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Mike Holcomb
United States Cadott Wisconsin
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System: d20 family
Plays: 393 GeekRating 7.380 Game Weight 3.5 Score: 9.474
I have this game, and I've played it more than anything else. It's mostly what gets played in this neck of the woods.
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Unknown Ediology
United States
Tennessee
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AMIRI
Female Human Barbarian 1 Chaotic Neutral Medium Humanoid (Human) Init +1; Senses Perception +5
DEFENSE AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex) hp 15 (1d12+2) Fort +4, Ref +1, Will +1
OFFENSE Spd 30 ft. Melee Axe, Throwing +4 (1d6+3/20/x2) and . . Gauntlet, Spiked +4 (1d4+3/20/x2) and . . Javelin +0 (1d6+3/20/x2) and . . (L) Sword, Bastard +3 (2d8+4/19-20/x2) and . . Unarmed Strike +4 (1d3+3/20/x2) Ranged Longbow +2 (1d8/20/x3)
STATISTICS Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Base Atk +1; CMB +4; CMD 15 Feats Exotic Weapon Proficiency: Sword, Bastard, Weapon Focus: Sword, Bastard Skills Acrobatics +2, Climb +4, Escape Artist -2, Fly -2, Intimidate +3, Perception +5, Ride -2, Stealth -2, Survival +5, Swim +0 Languages Common SQ Fast Movement +10 (Ex), Rage (6 rounds/day) (Ex) Combat Gear Arrows (20), Axe, Throwing, Gauntlet, Spiked, Hide, Javelin (2), Longbow, Sword, Bastard;
SPECIAL ABILITIES Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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Unknown Ediology
United States
Tennessee
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EZREN
Male Human Wizard 1 Neutral Good Medium Humanoid (Human) Init -1; Senses Perception +2
DEFENSE AC 9, touch 9, flat-footed 9. . (-1 Dex) hp 7 (1d6+1) Fort +3, Ref -1, Will +4
OFFENSE Spd 30 ft. Melee Club +0 (1d6/20/x2) and . . Unarmed Strike +0 (1d3/20/x2) Ranged Crossbow, Light -1 (1d8/19-20/x2) Wizard Spells Known (CL 1, 0 melee touch, -1 ranged touch): 1 (2/day) Sleep (DC 15), Mage Armor (DC 15) 0 (at will) Daze (DC 14), Detect Magic, Light
STATISTICS Str 11, Dex 9, Con 12, Int 18, Wis 15, Cha 9 Base Atk +0; CMB +0; CMD 9 Feats Combat Casting, Great Fortitude, Scribe Scroll, Wizard Weapon Proficiencies Skills Appraise +8, Diplomacy +0, Knowledge (Arcana) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Linguistics +8, Spellcraft +8 Languages Common SQ +2 to Reflex saves, Empathic Link with Familiar (Su), Hand of the Apprentice (7/day) (Su), Share Spells with Familiar Combat Gear Bolts, Crossbow (20), Club, Crossbow, Light; Other Gear Alchemist's Fire Flask (2), Backpack (6 @ 7.7 lbs), Case, map or scroll (1 @ 0 lbs), Rations, trail (per day) (4), Scroll: Burning Hands, Spell component pouch, Spellbook, wizard's (blank)
SPECIAL ABILITIES +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast)..
SNEAK
Male Weasel Neutral Neurtral Tiny Magical Beast Init +2; Senses Low-Light Vision, Scent; Perception +1
DEFENSE AC 16, touch 14, flat-footed 14. . (+2 Dex, +2 size, +2 natural) hp 3 (1d10) Fort +2, Ref +4, Will +3
OFFENSE Spd 20 ft., Climbing (20 feet) Melee Bite (Weasel) +5 (1d3-4/20/x2) and . . Unarmed Strike +5 (1-4/20/x2) Space 2 ft.; Reach 0 ft. Special Attacks Attach
STATISTICS
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Base Atk +1; CMB +1; CMD 7 (11 vs. Trip) Feats Weapon Finesse Skills Acrobatics +10, Appraise -1, Climb +10, Diplomacy -2, Escape Artist +3, Fly +6, Linguistics -1, Spellcraft -1, Stealth +14, Swim +2 Languages SQ Improved Evasion (Ex)
SPECIAL ABILITIES Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Unknown Ediology
United States
Tennessee
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HARSK
Male Dwarf Ranger 1 Lawful Neutral Medium Humanoid (Dwarf) Init +2; Senses Darkvision (60 feet); Perception +6
DEFENSE AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex) hp 12 (1d10+2) Fort +4, Ref +4, Will +2 Defensive Abilities Defensive Training
OFFENSE Spd 20 ft. Melee Greataxe +3 (1d12+3/20/x3) and . . Unarmed Strike +3 (1d3+2/20/x2) Ranged Crossbow, Heavy +3 (1d10/19-20/x2) Ranger Spells Known (CL 0, 3 melee touch, 3 ranged touch):
STATISTICS Str 14, Dex 15, Con 15, Int 10, Wis 14, Cha 6 Base Atk +1; CMB +3; CMD 15 Feats Rapid Reload: Crossbow, Heavy Skills Handle Animal +2, Heal +6, Knowledge (Geography) +4, Knowledge (Local) +1, Perception +6, Stealth +6, Survival +6 Languages Common, Dwarven SQ Antitoxin (vial), Enemies: Humanoids (Giant) (+2 bonus) (Ex), Greed, Hardy +2, Hatred, Slow and Steady, Stability, Stonecunning +2, Track +1, Wild Empathy -1 (Ex) Combat Gear Bolts, Crossbow (30), Crossbow, Heavy, Greataxe, Leather; Other Gear Antitoxin (vial), Backpack (empty), Rations, trail (per day) (4), Smokestick, Tanglefoot bag, Tea Pot, Whistle, Signal
SPECIAL ABILITIES Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Enemies: Humanoids (Giant) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Giant).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Rapid Reload: Crossbow, Heavy You can reload fast with one type of Crossbow.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 +1 to survival checks to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Unknown Ediology
United States
Tennessee
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KYRA
Female Human Cleric 1 Neutral Good Medium Humanoid (Human) Init -1; Perception +4
DEFENSE AC 15, touch 9, flat-footed 15. . (+4 armor, +2 shield, -1 Dex) hp 10 (1d8+2) Fort +4, Ref -1, Will +7
OFFENSE Spd 20 ft. Melee Heavy Shield Bash -3 (1d4+1/20/x2) and . . Scimitar +1 (1d6+1/18-20/x2) and . . Unarmed Strike +1 (1d3+1/20/x2) Ranged Crossbow, Light -1 (1d8/19-20/x2) Special Attacks Sun's Blessing Spell-Like Abilities Rebuke Death (6/day) Cleric Spells Known (CL 1, 1 melee touch, -1 ranged touch): 1 (2/day) Divine Favor (DC 14), Endure Elements (DC 14), Command (DC 14) 0 (at will) Create Water, Detect Magic, Light
STATISTICS Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12 Base Atk +0; CMB +1; CMD 10 Feats Channel Smite, Iron Will Skills Acrobatics -5, Climb -3, Diplomacy +5, Escape Artist -5, Fly -5, Heal +7, Knowledge (Religion) +4, Perception +4, Ride -5, Stealth -5, Swim -3 Languages Common SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Healing, Cleric Domain: Sun, Spontaneous Casting Combat Gear Bolts, Crossbow (20), Chain Shirt, Crossbow, Light, Scimitar, Shield, Heavy Wooden; Other Gear Backpack (7 @ 6.24 lbs), Holy symbol, silver: Sarenrae, Rations, trail (per day) (6)
SPECIAL ABILITIES Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
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Unknown Ediology
United States
Tennessee
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LEM
Male Halfling Bard 1 Chaotic Good Small Humanoid (Halfling) Init +3; Perception +5
DEFENSE AC 17, touch 15, flat-footed 13. . (+2 armor, +3 Dex, +1 size, +1 dodge) hp 9 (1d8+1) Fort +2, Ref +6, Will +2
OFFENSE Spd 20 ft. Melee Dagger +0 (1d3-1/19-20/x2) and . . Dagger +0 (1d3-1/19-20/x2) and . . Dagger +0 (1d3-1/19-20/x2) and . . Dagger +0 (1d3-1/19-20/x2) and . . Shortsword +0 (1d4-1/19-20/x2) and . . Unarmed Strike +0 (1d2-1/20/x2) Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Courage +1 Bard Spells Known (CL 1, +0 melee touch, +4 ranged touch): 1 (2/day) Hideous Laughter (DC 14), Cure Light Wounds (DC 14) 0 (at will) Ghost Sound (DC 13), Detect Magic, Prestidigitation (DC 13), Light
STATISTICS Str 8, Dex 16, Con 13, Int 12, Wis 8, Cha 17 Base Atk +0; CMB -2; CMD 12 Feats Bard Weapon Proficiencies, Dodge Skills Acrobatics +9, Climb +1, Fly +5, Knowledge (Local) +6, Perception +5, Perform (Comedy) +7, Perform (Wind Instruments) +9, Spellcraft +5, Stealth +11, Use Magic Device +7 Languages Common, Halfling SQ Bardic Knowledge +1 (Ex), Fearless Combat Gear Dagger, Dagger, Dagger, Dagger, Leather, Shortsword; Other Gear Backpack (11 @ 5.57 lbs), Musical instrument, masterwork: Flute, Rations, trail (per day) (6), Spell component pouch, Sunrod (3)
SPECIAL ABILITIES Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Fearless +2 morale bonus vs Fear saves.
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Unknown Ediology
United States
Tennessee
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MERISEL
Female Elf Rogue 1 CN Medium Humanoid (Elf) Init +3; Senses Low-Light Vision; Perception +7
DEFENSE AC 16, touch 14, flat-footed 12. . (+2 armor, +3 Dex, +1 dodge) hp 10 (1d8+1) Fort +1, Ref +5, Will +1 Immune sleep; Resist Elven Immunities
OFFENSE Spd 30 ft. Melee Dagger +1 (1d4+1/19-20/x2) and . . Rapier +1 (1d6+1/18-20/x2) and . . Unarmed Strike +1 (1d3+1/20/x2) Special Attacks Sneak Attack +1d6
STATISTICS Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 10 Base Atk +0; CMB +1; CMD 15 Feats Dodge, Elven Weapon Proficiencies, Rogue Weapon Proficiencies Skills Acrobatics +7, Bluff +4, Climb +5, Disable Device +8, Perception +7, Sleight of Hand +7, Stealth +7, Swim +5 Languages Common, Elven SQ Elven Magic, Trapfinding +1 Combat Gear Dagger (12), Leather, Rapier; Other Gear Acid Flask, Alchemist's Fire Flask (2), Backpack (empty), Grappling hook, Lantern, hooded, Oil (1-pint flask) (5), Rations, trail (per day) (3), Rope, silk (50 ft.), Thieves' tools, Thunderstone
SPECIAL ABILITIES Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps
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Unknown Ediology
United States
Tennessee
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VALEROS
Male Human Fighter 1 Neutral Good Medium Humanoid (Human) Init +6; Perception -1
DEFENSE[/b [b]AC 18, touch 12, flat-footed 16. . (+6 armor, +2 Dex) hp 12 (1d10+1) Fort +3, Ref +2, Will -1
OFFENSE Spd 20 ft. Melee Gauntlet (from Armor) +4 (1d3+3/20/x2) and . . Longsword +3 (1d8+3/19-20/x2) and . . Shortsword +2 (1d6+1/19-20/x2) and . . Unarmed Strike +4 (1d3+3/20/x2) Ranged Shortbow +3 (1d6/20/x3)
STATISTICS Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Improved Initiative, Two-weapon Fighting, Weapon Focus: Longsword Skills Acrobatics -3, Climb +2, Escape Artist -3, Fly -3, Intimidate +4, Ride -3, Stealth -3, Survival +3, Swim +2 Languages Common Combat Gear Arrows (20), Chainmail, Longsword, Shortbow, Shortsword; Other Gear Alchemist's Fire Flask, Backpack (empty), Rations, trail (per day) (2), Rope, silk (50 ft.)
SPECIAL ABILITIES
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Hans Messersmith
Canada Hamilton Ontario
Freder: It was their hands that built this city of ours, Father. But where do the hands belong in your scheme?
Joh Frederson: In their proper place, the depths.
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Ranking: 14 (-1)
Avg Rating: 7.6 (+0.01) Votes: 198 (+10) Largest increase in votes
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James Ludlow
United States Saint Louis Park Minnesota
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No board games this week, just my D&D campaign. Turns out that a level 12 wizard with a 30 intelligence who specializes in divination had no trouble finding my lost and insane character. Retrieving me was the easy part of the mission. The hard part was the other guy who got dumped into a random plane (in his case Astral). He eventually got picked up by a group of githyanki* who, true to form, had carved a fortress out of the floating corpse of a dead god.
Still not entirely sure what they were trying to accomplish with him, but the rescue was a success.
* Yeah, that's right WotC. We're using them in Pathfinder. Unleash the lawyers. (Githyanki are one of the names, like Beholder, that Wizards did not release under the Open Game License, so they technically do not exist in the Pathfinder universe.)
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Stymie says, "No Fidgets"
United States
California
"Betcha can't throw that donut on my finger"
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Pathfinder Rogue Character Sheet
PC Name: Teran Class: Rogue Level: 1 Alignment: Chaotic Neutral Race: Human Sex: M Age: 17 Ht: 6'1" Wt: 195 Hair: Light Brown Eyes: Light Blue
Ablities: STR 12 Carry: Light,43 Med,44-86 Hvy,87-130 DEX 17 CON 14 INT 10 WIS 12 CHA 11
Hit Die: d8 Hit Points: 8
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 0 0+2=2 2+3=5 0+1=1 Sneak attack +1d6, trapfinding
Initiative Modifier: +3 Attack bonus (melee): +1 (STR) Attack bonus (ranged): +3 (DEX)
Skill Ranks per Level: 9 (INT mod 0, +1 Human) Skills: TBD
Feats: (2) TBD
Starting Language: Common
Starting Wealth: 80
Starting Equipment: TBD
Background: Born the second son of a noble family, he was raised amongst wealth and finery. Growing up hunting, he is adept with a bow and is a fine fencer due to the time spent with his father’s master-at-arms. He wasn’t the heir so he learned to get by (and get what he wanted) with his good looks, humor and wit. When he was 13 his family fell into disgrace and was stripped of title and wealth. His parents disappeared into poverty and disgrace and his older brother killed himself in shame. But his upbringing served to train him well for the life of a rogue.
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Andrew Goenner
United States Superior Wisconsin
Running 5 PbFs
And still sane...mostly
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And now we come to Pathfinder. I'd heard so many good things about it. I told my players that if we didn't end up playing Burning Wheel that my second campaign was going to be Pathfinder. That's what happened and none of us regret it. Even MistressGeek, who had her doubts (she played 4E once and wasn't a fan) loves it. In fact, she loves it so much she's a player in the PbF I just got going.
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Barad The Dwarf
Belgium De Haan
Got some sanity left?
Come over to the RPGG Tavern, I buy you a drink.
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Introducing an extra gamenight in the week during the summer we started to play Pathfinder. Next to our main adventure 'Souls for Smuggler's Shiv' we also got a couple one shots in as 'We Be Goblins' and 'Our Lady in Silver'. We found it was a solid system.
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Mike Holcomb
United States Cadott Wisconsin
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390 plays in the last year. Game weight is 3.6 and the Geek Score is higher than any version of D&D.
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Mike Holcomb
United States Cadott Wisconsin
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So I had played T&T solos, was running one PbF game and participating in another, and had run a few games for the younguns in the family.
But I still wasn't able to hook up with any local gamers for an old-fashioned kitchen table game. I spent some time on "Find Local Gamers" and a few dozen other sites to get some contact names, but still couldn't really get a group together to play. I ended up joining the local University gaming club in early 2011 and started playing in a Pathfinder campaign with a bunch of guys half my age.
I wasn't terribly excited about Pathfinder, having already been turned off by the Red Box and what I had seen of 4th ed. D&D, but I decided to give it a shot. Pathfinder is clearly the most popular system in my area, so if I wanted to game with other people, I had to start playing it.
Turns out, I like it. Kudos to Paizo. It has a lot of what I liked about D&D, but the mechanics aren't too cumbersome and the rules bloat is fairly minimal.
Significant Pathfinder characters of mine:
Egon the Wily, L5 Kobold Rogue, Kingmaker campaign Nazrat of No Clan, L5 Lizardman Ranger, Kingmaker campaign Guido Ionez Drascescu, L3 Human Rogue (Swashbuckler archetype) for Pathfinder Society.
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The Harnish
Germany Duisburg NRW
Cult of The Harnish Leader
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First played via the Beginners Box with my 9-year-old in January of 2012.
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Steve Donohue
United States Allen Park Michigan
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What are you playing right now or most recently?
I was recently invited to join a Pathfinder campaign being run of one of my regular group’s co-workers. It’s been fun getting back into that sort of vibe. From a professional standpoint it’s intriguing to see how total newcomers to gaming (the group has two or three) approach a “modern” RPG written and designed in the “modern” style.
I’m also gearing up to run a campaign for my regular gaming group to playtest my STORMlords Urban Fantasy/Action-Adventure setting, which I hope to turn into a supplement at some point. The group’s a little smaller than we’d like these days, but every bit of testing helps.
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Hans Messersmith
Canada Hamilton Ontario
Freder: It was their hands that built this city of ours, Father. But where do the hands belong in your scheme?
Joh Frederson: In their proper place, the depths.
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Ranking: 13 (-1)
Avg Rating: 7.59 (-0.04) Votes: 188 (+8) 2nd Highest (e.g. non-Mountains of Madness) votes increase
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Ryan Morgenegg
United States West Jordan Utah
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Pathfinder Beginner Box. Just released before Christmas. All contents complete. Never played. Looks brand new. I took off the wrap to look inside. Everything you need to begin playing Pathfinder.
DESCRIPTION: Take your first steps into an exciting world of fantasy adventure with the Pathfinder Roleplaying Game Beginner Box! Within you''ll find simple rules to create and customize your own hero, as well as a robust system to run your character through challenging adventures and deadly battles against villainous monsters like goblins and dragons! The Pathfinder Roleplaying Game Beginner Box is packed with everything you need to get started with the Pathfinder Roleplaying Game, an imaginative tabletop fantasy adventure game for 2-5 players. Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
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Dave Bernazzani (@rpggeek)
United States Plainville Massachusetts
I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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The Pathfinder Roleplaying Game is a very traditional role-playing game released as a spin-off of the venerable Dungeons & Dragons (3.5 Edition). Released in 2009, Pathfinder has recently become the leading RPG by sales - surpassing even D&D itself. The game features high-fantasy with elements similar to what you would find in popular fantasy novels (Lord of the Rings, DragonLance, Wizard's First Rule, etc). Combat generally takes place on a grid and has a very tactile feel to it - similar to combat from popular boardgames like Dungeons & Dragons: Castle Ravenloft Board Game or Descent: Journeys in the Dark. Being a traditional RPG, it combines elements of role-playing (interaction with the environment and dialog between players and other characters within the adventure) with combat (which has a very gamey feel to it). The adventure which is being offered up here is called D0: Hollow's Last Hope and is an introductury adventure for 1st level characters. We will be using the pregenerated characters from the Pathfinder Roleplaying Game: Beginner Box so you can jump into the action with balanced characters and get right down to playing.
The intro from the adventure:
The town of Falcon's Hollow needs a miracle.
The plague has come to the town of Falcon's Hollow, and not even the town's priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch's haunted hut, and delving the ruins of an abandoned Dwarven monastery.
Hollow's Last Hope is a wilderness exploration and dungeon adventure for 1st-level characters, compatible with the world's most popular fantasy roleplaying game. This sixteen-page adventure includes details on the haunted forest and deadly ruins that hide the key ingredients to the town's salvation. Do your heroes have the skill and courage to find the cure in time?
This adventure will take 4 players.
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Dave Bernazzani (@rpggeek)
United States Plainville Massachusetts
I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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The Pathfinder Roleplaying Game is a very traditional role-playing game released as a spin-off of the venerable Dungeons & Dragons (3.5 Edition). Released in 2009, Pathfinder has recently become the leading RPG by sales - surpassing even D&D itself. The game features high-fantasy with elements similar to what you would find in popular fantasy novels (Lord of the Rings, DragonLance, Wizard's First Rule, etc). Combat generally takes place on a grid and has a very tactile feel to it - similar to combat from popular boardgames like Dungeons & Dragons: Castle Ravenloft Board Game or Descent: Journeys in the Dark. Being a traditional RPG, it combines elements of role-playing (interaction with the environment and dialog between players and other characters within the adventure) with combat (which has a very gamey feel to it).
The adventure which is being offered up here is called Master of the Fallen Fortress and is an introductory adventure for 1st level characters. We will be using the pregenerated characters from the module so you can jump into the action with balanced characters and get right down to playing.
The intro from the adventure:
The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?
Master of the Fallen Fortress is a dungeon-based adventure for 1st-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also serves as an introduction to Pathfinder Society Organized Play (Paizo's constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within.
This adventure is set outside the great city of Absalom in the Pathfinder Chronicles campaign setting.
This adventure will take 4 players.
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Dave Bernazzani (@rpggeek)
United States Plainville Massachusetts
I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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The Pathfinder Roleplaying Game is a very traditional role-playing game released as a spin-off of the venerable Dungeons & Dragons (3.5 Edition). Released in 2009, Pathfinder has recently become the leading RPG by sales - surpassing even D&D itself. The game features high-fantasy with elements similar to what you would find in popular fantasy novels (Lord of the Rings, DragonLance, Wizard's First Rule, etc). Combat generally takes place on a grid and has a very tactile feel to it - similar to combat from popular boardgames like Dungeons & Dragons: Castle Ravenloft Board Game or Descent: Journeys in the Dark. Being a traditional RPG, it combines elements of role-playing (interaction with the environment and dialog between players and other characters within the adventure) with combat (which has a very gamey feel to it).
The adventure which is being offered up here is called The Vile Worm of the Eldritch Oak and is an introductury adventure for 1st level characters. We will be using the pregenerated characters from the Pathfinder Roleplaying Game: Beginner Box so you can jump into the action with balanced characters and get right down to playing.
The intro from the adventure:
Deep within the forest, an ancient oak has grown huge, twisted and evil. Ages ago, a savage cult haunted these woods and this tree became the catalyst of their unspeakable rites. Below it they carved out a chamber of sacrificial horror where innocent victims were offered to a hideous worm-like god. As the centuries passed, the cult faded into the mists of time, but the twisted oak stood fast, awaiting the day when the creeping evil in the dark below would be summoned once more.
And so it happened that a crazed warrior, a savage berserker who spilled rivers of blood in the north of the world, came in his wanderings upon the great, brooding tree. In his madness he believed the tree whispered to him, invited him, shared with him its dim secrets.
Over the course of many years, the folk of the borderlands have come to know the old berserker as "the mad hermit in the woods." While pretending to be a kindly, albeit eccentric old priest, he secretly scours the forest and nearby areas for human (or humanoid) prey to be sacrificed to the "worm god" that dwells below the ancient oak.
Several nights ago the hermit attacked a shepherd family in their secluded cottage on the edge of the forest, forcing the wife and child to drag the shepherd's unconscious body through the tangled forest to the huge, ancient oak. He imprisoned the family in a chamber below the oak and offered the shepherd to the worm god...
This adventure will take 4-6 players.
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Dave Bernazzani (@rpggeek)
United States Plainville Massachusetts
I wish to provide legendary service to the RPG community to help grow our hobby and enrich the lives of gamers everywhere.
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Pathinder is, at the moment, the world's leading fantasy role-playing game. It is based on the rules used for Dungeons and Dragons 3.5
This adventure will take place primarily outdoors and will involve investigating a mystery followed by a (hopefully) short dungeon crawl. I favor cinematic combat, so we will use the grid sparingly if at all.
The adventure and I can handle up to 6 players and we'll try to post 3-4 times a week; probably a little more at the beginning as we come up with characters and perhaps slower as things progress. Once character creation is done, it's on with the adventure.
The Elven kingdom has been at peace with the strange faeries of the Darkwoods, but now that peace may be shattered. Recently there have been raids on Elven villages and the raiders have come from the wood. Could it be that the faeries have broken The Pact?
Lord Seran'thur needs to know the answer to that question but he can't enter the Darkwoods without breaking the pact himself. Will you and your stalwart band brave the danger and learn the Darkwoods' Secret?
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