restartnecessary
restartnecessary
Restart Necessary
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We game. We have fun. We drink beer.
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restartnecessary · 6 years ago
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GM Library and growing...
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restartnecessary · 6 years ago
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What are we running?
Resident GM Dan here! We are running Pathfinder 1e in forgotten realms campaign setting, based on the 3.0/3.5 edition books. Currently we are running through a fully converted Cormyr: The Tearing of the Weave. The original idea was to run the 3 part series but with a bit of inspiration and lots of side work, I’ve decided to finish the first book and write my own campaign after that. Using the material from Cormyr as a tie in to the greater campaign I’ll be writing. 
Stay Tuned! We try to meet a couple times a month, but I’ll be sure to update here with any other information. Be sure to follow us on Twitch, a work in progress in terms of quality. But for now, over and out...
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restartnecessary · 6 years ago
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Characters Thus Far
Itsari Phobos Pathfinder Conversion
Your description here.     Female Fetchling (Kayal) Dread 7 Mask
Earned XP 23,000 CN Medium, Fetchling Outsider (Native) Init +10; Senses low-light vision, darkvision 60ft., Perception +10 -------------------- Defense -------------------- AC 21, touch 17, flat-footed 14 (+6 Dex, +1 dodge, +3 armor) hp 77 (7d8+21) Fort +5, Ref +12, Will +6
Defensive Abilities shadow blending (50% in dim), Immunities fear, Resist cold 5, electricity 5; +2 vs cold and electricity, +2 vs charms
-------------------- Offense -------------------- Speed 30 ft. Melee +1 conductive short sword +13 (1d6+3/19-20/x2), mw silver kukri +12 (1d4+2/18-20/x2), or +1 conductive short sword +11 (1d6+3/19-20/x2) and mw silver kukri +10 (1d4+2/18-20/x2)
Ranged comp(+2str) short bow +11 (1d6+2/x3) Special Attacks devastating touch +11 (1d6+12), Terror 15/day(horrible strike (+1d6, 2PP +1d6), mind drain (DC 18 Will), overwhelming fear (DC 18 Fort))
Spell-Like Abilities (CL 7th)
1/day – disguise self
Powers (ML 7th, concentration +12)
3rd—mental barrier
2nd – side step, true terror, strength of my enemy
1st – untouchable aura, lingering touch, mind thrust
Power Points 33, Max PP Use 7 -------------------- Statistics -------------------- Str 14, Dex 22, Con 14, Int 12, Wis 11, Cha 20 Base Atk +5; CMB +7; CMD 24 Feats Extra TerrorsRegional, Improved Initiative, Weapon Finesse, Weapon Focus (Short Sword), Touch of TerrorDread, Dodge, Two-Weapon Fighting Skills Acrobatics +16, Autohypnosis +4, Bluff +7, Climb +6, Diplomacy +3, Intimidate +15, Sense Motive +2, Stealth +18, Swim +6, Use Magic Device +12, Perception +10, Knowledge (psionics) +7 Languages Common, Draconic, Netherese (dead language) SQ aura of fear
Combat Gear +1 conductive short sword, mw kukri, comp(+2str) short bow, 20 arrows, 20 silver arrows, +1leather armor, headband of alluring charisma +2, amulet of natural armor +1, cloak of resistance +1, burglars outfit, wand of cure light wounds (50 charges), belt of dexterity +2, mw potion belt (potion of cure moderate wounds x2, potion of invisibility x2) Other Gear mw backpack, bedroll, water skin, trail rations (10), 30pp, 4gp,9sp, 4cp
 Sanity Score 43; Damage ___
Sanity Threshold 5
Sanity Edge 21
Madness’
Paranoia The afflicted character gains a +2 bonus on saving throws against charm effects, but takes a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. When the afflicted character attempts a Sense Motive check, the GM rolls the check in secret, and failure gives the afflicted character the impression that those whose motives he is trying to sense are plotting against him in some way. Lastly, any time the afflicted character tries to use or gain a benefit from the aid another action, or is the target of a beneficial spell or effect from an ally, he must succeed at a Will saving throw in order to take the aid another action or gain the benefit from the action, spell, or effect. Description A paranoid character is convinced that the world and society are conspiring toward his ruin. Typically those afflicted with paranoia are fidgety, argumentative, sullen, or extremely introverted.
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Pertyr Grimthorne Pathfinder Conversion
Your description here.     Male Half-Drow Wizard 5 Fighter 1 of Mystra
Earned XP 28,483 LN Medium, Half-Elf Init +6; Senses low-light vision, Perception +5 -------------------- Defense -------------------- AC 22, touch 14, flat-footed 19 (+2 Dex, +6 armor, +1 dodge, +1 deflection, +1 shield, +1 nat) hp 71 (5d6+2d10+21) Fort +8, Ref +5, Will +9; +2 vs enchantments, +1 will vs fear
Immune sleep
-------------------- Offense -------------------- Speed 30 ft. Melee mw elven curved blade +9(1d10+6/18-20x2), +1 called heavy mace +9(1d8+5/x2), +1 adamantine frost long spear +9(1d8+7+1d6cold /x3) Special Attacks hand of apprentice (8/day)
Wizard Spells Prepared (CL 5th; concentration +10)
3rd – fireball (DC 18)
2nd – knock, scorching ray, web (DC 17)
1st – burning hands (DC 16), enlarge person, magic missile, sleep (DC 16), shocking grasp (DC 16)
0 (at will) – detect magic, light, message, prestidigitation
School Universal -------------------- Statistics -------------------- Str 18, Dex 14, Con 15, Int 20, Wis 16, Cha 13 Base Atk +4; CMB +7; CMD 21 Feats Craft Wonderous Item, Dodge, Arcane Armor Training, Improved Initiative, Point Blank Shot, Cosmopolitan, Craft Magical Arms and Armor, Quick Draw Skills Appraise +12, Bluff +3, Climb +9, Diplomacy +3, Fly +7, Handle Animal +7, Intimidate +10, Linguistics +13, Ride +6, Sense Motive +5, Spellcraft +15, Survival +13, Swim, +9, Perception +5, Knowledge (arcana, dungeoneering, history, local, nature, religion) +9, Knowledge (engineering, geography, nobility, planes) +9 Languages Abyssal, Auran, Chondathan, Common, Celestial, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Illuskion, Orc, Terran, Undercommon   SQ arcane bond(bonded ring), bravery +1
Combat Gear
mithril breastplate, buckler, mw elven curved blade,+1 called heavy mace,+1 adamantine frost long spear, amulet of natural armor +1, cloak of resistance +2, bonded ring of protection +1, ring of sustenance,
mw potion belt (cure light wounds (6), cure moderate wounds (2), cure serious wounds (2)), potion of bulls strength, wand of cure light wounds (24 charges)
Other Gear
spell book, travelers outfit, spell component pouch, backpack, paper (25), ink+pen, bedroll, 50ft hemp rope, scroll organizer, water skin,starry gonosis, bag of holding type II,utter dark wine, jewelry (100gp), 480pp, 78gp, 7sp
Sanity Score 49; Damage ___
Sanity Threshold 5
Sanity Edge 24
Madness’
Melancholia ??
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Lillie (Gwanod Leben) Pathfinder Conversion
Your description here.     Female Half-Elf Ranger 7 of Fenmarel Mestarine
Earned XP 27,000 CN Medium, Half-Elf Init +2; Senses low-light vision, Perception +18 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 19 (+2 Dex, +8 armor, +1 luck) hp 90 (7d10+20) Fort +9, Ref +9, Will +7; +2 vs enchantments
Immune sleep
-------------------- Offense -------------------- Speed 30 ft. Melee +1 rhoka +13/+8 (1d8+6/18-20x2), or +1 cold iron Warhammer +13/+8 (1d8+6/x3), or mw short sword +13/+8 (1d6+5/19-20x2)
Ranged comp (+5 Str) longbow +9/+4 (1d8+5/x3) Special Attacks favored enemy (aberration +2, undead +4)
Ranger Spells Prepared (CL 2th; concentration +5)
1st – endure elements, detect animals or plants
2nd – spike growth
-------------------- Statistics -------------------- Str 20, Dex 14, Con 15, Int 13, Wis 16, Cha 13 Base Atk +7; CMB +12; CMD 24 Feats Endurance, Two Weapon Fighting, Improved Two Weapon Fighting, Exotic Weapon Proficiency (Rhoka), Double Slice, Combat Reflexes, Power Attack, Luck of the Hero, Quick Draw Skills Acrobatics +7, Climb +14, Disable Device +3, Heal +11, Intimidate +10, Stealth +11, Survival +11(Track +14), Perception +18, Knowledge (dungeoneering) +8 Languages Common, Damaran, Draconic, Elven   SQ favored terrain (forest), hunters bond (shared favored enemy bonus), track +14, wild empathy +7, woodland stride
Combat Gear +2 mithril breastplate, +1 rhoka, +1 cold iron warhammer, mw short sword, comp (+5 Str) longbow, cloak of resistance +1, ring of sustenance, slippers of spider climbing, mw potion belt (cure light wounds (10), cure moderate wounds (2), cure serious wounds (1)), potion of bulls strength, wand of cure light wounds (37 charges) Other Gear explorers outfit, backpack, spider silk rope (50ft), sun rod (2), 20 arrows (3), 3 orc slaying arrows, 3 grappling arrows, chalk (10), flint and steel, mug, piton (4), periscope, powder (2), earplugs, blanket, 916pp, 20gp
Sanity Score 38; Damage ___
Sanity Threshold 3
Sanity Edge 19
Madness’
Phobia ??
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Vairlim Greycastle Pathfinder Conversion
Your description here.     Male Aasimar Cleric 7 of Lathander
Earned XP 23,000 CG Medium, Aasimar Init +1; Senses darkvision 60ft., Perception +8 -------------------- Defense -------------------- AC 22, touch 12, flat-footed 21 (+1 Dex, +8 armor, +2 shield, +1 luck) hp 65 (7d8+9) Fort +9, Ref +6, Will +14
Resist acid 5, cold 5, electricity 5
-------------------- Offense -------------------- Speed 30 ft. Melee +1 heavy mace +12 (1d8+5/x2)
Ranged mw crossbow light +7 (1d8/19-20x2) Special Attacks channel positive energy 11/day (DC 19 4d6)
Spell-Like Abilities (CL 7th)
1/day – daylight
Domain Spell-Like Abilities (CL 7th)
9/day – touch of good, resistant touch
Cleric Spells Prepared (CL 7th; concentration +13)
4th – blessing of fevor, resoration, holy smited
3rd – blindness/deafness (DC 19), dispel magic, searing light (DC 19), protection from energyd
2nd – bull’s strength, death knell, gentle repose, grace, lesser restoration, shield otherd
1st – divine favor, doom, sanctuary, shield of faith, spiked armor, stunning barrier, protection from evild
0 (at will) – detect magic, light, read magic, stabilize
D domain spell; Domains Good, Protection -------------------- Statistics -------------------- Str 18, Dex 13, Con 13, Int 14, Wis 22, Cha 22 Base Atk +5; CMB +9; CMD 20 Feats Channel Smite, Extra Channel, Guided Hand, Quick Channel, Selective Channel, luck of the Hero’s Skills Bluff +6, Climb +3, Diplomacy +18, Heal +16, Intimidate +6, Sense Motive +14, Survival +6, Swim +3, Perception +8, Knowledge (arcana, nobility) +7, Knowledge (history) +6, Knowledge (planes) +9, Knowledge (religion) +10 Languages Chondathan, Common, Celestial, Draconic, Elven SQ aura
Combat Gear +2 mithril breastplate, +1 light steel shield, +1 heavy mace, mw light crossbow,  mw potion belt (cure light wounds (10)), headband of alluring charisma +2, belt of giant strength +2, Other Gear travelers outfit, bedroll, water skin, handy haversack, trail rations (5), holy symbol tattoo, bolts (10) x3, 510gp
Sanity Score 58; Damage ___
Sanity Threshold 6
Sanity Edge 29
Madness’
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restartnecessary · 6 years ago
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In reality, this is probably the 8th session we’ve had so far. As of right now the group is trying to piece together the reason petitioners are being taken into the swamp. It all started with an investigation into a Mystran Temple in Wheloon of Cormyr (Forgotten Realms). Cormyr is not known for their Mystran temples or devote worshipers, so this became a point of interest for a devote traveling Cleric of Mystra. He was soon run off the temple site for his inquires into the temple. He reached out to anyone willing to listen, the purple dragons went on his first claim and came back without any suspicions.
Together at the local tavern, the group decided to investigate the temple as the cleric, Turnaster, reports back to one of the greater temples of Mystra in Searloon (?). The investigation leads the players into an absolute brawl and blood bath in the temple. While uncovering a greater evil being involved, the mystery continues; the temple was just a starting point to get ‘petitioners’ for a greater purpose. The petitioners were to be lead into the Vast Swamp, so the players agree to uncover the rest of the mystery.
Once in the Vast Swamp they encounter a tribe of Lizard folk that seem to be heavily diminished in power due to another tribe making a deal with those involved with the Temple. The tribe is able to point the group in the right direction to the Lost Refuge, the next step in the journey to uncover this evil plot.
At the Lost Refuge, they see the other lizardfolk tribe has resigned to an evil purpose, including taking the dead lizardfolk and turning them into shadowy undead. Shadow folk, Shadar-Kai, also seem to be aligned with this purpose. Either way the party starts another bloody path into the old swamp swallowed keep. They find out that petitioners are also being used to defend the keep due to being dominated by an earlier found artifact. In the end, they root out the evil in the Lost Refuge, only to find a couple of clue leading into Shadowfell, the Plane of Shadows, and a shadowy orb in the center of the Keep, presumably a portal.
The Party is left to figure out where the petitioners are going, and why they are needed. The only thing standing in their way now is a Shadowy Portal.
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