[PF1e] N1 Against the Cult of the Reptile God -- Open Recruitment


Recruitment

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Open Recruitment
I am now recruiting for N1 Against the Cult of the Reptile God. I have bought the module tonight and I read it. The .pdf only. I'll be getting the beautiful hard copy later (probably next month). As far as I can tell, there is lots of room for roleplaying in the first half. I'll be your storyteller for this adventure.

Level of Fantasy
This is a level 1 through level 3 adventure. So we are talking about realistic, gritty fantasy here (remember D&D and Pathfinder are designed for different levels of fantasy depending on the adventure). This level of Fantasy works best for Conan the Barbarian.

World Setting
The Setting is Greyhawk. Specifically, the Flanaess. The adventure takes place around Keoland. If you have the World of Greyhawk setting or the Living Greyhawk Gazetteer, you can get your information about Keoland from those books. Keoland is not talked about in Greyhawk: the Adventure Begins, or the Player's Guide (both 2e products). If you have the two books, however, you can use them to build a solid character concept.

Character Creation
1. Race. I would try to keep your race to the 7 Core Races: Human, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, and Halfling. However, if you have to play something exotic, you do have to describe why you are adventuring with representatives of the common races. Like if you are a Dragonborn from the Draconic Imperium of Lynn, you have to describe why you're in the Flannaess and how you got to Keoland -- and still be level 1. You may use the alternate Racial Traits in the Advanced Race Guide to show cultural variation to your race.

2a. Class. I'm looking for 4 to 7 brave and skillful adventurers. Thus I can allow for some variety. However, remember that this adventure is written differently than most adventures put out by Paizo for Golarion. Try to keep with the level of Fantasy, and remember the adventure's theme. An investigator might not work for this adventure, for instance. However, an Alchemist might.

You may create choose classes using the following books:
-- The Pathfinder Core Rulebook
-- The Advanced Player's Guide
-- Pathfinder Unchained
-- The Advanced Class Guide

You can try to work with each other to fulfill a party role (using WoW as an example: Tank, DPS, and Healing).

2b. Archetypes. One of the ways Pathfinder excels at is the use of Archetypes. To show variation within your class, you may choose an archetype. Archetypes can be chosen from any number of rulebooks (or splats, see below).

3. Splats. I have numerous Pathfinder splatbooks. Such as Champions of Purity, Balance, Corruption (pdf), and many others. Mostly as pdfs. You may use a splat book to help round out your character. But run it by me first. Remember, feats are precious resources, so think hard before choosing a feat.

4. Alignment. Try, try not to be evil for this game. While I have Champions of Corruption, it is possible to make a good "evil" character. However, I must stress that the people of Orlane will be more welcoming to you if you are good and not evil.

5. Background. Alright, I give you two options to round out your background. You may use: Ultimate Campaign by Paizo as a start; or Central Casting: Heroes of Legend by Paul Jacquays. The second one goes into more detail than the first, and is dated (about forty years old). But both give good results.

Conclusion
Alright, I'm looking for four to seven adventurers willing to brave and solve the riddle of Orlane. Will you heed the call to Adventure?!


Will be coming up with a Drunken Brute dwarf barbarian. Mohawk and axe!


Odds of this going beyond this Module?
Also, I do not see stat generation rules?


ElbowtotheFace wrote:

Odds of this going beyond this Module?

Also, I do not see stat generation rules?

Depends on what happens about going beyond. I'm hoping the party will work together.

* Stat Rules: 25 point buy, yep!
* Traits: 2
* Starting Gold: Roll it.


Definitely interested, either as a Ranger or a Cleric. Will decide shortly.


dotting, with interest.


Quickdraft: Aenir "Pretty" Stridson
Fruuzki (Ice tribe, Frostclan) Steelblood Bloodrager

Until recently member of a mostly ice clan mercenary company, however, he was a camp follower/warrior in training for most of the treck they made, being pretty young.

Mercenary, relatively junior, seeks to make a name for himself as a Free agent. Isnt that enthused with going back to the frost lands to fight for some savior Jarl, may simply have a girlfriend in the area, or think that the local area is simply nicer then the far north.
Also think that hej, civilization has something going for it!

monies: 3d6 ⇒ (2, 5, 2) = 9 90 gold

Traits: Extremely fashionable (takes a lot of care of his personal grooming, and has a somewhat eclectic fashion sense, combining furs of his native lands with steel and more civilized clothing, jobbed a bit as a model, but while charismatic, wasnt quite hot enough for this.

Irrepressible: A boisterous and quite fun loving man, he can sometimes use his force of personality rather then his wisdom against attempts to charm and command him.

Faith: Views such things as strictly transactional. No God has so far blessed him, so why butter them up? Make your name, and the gods will make offers. Has no strong religious opinions.

Combat: Uses axes. All the axes. While spears are frankly pretty common amongst his people, Frostfang mercenaries with axes conform to employer expectations and can often bargain for greater rewards.

Throwing axe, Bardiche, Greataxe, battleaxe, humorously thinks that, if he ever runs his own merc company, "Axe effect" is a fun name.
Got scammed by someone who told him he was making a crossbow that fires axes.

Personality quirk:
Tends to play the barbarian while having a fairly reasonable intelligence score. Still gets scammed easily.


Half-elf Cleric, orphan within the Free City of Greyhawk. Found and raised by a cleric of Myhriss. Served some time in the city watch before setting off on a life of adventure (did not take an arrow in the knee). A healer and archer.

Liberty's Edge

Ok...my submission.

Ritter Gothia Von Salais: :

Female human paladin 1
LG Medium humanoid (human)
Init 0; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 13 (1d10+3)
Fort 4, Ref 0, Will 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +6 (1d10+4 S/19+)
Paladin Spell-Like Abilities (CL 1st; concentration +1)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Base Atk +1; CMB 5; CMD 15
Feats Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)
Traits child of the temple, rich parents
Skills Acrobatics -7 (-11 to jump), Knowledge (nobility) +5, Knowledge (religion) +5, Survival +4
Languages Common
Other Gear lamellar (steel) armor[UC], heavy wooden shield, bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 8 gp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Smite Evil (1/day) (Su) +0 to hit, +1 to damage, +0 deflection bonus to AC when used.


I have a human bard with the Brazen Deceiver archetype from the Adventurer's Guide (if that's acceptable) pretty much ready to go. She's a pathological liar and has some criminal tendencies (can pick locks and find non-magical traps), but that's about the depth of her "evil." She's paranoid, always looking over her shoulder, but tries to keep a low profile (no big heists, no flashy cons, and no killing others unless it's necessary), which helps limit any criminal tendencies she might have. She'll be a team player if that's somewhat beneficial to her and helps keep her personally out of the spotlight.

She's the first bard I've ever made that didn't sink a single skill ranks into any Knowledge skills (which feels weird).

Starting Gold: 3d6 ⇒ (2, 2, 2) = 6 x 10 = 60 gp. Eeep!


Profession Smith 6 ranks wrote:

I have a human bard with the Brazen Deceiver archetype from the Adventurer's Guide (if that's acceptable) pretty much ready to go. She's a pathological liar and has some criminal tendencies (can pick locks and find non-magical traps), but that's about the depth of her "evil." She's paranoid, always looking over her shoulder, but tries to keep a low profile (no big heists, no flashy cons, and no killing others unless it's necessary), which helps limit any criminal tendencies she might have. She'll be a team player if that's somewhat beneficial to her and helps keep her personally out of the spotlight.

She's the first bard I've ever made that didn't sink a single skill ranks into any Knowledge skills (which feels weird).

[dice=Starting Gold]3d6 x 10 = 60 gp. Eeep!

I have that splat, give me a page number please, so I can look up the archetype.


Daniel Stewart wrote:

Ok...my submission.

Saw it, very well put together. Have you a background for her?


Work in progress:

Checking what I used so far:

Bloodrager and Steelblood are advanced class guide
Combat reflexes and power attack are core rulebook

I have one trait from Pathfinder Companion: Adventurer’s Armory.
One from Pathfinder Player Companion: Quests & Campaigns

Neither is all that important, but both are fun to roleplay if you want to be a more suave, charming and friendly bloodrager then HULK SMASH AM ANGRY.

Background is fairly barebones, but he is a "not viking" who actually likes this "civilization" thing. Can still punch people through a wall.

Liberty's Edge

Working on it, but I think she will be the daughter of one of the counts from the Shield Lands...perhaps Torkeep.


I'm going to challenge myself to go as core as possible with my character idea.....
I know I won't get 100% core, but I know I'll be over 70% depending on how one weighs things.
I'll need to swing a few parts with the GM, when I have some items ready and checked.


EltonJ wrote:
Profession Smith 6 ranks wrote:

I have a human bard with the Brazen Deceiver archetype from the Adventurer's Guide (if that's acceptable) pretty much ready to go. She's a pathological liar and has some criminal tendencies (can pick locks and find non-magical traps), but that's about the depth of her "evil." She's paranoid, always looking over her shoulder, but tries to keep a low profile (no big heists, no flashy cons, and no killing others unless it's necessary), which helps limit any criminal tendencies she might have. She'll be a team player if that's somewhat beneficial to her and helps keep her personally out of the spotlight.

She's the first bard I've ever made that didn't sink a single skill ranks into any Knowledge skills (which feels weird).

[dice=Starting Gold]3d6 x 10 = 60 gp. Eeep!

I have that splat, give me a page number please, so I can look up the archetype.

Adventurer's Guide, page 50.

On the Archives of Nethys, it's HERE.


Here's Profession Smith's potential character (and alias).

Human Bard (Brazen Deceiver).


Profession Smith 6 ranks wrote:

Adventurer's Guide, page 50.

On the Archives of Nethys, it's HERE.

Luckily, it was bookmarked. Reading it now, yes its on the Archives. :)

RHMG Animator wrote:

I'm going to challenge myself to go as core as possible with my character idea.....

I know I won't get 100% core, but I know I'll be over 70% depending on how one weighs things.
I'll need to swing a few parts with the GM, when I have some items ready and checked.

I can't wait to see what you come up with.


Gold Gold: 3d6 ⇒ (4, 6, 3) = 13 130 gp. Lots to spend on booze. Drunken Brute coming up. Ready to face death Troll Slayer style!


Rolling starting gold
Gold: 4d6 ⇒ (3, 5, 3, 2) = 13 crossing fingers


EltonJ wrote:

RHMG Animator wrote:

I'm going to challenge myself to go as core as possible with my character idea.....

I know I won't get 100% core, but I know I'll be over 70% depending on how one weighs things.
I'll need to swing a few parts with the GM, when I have some items ready and checked.
I can't wait to see what you come up with.

I've sent off my notes via PM.


RHMG Animator wrote:
EltonJ wrote:

RHMG Animator wrote:

I'm going to challenge myself to go as core as possible with my character idea.....

I know I won't get 100% core, but I know I'll be over 70% depending on how one weighs things.
I'll need to swing a few parts with the GM, when I have some items ready and checked.
I can't wait to see what you come up with.
I've sent off my notes via PM.

Responded. Note, I didn't totally veto your character -- I want everyone to play the character they want to. I just added my thoughts.

Grand Lodge

Gnome Alchemist. Simple peddlar of potions, creams, slaves, ect. He is honest follower of Garl Glittergold.

Seeks to find new adventures and profits as they come.


Working on gnomish monk with Kata master archetype from ACG.
An acrobat who learned how to fight.


Dotting so I can set something up.

Would love to try a dwarf warpriest, but every time I either get passed over, or the campaign collapses.

Edit, splatbooks would be Dwarves of Golarian, Adventurers armoury 1 and 2, along with Inner Sea stuff. :)


Question: Do we need to factor in our encumbrance as we make and gear our characters?
If yes, Anyone with STR lower then 12 will likely be encumbered (even a sorcerer would and they don't have armour)


RHMG Animator wrote:

Question: Do we need to factor in our encumbrance as we make and gear our characters?

If yes, Anyone with STR lower then 12 will likely be encumbered (even a sorcerer would and they don't have armour)

Yes, factor in your Encumbrance, please.


So about 10 GP in expenses and another 20 or so pounds of encumbrance to add that some folks over will have overlooked.....
Gear Kits to see what I mean....

Gold: 3d6 ⇒ (3, 4, 2) = 9
Nuts Below Average


wealth: 4d6 ⇒ (3, 1, 3, 2) = 9

Sadly well below average.


If we do fast leveling, I can continue the campaign with the Slavers series. That is, if the party holds together. :)

Liberty's Edge

That would be lots of fun!!


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EltonJ wrote:
If we do fast leveling, I can continue the campaign with the Slavers series. That is, if the party holds together. :)

Well that should create some interesting roleplay situations for Critzible’s gnome:

Critzible wrote:
Gnome Alchemist. Simple peddlar of potions, creams, slaves, ect

Sorry Critz, I know you do almost all your posting from your phone, but this was too good to resist…;)


Daniel Stewart wrote:
That would be lots of fun!!

Well, I can do tournament scoring too. As an option. :)

Grand Lodge

LandSwordBear wrote:
EltonJ wrote:
If we do fast leveling, I can continue the campaign with the Slavers series. That is, if the party holds together. :)

Well that should create some interesting roleplay situations for Critzible’s gnome:

Critzible wrote:
Gnome Alchemist. Simple peddlar of potions, creams, slaves, ect
Sorry Critz, I know you do almost all your posting from your phone, but this was too good to resist…;)

True thanks for showing me that, lol


If Critz's Gnome deals in slaves, I think my barbarian would like to have a few words with them....
To ... ah .... Thank them personally
for what they experienced from those in that profession....

Hey, Typo's sometimes give some interesting jokes or angles in playing a character, or maybe even something about their history.
And I am making a reference to an episode of C.O.P.S (Central Organisation Of Police Specialists) (aka CyberCOPS) titled "The Case of the Lowest Crime."


Hmm, Aenirs generalized ideas on plausible hot button topics:

Slavery:
You only possess what you are willing to fight for, which includes your freedom, if you can fight back against your slaver, do so, if you cannot, escape, if you cannot do that either, bide thy time and marshall thy strength until thy can.

Binding Planar outsiders:
Statistically speaking, the outsider is more likely to manipulate you then vice versa, typically a pretty bad idea. And for the love of Tyr, dont date Succubi! I heard stories!

Hmm, many people look weenie, I can get paid for carrying their stuff, but I can also just buy a donkey.

Grand Lodge

Dude what are you talking about; I Only date Succubi!


The real professionals date Lilitus! They are more powerful, their gift doesnt give them permanent status on you and they dont eat your sould by accident! At least thats what this "an idiots guide to dating in the lower planes" booklet that I picked up says. To be honest, these Lilitus likely dont exist, and the whole thing is probably a scam to get money out of horny wizard apprentices!

Grand Lodge

Its a good scam.


Ah.


I see someone has been charmed and enthralled by the contents of a fiendish codex.
One has to watch it with those, you don't know what temptations the contents within will bring out.


My cleric is made, I just need to flesh out her background, key points are on her CS, the rest is in my noggin.

I used the boxed set, The City of Greyhawk, blue box, to fill in some of the specifics.


I got almost finished myself, just need to double check equipment (cost and encumbrance) and a few other points along with writing out all the background and fluff stuff in my head.

Liberty's Edge

Just to be difficult...what year is it??


EltonJ wrote:
RHMG Animator wrote:

Question: Do we need to factor in our encumbrance as we make and gear our characters?

If yes, Anyone with STR lower then 12 will likely be encumbered (even a sorcerer would and they don't have armour)
Yes, factor in your Encumbrance, please.

I updated Vesica's character sheet a bit more. She still needs to pick 1st-level spells; I want to see if we need a secondary healer first and, if not, I'll take cure light wounds.

Her total Encumbrance is 34 lbs. GM: Can I have her carry half the number of sling stones (5 instead of 10) and assume that her waterskin's only half full at most at any time (reducing weight from 4 lbs. to 2 lbs.)?

There's a bit of a workaround for weakling PCs: the masterwork backpack (Ultimate Equipment, p. 58), which allows you to treat your Strength score as if it were 1 point higher for encumbrance only.

The mwk backpack weighs 4 lbs. and costs 50 gp. Since my PC rolled only 60 gp to start, if she bought one she wouldn't be able to afford anything to put inside it!

Also, since it's in a sourcebook outside of what was listed, we'd need to get GM approval.


I think you might be missing a lot more gear then you think,
if the GM is tracking encumbrance, they might be tracking more things and gear that'll be needed.
Have any blades, like daggers, you'll need a whetstone to keep them sharp.
There was a reason I said a STR of 12 was a minimum (it is more like 13 STR though).

Gear Kits your missing about 20 lbs, though I have mine at around 15 lbs, you might get it down to 10 lbs.

So you might need to redo the stats....or get someone who'll carry your stuff if you can trust them.

the other thing is you can do drop carrying bullets all together,
just find some stones during the fight and use them with the sling, though only works outside and in caves/dungeons
As bullets are a heavy ammo to carry and you can save 5 lbs doing this.


I am just happy that light carrying capacity for 18 STR is a somewhat unrealistic 100 lbs. Like, I had about 14 STR in real life when I was in the german army (it is less now), 100 lbs effing wrecks you, and since I am carriny 2 big weapons, a shield, a medium and a light weapon...

Good thing its an abstraction.

Also, throwing axes are ruinously expensive at low levels.

As far as kits go, I have the barbarian one. I dont find it that interesting to buy a bunch of like, camping equipment, so I just grab a kit and be done with it.


Get a mule! ;)


"Aenir Stridson" wrote:

I am just happy that light carrying capacity for 18 STR is a somewhat unrealistic 100 lbs. Like, I had about 14 STR in real life when I was in the german army (it is less now), 100 lbs effing wrecks you, and since I am carriny 2 big weapons, a shield, a medium and a light weapon...

....

Well 18 STR in 3.5 is different compared to 1st and 2nd ed.

As in 1st and 2nd ed a STR of 18 was further broken down with a percentage and the higher it went the better it was (I think it was in halfing chucks, going 1-50, then 51-75, etc, with 18 (100) str being the best you could ever get)
I played a bit of 1st and 2nd ed, from a retro GM of a peer, even though 3.5 was out. Man, I hated dealing with THAC0

Also I believe the BBEGs in some of those older 1st and 2nd modules/adventures were designed to be be way smarter BBEGs, then the ones we generally get now a days. Those older ones were also way more active in the background I think (think Red Hand of Doom for D&D 3.X for the last one I can think of with background happenings, evolving enemy tactics, and you were on the clock). I think there was also a lot more Save or Suck back in 1st and 2nd ed as well. (referencing Tomb of Horrors as an example)
I've heard a lot of tales from two players of the 1st and 2nd ed era of some of the crap they went through (mostly from a game shop owner when I ran 3.5 and PF games in his store), though also some of the ingenious stuff in their games and how some items were used in a very clever way. I wish I was that clever with random items.
I still smile at recalling the story of the use of a single coin from a ancient red dragon's horde used in a deal with the BBEG to un-curse a party member and then later sit nearby on a hill and watch the destruction of the BBEG's impregnable Fortress by a red Dragon hours later....hehehe
I might give a full recall of that story I was told about that coin, if asked.


Daniel Stewart wrote:
Just to be difficult...what year is it??

591.

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