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  #1  
Old Aug 31st, 2015, 09:01 AM
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sertaki sertaki is offline
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General Guidelines

General Guidelines


Before we get into searching the world for the horrors of the universe, it's important to lay some ground rules. I probably use a system similar to other games you have played. If you have not played a lot of games yet, don't worry. This thread will give you all you need to know about how to post.
Most of what follows is stolen from Xastur, who made a great job of supplying information in his CoC game
Also notable is Zeppo007 who was an inspiration for Xastur ans therefore is kind of responsible for the following as well.
  1. Please use italics for thoughts and bold for speech. Use parenthesis please when speaking. No need to use any colors. You may find the [say] tag helpful.
  2. Please use fieldsets when speaking out of character and title them OoC.
  3. When rolling dice, please wrap them it in a spoiler, or use [TT] tags.
  4. Posting expectation is at least 3 times per week. If you are going to be away, please let us know in the OOC (out of character) thread.
  5. Use the OoC thread to ask questions about gameplay or anything else. I'll try to check it daily.
  6. Once combat breaks out, I will roll Initiative for you. This will speed up combat considerably.
  7. I will also use a group-based initiative count - all characters whose initiative falls into a group between two enemy groups will be able to act in any order.
  8. Sometimes I will roll Perception for you. This could be the case with secret stone doors and a dwarf passing by them for example.
  9. Sometimes I will supply skill check results in spoilers with a given DC. I will do this when there is obvious information to be gained (for example passive perception, sense motives, knowledge checks). Anyone with the relevant skill can roll, and read the spoiler if they beat the DC.
    I won't do this all the time and some things will only be avaiable if you actively try.
    For example: secret doors, obscure knowledge with a high DC
  10. Please create a statblock with all important info about your character. Attach this statblock in a spoiler tag with the title "Statblock" to each post in the game thread.
    This way I have a better overview what ressources you have remaining and save time that can be better used to further the story
    Kylie has used a good example here.
  11. We will be using the website Pyrmonacers for maps. I will attach a link to the current map to posts I make.
    Once you open the link, you will be able to move around your charecter's token, then create a link that will direct to the map in the state you left it.
    In combat and other situations that need tactical movement, you would then add a fieldset at the bottom of your post that contains the newly created link to the updated map.
    To get directed to the current map, you just open the most recent map posted by the player before you or me.
    Example

This post might be expanded if a situation comes up that creates a new ruling.
__________________
GM:
Hangman's Noose (Pathfinder)
The Haunting (Call of Cthulhu)

Last edited by sertaki; Sep 8th, 2015 at 10:59 AM.
  #2  
Old Sep 7th, 2015, 10:31 AM
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Adventure Background



The Hangman's Noose


Beldrin's Bluff was once a place for the nobles and wealthy inhabitants of the grand city of Absalom to gather and live, the shining center of an elite drawn by the prestigious location and it's beautiful sunsets.
Named after the mysterious wizard who built a number of strange towers upon this cliff, it didn't take long for all manner of rich individuals to construct their own mansions around them and turn the surrounding area into a place of luxury and decadence – exquisite restaurants and bathing houses offered pleasures to those who could afford them and the streets were littered with merchants selling rare wares imported from the farthest reaches of Golarion.

Today, the Bluff is a husk of it's former self. Years ago, the whole cliff-side upon which these grandiose structures were built was struck by an earthquake, and the landmass, eroded by the elements since ancient times, gave away – sloughing like dead skin from the city's peak into the crashing tide of Absalom's harbor below. Hundreds died that day, drowning in the merciless waters or getting smashed by rocks and debris.

The quarter erupted into chaos and violence for weeks. Fortunes disappeared and untold murderous mayhem took place before the city officials were able to bring back a semblance of order to the ruined neighborhood.
Only the poor and desperate remained in their homes and dared to walk the streets of Beldrin's Bluff amid the ruins of lost glory. Most fled to the inner city and accepted a life in a more mundane environment, while the abandoned buildings were soon claimed by the lowest of scums, beggars and all those who had nowhere to go.

But more than one of the countless victims of that fateful day still lingered and stalked the nights, claiming innocents and dragging them down towards their cold grave. With time even those few people still left between the flayed bones of old manors were scared away, as the dead chose not to stay silent for long. Several places of former beauty were corrupted and infested with a sinister presence – trees grew twisted and putrid, wildlife degenerated into morbid forms and hordes of vermin were drawn to sites that were once lush green parks and meadows.

Now Beldrin's Bluff is a ghost town.


But of the many spirits said to plague the ruins, none is more well-known and notorious than that of Jarbin Mord. A man who managed to survive the great disaster, only to fall pray to madness and bloodthirst. Once the local executioner, a cruel twist of fate saw Mord dangling from the gallows one day himself.
The tenth anniversary of his death nears, and his name is once again uttered in terror by those who live near the precipice quarter – the silent remnants of what was once known as Beldrin's Bluff.
The people have never forgotten the unspeakable horrors – neither those he committed in his lifetime, nor those that followed later in his wake.

Citizens mark their calendars in fear and on the streets, the children dance and sing.


“Wealday, Wealday, Hangman comes for you,
Ole Broke-Neck Mord, gonna hang you too.”




Important Information


While this adventure uses the rules of the Pathfinder RPG and has it's fair share of combat encounters, it also takes place in the genre of horror. Therefore a few warnings:
  • The adventure may contain dark / disturbing themes. If this is an issue, I encourage you not to apply.
  • Characters may die. If all goes well, this won't happen, but there are dangerous situations in this adventure.
  • Cruelty to players, unfriendliness, and/or hurtful things are not tolerated.


Application Guidelines


The adventure takes place in the city of Absalom in Golarion.
You must be one of the nearest relatives living in Absalom of a person that resided in Beldrin's Bluff during the troublesome times before and after the cliff's collapse.
This person has since then either moved to a region far away from Absalom or died. They must have had at least a minor reputation in the district – either as a law-abiding citizen, shady work, or anything else you come up. The person must have survived the disaster and lived a few more months in Absalom near the ruins.
Examples: Owner of a well-stocked butcher's shop at the border to a nearby district; member of the Bluff's watch; corrupt lawyer for the nobles, etc
[/FIELDSET]
__________________
GM:
Hangman's Noose (Pathfinder)
The Haunting (Call of Cthulhu)

Last edited by sertaki; Sep 7th, 2015 at 10:31 AM.
  #3  
Old Sep 7th, 2015, 10:32 AM
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Character Creation

I would like a few paragraphs about your character's background, appearance and personality. A brief mention of the reason your character is in Absalom would be good too.
Please also include their biggest fear - It might get used in the adventure, or it might not - we will see about that when the time comes

I also need a short paragraph about your relative. This can be a very brief outline, or get into detail - but will not greatly affect your character's chances. Your character is the main focus here.
  • You start at level 1 – while you may have had some training, your experiences as an adventurer were brief to say the least.
  • All core and featured races are allowed, others on a case by case basis.
  • All paizo classes are allowed (base, hybrid, unchained and occult; even playtest vigilante if you feel fancy), as well as psionics (no Path of War classes)
  • 20 point buy
  • 200 gp
  • 2 Traits (no campaign traits, nothing to increase starting gold)
  • Background Skills
  • We will be using the usual Pathfinder pantheon, as the adventure takes place in Golarion
  • All alignments except CE are allowed, there are ample reasons to work together (as long as the characters are able to function in a group and are not running around sacrificing children - please be subtle if you are evil)
__________________
GM:
Hangman's Noose (Pathfinder)
The Haunting (Call of Cthulhu)

Last edited by sertaki; Sep 30th, 2015 at 05:56 PM.
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