-
Pathfinder: Seek Your Path Down the Trail Which Led You Here to Find the Truth (February 19th is GAME TIME)
Okay here are some changes to the game for next time:1) Traits are IN. Go HERE to look up what you have available. One per person so don’t get too crazy. Anything is open to you, more or less, with the caveat that you must work it into your backstory. Which reminds me,
2) Backstories, while not mandatory, help both the DM (that’s me) and you (that’s you) understand and work with your character. It’s a lot easier to remember your character’s alignment and particulars of their personality when you have a source to draw such things from, instead of the nebulous ‘well I’m Lawful Good but not really in a high-handed douchebag way.”
You’re free to not write a backstory if you really don’t want to, but then you won’t get a trait (and everyone else is going to make one so just make one alright). It doesn’t have to be long or really detailed; a paragraph or two will be more than sufficient. Check out the geography of the Pathfinder world HERE to start checking out countries and what have you for your chosen race. You may want to wait until I figure out where this campaign is going to be set so you can figure out how you got there, or you can jump right in and start building it now. It’s seriously not hard.
3) Most of you already know this, but I will be allowing use of the Ultimate Combat Guide (I think that’s what it’s called) beta, which includes three new classes (Gunslinger, Ninja and Samurai) to choose from. Go HERE to check it out and see what’s what! I would think if you want to choose either Samurai or Ninja you’d have to be from Tian (basically another continent which is Asia) but I’m always open to changing or breaking rules if you can provide a good backstory and logical reasoning so there you go!
4) Remember that, after last time, you can change essentially any part of your character you’re not happy about. Talk to me about it first so I can make sure it gels with everyone else and that it’s OK but aside from that it’s pretty much Open Season. If you’ve taken some more time to peruse the kits, or you don’t like your feats, or whatever, just tell me what you want to do and we’ll try to get it done.
Either get in touch via the usual methods OR just comment below! My Goodness that’s so handy and easy and convenient now there’s absolutely no reason not to wait until the last minute for things!
Handy links you may need to refer to again:
Character Traits
The World of Golarian
Ultimate Combat Playtest <-- this is passworded ask me for the password if you don't already know it! or anyone else on puppyrush because they all know it! -
Pathfinder Trip Report – Goblins Gotta Go
The bustling trade town of Shrewsberry upon first sight seems peaceful, but on second glance their stone walls seems to be poorly fortified. Their mayor, Mayor Paul, calls upon any brave warrior to stop a goblin threat against their city. A motley crew of seven brave adventurers heed the call.
- Godrick, the Half Orc Fighter
- Ellannan, the Half Elf Paladin
- Darzzo, the Halfling Bard
- Meladriel, the Elf Rogue
- Sumak, the Halfling Druid
- Alora, the Half Elf Sorcerer
- Dolgrin, the Monk Dwarf
They meet at an inn and talk about the situation. Goblins seem to be camping in the north and south. A vote is cast, and they decide they should attack at night, to catch any goblin threat off guard. Careful planning was involved, as goblins could easily ambush our heroes as they can see in the dark.
Another vote is cast, and the heroes decide to head north. Sumak uses his advanced survival skills to find goblin tracks that head north east. The adventurers follow in single file through the slowly dimming forest, only to come across a camp fire in the middle of a clearing.
The clearing has six goblins, with five around a campfire, and one seemingly away from the rest of his pack, fast asleep by a tree. Meladriel, being a deadly trained rogue, uses his cat like stealth to try to plunge an arrow in the heart of the goblin dozing off. He is successful, and our party fights off the remaining goblins. They find 12 gold, some short swords, and some light shields.
Our heroes decide to eliminate the other goblin camp down south. They return to the city of Shrewsberry to backtrack the goblin trail. The path leads them to the second goblin camp, visible in the quiet darkness.
Before they strike, Darzzo uses his bard training to understand the goblin language. He overhears a mumbling about a “waterfall”. Unfortunately for the goblins, they mumble their last breath, as they get horrendously slaughtered by both bow and blade. Our heroes triumph once again, and loot 8 gold, some short swords and finally a map.
The crudely drawn map shows two points, and is assumed to be the two goblin camps. After some very painful deliberation our party decides to follow the river upstream to see what lurks ahead.
Eventually, our party arrives at the end of the river into a waterfall, the torrent of water rushing down spraying a fine mist in the air. A door is spotted beyond the waterfall, and our pathfinders trudge on. They find the door is locked, but our rogue friend Meladriel picks the lock after some careful fiddling. The door is slowly open, as creak of rusted iron hinges echoes in harmony with the pitter-patter of water dripping down the stone walls. Everyone takes a look inside the cave.
It is pitch black, so a stone is illuminated with Light, and our heroes walk carefully inside. The faint glow of luminousness emitting from the rock flickers along the jagged cave walls. The path creeps along until it makes a sharp right, where our heroes stop and examine the turn around the corner.
Godrick, the half-orc leading the party with his perfect night vision exclaims out-loud “Halt! I see… stairs!”. Godrick’s deep voice stirs echoes in the cave.
Sumak the halfling, calls out right behind Godrick, “Stairs? How big?”. Sumak once had a terrible accident regarding stairs, a pack mule, and a bee hive.
Alora, the half-elf replies sharply: “Who cares? More importantly, which way do they go, up or down?”. Alora seemed to be irritated at the prospect at stairs, as she was always pampered and never enjoyed the prospect of doing more work than she had to.
Our adventures stare at the steps for a while, perplexed as they could not decide which way the stairs lead, even though the steps lay simply in plain sight before them. One might believe that such a notion to determine whether stairs lead up or down would be absurd, but unfortunately our heroes were literally in the dark. After some deep deliberation, they decide the stairs do in fact go down, and after even more careful planning they walk down the slippery steps.
As everyone assembles themselves at the bottom of the stairs, they approach a door with what seems to have a terrible odor and loud rumbling snoring. The door is opened, and inside the source of both the foul smells and sounds could be faintly seen – it was an ogre. It’s faint outline was visible from the door, with the three torches lit in the room providing just enough light. The ogre itself was possibly 10 feet tall, weighed as much as four men, and slept with a large wooden club, covered in what seemed to be blood of it’s latest victims. Meladriel realizes we would stand no chance against such an enormous creature, tip toes quietly to the ogre. He unsheathes his longsword, and plunges it directly in the skull of the slumbering ogre. A howl of pain would have filled the walls of the room, had it not been for the fact the ogre’s brain scattered along the floor.
Our party gathers themselves, cleans themselves up, and moves down the hall of where the ogre now lays dead. They come across a branching path, so two parties were formed. Meladriel, Godrick, Sumak, and Darzzo go to the left, while Alora, Ellannan and Dolgrin walk towards the right.
Meladriel, Godrick, Sumak, and Darzzo creep along the cave until they find a small room. Unfortunately they are not alone, as they stumble upon a pack of goblins playing poker. The goblins stare as our heroes stare back, realizing the depth of their situation. The goblins, being the more nimble creatures they are, react first, throwing their playing cards up in the air and flipping their table, drawing their bows and bucklers. Our heroes call out for help, as Alora, Ellannan and Dolgrin come running back and assisting the fight.
The goblins are slaughtered, their corpses once drawing cards are now drawing blood speckled all over the walls. Our heroes loot their earnings and then some, and move on to the other path where Alora, Ellannan and Dolgrin initially went. At the end of this hall, loud voices can be heard on the way.
The voices seem goblin, except they sound logical, almost intelligent. The high pitched squeaks seem displeased, as hand-slapping could be heard in between foot-stomping. Our party runs in, screaming at the top of their lungs, only for two of them to be knocked down by two bugbears hiding around the corner. The remaining five stop in their footsteps, their eyes pathing through the lines of the wall, until they see the source of the squeaks – a goblin, taller than most – but just as hideous. This goblin is sitting on what looks like to be a crudely constructed wooden throne, while his legs are crossed, seemingly bored that more adventurers are willing to throw their lives to forfeit.
Sumak’s eyes grew, “That must be the… prince of go-“.
Alora cut in “-bolins! The prince of goblins!”.
Uneventfully, both the two bugbears and the goblin prince were slaughtered by our heroes, their knives and spells plunging into flesh and bone till nothing but shimmering loot could be found. Sumak decides to sit in the throne, himself once being a prince (though many just believe he’s crazy because he just talks to plants all day). As he sits down and wiggles his rear in to the still warm cushion, he finds a small button, and presses it with out second thought. The button reveals a small hidden compartment in the wall, showing a burlap bag with a pound of platinum.
This newly found loot in hand, our heroes make the journey back to the village of Shrewsberry, where they receive their reward and rest.