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Starting post for the upcoming Starfinder: Attack of Swarm pbp I will be running. I'm mainly using this to get a feel for Starfinder & such as I'm hoping to run a game or 2 at ReaperCon 2021. Paizo Inc. (Part 1 of 6 Attack of the Swarm Adventure Path) (as quoted from the Paizo product page:) "Suskillon Needs You! As the ever-ravenous threat of the insectile Swarm surges across another system in the Vast, the heroes are part of the defense effort. They must fight back against waves of foes and rescue civilians, including a shirren priest of Hylax whose temple seems to be of particular interest to the invaders. By relying on their wits—and each other—the heroes just might survive the Swarm onslaught." Suskillon System The Story so far.......... It has been 6 months to the day, since the Swarm* first touched down on Suskillon in a bloody conflict named the Battle at Stone Sea. After the Swarm punched through the planet’s aerial and orbital defenses, its components landed near the Stone Sea, a large freshwater lake surrounding a dormant volcano. The Fifth Battalion of the Suskillon Defense Force (SDF**) was closest to the site of contact and held the Swarm back long enough for the SDF to mobilize other battalions to the area. Stories of the battle have already reached near-mythical heights, as most members of the Fifth Battalion were killed in glorious, terrible combat. Since then, the SDF has fought a losing battle against the Swarm. Though Suskillon is a friendly trading partner with the Pact Worlds, the planet’s government has yet to officially request aid, with many afraid that the Pact Worlds will claim their planet as a protectorate in “payment” for such help. However, that hasn’t stopped volunteers and mercenaries from other systems (including the Pact Worlds and the Veskarium) from journeying to Suskillon to join in the fight against the invasion. The Swarm is relentless, though, and it has already overran and taken nearly half of the planet. *The Swarm is a collective menace of sentient insect-like creature bent on expanding it's colonies by devouring anything in it's wake. The Swarm doesn't negotiate with people it just consumes it's host & whatever it's host is on. The Shirren were part of the Swarm, but during "The Gap" they were able to free themselves from it's collective mind & established their own colonies. Unfortunately, The Swarm has the ability to adapt to the challenges conquering it's foes & were able to follow the Shirren & left most of their new colonies in ruins due to the Shirren's connection with the Hylax, a divine entity the Swarm are hellbent on wiping from existence. This also led them to come in contact with the Veskarium, the system of the military-like reptilian humanoids. The Swarm was so overwhelming that the Vesk (as their race is called) called in the Pact Worlds (home to many, but notably humans) & formed an alliance to beat back the Swarm. This has only temporarily stopped the Swarm from taking over both their worlds. Only time will tell when that may happen........ ** Suskillon Defense Force (or the SDF for short) is the military force of planet Suskillon. In the beginning it was your standard military but as the war with the Swarm has progressed, the leaders of the SDF have brought it whoever wanted to fight the Swarm. Whether or not these folk due to it for honorable reason, matters not, as the SDF needs bodies to win the war against the Swarm. So far, the war has only gone the way of the Swarm. The Fifth Battalion is the unit, you the PCs are assigned to. Welcome aboard, solider! The Present... You have answered Suskillon's need for heroes & saviors, whether it was due to you were already in the SDF as career military, a merc, a prisoner whose sentence was to serve or die, or just someone who wanted to help out in any way you can, etc etc. You been enlisted into the SDF & have been asigned to the Fifth Battalion & have been sent to Camp Cavalier, a small military encampment outside the capitol city of Brinnoa. Brinnoa is located on the planet's most populated continent in the southern hemisphere. The commanding officer is Major Jaldamarrak, a Vesk with a impressive military background (feel free to give me, Culture or Profession (soldier) check to learn more about this individual). The adventure begins in the middle of "Dead Winter", one of Suskillon's extended, extremely cold weather period. Also, much the surprise to most people, the daily attacks of the Swarm have died off, almost to a point that if not for their previous attacks & destruction, one might think they have decided to retreated & focus on some other system. You all begin inside a room outside the commanding unit at Camp Cavalier, awaiting on when you can see the Major.
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Hi people. Im going to start another PBP. So far I have interest from @ShadowRaven, @dwarvenranger, @Dilvish the Deliverer, and @Kangaroorex. We’re going to start the Serpent’s Skull adventure path. Pathfinder 1e. All books are in play, but I reserve the right to veto something if it seems too gross/bloated. Please utilize the Serpent’s Skull Players Guide from the Paizo website. Abilities: 4d6, reroll all 1’s, drop lowest score, yielding ranges from 2-18 pre mods. Avg. Starting gold. We’ll follow the AP leveling track when possible. We’ll have individual initiative. I hope to get this started soon, so please post those characters. -edits- House Rules 1. HP beyond first level. Roll the hit die. If the roll is less than”avg” then take avg instead. Example: Wizard d6. Rolls a 1. Gets 4hp instead, before Con mod. 2. Acrobatics can be used to avoid AOO when standing from prone. 3. If someone is not responding and action is waiting for them, I’ll send a pm after 24 hours. If no response 24 hours later, I’ll take over that character to get action rolling again.
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Part 1 of the Serpent’s Skull Adventure Path. By James Jacobs, (c) 2010. Paizo Publishing. Using the Pathfinder Rules from the Pathfinder Core Rulebook Sixth Printing, 2013 and copyright 2009 and on Also uses Open Game License Content 1.0a Copyright 2000 Wizards of the Coast
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Copyright 2012 Paizo Publishing. Using the Pathfinder Rules from the Pathfinder Core Rulebook Sixth Printing, 2013 and copyright 2009 and on Also uses Open Game License Content 1.0a Copyright 2000 Wizards of the Coast You can decide if you know each other before the start of the adventure, or are all randomly passing through this small rural town on your way to or from Korvosa. You have heard rumor that a carnival passes through this town, and have come to investigate and have some fun. As you mill about the carnival grounds, you can sample delicious food from vendors, view exotic sights or shows, and participate in games of skill and chance. Let me know what types of things you are interested in, and if/how you know each other.
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Hi everyone. In light of additional free time, I'd like to start another PBP. Maybe I'll be able to get prior ones going again, if people are interested. We'll be doing Murder's Mark. A Pathfinder Module for four 1st level characters. From www.paizo.com An urban mystery adventure for 1st-level characters. Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment? Unfortunately for both the town and the circus, however, entertainment isn’t the only opportunity the carnival presents. Core Rulebook, Advanced Player's Guide, Advanced Race Guide are OK. Character Generation: Attributes: 4d6, reroll all 1's, drop lowest die. This will yield attribute rolls of 6-18. Average Starting Gold for class. Alignments: LG, NG, CG, LN, TN. The hope would be that once we finish this one, we'll be able to start another with the same characters...
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Is there anyone who might be interested in a PBP 4e GURPS lite (rules light, no crazy math) portal horror/ mystery modern day adventure. 1) Gurps 4e is published by Steve Jackson Games, and the free "lite" version of the rules is available online here. 2) This world is adapted by me from the fiction of Ian Rogers with my own additions. 3) Character creation rules NO MAGIC OR SUPER POWERS or cinematic skills/abilities 100 points available up to 50 points in disadvantages and 5 quirks as well. If your character concept is disabled, then there's leeway to go over this, but needs discussion with me first If you have 4e books or the character creator app, feel free to go for it. Otherwise I will post a list of templates and where they're located that I've vetted to guide you beyond the lite rules. A skill at 12/13 is considered professional quality. higher gets you a better ability to handle tough situations and improve chance at a critical. Really high skills might get notoriety (could be good or bad). Useful guidance http://forums.sjgames.com/showthread.php?p=369148 Also this free pdf condensing skills info should be useful 4) This is set in Toronto and Ontario Canada primarily. Your character doesn't need to be from there, you just need to have an idea of what you're doing there, and specifically to start, what you're doing in the PATH specifically (this will be how you are all introduced). After reading about the world basics, you will also need to think about any supernatural/ blacklands experience your character has had... if any, and if/how they were affected by it. The World Basics I'm hoping to be able to do a few posts a week, but because I'm new to this, and have limited availability it might be slower than I want. I'm unsure about the number of players - this could work with only a few. More later. Feel free to ask questions or express interest. If you have and use a skill that will allow you to obtain info/ achieve goal to advance plot, that will happen. I won't make people roll until something happens or things end. This site seems to have a decent character generator. There`s step-by-step at the top of the page, and it auto-calculates. Please print to pdf or printscreen or recopy. so I can review. If you need a template, please let me know. Please set point maximum to 100 (it defaulted to 300 for me). Current Characters list: 1)Magnus Albertson @Dilvish the Deliverer 2)Sammy @Arkady 3) Sam Travis @Corsair 4)TBD @Chaoswolf 5) Raoul @Colonel Kane 6) Morgan Faustus @Kangaroorex There will be a hard cap at 6 players. And maybe only 5 total. We're closing in on being able to start things.
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I think I've decided on what adventure to run: Seers of the Drowned City This is a 6th level adventure. Stats, roll 4d6 drop the lowest die No evil alignments, CN allowed HPs, Max 1st level & then either avg or roll, ignoring 1s. Gear: As I said before work with me on what you want for your level. Normal equipment, you can have, even plate if you want but remember the title of the adventure. Magical items: Hmmm it's been awhile but since this adventure is kinda of a sequel to Ire of the Storm, I'm gonna draw the treasures out of that one & post & let the party pick what they want out of that. Class: Everything, including Unchained versions Races: Hmmm work with me but I'm flexible Traits: Allowed, up to 2. Any questions: Post here & I'll do my best to answer. If you have any interest, feel free to post. First 4 are definitely in & possible 5th or 6th. With me having a home 5e game now, I'm letting my Pathfinder knowledge slip a bit so I wanna at least keep 1st ed alive for me till 2nd comes out.
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Hoard of the Dragon Queen Part I of the Tyranny of Dragons Campaign A Dungeons and Dragons 5th Edition Campaign by Wolfgang Baur and Steve Winter Published by Wizards of the Coast, and Kobold Press Copyright 2014 For the past several days, you have been traveling a road that winds lazily across the rolling grasslands of the Greenfields. You decided to push on in your travels to try to reach town before dusk. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark winged shape wheeling low over the keep that rises above the center of the town. Greenest is being attacked by a dragon! Suddenly, a terrified human family consisting of a mother, father, and three young children erupt from the undergrowth onto the Greenway, about 20 feet in front of you. The man limps badly, carrying his youngest child, and trying to usher his other children away from danger. All five seem at least minimally wounded in some way. Their mother turns, and lowers the point of a broken spear back toward her pursuers, and readies her round shield. She looks determined to slow down her pursuers as much as possible to give her family a chance to survive. Just then, a group of eight kobolds stream out of the underbrush, fanning out to surround the woman. Either they don't see your group, or they think you are on their side, because they don't seem to pay you any mind. What do you want to do?
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Authors: Logan Bonner, Jason Bulmahn, James Jacobs, Amanda Hamon Kunz, Stephen Radney-MacFarland, and Mark Seifter Based on the Playtest Version of the Pathfinder 2.0 Rules Compliant with the Open Game License 1.0a.
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Since many games have stalled waiting on one player, do the "regulars" have any interest in Rise of the Runelords? I have read through 80% of it. I'd be OK if you've played some of part I, but not read it. If there is interest for 4 players, I'll put up character creation rules.
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Rise of the Runelords, Anniversary Edition Paizo Publishing First Printing 2012 Utilizing rules from the Pathfinder Core Rulebook, related to OGL 1.0a James Jacobs et al
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Starfinder: Dead Suns Chapter 1: INCIDENT AT ABSALOM STATION by Robert G. McCreary Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo Inc. All Rights Reserved. For more info visit www.paizo.com/starfinder You all have received a message from a dwarf by the name of Duravor Kreel, a member of the Starfinder Society. In this message he says he has a offer for you that if your task is successful could bring you notoriety with the Society itself. He wants you to meet him on Absalom Station. After you've arrived he'll show you around the Station, get settled in & help with your membership into the Society. Why he picked you? The dwarf has heard some things about each one of you off the net & knew you'd be perfect for the job. After your arrived, he'll explain the job in more depth. He excited to see everyone. Now, where or not, your a native of Absalom Station, you've decided that you needed some time away where it's a vacation or a job you're returning on the shuttle, Okimoro. A non-descriptive shuttle like any other that frequents the docking bays of the Station. In particular, Docking Bay 94 ("what a piece of junk".........) on this day. Absalom Station The brightly lit docks of Absalom Station are abuzz with activity as travelers bustle by, preparing to board or disembarking from starships bound to or from any of dozens of worlds. Brash and swaggering star pilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space station. Docking Bay 94 Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and luggage. A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say. Taking in your surroundings the bay looks like any other docking bay, a large, worn yellow painted "94" lays on the floor directly in front of everyone (everyone is in the grey "trapezoid"), that steps off the shuttle. A information kiosk in on your left. There are set of giant double doors North of the party & there are 2 passages that to the side of those doors. Anyone outside the shuttle, give me a Perception Check.
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Sunless Citadel (from Tales of the Yawning Portal) a Dungeons & Dragons 5th edition play by post Author: Bruce Cordell Oakhurst, Kythorn (June) 13th (a week before the Summer Solstice) in the year of 1493 CR The town of Oakhurst lies about 3 hexes (whatever the scale is) NW of the ruins of Thundertree. The area surrounding the small town of only 900 people consists of dusty plains & very little vegetation. There are some tiny trees, sapling mainly here & there but nothing noteworthy. There are a range of hills to the north. These eventually turn into mountains & the most noteworthy peak, Mt Hotenow sits in the middle of them. Also near the town is a great forest that extends to the south & the north, the mysterious Neverwinter Wood. The party, begin it's journey is the city of Neverwinter. A small parchment tacked to a bulletin board saying "Adventures Wanted! Please inquiry at Ol Boar Inn in Oakhurst" You have traveled the New Road to get to the small town. You are at the outskirts of the town, where the road splits into two roads, You have arrived around noon, the heat of late spring season starting to rise. The buildings are in decent shape, most noteworthy is the Mayor's building & the General Store being the best kept of the town. You recognize the Ol Boar Inn, by the large, hanging wooden sign with a stylized boar on it: The townsfolk eye you but don't give you any troubles. You see the town consists mostly of humans, with a smattering of the other common races of the Realms. One catches your eye, a female gnome wearing a bright color robe with a pendent around her neck: She is at what appears to be a small temple. She sees you & offers a greeting "Welcome to Oakhurst. May Lathander's morning light shine upon you all in the morning."
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As I wanna get more experience DMing 5e before ReaperCon this year & flipping through Tales of the Yawning Portal, I thought I'd see if there was any interest in running a Sunless Citadel 5e game here. I loved the adventure in 3.5, it was actually one of the last sitdown @ home games I ran before my friends/gamers all scattered across the state/area. Let me know here if you are interested. Basic 5e rules: http://dnd.wizards.com/articles/features/basicrules Basic/PH 5e rules with the options to play the UA ranger or PH ranger & UA artficer. Races can come from the following: PH, Elemental Evil Player's Guide (minus the aracockra & with this being a dungeon crawl, a goliath might not be the best choice either. Sword Coast & Volo's 5e (thou this one needs DM's approval before proceeding.) I will probably set this in the Forgotten Realms as well. Other then that standard character generation. Looking for 5 players. I'd like to start around May 1st. thanks!
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Hi everyone. Gonna jump right in as a first time GM for PBP. Pathfinder Crypt of the Everflame module. Rules: Pathfinder Core Rulebook 6th printing or earlier with appropriate errata. Never played this module/series. Only items, classes, races, feats from Core Rulebook. 1st level. 20 points "point buy system." Good or Neutral Alignments. No "Traits" Declare "favored class" and bonus HP or Skill Average Starting gold for class from the table, not random. Looking for 5 players so if one is absent, we can still press on. Players roll their own dice and post rolls and modifiers: honor system. I vow to post at least twice weekly ;) Be respectful to me and other members: it may be my first time on PBP as GM, but not my first time as a GM for this game system. Once we have a group, pm me emails so I can discreetly nudge absentees If this sounds OK to you, post some characters.
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Crypt of the Everflame Written by Jason Bulmahn Copyright 2009 Paizo Publishing, LLC Using the Pathfinder rules from the Pathfinder Core Rulebook Sixth Printing 2013, and Copyright from 2009 on. Also uses Open Game License content, compliant with version 1.0a, Copyright 2000 by Wizards of the Coast, Inc.
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Talos- The city of Talos is a back water city state nominally controlled by the Quentrian Empire. Originally a kingdom controlling a large area of the micro-continent it inhabits, it was conquered over 200 years ago by the Quentrians. It's harbor was used a staging point for further Quentrian expansion. With the troubles plaguing Quent from their other conquests, Talos has been left to wither. An ineffectual Governor theoretically rules, but as the posting is seen a punishment and the current governor is barely capable of finding his next wineskin, a group of the native Talosian nobility manages most day to day functions. Most resources were siphoned off to support the Empire's conquests, and Talosian fortunes were in decline prior to being absorbed. Most industry is centered around the capital, with only some farms and the estates of the nobles surrounding. Away from the temperate coastal region, the land is rocky and rugged, not fit for farming. Isolated hill tribes and humanoid encampments are the only inhabitants, though stories tell of other creatures that haunt the hinterlands. Some venture inland to collect rare spices and herbs found only in the wild, and dotting the landscape are ruins hint at a time prior to Talosians. Five years ago, a prospector found unusual metal deposits; Mithral,. The deposit was unusually pure and has draw many outside interests to Talos. In addition to the mithral and other mineral wealth, strange artifacts have been found in some of the ruins, drawing a different kind of attention. These new arrivals and industries have revitalized Talos, wakening the backwater city, casting off the erosion of time restoring the city to some of it's former glory. It is here, at this point of history that you find yourself in Talos. Perhaps you are newly arrived, looking to make a name and a fortune for yourself; perhaps to hide yourself from dangerous enemies in this far away place. Or you may be a native of Talos, looking to improve your station, or steer the destiny of your motherland. All that matters is that opportunity favors the bold, the quick-witted, the adventurous. Major areas of the city:
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Chapter 1 Opportunity Knocks Talos, a city brimming with opportunity, gold filling it's streets, available to the brave, the bold, those who are willing to take it. That's what the stories said. You have found the reality to be somewhat different. The recent mithral and mining boom have led to wealth for some; the nobility and the established merchants. The rest of the population is still as dead poor as they have always been. Add to the fact that hundreds, if not thousands or foreigners have flocked to Talos, chasing stories of fabulous wealth and fame and it seems that for every success story there are dozens more of people ending up penniless and broken spirited, buried in a pauper grave (or worse is some of the stories are to be believed). That is why you are here: The Vangyarian Axe. A small tavern nestled amongst a set of dilapidated buildings near where the Narrows, Old Town and the Docks meet. A small, comfortable place, it is run by Sigurd, a Northman who came here some time ago and gave up the sea and adventuring to run this watering hole. The food is nothing speak of, but the beer is plentiful and not watered down. Sigurd brooks no trouble in his establishment, the axe that is the taverns namesake hangs behind the counter to remind those who would not heed other gentler warnings. Your coin running short, you have decided to band together with others in similar straits, looking to find work or an opportunity. You each spend your days out in various parts of the city, looking for work or rumors and meet back at the Axe to share what you have learned, or to wash away another day of dead ends with several tankards of foaming brew. The first bell of evening sounds as the first members of the group arrive to take seats at what has become your regular table.
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Pathfinder Adventure Path Giantslayer Paizo LLC Chapter 1: Battle of Bloodmarch Hill #91 by Patrick Renie Trunau Overhead map (copied from Giantslayer Adventure Path Player's Guide) One of only two non-orc settlements in Belkzen, Trunau is a predominantly human community of sturdy farmers and resolute warriors adrift in a monstrous sea of ores who would as so on kill them as trade with them. Its people survive through the grace of the gods, the remarkable tenacity and ingenuity of their leaders , and a simple, soul-deep refusal to be driven from the land of their ancestors . Trunauans know sacrifice in all its forms. Though their lives are far from easy, this band of idealists, scoundrels, and outcasts takes great pride in the independence that comes from being all on their own in hostile territory. For them, every day of the town's continued existence is an enduring example of civilization's unconquerable spirit and the prodigious strength of hope. This day thou is a day of celebration! Jubilation fills the evening air in the normally staid town of Trunau, for it is the twelfth birthday of the Chief Defender’s youngest daughter, Ruby, and the townsfolk have been preparing all day for the ceremony and festivities to follow. A throng of spectators has amassed at the town Commons; the buzz of the crowd subsides as the weathered town leader, Halgra of the Blackened Blades, takes the stage and begins to speak. “Thank you all for joining us this night. I take immense pride in my responsibility as Chief Defender, especially when it comes to the honor of the hopeknife ceremony. It is always a great privilege to bequeath Trunauan youths their hopeknives as they come of age.†Halgra stops speaking long enough to open an ornamental case and retrieve a slender, ornately decorated dagger hanging from a silver chain. “But tonight is a special occasion, for the recipient of this hopeknife is none other than my youngest daughter.†Once again, Halgra pauses, but this time she turns to talk to the child beside her. “Ruby, by the traditions of our town, you have come of age. This hopeknife represents your responsibilities as an adult and defender of Trunau. You must be willing to use it on yourself, your fellow Trunauans, and your family—even me, should it come to that. It will be a far quicker death than that which the orcs will offer, and providing it is your duty. Do you swear to guard Trunau from all comers, and to use your hopeknife only for its intended purpose?†Ruby—dusky skinned, black haired, and painfully shy—nods her head in response to her mother’s question. “If the orcs come, and there is no other option, this is where you cut—here, here, and here.†Halgra demonstrates which arteries to sever while Ruby watches. When she is finished, Halgra sheathes the hopeknife and places the necklace around Ruby’s neck before turning back to address the crowd. “Tonight, Ruby becomes a full member of our community! Let us welcome her, and celebrate her passage into adulthood! Trunau forever!†"TRUNAU FOREVER!! TRUNAU FOREVER!!" The crowd echoes Halgra’s last words in unison, signaling the end of the ceremony. As the ceremony ends a group of guardsman led by a slender young man, Rodrik Grath & a younger man with similar features Kurst Grath storm the stage. They drop a heavy hemp rope near Ruby, you see he smiles & winks at the girl. "How can we, the hearty people of Trunau follow a weak-looking child such as this?!?" Again the man winks at the girl. "We must show those orcs who they are dealing with!" "HUZZZAH!!" the crowd cheers "Who shale come forward & help test this girl in a feat of strength vs the best of Trunau's defenders?" Ruby scans the crowd......'You, you....." (she points toward the PCs). Well you come forward & help me?"
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***Recruitment closed.*** Since some other PBP I have been in have died or stalled, I think I have time to run a second game. I'm thinking Pathfinder Carrion Crown AP OR the mega-module The Dragon's Demand. Thinking to start in mid-to-late August. Acceptable Books: Core Rulebook + Advanced Player's Guide. Player Requirements: it looks like we're settling on 5 players. People who aren't in my Crypt of the Everflame game (I love you guys, but I want to run for some of the other great folks on the boards too. Besides, Crypt has two sequels we can follow up with). Never played to a significant extent any of the chosen adventures. Posting Policy: I post pretty frequently, and hope people can too. After 24 hours waiting for your turn, We'll nudge you in Recruiting. After 24 more hours, I'll PM you. After 24 more hours, I'll act for your character using my best judgement. Arrange extended time away ahead of time and let me know if you want us to stop until your return, or put you into Bot-Mode. This is the only way we can hope to get through a good chunk of the material! Other: Max gold for class Non evil, also don't like chaotic neutral. Two traits. Stats: 4d6, drop lowest, reroll all 1s (so stat rolls range 6-18), do this 7 times and drop worst one. Max HP first level Roll HP after that, but if less than 1/2 HD, get 1/2 HD minimum (will describe this better later). Edited-to reflect the direction this took.
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"So, you wanna be a superhero? Well, let me tell you something, kid, superheroes are a dying breed here. The Mastermind sees to that. Someone has to stop him, and even our best and brightest have died trying. What, you think you can succeed where the rest have failed? You've got guts, kid, I'll give you that. I'd hate to see 'em splattered all over the street." That was a week ago, and he's dead now. He was the last. There is no one else, it is all up to you now. You're all this city has left, and you're nothing more than a half-trained bunch of rookies. You don't even know how to work, let alone work together. But the city needs you. Will you be the answer to its prayers? ---------------------------------------------------------------------------------------------- You wake up in the sleeping quarters, struggling to remember what happened. Heroes, Inc., the van, the leather-masked goons, the cold-using Super, it's all kind of a blur. At least you're still alive. Where did they come from? Who are they? They're definitely not local, that's a certainty. The locals would have known. The robot, TYPE ZERO, seemed to recognize them. MADmen, it called them. It said they attacked Wilkinson and itself on their way into town. What do they want? Who's really controlling them? Gangs in Silver City don't attack with that much control or precision. They're wild, almost animalistic, and usually only attack each other. Even that's rare these days. The territories have been clearly defined for years. There's something bigger going on; you can all feel it. But what? ...bzzzzzt... The monitor snaps on, it's Ms. Roosevelt. " 'Morning, troops. We've recovered the van, but it's been stripped of anything useful...all the way down to the hood ornament. Whoever's behind this wanted it to look like a regular carjacking. I'll be tied up for a few hours, but I'll be out there as soon as I get some free time. Until then, do a little brainstorming. There's something going on, here, and someone wants you out of the picture." ...bzzzzzt...
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They say life is 'nasty, brutish, and short' and for nobody is this truer than the peasants. Maybe you were born into poverty, maybe you achieved it, or maybe it was thrust upon you; whatever your personal circumstances, you've had entirely quite enough of being poor, overlooked, and kicked around. It's time to seek your fortune in the big, bad world. There are many ways to make a ducat, but few of them are open to folk such as you in this day and age. You could be a merchant-venturer - if you had the money to buy goods, a caravan or ship, and a trade route that wasn't locked down by the established merchant guilds and houses. You could join the Army and seek honour on the battlefield; if there were any wars to fight, in this unprecedented age of peace and prosperity. Even banditry is beyond your reach, thanks to the thieves guilds and highway bands that lock you out if you don't already have an "in," or enough money to buy one. But there is one way for a down on their luck peasant with guts and a good sword to achieve fortune and fame; down in the deeps of the world, in the ruins of yesteryear, lays the gold of long-gone civilizations. It won't be easy; dark things dwell in dark places, and few who go down in the deeps come back whole... if they come back at all. The village of Keppelshire is a quiet, backwards hamlet in a quiet, backwards barony on the northern borders of the kingdom of Generia. The old King's Road runs within a few miles of the village; once upon a time, this was a major source of revenue, but a particularly nasty group of bandits succeeded in frightening away the merchant traffic to safer and more lucrative routes, and the village has been slowly fading away since. Nearly a century ago, the Imperium withdrew from its more isolated provinces and abandoned the border tower known locally as Goblinwatch. Nearly forty years ago, a group of bandits occupied the tower and threatened the region until they were brutally exterminated by a wandering band of adventurers. Twenty years ago, reports of haunting and demon possession in the ruins lead a roving monk to exorcise the ruins in a night of flashing lights and terrifying sounds that have convinced the locals to stay away from Goblinwatch - although everything of value had been picked clean roughly five minutes after the Imperial legions left, and surely by the time the adventurers were done mopping up the bandits. Even so, two weeks ago a rowdy band of freebooters came through Keppelshire, boasting about the treasure they were going to pull out of Goblinwatch. The locals watched with amusement as the rich kids went up the hill full of vim and vigor; but they never came back down... Two days ago, a courier passed through Keppelshire. One of the missing adventurers had been some relation to a Lord High Mucky Muck down in Arl's Grange, and he's looking for his relative. Last night, you and some similarly distressed compatriots were drinking in the tavern and the subject of gold in the dark earth came up. If Goblinwatch is empty, then what happened to the rich kids? And more importantly, were they right about the treasure the fortress holds? You woke up this morning and climbed the hill. It's a rough, rocky climb up an old road that hasn't been maintained or used regularly in a hundred years, and a low mist clings to the tumbled stones of Goblinwatch tower. The walls are gaping open, torn by the ravages of time, and you can tell nothing more than mice and birds have disturbed its empty chambers in over a decade. The upper levels probably aren't even strong enough to bear your weight. In the center of the courtyard is an old well. Local legend says it had gone dry even before the garrison had abandoned the keep; they used to fetch water from a stream down the hill. The bandits who'd occupied the ruins would throw their prisoners down into the blackness if their ransom wasn't paid, and so it gained the sobriquet "the Murder Hole." Somebody's recently hammered a piton between the courtyard flagstones and attached a sturdy hawser to it; the rope dangles down into the blackness of the Murder Hole, beckoning you onward. Adventure awaits, and there's only one thing for you to do; get rich or die trying!
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"So, you wanna be a superhero? Well, let me tell you something, kid, superheroes are a dying breed here. The Mastermind sees to that. Someone has to stop him, and even our best and brightest have died trying. What, you think you can succeed where the rest have failed? You've got guts, kid, I'll give you that. I'd hate to see 'em splattered all over the street." That was a week ago, and he's dead now. He was the last. There is no one else, it is all up to you now. You're all this city has left, and you're nothing more than a half-trained bunch of rookies. You don't even know how to work, let alone work together. But the city needs you. Will you be the answer to its prayers? ---------------------------------------------------------------------------- Big Darn Heroes is a campaign based on TSR's Marvel Superheroes (now out of print). It's going to be a little more cinematic, and a little less reliant on die rolling. It is intended for 4-6 players. Here's how it's going to work (and you're going to need percentile dice for this bit): Step 1: Choose an Archetype (yes, there can more than one character with any given Archetype, and yes I am letting you choose). The available Archetypes (with examples) are: Alien (Beta-Ray Bill, Silver Surfer), Altered Human (Captain America, Spider Man), High-Tech (Black Panther, Iron Man), Mutant (Cyclops, Wolverine), and Robot (Adam Warlock, Vision). Step 2: Generate attributes. The basic attributes are FASERIP, for those familiar with the system. Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche. Secondary attributes are Health, Karma, Resources, and Popularity. Step 3: Generate special abilities. The special abilities are Powers, Talents, and Contacts. Step 4: Fill in the blanks. Name, background, etc. Details are good. A 15-page thesis is not. Become familiar with the system, as the (little bit of) die rolling will be consistent with the game. On that note...THE HONOR SYSTEM APPLIES any time I ask a player to make a die roll (which should be few and far between). Please be patient with me, this is my first play-by-post gamemastering attempt. I will post pretty regularly, and will let you know in advance when I won't be able to post for extended periods. Feel free to PM me with any questions or concerns. Player limit has been reached. If you are still interested, feel free to PM me and I'll put you in the queue. If you're in the queue, don't run off, I'll have jobs for you. (Plus you'll need to know when a character is irrevocably removed from the game, so you can jump in.) Current Players: Auberon (Aegis [Ethan]) Unit04 (Type Zero) Aard_Rinn (Salamander [Lee Waits]) Ludo (Mace Ember) Dilvish the Deliverer (Cambion) Qwyksilver (Ghost) SparksMurphey (Slingshot) NightyKnight (The Surgeon) Current Queue: The Setting: The Rules of Posting: The Characters: Aegis TYPE ZERO Salamander Mace Ember Dark Magik Cambion Ghost Slingshot The Surgeon
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Pathfinder Rise of the Runelords Anniversery Edition. Copyright Paizo publishing This is going to be the dedicated game thread. All in game activity and roleplay will be conducted here. Major Out of Character (OOC) will be kept to the recruitment page to avoid confusion.