mountains. The most famous linnorms are certainly in the Lands of the Linnorm Kings. Directly north of the Hold of Belkzen are the Realms of the Mammoth Lords. You would have to traverse that area and Irrisen to get to the Lands of the Linnorm Kings or cut through northern Varisia and the Kodar Mountains. However, I don't think there is anything that says linnorms only live there. Would seem reasonable to find them in the Mindspin Mountains and definitely in the Kodar Mountains since that is where the Linnorm Kings do a lot of their linnorm hunting.

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

Can you check to see if there is something I or you need to do to get Emerald Spire to show up in my Downloads? I originally had to make a switch on the email address to match the Paizo one, but you already helped with that and I think I'm set. I did not fill out the pledge manager by the due date because I thought a different print option might be forthcoming, but I did go in after it closed and sent my info to Goblinworks. Thanks in advance for anything you can help with.


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Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

"I'll make sure this isn't a trick and he doesn't come in behind us, but once we know where he is, I'm smashing him flat with this club. He's going to regret leaving it for me to find."


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György smiles broadly at Sandru's greeting. He walks across the tavern floor and grips the man's hand strongly, bringing his other hand around to grip his forearm. "It's good to see you again Sandru!" He then turns to Koya and envelops her in a big hug. "Koya. It's been years. Thank you so much for introducing me to Pesha. I was such a mess back then. He made a big difference."

But when Ameiko speaks again, you see György shyly lower his chin and stare at the floor although anyone watching sees the spark of happiness in his eye at her kind words and a flush at her smile.

When Koya makes her suggestion, he nods and taking Toshiro's arm, guides the poor man into a booth while signaling for a cup of tea. He turns back to the group, expecting everyone else to follow Koya's lead when Sir Gavin jumps in. A different sort of spark flares in György's eyes. By Desna's lights, he likes her too.

György claps Sir Gavin on the back and releases a deep satisfying laugh, "Sir Gavin. We'll get to the blade soon enough. A good tale is like a finely brewed cup of tea. Ameiko. Sandr. Koya. Shalelu. Have a seat and let's have some drinks. I fear Sir Gavin's haste has left out some of the best parts."

"Koya, I'd appreciate it if you could have a look at poor Toshiro. He seems to have caught something in the swamp that is beyond my ability to heal. I hope the tea is enough, but I worry it is more serious. Maybe you've run into something like it before."

Once everyone has had a chance to sit down and order, György begins. "It was the six of us at the start. Mukluk. Treygan. Jean. Corvus. Toshiro. Myself. We left Sandpoint full of confidence and bravado. We decided to start by meeting the Swamp Warden. Walthus. Most of you have probably been to the swamp before. But, if you haven't the ground if soft and wet, the trees encroach on the paths. And there are foul bugs everywhere."

György checks to see if Koya is having any more success with Toshiro. "Brave Toshiro tried to help us all. He told stories of the 'Heroes of Sandpoint' and taught us techniques to fight off the mosquitoes. Perhaps he was really saving the rest of us by calling them all to him instead. Out of the murk and muck, we saw the Warden's hut. All looked well at first..."

György allows the dramatic pause to hang there for a moment and reaches for his pint, swallowing a mouthful to wet his vocal chords again. "What fools we were. We called out for Walthus. At first there was no answer. And then the Warden emerged...or so we thought. The halfling looked exhausted. He seemed to be in pain. His clothes were filthy. It wasn't until Toshiro spoke that it all came together. Something was wrong. We confronted with him. And then he attacked Mukluk. Toshiro grabbed him and the battle turned quickly, leaving a hairless, leathery creature dying on the doorstep. But what had happened to the Warden."

"I tried to save the creature, hoping to bring him to Desna's light, but he was already dead. And that was when we heard the pounding. It was the real Walthus. Safe and hiding upstairs. Fortunately, except for the scare and the Warden's poor slain pets, all was well."

"We spent some time with Walthus. He told us more of the swamp. Made sure we would be better prepared to continue. We learned of the goblins and he warned of the Soggy River Monster and the swamp fever. He gave us magic to help us in the trials ahead."

Slowing to move on to the next part of the story, György takes another drink and returns to the tale. "We followed the Warden's directions, seeking the goblin village, the destination of our quest...or so we thought. It was immediately clear that something was wrong. The camp was quiet...far too quiet for a goblin encampment. And there was evidence of a battle. Jean slipped ahead to see if he could tell what had happened. At the same time, an illness seized poor Toshiro and we tried to help him with the Warden's medicines..."

"And then we saw the eyes. Glowing goblin eyes. Hiding in their village. We called to them. Encouraged them to come out and tell us what had happened. I know it sounds crazy. But there was a palpable sense that something was terribly wrong. The goblins emerged. Followed by their giant leader, Chief Gutwad, a huge goblin with a crown of bone."

"The chief spoke. He told us of the battle. What he called skelly men had attacked the goblins. Skeletons. At great cost, they had barely fought them off. We feared for what this might mean for Sandpoint. A worse foe than the goblins might already be marching on the town. We saw an opportunity for peace and struck a gambit with the goblins. Peace with Sandpoint in exchange for saving both. We headed south. Following the trail of the skeletons. We found something worse..."

"From out of the swamp, a terrible creature attacked us. The Soggy River Monster. It was taller than a man, but impossibly thin. It's jaws opened to reveal a terrible maw full of razor teeth and it attacked Treygan mercilessly. The battle was short and brutal, but Treygan's skill at arms prevailed, leaving the creature dead in the reeds. We continued our quest. Wondering if this was what had attacked the goblins, but knowing in our hearts that we weren't done yet. We continued on."

Once again György pauses to wet his mouth, "From somewhere ahead, we heard the sound of a horse, then sounds of battle. Fearing the worst, we rushed ahead and emerged through the swamp trees to find Sir Gavin beset by a host of skeletons. The swampy ground was no place for a horse and we were just in time. Before they could pull him from Sovereign, we rushed into the battle. With Desna's aid, we sent Urgathoa's thralls back to their graves."

"Our first meeting could have gone better. I'm sure it was the adrenaline or shock of meeting a dwarf in the swamp, but for a moment we feared Sir Gavin and Mukluk might come to blows. Fortunately, the conversation quickly turned to Sir Gavin's own quest for the River Monster and he told us the tale of his encounter with the witch...or at least a few rats and her corpse. We decided to continue on together. Sir Gavin shared a map of the swamp he had recovered from the witch and it met up with our own quest for the source of the skeletons. Together we pressed on once more."

"After a short journey further into the swamp, we found their cave. The sun was fading, but we knew for the sake of Sandpoint, we needed to press forward and learn what dark source was behind their assault. We moved through shadowy halls beneath the earth until we arrived in a chamber where skeletons including the bones of a great warrior greeted us, accusing us of disturbing their haven. We challenged him and as we had feared, he threatened to destroy Sandpoint. We prepared for battle and Sir Gavin challenged the leader, Tsutamu. Battle was joined. We fought our way through Tsutamu's skeletal guards leaving Sir Gavin and Tsutamu to fight a duel to the death."

"As Sir Gavin has already recounted, the battle was fierce. Proud Sir Gavin refused aid and we feared our new companion was about to lose when Tsutamu stopped the battle and claimed his own unlife. And that is when we found the blade and many other interesting things as well...but we'll get to those in a moment, for this isn't the end of the tale."

"We emerged into the night knowing he had to return to the goblins before our duty was complete. We met no battle last night...but we did learn more of one another. I think Sir Gavin himself may have begun to understand that many of us come from different backgrounds and experiences and this doesn't mean we are crazed in the head." At this György nods respectfully to Jean.

"The next morning, we returned to the goblins. There had been another fight in the night and the remaining skeletons and goblins both suffered terribly. Their chief is dead. The tribe is no more. We buried the dead and returned home."

At last György leans back and drinks a last long swallow of ale. "But I don't think that is the end of the tale..."
Perform (oratory) 1d20 + 5 ⇒ (13) + 5 = 18
Diplomacy (Ameiko relationship) 1d20 + 1 ⇒ (18) + 1 = 19 +any bonuses


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Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

How about if someone just hops in and adds to Unalaq's suggestion on where the goblins should run to and then we can move on.


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HP 28/28, AC 20/14/16, F +5 R +5 W +7, Init +6, Per +9

That armor would be an slight upgrade for Baolo.


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Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Ok, I was a little behind...like never started...on that treasure list. But, now I have a complete chart of everything since day 1 of the Gameplay thread, though not Kracow's preamble.

I am going to work my way through Discussion now. It shouldn't take quite as long and I expect to be done later today.

Here's the link if anyone wants to get a head start.

BTW, I had a total blast reading back through the entire game. This has been fantastic!


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Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

If that "trap" is what I think it was and the PFS mod is the one I think it was, I have lots of experience with that particular encounter. My PFS character also made his save when he was its victim at Paizocon last year, but the really ironic thing is that I just killed a PFS character with it on Sunday. Thankfully, I'm kind and allowed her to borrow a folio from a friend at the next table over who hadn't needed the reroll in her game. We had two deaths saved by rerolls. Paizo will be doing a nice business in shirts and folios from that table this week :)

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

Avan, I'd suggest you tie the character more into Golarion and especially Sandpoint. There is an arena in Magnimar although not for slaves and battles to the death. You probably need to go further afield, possibly Garund although then you'll have to explain how he gets all the way to Sandpoint. There might be something in Kaer Maga. I can check while I'll working on my backstory although that would be later tonight. I believe Riddleport also has an arena associated with the Pirate God Besmara although that would be more fights with sea creatures. There is also one now that I think of it in Westcrown in Cheliax. It's in the ruined part of the city. It's not quite as violent as the one you describe, but is closer to Sandpoint and there are Cheliax ties to Varisia (and slavery).

For any of you not super familiar with Golarion, there are a couple good resources
Pathfinder Wiki
Golariopedia


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Stats:
Human Wizard 1 AC 16/12/14 (mage armor active) / HP 8/8 / F +1 R +2 W +2 / Init. +9 / Perc. +2 / Sense Motive -4

She does have nearly black hair and a kind of pale complexion :)

Lantern Lodge 4/5 5/5 ****

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Pathfinder Adventure Path, Rulebook Subscriber

I know it would take some work to implement, but I love the idea of the meta fame and prestige system. It fits wonderfully with the in character system. It removes the random nature of the boons which I have never loved in the con implementation. It opens the boons to everyone. It encourages play. It encourages GMing. It encourages reporting. It encourages getting people onto the Paizo website which will lead many of them deeper into involvement with the game. Love it!


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Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Do you think our skeleton there knew something about what lies on the other side? If you want to take a moment, I can see what he has to say."

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

Yay! Store blog. That should help get us over the top!

Lantern Lodge Goblin Squad Member

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Like Ryan said in one of the other threads, don't break your bank account or your relationships with significant others over this. It'll make it.

For those of you that haven't been part of one of these nutty last second ones, don't wait for the last second. We broke Kickstarter or Amazon Payments at the end of Bones. Hopefully they've added more servers since then.

Lantern Lodge Dedicated Voter Season 6

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Pathfinder Adventure Path, Rulebook Subscriber

I'm pretty sure its a side effect of following the pricing guidelines by the book too closely and not applying the softer rules like comparing to similar items, considering wealth by level, etc.


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Stats:
AC 10/10/10, HP 28/28, F+5 R+2 W+8, Init +3, Per +14

Aieee! Happy 2013! (oops, that's Razan's line)

On a wholly unrelated note, I have had the extraordinarily good fortune to be named as one of the finalists in Kobold Press's Valhalla Calling adventure contest. Check them all out. There are some great adventure pitches up for the vote.

Lantern Lodge Dedicated Voter Season 6

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Pathfinder Adventure Path, Rulebook Subscriber

I don't love the hyperlinks and mark items down slightly for it (I consider it an error slightly less egregious than failing to italicize the name of a spell). The judges have been clear that you should format your item as it would appear in a book and not as the PRD. I'm of the mind that you get a word count to work with and hyperlinks stretch that word count, even if only as a reference. It isn't illegal, but it also isn't recommended. That said, I think it's an area of confusion that would be best to clear up explicitly in future contests. I'm sure there are others that give a slight bump to those entries for the courtesy of having thought to add the links.


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Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Fort 1d20 + 2 ⇒ (14) + 2 = 16
Boneyard agrees with Varin's suggestion to have a quick discussion about what items to search for and then as we work through the room, provides a running bit of advice on best ways to search through the boxes. Activates Careful Teamwork, everyone gets +2 to Initiative, Perception, Disable Device, Reflex Saves, and to AC against traps if you are flat-footed.


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Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

The dwarf spits in the direction of the cell door, nearly managing to reach it. The black eyes continue to focus unerringly forward and for a long minute you think he won't answer. Then he whispers in response. His voice is haunting, deep and dark and you hear in it the rumble of old stones grinding together in black places under the earth. "Вони думають, що зламати мене. Дурнів. Сонце не ламати камінь. Ці м'які мешканців поверхні повинні були вбити мене вже. Їх помилка."

Dwarven:

"They think to break me. Fools. Sun does not break stone. These soft surface dwellers should have killed me already. Their mistake."


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Black Úlfarr leans back and takes another drink in response, "Aye Vecil, perhaps a tale of my home, eh? It is fit for a night like tonight and then perhaps we shall speak of what you seek in the Fangwood." He almost spits the final word and you see his hand involuntarily rise to touch the holy symbol of Gorum that circles his throat.

"Have you heard of the isbjörn, Vecil? The great northern bears? White as fresh fallen snow, but with all the rage of the demons that haunt Lost Sarkoris. It was a night even more bitter cold than you emerged from. A band of young Ulfen warriors had beached a karvi on the icy shore, led by a pair of hardened huscarls. They only sought shelter for the night and one of the huscarls led a pair of the youths out to scout a sheltered hollow to spend the night. The wind was fierce and howled with the fury of the wendigo. They had been gone only a short time when a worse sound rent the night. Men screaming in pain and horror. In the soft lands of the south...no offense Jericho...the rest of the men might have returned to the karvi and looked for a safer harbor. But, these men were Ulfen and do not abandon their clansmen. The rest of the men readied their weapons and headed out into the blasts of snow. They hadn't gone far when the shape of a man appeared from a respite in the snow. The huscarl stumbled out of the storm, an arm torn from his body and terrible wounds covering his neck and shoulder. He fell at their feet, but not before breathing warning of the isbjörn. The men pushed forward and there over a mound of snow stood the terrible creature. It was large as one of the houses here in Three Pines Ford and it's head alone was large as the four of us. Below the isbjörn lay the broken and bloody bodies of the missing clansmen. Spotting the newcomers, the beast let out a sound that would freeze the blood of most men, but the living huscarl order the men to surround the monster. The battle was terrible. The first man to reach the isbjörn was torn in two, but it left an opening for the others and they attacked with sword, spear, flail, and jaws. Aye, jaws. For one of the most fearsome warriors that night was a vargr, not unlike my friend Surtr. Before the end, two more of the clansmen lay bleeding on the snow and ice, but the isbjörn too had fallen. That night, the men and vargr feasted well and drank to the memories of their fallen clansmen. The next day the head of the isbjörn was mounted to the prow of the karvi. In days to come, that head would prove to possess a powerful magic of its own. But that is a tale for another day."
Perform (Oratory) 1d20 + 2 ⇒ (19) + 2 = 21


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Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Can't believe the MacGyver guy forgot the damn equipment. Sorry guys, I'll try to pick up my game on remembering the required supplies.

Lantern Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

You sure can still sign up...here's the link
Midgard Tales
p.s. my players loved it too :)


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Stats:
AC 16/16/12 HP 34/40 F+2 R+8 W+3 Init +6 Per +3

Oooh, Dourmahr is going to have all sorts of questions for you Ensebullus. Questions that I don't think Lyra will like at all. Fortunately, he's probably smart enough to know that and ask them when she isn't paying attention :)

I like the background Red. Any idea where in Ustalav you're from or free for ideas?

Red might be able to help you some with the front-lining Sir Simon though she will be more cavalry to your infantry.

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