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Male human
![]() I have a -1 Intelligence modifier that may be the reason for the low count. Here they are:
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![]() Paizo and Pathfinder are fun. Simply put. My son and I love playing in our home games and we have a blast at PFS games on Sundays. I was an old school D&D and AD&D player when I was a kid. Got back into RPGs when it seemed like D&D was going through an identity crisis. So we gravitated towards Pathfinder, a solid, stable system that had great community support and was easy to start with the Beginner Box. ![]()
![]() Thanks for all the good suggestions. I am running Master of the Fallen Fortress for now. By the time we finish it I hope that my Paizo order will have been shipped because there are some modules I ordered that I want to run, mainly the J1 Buried with the Pharaohs or something? I have heard a lot of good things about it. ![]()
![]() Malwing wrote:
Thanks Malwing but my son is already running RotRL for our home game. Hehe. ![]()
![]() Just looking for opinions on what would be a good AP for me to GM? I have some experience running PbP games on BGG. I know I like modules that are pretty straight forward with stat blocks and encounters, I don't have much time to experiment on my own so an AP that is well written and easy to follow would be best. No Kingmaker, I don't want to spend my free time as an RPG accountant. I am GM-ing for my son who is playing the 4 characters in our home game. Eventually I want to get confident enough to be a PFS GM...still working on that though. Thanks for any pointers or suggestions. ![]()
![]() Here is Endare Declane: Endar Declane
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() The last we heard from our heroes they were in dire straits. Benzren had seen enough! Turing on his heels he high tailed it out of the witch's hut with the animated cauldron hot on his heels. Not bothering to clear the brush, Benzren charges into the forest! After a few seconds he stops to take a breath and realizes the cauldron is no longer in pursuit. Puzzled, he heads back to the clearing and sees the cauldron walking back to hut, when all of a sudden he feels the cold steel of a blade against his throat. "I knew I'd find you here." whispered a familiar voice. "I knew you'd come looking for me when your own business was done...Merisiel!" Laughing, and very relieved that it wasn't a bandit on the other end of the masterwork dagger, Benzren turns around and gives his companion a warm hug. "Just how DID you find me?" "It was easy...when I got back to the Brown Tooth Inn, Amond told me about a messenger, your relative and Falcon's Hollow. I was only a day behind you. Once I got to Falcon's Hollow, following your trail was easy!" "well, I'm glad you are here, this is what is going on..." After Benzren takes a moment to get her cuaght up, Merisiel draws her rapier and dagger and heads to the hut. "Lets go get Kyra!" They cautiously approach the hut and peer inside where they see the cauldron has settled back into its place on the firepit. No motion is made by it as they throw a rock at it. Slowly they approach it and peer inside, where they see Kyra still unconscious at the bottom. They both reach in and uncerimoniously haul Kyra out and drag her to the outskirts of the clearing. After casting some cure light wounds on her, she comes to and our heroes head for the monastary. Arriving in the glow of a full moon, our heroes are attacked by two roving wolves. They manage to chase them off and head into the yard of the monastary where they immediately investigate the guard tower. Merisiel's prowess with a rapier shine through as she eviscerates the giant spider with one blow. They find some treasure and head into the monastary. It is almost as if fate is guiding them as they head straight for the wolf lair, dispatching both wolves with ease. As they enter Greypelt's lair he makes his presence known. "What are you doing in my lair pink meats?", snarls the worg. "We are looking for ironbloom mushrooms." Answers Benzren. "I will let you take some....for a price human. Clear this monastary of the pests and you can take all the mushrooms you want." GM Notes:Score another victory for role playing games! Both kids had dances tonight but neither wanted to go. They wanted a full family session of Pathfinder! Neither of my kids is what I would call "social inept" so I had no problem with them wanting to stay home. It has been a while since the whole Company of the Black Fang was together. I was struggling with how to get Benzren and Kyra out of the predicament they found themselves in. I want to thank the GMs on this site and others that I posted to for their suggestions. I have tucked those ideas away for future use. It was uncanny how the party managed to go straight to the room they needed to go to. Prior to starting the session, we agreed on a time to stop playing and the timer went off, right after Greypelt made his offer. Can't wait for the next session! Till next time! ![]()
![]() Our tale begins in the Brown Tooth Inn (of course). Benzren and Kyra are enjoying a meal and sharing tales of their last adventures when a winded messenger approaches their table. "Master Benzren...a message for you." The messenger hands a rolled parchment to Benzren and scurries out the door. Looking at Kyra, puzzled, Benzren opens the message and reads it out loud to Kyra. "Dear Benzren,
"We must leave at once!" Kyra exclaims, her holy valor calling her to action. After gathering their gear and signing on to a caravan as guards, they make their way to Falcon's Hollow. A quick stop at the constable's office proves futile as he is not there. After asking around a bit, Kyra and Benzren make their way to the herbalist's shop. They explain to the waiting people that they are there to help find a cure (DC check on Diplomacy rawked) and are allowed to enter the herbal shop unharmed. After a discussion with Laurel, the get the list of ingredients from her and head to the lumber camp. A brief meeting with the camp foreman and a little gold, get them a meeting with Milon Rhoddam who points out on a map the general location of the tree (moss), the witch's hut (rat tail), and the dwarven ruins (iron bloom). The next day our heroes leave the lumber camp and make their way north in search of the tree when they come across a small fox in a trap, after attempting to free it, they are attacked from something in the nearby woods. Arrows come flying at them from the brush before they are able to chase the hobgoblin off. They free the fox, bandage it and it hobbles off into the forest. By this time it is getting late and the PCs find a spot to make camp for the night with a rotating watch. After an uneventful evening, they head out at sunrise in search of the eldest tree. They find it, fight off the tatzlworm and gather the moss. Then it is on to the witch's hut. Benzren finds the rat tail in a jar on the bookshelf (they are using candles to see in the shadowy confines of the hut so they aren't touching anything). As soon as he grabs the jar, the cauldron activates and manages to swallow Benzren, who in turn manages to fight his way out of the cauldron. But alas, as soon as he frees himself, Kyra is swallowed whole. She is knocked unconscious and Benzren has a failed spell backfire on him...he is CURSED!! ......to be continued....... Will our heroes make it out of the hut alive?
GM Notes: This adventure got off to a rocky start, and now I find myself in a bit of a predicament. With the wizard cursed (dang you Critical fumble deck!) with a -4 to pretty much all rolls except damage, and the cleric unconscious inside the cauldron I don't know if they will make it out of this encounter alive. ![]()
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![]() Thanks. Because we are playing a PbF, I sent the wizard a private message detailing that the water is magic and he recalls from his earlier studies that there are numerous magical fountains throughout the Inner Sea area. I also told him that it is up to him to convince the rest of the party that this is true...hehe. ![]()
![]() I am running a PbF session of Black Fang's Dungeon and the party is in the room with the magical fountain. The cleric was able to decipher the runes on the fountain. Now the wizard is casting detect magic on the fountain and wants to use Knowledge Arcana (rolled a 17). I am not sure how to handle this situation. Should the entire fountain glow? What about the arcana check? Should I tell him that it is safe to drink the water? Initially I wanted the wizard to "get a feeling" that they need to drink the water. Or maybe in his vast magical studies he remembers reading about some fountains that provide magical effects upon drinking from them. Any suggestions are appreciated. Thanks! ![]()
![]() I recently got The Wizard's Challenge, Thief's Challenge, and Cleric's Challenge, one-on-one modules and plan on converting them to Pathfinder. I have never done this before and have a few questions. Just curious if anyone has already done so?
Thanks for any help. Keith ![]()
![]() Benzren woke up at the Brown Tooth Inn after recovering from his last adventure, only to find that Merisiel had disappeared on some "errand" and Kyra was escorting a group of pilgrims to some far off shrine. Rubbing the sleep from his eyes and doning his adventuring garb, he made his way down stairs to find his dwarven buddy, Dagmar. Not surprisingly, Dagmar was at the bar talking with the barkeep. "Ah...Benzren...I was just talking with Amond here about some locations we could scout out for a little fun! He was telling me of an old abandoned wizard's tower that is only a day's travel on foot from here. What do you say?" "A wizard's tower? Sounds interesting...but why is it abandoned? What happened to the previous owner?" Benzren asks. "That's the thing," says Dagmar. "A couple years back, there was NO tower in the location. Then one day...poof!...a freakin tower appears out of no where!...Shortly after that, locals say they heard..actually felt..a loud explosion. No one has seen or heard from anyone or any thing in the tower. Adventurers have gone in, but none have come out." "Sounds like a good time. But what about Merisiel and Kyra?" Dagmar looks around sarcastically, "I don't see them anywhere do you? Course not! This one is for the boys!" Dagmar and Benzren use the rest of the day to pack, and get their gear together. The next morning they hire a couple of guides to take them to the tower. Upon entering the clearing of the tower the guides bolt in the other direction, obviously terrified. Our heroes examine the stone doors and find nothing unusual about them. Dagmar is able to force one open...just enough for them to squeeze into the corridor where they are immediately attacked by a group of nesting dire rats. After dealing with the rats, and some further exploration into the tower, a few encounters with some goblins, spiders, and an orc. Our heroes are chased off by the numerous zombies and skeletons roaming the tower. "Next time we go on one of your adventures Dagmar, we bring the cleric!" Nearly out of breath and laughing his butt off,Dagmar manages to say, "Well, at least we got out with some potions and these nice bracers! I still would have liked a closer look at the green crystals growing in the library." "Yeah," chuckles Benzren. I wanted to check out where those stairs led to, and did you see the scorch marks on the walls?!?! What the heck was that?!?" Our heroes make their way back to the Brown Tooth Inn to count up their loot and lick their wounds. GM notes: I wiped this adventure up for my son in about an hour using the information in Game Master's book from the Beginner Box. I made sure to make it tough enough that he couldn't get too far into it, but rewarding enough so he got some instant gratification. His sister was at the mall with friends and his mom was at work, so I wiped up an old wizard's tower, put some beasties in it and ran him through the ringer. I am still fleshing out the whole back story to this tower and the other levels, but that is another story for another time. ![]()
![]() After enjoying weeks of fame in the town of Sandpoint, our heroes find themselves once again in the Brown Tooth Inn, sharing tales of the Black Fang Dungeon with a small group of green adventurers. The Inn is busier than usual tonight, when suddenly a hush falls over the patrons. All eyes turn to the door as a female adventurer enters with her entourage. Our heroes can tell just from looking at her that she has seen her share of adventures. With nod to the innkeeper she heads for the back room with her servants and attendants in tow. A short while later a small, barefooted servant approaches our heroes. "The lady wishes to see you now." he says. Without waiting for an answer he hurries out the door of the inn. Looking at each other in puzzlement, our heroes head to the back room where they meet Venture-Captain Sheila Heidmarch. She explains to them there is some undead trouble in a town called Galduria. There is also some missing thugs and an instructor at the local school of magic involved. Sheila gives the party enough funds to secure travel in a caravan to and from Galduria. Upon arrival in the desolate, depressing town, our heroes proceed to ask around about the strange happenings in town. They are directed to the house of Hazelindra, the local witch and an instructor at the Twilight Academy. She explains to them that she was roughed up a couple nights ago and had an artifact stolen from her that raises the dead. She is very afraid the Academy will find out that her carelessness with the candle is to blame for the undead in the graveyard. After explaining her situation, Hazelindra pleads with our heroes to NOT tell the Academy of her involvement, and offers the candle as a payment for the heroes silence. Our heroes head out to the graveyard at night and find the crypt where the candle is placed. After a very harrowing battle with some undead, our heroes emerge victorious and head back to Sandpoint only to have Venture-Captain Sheila take the Candle of Night and disappear into the crowd. The only reward is her appreciation and a promise of future jobs. ![]()
![]() After our third weekly session, it is safe to say that my kids are HOOKED. My 14 yr old daughter actually called her friend during the session to tell her friend to "stop texting me, I'm playing Pathfinder with my dad and brother and I have to fight a dragon now." I was speechless. (sometimes I think the cell phone is grafted to my daughter's ear/thumbs. Kids finished the Black Fang Dungeon. Now to come up with another cool adventure for them for next week. ![]()
![]() The adventure continues. Our heroes head back to town for another rest. After stopping at Savah’s Armory, they head to the Brown Tooth Inn and meet the proprietor, Amond. Amond explains to them that the Brown Tooth Inn is one of the premier adventurer’s inns in Sandpoint besides the Rusty Dragon Inn. Pathfinder Venture-Captains have been known to come to the Tooth looking for recruits even! Kayla goes off on a holy task, mumbling something about removing curses and spells at a local hospital... Merisiel and Benzeren are left at the Inn to discuss their future plans. As they sit at the bar, a dwarven barbarian approaches them and offers to join their fledgling party. After explaining to them that he can give as good as he takes, Dagmar the Restless joins Merisiel and Benzeren on their quest to discover what is in Black Fang’s dungeon. Approaching the entrance to the dungeon, Merisiel notices fresh tracks in the dirt. Dagmar immediately recognizes them as goblin tracks……fresh goblin tracks. Our heroes proceed into the dungeon cautiously and come upon a group of four goblins. “Give us our wooden wyrm!” one of them shrieks. “Why not come an get it maggots!” yells Dagmar. A brief skirmish ensues with two of the goblins fleeing for their lives after Merisiel splits one in half with her rapier and Dagmar caves the cranium of another one. Benzeren on the other hand…well…let’s just say he had a little trouble aiming his staff with apprentice hand. That thing was flying all over the place! As our heroes approach the 20 foot high cliff, Merisiel attempts to climb it, almost making it to the top but a rather large centipede crawled across her hand, freaking her out and causing her to fall, bruising her hip…and her ego. Dagmar gives it a go, making it halfway up before the same centipede crawls across his hand freaking him out as well. “What?? I can’t stand things smaller an’ quicker ‘n me...” Bruised but not beaten, Dagmar climbs the cliff and throws down the rope to the others so they can climb up. The skeletons were no match for Dagmar and Benzeren, who finally got his staff to obey his apprentice hand. Merisiel just couldn’t figure out why her rapier kept slipping between the rib cage of the nearest skelly but had no effect on it at all. Upon entering the lair of Black Fang, Merisiel drew forth the dragon bane sword, Dagmar rushed to meet the beast head-on, and Benzeren fired off some magic missiles. With some excellent init rolls by our heroes, they were able to draw first blood, which only enraged Black Fang even more. Rearing back its glistening black head, Black Fang belched forth an intense stream of bright green acid, catching Dagmar full in the chest. If it wasn’t for the thick wolf pelts strung about his chainmail, he would have been turned into dwarf pudding. Instead, the blast knocked him unconscious. While Black Fang was preoccupied with Dagmar, Merisiel leapt into range and plunged the dragon bane sword, hilt deep into Black Fang’s belly. Screeching in pain, Black Fang took flight and escaped the battle, with Merisiel hanging onto the sword till it slipped free of the dragon’s flesh. Our heroes had done it! They chased off the dragon! GM notes: Again, the kids had a BLAST with this session. I had some fun too. Knowing my wife wouldn’t be here for this session, I whipped up a 1st level dwarven barbarian to assist the kids. I managed to keep it fair without divulging too much. Upon encountering the dragon, I used my knowledge of nature to identify it as a young black, also noting that the weakest point on any young dragon is its belly. The Black Tooth Inn: I had gotten a free pdf from drivethrurpg for a generic inn and wanted to work it into Sandpoint so the kids had a home base. I know, I know, the Rusty Dragon is there and there is an AP involving the proprietor. I want to keep these first couple of adventures simple. It also gave me a hook or two for future adventures. Dagmar the Restless: yes…I played a PC as I was GM-ing. I know there are two schools of thought on this. I can guarantee that this is only temporary. Once the kids get more experience with RPGs, I will step away from using a PC and move to an NPC, or the PC will just become an NPC. Anyways, both kids were worried that they wouldn’t get to finish this adventure before bedtime. Their reactions when the dragon started to fly away is something I will always remember. Both kids cheered….CHEERED. My 14yr old daughter actually called her friend to tell her to stop texting because “I am playing Pathfinder with my dad and brother and I have to fight this dragon, I’ll call you later.” It was priceless.
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