Monday, December 28, 2009
I have posted a new diary entry from Becky.
Sunday, December 27, 2009
I have posted a new diary entry from Becky and updated the experience section.
Wednesday, December 16, 2009
Tuesday, December 15, 2009
Assuming that this works for everyone, I will be running Hollow Earth. I will also have Christmas cookies.
You can access the information at http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8bt0.
Add it to your downloads, personalize it and download the PDF.
I have posted a new diary entry from Becky.
Wednesday, December 9, 2009
I also posted Kara's portrait of Becky Von Dittomark under Margo's photos, http://sites.google.com/site/zombiehomepage/Home/zombie-s-hex-page/margo-s-photos.
Monday, December 7, 2009
I have posted a new diary entry from Becky and a drawing by Russ Van Ness of the T-Man colonel from the bunker. I will post a cleaner image once I get the drawing scanned. I took the one that is posted with my phone.
Monday, November 30, 2009
I have posted a new diary entry from Becky and 9 more photos from Margo. The experience total is now reflects the 44 points earned to date.
The experience has been awarded for the following:
The Thule Death Ray! - 10 Points
Target Atlantis! - 10 Points
The Mystery of Prometheus Island - 3 Points
Prisoner of the Reich - 7 Points
The Lost City Of Crystal Graveyards - 7 Points
The Lost Moon In the Deadly Skies - 7 Points
You can access the information at http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8bka.
Add it to your downloads, personalize it and download the PDF.
Monday, November 23, 2009
I have posted a new diary entry from Becky.
Friday, November 13, 2009
I have posted another new diary entry from Becky and updated the Experience total to 37.
You can access the information at http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8bcj. Add it to your downloads, personalize it and download the PDF.
Tuesday, November 10, 2009
I have posted another new diary entry from Becky.
Monday, November 9, 2009
Paizo will be releasing the 6 new classes, two at a time, two weeks apart, for our review and comment. As before, this material will be available for free.
The classes and play test dates are:
Group 1 (11/13–11/29): Cavalier and Oracle
Group 2 (11/30–12/13): Summoner and Witch
Group 3 (12/14–12/27): Alchemist and Inquisitor
You can read the whole announcement at http://paizo.com/paizo/blog/v5748dyo5lam1.
Information about the Advanced Player's Guide can be found at http://paizo.com/store/paizo/pathfinder/pathfinderRPG/v5748btpy8b6g
Tuesday, November 3, 2009
I have posted another new diary entry from Becky and another new status report from Col. Sharpe.
Margo's photos have been posted as .PDF files. I will try to convert them to images and see if I can darken them up some more. That is a project for the future.
Monday, November 2, 2009
I have posted the new diary entry from Becky and a new status report from Col. Sharpe.
I have created a page for Margo's photos. I still need to scan the ones that Kara gave me and post them. I plan to do that tonight.
Tuesday, October 20, 2009
I have posted the new diary entry from Becky and a new status report and updated 1936 calendar from Col. Sharpe
Wednesday, October 14, 2009
I have updated the Experience total to 23.
I have added a link tot he Journal of Myles Archer and I have reposted the last version of Rebecca's Diary.
Tuesday, October 13, 2009
I have posted the new diary entry from Becky, a status report and a 1936 calendar from Col. Sharpe and a copy of Myles Archer in the attachments section. The character sheet also includes his origin.
The total character experience is now 20 and is also reflected on the page.
Tuesday, October 6, 2009
I have posted the new diary entry from Becky and the status report from Col. Sharpe. Remind me for your Style points at the start of the session.
I understand that Kara was working on drawings to be "photographs" that Margo has taken. We just need to scan them so they can be posted.
I will gladly post additional origins and other character, game or period based matierials on the site. Just send me an e-mail with your request. Depending on what it is, you may earn Style points to use in the game.
Tuesday, September 22, 2009
Monday, September 21, 2009
Will Randy and Kara (Kara cannot attend without Randy) be attending?
Who is planning to attend and how many will determine what we are going to do. I am not sure that I can run the current Hollow Earth scenario with only 3 players.
I would like to have an idea today so that I can plan for tomorrow.
Wednesday, September 16, 2009
Previously I had added a table with everyone's character basics and included links to the origins that I had copies of and a link to Rebecca's Diary.
Today I have added the exeperience total and have updated Rebecca's Diary.
If you have an origin, a diary, log, journal or just want to keep a copy of you character out on the web, please send them to me and I will post them. If you keep a diary, log, journal, etc I will award you a style point at the beginning of each session.
Monday, August 31, 2009
If you have a chance, I would appreciate feedback. I am working on creating more rituals. If anyone else wants to give it a try I would be interested in what you come up with. If we agree on them, I can add them to the site.
I am also looking at creating a few new Traditions as well.
Monday, August 24, 2009
The requirements for special powers in the HEX game all seem to work on similar mechanics. The character must have at least one Talent and a Skill or two (in some cases an attribute) to exercise the Talent depending on the effect that you are looking to implement.
Below are the basic requirements to pursue the special abilities paths. These can get quite expensive from an experience point standpoint. Each Talent and Resource (Artifact) costs 15 XP per level to purchase. The character may choose two Level 0 Resources instead of one Level 1 Resource at character creation. If purchased after character creation, Level 0 Resources cost 7 XP to gain and 8 XP to raise to Level 1. Psychic abilities must be chosen at character creation. At least one Psychic Ability Talent must be picked. The other special powers may be branched into over time. Atlantean Power Words are not available from character creation as no skill can be higher than 5 to start and it requires a Ligusitics of 6 to purchase the first Talent in the tree.
Artifacts both mystical and wierd science will require time, resources (money and raw materials) and experience to create and modify/improve.
If you are interested in playing a character with any of these abilities, please let me know and I will send you additional information. These characters will take more work to create and maintain. Imagine the difference between a fighter and a wizard in D20.
- Psychic Ability: Telepathy
--------->Psychic Ability: Mind Control 1-3
- Psychic Ability: Telekinesis
--------->Psychic Ability: Telekinetic Shield
- Psychic Ability: Extrasensory Perception
--------->Psychic Ability: Precognition
- Psychic Ability: Cloaking
--------->Psychic Ability: Enshroud 1-3
Skill: Willpower x2
Progression – Multiple Talents and increased Talent level.
Talent: Magical Aptitude
- Sorcery – Necromancy
- Sorcery – Shamanism
- Sorcery – Theurgy
- Rituals – levels 1-5
- Artifacts – Levels 0-5
Atlantean Power Words
- Atlantean Language 1-3
--------->Atlantean Power Words 1-3
-------------->Atlantean Commands 1-3
Skill: Linguistics 6
Progression - Multiple Talents and increased Talent level.
Talent: Weird Science
- Science 4
- Artifacts – Level 0-5
Thursday, August 20, 2009
Please take a look.
I am still deciding what I am going to run. I hope to have a better idea by next Tuesday. I would like to be ready to run by the time Dave wants to take a break.
Wednesday, August 19, 2009
A brief description of the game - The Hollow Earth exists. There is another lost world inside of this one. It is a game of pulp cinematic action. Adventures can take place inside and outside of the Hollow Earth. There is magic, and psionics and mad-science. There are Nazis and dinosaurs.
The game is a little different from other RPGs. The mechanics are very fluid and flexible. Role playing and character interaction is very important.
Last time I tried to run it, I went with pre-Generated characters to try to get everyone the feel for the system and me a feel for running the game. It seemed that some folks did not enjoy playing out-of-the-box characters. This time around, I will try to accommodate making your own characters. This will take patience as I only have one set of books. I am looking for resources that will help players create characters and learn the game.
If folks are interested. I could get the PDF for the rules so that we have more information and resources available. I do not want to make an investment of $40 to $50 dollars (all three books)unless we have interest in playing. There would also be some sections that I would not want folks to read (at least to start).
I have plenty of dice (you can actually use any dice that you want) and style chips for everyone.
I should have enough in the way of adventures tied together to run about 6 sessions. There are more adventures out there and I may be able to pull some of my own together.
Tuesday, August 18, 2009
Incorporeal is now a condition. It has changed quite a bit. Here is the description from page 567.
Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects. Incorporeal Undead are also susceptible to any effect that Channels Positive Energy.
I did not find this directly in the book but according to the Conversion Guide, rogue Sneak Attack ability now functions against most constructs, plants, and undead. It does not function against oozes, elementals, and incorporeal undead.
These are other situations that prevent Sneak Attacks:
· Splash Weapons cannot be used to make a Sneak Attack.
· Cannot make Sneak Attacks when Blinded.
· Cannot make Sneak Attack against a foe with Concealment.
· Invisibility prevents Sneak Attacks.
Whether or not a monster is susceptible to Sneak Attack appears to be determined by the creature type. For instance:
Immune to Critical Hits
Immune to Flanking
Immune to Sneak Attacks
Immune to Critical Hits
Immune to Flanking
Elementals appear to be immune while swarms are mostly immune but due to the lack of flank but there might still be situations where a Sneak Attack could occur.
Monday, August 17, 2009
For everyone, there are some free resources available on the Paizo site. The can be found at the following links:
1st Printing Errata v. 1: http://paizo.com/download/pathfinder/PathfinderRPGErrata.zip
Character Sheet: http://paizo.com/download/pathfinder/PathfinderRPGCharacterSheet.zip
Traits Web Enhancement: http://paizo.com/traits (still deciding if we will use these)
Bestiary Preview: http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy89m5 ( Has information about some monsters, monster abilities and creatures for summoning and familiars.)
Bonus Bestiary: http://paizo.com/store/paizoExclusives/v5748btpy88x4b ( Some monsters and monster abilities.)
3.5 Conversion Guide: http://paizo.com/pathfinderRPG/v5748btpy89m6
Tuesday, August 4, 2009
All Preordered Copies Now in Distribution Channel, New Print Run to Arrive in Early November
Ten days before the launch of their much-anticipated Pathfinder Roleplaying Game Core Rulebook, Paizo Publishing today announced that the first print run of the book has sold out, with all preordered copies on their way to stores for an Paizo.com has retained enough copies to handle all paizo.com subscriptions and pre-orders. Customers who have not already placed a pre-order with paizo.com or their game or book retailer are encouraged to seek out a copy immediately following the book's retail release, as supplies are expected to run out well before the arrival of a second print run in early November.release. With preorders more than five times greater than for any previous product in Paizo's seven-year history, orders for the Core Rulebook continue to mount even as the company speeds to produce another print run.
"We thought we had printed enough to last us at least until the end of this year, but skyrocketing demand from our customers and distributors has us reprinting already," Lisa Stevens, CEO of Paizo said. "We have a healthy amount heading to Gen Con, but we think even those will go fast, so don't delay in picking up your copy!"
The Pathfinder Roleplaying Game Core Rulebook is the first release in the Pathfinder Roleplaying Game line of hardcover tabletop RPG rulebooks. Clocking in at a whopping 576 pages and at a weight of more than four pounds, this $49.99 rulebook is the newest incarnation of the 3.5 version of the world's best-selling roleplaying game. Playtested by more than 50,000 players over the last year, the Pathfinder RPG Core Rulebook is the most hotly anticipated tabletop RPG release of 2009. A massive electronic download file ($9.99) will remain available at paizo.com.
"The phenomenal support of the constantly growing community of Pathfinder RPG players has been a staggering sight to behold," said Paizo Publisher Erik Mona. "To sell out a hugely ambitious print run before the release date just goes to show what an immense audience this game will enjoy in the years to come."
Friday, July 17, 2009
Rest: To prepare her daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during
the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need to sleep for some reason, she still must have 8 hours of restful calm before preparing any spells.
Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on her resources reduces her capacity to prepare new spells. When she prepares spells for the coming day, all the spells she has cast within the last 8 hours count against her daily limit.
Sorcerers and Bards:
Daily Readying of Spells: Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest ( just like a wizard), after which he spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies his mind to cast his daily allotment of spells. Without such a period to refresh himself, the character does not regain the spell slots he used up the day before.
Recent Casting Limit: As with wizards, any spells cast within the last 8 hours count against the sorcerer’s or bard’s daily limit.
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, just as a wizard does. A divine spellcaster does not require a period of rest to prepare spells. Instead, the character chooses a particular part of the day to pray and receive spells. The time is usually
associated with some daily event. If some event prevents a character from praying at the proper time, he must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, he must wait until the next day to prepare spells.
Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. A divine spellcaster does not have to prepare all his spells at once. The character’s mind is considered fresh only during his first daily spell preparation, so a divine spellcaster cannot fill a slot that is empty because he has cast a spell or abandoned a previously prepared spell.
Wednesday, July 15, 2009
The language is some sort of polyglot. There are characters from most of the written languages you know, and some you don't. It's obvious this is a mashed-together patios like Swahili or International Sign.
Tuesday, July 7, 2009
Tuesday, June 30, 2009
...The tale of how I came to be in the Redlands.
...As told by Mako.
A while ago, before Mako tired of city life, I was getting soused at a local public house, The Crimson Pagoda, in the port city of Ran Jang, on the coast of Chin. One of Mako’s drinking companions, a sly fellow named LoPan, boasted that he had just perfected a brand new potion recipe he called ‘potion of undead control’.
Mako being extremely intoxicated tersely said “I know a bit of magic, and I do not believe you. Undead have no minds to control.”
LoPan took great offence at this and challenged Mako to try it out himself. In fact he insisted that I do it that very moment, and led Mako out, and down the street to the docks.
“Where are we going?” Mako asked.
“The ‘Sunrise’ is in port, you ignorant sot. There we will find plenty of undead, on which to test my potion.”
We approached the docks, taking cover once they were close to the plague-infested, shunned ship. There LoPan gave Mako a flask of the, as yet untested, potion of undead control. Mako took a large swig of the foul tasting brew, and staggered towards the guards at the ramp leading up to The Sunrise. It was then that I heard a soft chuckling coming from behind me. Shocked I noticed bits of my flesh peeling off and falling to the cobbles at my feet. Then the skeletal guards moved forward and seized me. I tried to scream, but only raspy mumblings came out. Still being drunk I put up little resistance. I was thrown in through a hatch into a holding bay below deck, where I hit my head, and fell unconscious.
Upon waking, a couple hours later, Mako noticed two things. One, the ship he was in was assail, and two, I was a zombie, amongst other zombies, skeletons, ghasts, and ghouls in the hold of the most foul smelling and hideously creepy ship I’d ever been on.
Then I noticed something else, the potion was starting to wear off. Some of the ‘crew’ around me were glaring and sniffing hungrily at me. I checked my pocket, the flask was still there, if only…
...there was another swallow in it, I wasted no time downing the last of the ‘potion of undead transformation’ potion. The slavering undead went back to their own business.
Mako shuffled up deck. It was still dark, the crew was busy stowing gear, and netting things down. I heard shouting, and turning back looked up to see the captain bellowing to make fast for submersion.
Submersion, what the fuck was that!
I was filled with a great panic. I then noticed the captain, The Dread Pirate Captain Zakhi, was giving me the ‘fish-eye’. Double-panic set in, if I could manage to run, I would be in bed in fifteen seconds, but as (ill) luck would have it, there was no time to do anything. Captain Zakhi shouted “NOW!”, and the ship and all on it tilted forward at a disturbing angle and velocity, and plunged below the ocean’s surface. Is there such a thing as triple-panic?
Mako would have been holding my breath, if the potion hadn’t done it for me. I wasn’t wet, but was completely under water. The ship ‘bumped’ a whale out of its way. It drove through a large school of sea-dwelling mammals, pulling a few carcasses in its wake. As I clutched a railing for support, I noticed the crew was going about its normal business, battening and lashing. To-ing and fro-ing. Madness!
And dark, it was black. The only light a lantern at the wheelhouse, and it barely shed any light, illuminating only the terrifying visage of the Captain as he stared ahead.
Then Mako noticed a dim but growing light ahead. As the ship got closer I thought we were headed towards a great, out-of-focus mirror. We were going to crash into it! As the ship hit it, it the ship broke the surface, into the open air. Vertigo hit, then the ship lunged forward crashing into the sea in a flume of water.
It was night, full-mooned and calm. The ship continued on with no wind, sails un-filled. There was another ship on the horizon. The other ship was pointed away. Anchored. Waiting. As we got closer I could make it out better. “Bloody Cutlass” was painted in golden letters on the board nailed to the back of the ship.
The Sunrise slowed and pulled up alongside the new ship. A man swung over, landing on the Sunrises’ top deck, and said “Zak, I believe we have business to discuss.”
“Aye, we do. But a-fore that, a little matter… a little stow-away matter.” That said, Mako was seized, lifted, and hurled over the side of the ship. Thrown toward the other ships’ side. Where I hit the side and fell flailing into the ocean.
“He’s not one of mine, he’s yours.” Zakhi hissed.
“You sure?”, but seeing the look in Zakhi’s eyes, he knew, and shouted “Haul 'it' up, boys.” The two went below deck.
A hook bit into Mako’s side, and I was pulled up, and locked in a holding cell, where I passed out.
Upon waking the first thing I noticed was that I was ‘human’ again, and hungry, and hung-over. Mako waited till someone came past my cell to ask what was to come of me. And was told I’d have to ask Captain Shanahan.
A few minutes later a cleric came to me, said some magic words and I was healed, and sober. Twenty minutes later I was brought topside to meet the Captain.
Captain Shanahan said “I don’t know who you are, nor do I care. I don’t know what magics got you onboard The Sunrise, again, nor do I care. You are still a stowaway, and will be treated as such. In payment of your bread and water you will write a statement of how you came to be in this situation. Then you will be freed in the first friendly port we come to. I wish you well. Take him away, give him a pen and parchment.”
Mako was returned to his cell. Where-in I have written this missive. But someday I will find that son-of-a-she-dog sorcerer known as LoPan.
And on that day Mako will kill him.
Saturday, June 20, 2009
Please plan to level to 10th and bring a copy in case we finish the adventure before the end of the night.
Bob, what is your character's name?
I will likely not be there the following week, June 30th, as I will be driving back from a camping trip with the scouts in PA. Someone else should plan to run that week. If I make it back early enough I will try to attend but I cannot say I will be there for sure.
Sunday, June 14, 2009
Thursday, June 4, 2009
You can play any of the standard races from the Pathfinder beta. Depending on your country of origin, you may get a small bonus class skill:
Redlanders get Knowledge Nature as a class skill. There is a strong druidic presence in the peasantry there. Redlanders have a somewhat myopic view of history, and either will not or can not talk of the time when their King was called Defiler.
Whitelanders get Knowledge Religion as a class skill. If you choose this origin, you must come up with a reason why your character would go to the Redlands (where the adventuring will take place), when the Church bans all travel to that country.
Duleanders (sorry, no background link) come from a chaotic, polyglot, and Byzantine nation. If your character concept is kind of out there but still passes inspection, he's probably from Dule (dooLAY). Duleanders get Knowledge Nobility and Royalty as a class skill.
Islanders are one of the native peoples of the Uncharted Archipelago. They are similar to Maori or Hawaiians, except for the islands closest to the Redlands or Darklands. Islanders get Profession Sailor as a class skill.
For those Asian fetishists out there, you can choose to come from the Chin Empire; a collection of island states ruled through a mixture of political savvy and outright force. Chin characters get Knowledge History as a class skill. While there are no travel restrictions for Chin citizens, you still must come up with some reason as to why you would be in the Redlands. The Empire is on the other side of the world.
Darklanders would draw quite a bit of suspicion and fear from the Redlander populace, so it would be wise to shed conspicous clothing and mannerisms that would mark you as such. Darklanders have pale skin and dark hair and eyes. They get Knowledge Dungeoneering as a class skill.
Next to the Empire lies Arabia, for those of you that would like a Hakim or Sinbad knockoff. Like Chin, you must come up with a reason why your Arab would be adventuring in the chilly northern hemisphere. Arabian characters get Knowledge Architecture and Engineering as a class skill.
Elves most likely come from Fejounaise or the Whitelands, but also from scattered conclaves here and there. Dwarves almost always hail from Frostheim, the arctic metropolis. If you want to play one of these races, you have to come up with a creative reason to be in the Redlands. Elves and Dwarves have a deep hatred and mistrust of the Red King and almost never visit the Redlands. Imagine a Jew going back to Germany shortly after Hitler called a truce with the allies, and you have a good idea of how these races feel about it.
Halflings and Gnomes have communities in the Redlands and would not draw attention in a city. Seeing one in the more rural areas might be considered odd.
Half-Orcs draw just as much suspicion as they do anywhere else. The rank and file of the Dogwa's army was orcish, and many a Redlander grandpa has an orcish war trophy on the mantle.
Any basic class from the beta is good (altho I strongly recommend the group adheres to the 4 basic monster food groups), and any off-brand class from one of the old books is probably ok too (ie Favored Soul).
Use the point buy chart for your stats.
Start at first level. Choose whatever starting gear you can afford using the standard chart on Page 99 of the Pathfinder book.
I should be ready to start in 2 or 3 weeks.
Monday, May 18, 2009
Wednesday, April 29, 2009
I also have my board game ready for play testing. I would like to try it out on a Tuesday or two. I can send the current version of the rules to anyone that is interested.
Wednesday, April 22, 2009
Rochester, MI 48307
Randy has asked that we move the game to better accomodate his workschedule and the needs of those living with him. Thanks to Randy and Tess for hosting us for the last few years.
We realize that this may cause issues for some players but this was the next, best location. All are still welcome if they want to make the drive north.
In the future, the game may move back to Randy's or another location. We will keep you posted.
Monday, April 20, 2009
We started a new adventure two weeks ago but did not get very far into it. Everyone should have a 9th level character. My guess is that some of the characters may still need to be leveled. As we were looking for Daren's and Steve's before we started last time they may need some attention. I do not believe that Randy and David were there for the climax of the last adventure. They may also require attention. Corey was working on his last session so I assume that he is good.
Again, if there is anything that your character would have liked to have purchased prior ro leaving, you had the opportunity to do so. As long as you can afford it, you can buy it. Please let me know what you plan to purchase.
Everything went well with the surgeries today. Both father and son are doing well and are recovering. It was a long day but everything went as well as could be expected. I can tell you all more tomorrow.
Tuesday, April 14, 2009
I am also unlikely for next week as my Nephew and brother-in-law are having transplant surgey on Monday. It will be an all hands on deck affair on the family front. The following week is up in the air but seems more likely.
Friday, April 10, 2009
If there is anything that your character would have liked to have purchased prior ro leaving, you had the opportunity to do so. As long as you can afford it, you can buy it.
See you Tuesday.
Monday, March 16, 2009
Thursday, March 12, 2009
I have played around with it and it has been fun so far. I have considered paying for the "advanced" content.
Check it out at http://www.sryth.com/.
I also placed a link on my web site on the home page http://sites.google.com/site/zombiehomepage/
Wednesday, March 11, 2009
This is a pain in the ass. Where do you go in the pick order when you do this? The top, right? What if Bruce skips twice in a row but Steve has skipped before and after? It's time for a change.
I propose this: the pick list gets used for resolving disputes only. If an item gets called out and only one character wants it, he gets it and the pick order does not change. If only Randy wants the Codpiece of Queerness; the Phylactery of Faggery; the Limpwristed Bracers; and Nectenabo's Anal Lube, he gets them and keeps his spot on the pick list. But when the Deathwatch Goggles come up and Roth, Germanicus, and Genn all want them, then the guy highest on the list gets the Goggles and he goes to the bottom of the list. The pick order otherwise stays the same.
You can bow out of any dispute. If Germanicus and Genn see that another item they want is part of the haul, they can give up their claim on the Goggles to keep their spot on the pick list.
Consumables (items with charges, scrolls, potions) that are not picked will be assigned. I'm not going to bother looking up the price for the damn things. This will not cost a pick if it's a party item (ie Wand of Cure).
Here is the current list of items that have not been officially divvied up. Ned and Galeron have been picked to carry a lot of stuff because they pulled Mule Duty.
|Item||Charges||Multiples||Carried by:||Party Item?||Worth:||Consumable?|
|Horn of Fog||Roth|
|Chain Shirt +1||Ned|
|Potion Cure Mod||4||Roth||x||x|
|Mythril Chain barding +2 (exotic)||2||Ned||x|
|Wand: Cure Mod (2d8+5)||30/11||2||Roth||x||x|
|Scarab of Golem Bane||Ned|
|Gauntlets of Ogre Power||Ned|
|Heavy Steel Sheild +1||Galeron|
|Kama +1, Icy Burst||Galeron||x|
|MW Spiked Chain||Galeron|
|Scroll of Teleport||Genn||x|
|Ioun Stone +2 Int||Genn|
|Potion: Cure Serious||Roth||x|
|Potoin: Fox Cunning||Roth||x|
|Dagger +1, Keen||Jared|
|Potion: Cat's Grace||Roth||x|
|Boots: Elvenkind (+5 Acrobatics)||?|
|Longsword +1, keen||Ned|
|Brooch of Sheilding||101||?||x|
|Gloves of Dexterity||?|
|Feather Token: Whip||Roth|
|Cloak of Nightmares|
|Metamagic Rod: Lesser Quicken|
|Bodice of Resistance +3|
|Bracers of Armor +6|
|Headband of Int +4|
|Ring of Freedom|
|Ring of Protection +3|
|Mace +1, Ghost Touch|
The pick list is currently:
We reserve the right to call Bullshit. The Sean Rule is in effect: no picking a ton of items just to sell them. No using your higher pick to get the +5 Holy Avenger and sell it before the Paladin has a chance to pick it. Blomm Rule is in effect: dont be a dick.
Thursday, March 5, 2009
I am not sure if you will level before or after the final fight. (I will let you know soon.) Please plan to have a leveled copy of your chracter for next session. (That is 9th level for those that are not keeping track.)
After this week, I was planning to take a break to allow Randy to finish his Lost World game starting the following week. If he is ready and available, I think that is the plan. If not or when he is done with his game, I have another Pathfinder adventure ready to run.
Wednesday, February 25, 2009
I will be making some updates to the "The Story So Far ..." section over the weekend. My goal is to get this page completely up to date before next week.
Tuesday, February 17, 2009
I have added the following:
- Count-down counter and image of the cover for the upcoming Pathfinder RPG hardcover.
- Link to the online d20 SRD
- Linked a Pathfinder conversion for the Favored Soul class
- Attached a pdf character sheet for Pathfinder Beta
Sunday, February 8, 2009
Thursday, February 5, 2009
I know that Randy would like to finish up his Lost World game. I expect that will happen after we complete the current adventure.
I would like to eventually finish the Expedition to the Demon Web. There is a fair amount left (Some players would need to make characters - Corey and David, and if we go with Pathfinder rules all will need at least minimal conversion and other may require extensive changes.)
I could run Champions for a while. Again Corey and David will need characters.
I could try running 4th edition. Bruce has some modules that he is willing to lend me. This would mean that everyone would need to make characters and learn a new game. This will take cooperation and patience all around.
I am also game for running something else completely (within reason). I am also quite happy to be a player for a while.
Let me know what you think. Please vote using the poll for the thing that you would most like to do. Based on the results, we can start planning what needs to happen next.
Saturday, January 31, 2009
The direct link to the game material is http://sites.google.com/site/zombiehomepage/Home/zombie-s-d-d-pathfinder-page/heroes-of-the-bloodsworn-vale--tuesday
I also created a page for the Dream Dungeon. I will maintain the treasure list on the site if you wish. I just need a copy. The direct link is http://sites.google.com/site/zombiehomepage/Home/zombie-s-d-d-pathfinder-page/dream-dungeon