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Lord Soth

Beckett's page

RPG Superstar 2013 Star Voter. FullStarFullStar Pathfinder Society GM. 4,822 posts (13,266 including aliases). 28 reviews. 1 list. 1 wishlist. 23 Pathfinder Society characters. 5 aliases.



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Shadow Lodge **

I was just curious. I see some people love the newer style Faction Missions and Secondary Success Conditions and others not so much. Interested in seeing just how many prefer one style over the other, particularly if you have had the opportunity to utilize both.

I’m going to have to separate polls. One designed to ask from the PLAYER’s side of things and the other from the DM’s. Each will have 3 posts. Simply “favorite” the one that applies, both for the DM and the Player question. Please do not favorite more than one answer in either the DM or the Player poll.

First let’s start with FROM THE DM SIDE ONLY.

Shadow Lodge **

I was just curious. I see some people love the newer style Faction Missions and Secondary Success Conditions and others not so much. Interested in seeing just how many prefer one style over the other, particularly if you have had the opportunity to utilize both.

I’m going to have to separate polls. One designed to ask from the PLAYER’s side of things and the other from the DM’s. Each will have 3 posts. Simply “favorite” the one that applies, both for the DM and the Player question. Please do not favorite more than one answer in either the DM or the Player poll.

First let’s start with FROM THE PLAYERS SIDE ONLY.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

First, we are not allowed to start this until July 4th. I wanted to give a taste and an idea of what's coming, but please do not begin to post any rolls anything like that yet. First, please visit the Discussion thread. Once you have done that portion, feel free to use this to introduce your character and do in character chatting. Once the 4th is here, (and by that I mean midnight of the 3rd), all bets are off and a rock falls and you all die, no sav,. . . uh, I mean, . . . um, game on!

Venture-Captain Jorsal of Lauterbury is stoic yet shows signs of exhaustion as he strides into the room and places a piece of paper on the table. “Pathfinders, some weeks ago we received this letter from an anonymous source, advising us of the discovery of a Sarkorian site in rural Mendev, near the village of Dawnton. We sent three Pathfinders to perform an initial investigation.”

“Word came to us two days ago that the entire team has been arrested for murder and is scheduled to be hanged in seven days’ time. I would appreciate your traveling to Dawnton, investigating the crimes, and finding any evidence necessary to clear their names.”

He pauses for a moment, as if gathering his will or holding back strong emotion. “As much as it grieves me to think this possible, you may find evidence that implicates our comrades. If they are guilty of this crime, let them hang. It’s justice of a sort, and we must all remember that we are guests in Mendev and subject to all its laws. Your predecessors’ reputation has tarnished the Pathfinders’ name in Dawnton, so I recommend you not travel and investigate openly as Pathfinders agents. Be careful,” he recommends, “and remember that three comrades are relying on you.”

Gather Info or Know Local DC 10:
Dawnton is a small village at the crossroads of the local trade highway and the Setian River, a tributary of the Egelsee. It has a small permanent population, but swells to many times its size on festival days and during the harvest.

Gather Info or Know Local DC 15:
As with many small villages in the region, Dawnton has become distrustful of strangers since the fall of Kenabres. This distrust is especially virulent toward Tieflings and others with demonic roots, influence, or appearance.

Gather Info or Know Local DC 20:
Tobias Luin is both the village’s sheriff and mayor. Local opinion holds that he is fair to the point of being soft. It is unusual that he would hold an execution, but local law calls for a vote of the citizenry to decide the fate of those guilty of capital crimes.

Gather Info or Know Local DC 25:
There are rumors of similar brutal crimes in other villages near Dawnton. When a guilty party was found in those cases, execution was always the result.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Please post the following info (and nothing else yet, please).

1.) Player Name/Nickname
2.) Character Name
3.) PFS #
4.) Give me your Day Job roll (or say you don't have one)

5.) Any purchases you want to make that need recorded
6.) Anything else that might need to go on a Chronicle Sheet.

Once I have all that from each player, (1 Hawk, 2 Saarai, 3 "Jagged", 4 Caith, 5 Mohok, & 6 Gerald), feel free to use this for a normal discussion board. The point is to have a single place I can find all that info near the end for reporting and Chronicle Sheets.

Shadow Lodge

Open Recruitment for a Pathfinder Society Organized Play PbP game. Looking for 4-5 players.

Daily posting (slower on weekends and holidays)
Legal PFS Character and registered PFS number
I'll be using Google Drawings for Maps
Aiming for a fast game
For the most part, it's first come, first serve.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

The hills ringing Almas, capital of Andoran, slope gently toward the harbor cradling the Hornet’s Nest, the red sun rising behind them. This morning the ship’s activity rivals its namesake as Pathfinders and their agents bustle here and there inside the ship’s hastily constructed command post.

After a short wait, Venture-Captain Dennel Hamshanks rolls into the ship’s galley, his face scowling and dark eyes bloodshot. “You lot again? The Decemvirate promised better, but I suppose we have no time to waste. You have likely heard the rumors, which, unfortunately, underestimate our danger. The Society’s lodge in the former Cathedral of Aroden here has thrived of late, they say thanks to Venture-Captain Brackett’s grand parties, which seduce the weak-willed leaders of this so-called ‘democracy’ into permitting the Pathfinder Society unfettered access to the resources in the nation’s interior. Not likely you lot were ever invited, though. Needed to be of the presentable sort, after all."

“Last night, Brackett threw one of his most extravagant fetes yet to celebrate the recent return of a team of Pathfinders up near Falcon’s Hollow on a diplomatic mission to the region’s fey. Fillian over there claims that all the sparkling light made the Cathedral’s windows a stunning sight. Everyone was having a grand time until the trouble started. At the stroke of midnight, a dozen guests drew their swords and methodically massacred the others—poor, drunk fools. A moment later the lights went out. Fillian had been admiring the windows from the dome’s walkway and ran upward, to the belfry. Says he hid there until daylight and then crawled out to my ship here. He heard many others flee underground, followed by screams of agony."

Sitting on a bench on the wall behind you is a boy. He appears exhausted, and even a bit terrified, but as you look at him, he nods back at you, as the VC continues.

“Shortly before dawn, several bands of what looked to be hulking, cloaked hobgoblins left the Cathedral, taking off in different directions into the city. Not only do we need to retake our lodge and rescue any survivors, but whatever those monsters plan to do in Almas, it’s got something to do with the Cathedral. I imagine even you understand how that might look for the Society if something bad were to happen to the city at large, centered on our local headquarters."

“You can probably guess who’s behind this source of endless trouble this past year. We need that Lodge back, and we need Brackett alive. Time is not on our side here, and I fear it may already be too late for whatever those monstrous brutes left the Cathedral to do. According to Fillian’s tale, the best way in is the belfry. So your job is to get in there, kick the Shadow Lodge out, and keep Brackett alive. And put a stop to whatever ongoing plot you manage to uncover. Good luck. You’ll need it.”

Does anyone need to make any last minute purchases or ask any questions.

Shadow Lodge

Looking for a few more players for Pathfinder Society Organized Play, and possibly other games as well a little later down the road.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

I've opened this up, but the first (and only) thing I want people to do for now is to post the following info.

Player name or nickname
Character name
Faction
PFS number

Your Day Job roll, (or say that you do not have one)
Anything you want to buy prior to the scenario

I do this so that once we get close to the end, I can work on Chronicle Sheets and have everything ready for reporting.

Example:
DM Beckett / the Raven Knight / Taldor / 5,274-15 / Heal (Temple): 1d20 + 8 ⇒ (14) + 8 = 22 / use 2 pp on a Wand of CLW.

Once I have everyone post this info, then the Discussion thread will become a normal Discussion thread for the game, and I encourage people to use it. :)

Also, please feel free to ask any questions you might have, make suggestions, or just chat. I try to allow for creative solutions and add a little extra to the games. Once I hear that everyone has all their character's updated and I take a glance through them, I'll open up the Gameplay thread and kick this off.

Shadow Lodge

Closed Recruitment

Just hand out for now, and feel free to chat. I'm going to search for 1-2 more players, and need to read the scenarios.

Shadow Lodge **

I just wanted to double check. Are these legal?

They come from Blood of the Moon page 21.

The Add Resources says:
"Pathfinder Player Companion: Blood of the Moon
To create a skinwalker (which includes all were-kin), you must have a Chronicle sheet that opens the race as a legal option at character creation.
Note: Racial feats, racial traits, and racial spells are only available for characters of the skinwalker race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it.
The becoming a lycanthrope section of this book is not legal for Pathfinder Society play unless noted on a future Chronicle sheet.
Equipment: all equipment on page 30 are legal; Magic Items: all magic items on pages 30-31 are legal; Mystery: the lunar mystery is legal for play.
"

It's not a Feat, Trait, or Spell, (racial or otherwise), not is it a Magic Item or Equipment (or on pages 30-1). It's a Magus class feature, and my understanding I that because it's not listed as Legal, it is not.

Is there a Boon that allows it?

Shadow Lodge

So, I'm thinking about running a variation of E8 with Pathfinder. Some of the initial things I'm considering is that PC Classes (and some monsters) get an Extra HD early.

So a 1st Level Fighter would have 2d10 + Con HP. At level 2, they simply get their Con Mod added. The idea is to make players a bit tougher, but to also keep some advancement.

I'm also thinking of altering the XP needed to level. Level 1 to 2 will be fairly easy, while 3rd-4thish around normal, and then 5+ being more difficult. For me, 1st-3rd are kind of the crap levels. That is, I'm tired of them, as they are the most common. But, everyone is different, and I wanted it to be fairly easy for heroes to jump above the average person, but once there for it to be a little harder to get better and better.

The main thing I am thinking about is rather than having Capstone Feats, Each class has an actual Capstone (above just what they normally get at level 8 (or 6). Not too powerful, but something cool that fits the flavor and adds a bit of versatility.

Looking for a few ideas, especially on multiclass characters. For example, I was thinking about giving the Cleric the ability to act as their own Holy Symbol (as the Birthmark Trait or Holy Symbol Tattoo) and the ability to also spontaneously cast Domain Spells from 1 Domain like they do with Cure/Inflict spells.

For Barbarians, I'll probably give them DR 2/-, Trap Sense +3, and 1/Day Tireless Rage.

For Monk, +10ft speed, Ki Strike (Lawful), & Improved Evasion.

Thoughts or Suggestions?

Shadow Lodge

I've noticed this sort of above and beyond the normal, but it seems that the Dice Roller on the boards might be messed up.

I've seen an abnormally large number of Nat 1's, 2's, and 3's this last week or two. or just very low. To the point it's starting to affect my games.

Rolls (not picking and choosing):

Depending on the Dice used, I'm bolding the ones between 1/4 and under 1/2. These are also all the rolls in the games, not just mine.
Diplomacy and Intimidate: 1d20 + 9 ⇒ (2) + 9 = 11
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 ⇒ 1

Relf: 1d20 + 13 ⇒ (6) + 13 = 19
Relf: 1d20 + 13 ⇒ (3) + 13 = 16
Planes: 1d20 + 12 ⇒ (12) + 12 = 24
know planes: 1d20 + 19 ⇒ (5) + 19 = 24
KN: planes: 1d20 + 8 ⇒ (6) + 8 = 14
trip: 1d20 + 18 ⇒ (8) + 18 = 26
atk1: 1d20 + 14 ⇒ (4) + 14 = 18
dmg1: 1d10 ⇒ 3

atk2: 1d20 + 14 ⇒ (20) + 14 = 34
confirm: 1d20 + 14 ⇒ (2) + 14 = 16
dmg2: 1d10 ⇒ 1
ref: 1d20 + 11 ⇒ (3) + 11 = 14

Bite v. favored enemy?: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24
Damage, again favored enemy added: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17
Trip, if not already tripped by Xiaobo: 1d20 + 13 + 4 ⇒ (14) + 13 + 4 = 31
Rapid Shot #1, PBS, Deadly Aim, Favored Enemy: 1d20 + 17 - 2 + 1 - 3 + 4 ⇒ (13) + 17 - 2 + 1 - 3 + 4 = 30
Damage, PBS, Deadly Aim, Favored Enemy: 1d8 + 4 + 1 + 6 + 4 ⇒ (3) + 4 + 1 + 6 + 4 = 18
Rapid Shot #1, PBS, Deadly Aim, Favored Enemy: 1d20 + 17 - 2 + 1 - 3 + 4 ⇒ (6) + 17 - 2 + 1 - 3 + 4 = 23
Damage, PBS, Deadly Aim, Favored Enemy: 1d8 + 4 + 1 + 6 + 4 ⇒ (7) + 4 + 1 + 6 + 4 = 22

Iterative Shot, PBS, Deadly Aim, Favored Enemy: 1d20 + 12 + 1 - 3 + 4 ⇒ (11) + 12 + 1 - 3 + 4 = 25
Damage, PBS, Deadly Aim, Favored Enemy: 1d8 + 4 + 1 + 6 + 4 ⇒ (4) + 4 + 1 + 6 + 4 = 19
aoo: 1d20 + 14 ⇒ (18) + 14 = 32
dmg: 1d10 ⇒ 4
Biite Xiaobo (AC 24): 1d20 + 13 ⇒ (20) + 13 = 33 <POSSIBLE CRIT>
Crit Xiaobo (AC 24): 1d20 + 13 ⇒ (12) + 13 = 25 <CRIT>
Damage: 2d8 + 10 ⇒ (3, 4) + 10 = 17
Claw Thoth (AC 26): 1d20 + 13 ⇒ (17) + 13 = 30 <HIT>
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Claw Thoth (AC 26): 1d20 + 13 ⇒ (1) + 13 = 14 <MISS so no Grab>
Refl: 1d20 + 13 ⇒ (6) + 13 = 19

Bite Dariamus (AC 26): 1d20 + 13 ⇒ (16) + 13 = 29 <HIT>
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Claw Ezrek (FF AC 19): 1d20 + 13 ⇒ (14) + 13 = 27 <HIT>
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Claw Osric (FF AC 21): 1d20 + 13 ⇒ (8) + 13 = 21 <HIT>
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
trip1: 1d20 + 16 ⇒ (13) + 16 = 29
trip2: 1d20 + 13 ⇒ (2) + 13 = 15
atk1: 1d20 + 14 ⇒ (16) + 14 = 30
dmg1: 1d10 ⇒ 6
atk2: 1d20 + 14 ⇒ (6) + 14 = 20
dmg2: 1d10 ⇒ 3
Concentration: 1d20 + 13 ⇒ (10) + 13 = 23
Attack: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d6 + 12 ⇒ (6) + 12 = 18
Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d6 + 12 ⇒ (1) + 12 = 13

swift kirin know planes vs dc 15+CR : 1d20 + 19 ⇒ (7) + 19 = 26
atk assist: 1d20 + 6 ⇒ (15) + 6 = 21
Claw: 1d20 + 2 ⇒ (5) + 2 = 7
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d10 + 10 ⇒ (5) + 10 = 15

Kryssa AoO: 1d20 + 7 ⇒ (11) + 7 = 18 <HIT>
Damage: 1d10 + 10 ⇒ (6) + 10 = 16
Maldoc AoO: 1d20 + 7 ⇒ (1) + 7 = 8 <MISS>
Rapier: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Maybe this time?: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Claw 2: 1d20 + 2 ⇒ (16) + 2 = 18
Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Perception check: 1d20 + 5 ⇒ (3) + 5 = 8

Spoiler:

out of 69 rolls these last few days:
7 = Nat 1's (with 3 of those on a d20)
15 = Nat 2's-4's (with 10 of those on a d20)
26 = Below 1/4(ish)
20 = Nat 10 - 20 (d20 only, out of 43)

Shadow Lodge

I’ve been thinking about this for a while. I was wanting to remove religion from the Cleric/Paladin/Inquisitor classes, (a much as any other class anyway), while still retaining the themes and flavor as righteous warriors of a cause. If they choose to follow a deity, religion, philosophy, just like anyone else, they are absolutely free to do so, but it does not affect them any more or any less than any class.

Instead, their focus is more of a patriotism, spreading the ideals of Andoran, Rahadoum, Cheliax, Orc-kind, “humanity”, etc. . . Clerics/Paladins/Inquisitors (but not Oracles), function more along the lines of urban shamans than priests I some sense, keepers of their people’s true ways, leading them into battle, spreading the word to others, and advising.

Mechanically, few things change. They still use Divine Magic, Clerics still get 2 Domains and Channel Energy, <Anti>Paladins still have Lay on Hands, etc. . . though the way the Favored Weapon, Domains/Inquisitions, and other options change somewhat.

Each nation/faction/racial identity has a small list of Favored Weapons whose flavor is directly tied to their universal flavor and setting history. Somewhere between 2-4 Favored Weapon options, (though you need to select only one for Proficiency and Spells like Spiritual Weapon at 1st level that can not change). They also offer a broader spectrum of Domains, because they will have broader goals. If a Domain is offered, (with a few thematic exceptions), they also offer all Subdomains. However, all offer each Alignment Domain, but they may only be chosen by followers that maintain that Alignment. You must be LG/LN/LE in order to take the Law Domain, and if your alignment ever shifts from Lawful, you loose access to both the Domain Powers and Spell options, (assuming you do not also loose all divine abilities).

For example,

Osirion
Favored Weapons: Kopesh, Flail, Light Mace (Scepter), and Staff
Domains: Animal, Artifice, Death/Repose, Earth, Fire, Knowledge, Magic, Rune, Sun, and Water (NOT Ice or Ocean).

Cheliax:
Favored Weapons: Heavy Mace, Light Hammer, & Whip
Domains: Charm, Community, Destruction, Glory, Nobility, Protection, Strength, Travel, Trickery, War, & Water

Orc:
Favored Weapons: Battleaxe, Falchion, Greatclub, Greatsword
Domains: Animal, Darkness, Death, Destruction, Earth, Fire, Luck, Plant, Scalykind, Strength, War, & Weather

Taldor:
Favored Weapons: Longsword, Heavy Mace, Lance, Crossbows*
Domains: Animal (horses), Artifice, Charm, Community, Glory, Knowledge, Luck, Nobility, Protect, Travel, & War

Humanity (Civilization/Humanoids):
Favored Weapons: Longsword, Shields* (as Weapon Prof only), Spears*, & Staff (?)
Domains: Artifice, Charm, Community, Destruction, Healing, Knowledge, Liberation, Magic, Protection, Travel, & War

Kyonin (Elf):
Favored Weapons: Longbow, Longsword, Rapier, & Shortbow
Domains: Animal, Community, Healing, Knowledge, Liberation, Magic, Nobility, Plant, Protection, Travel, & Weather

Nidal:
Favored Weapon: Spiked Chain, Dagger, Flails*, & Sap
Domains: Charm, Darkness, Death, Knowledge, Luck, Magic, Nobility, Protection, Rune, Trickery & Void

* Some Favored Weapons offer more than one option. For example, if it says "Spears" than you can choose one form of Simple or Martial Weapon that is a Spear, such as Javelin, Short Spear, Longspear, and possibly Lance. As with when the character chooses their Favored Weapon the first time they gain a level in a divine class, they must choose the specific one, and that choice can not be changed. Shields are an exception, where you only gain the Weapon Proficiency to Shieldbash with Light and Heavy Shields, (but note do not gain the Proficiency with them similar to Armor.

This also includes minor variations on the weapon such as spiked shields or Composite bows.

Something to note, all the Feats, Traits, and similar options that are Deity Specific remain Deity Specific. Like all other classes, Clerics/Paladins/Inquisitors/Warpriests etc . . . may nly have one Patron Deity, though they may worship as many as they want otherwise, can be pantheonists (still only getting powers for those Feats, Traits, etc. . . from one Patron), or even atheist/agnostic (in which case they can not receive any Deity specifc options at all, but may still be a Cleric or Inquisitor or the like).

Thoughts? Ideas? Suggestions?

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Just moments ago, Venture-Captain Adril Hestram stood beside you inside the great hall of the Grand Lodge in Absalom and said, “Good luck and gods speed. Find out what you can and get back in one piece.” With that, a masked member of the Decemvirate, gender and race impossible to determine under black cloth and an ornate face mask, muttered an incantation and teleported you nearly a thousand miles south, to the northern frontier of the necromantic nation of Geb.

Just 24 hours ago, messengers from the Decemvirate banged on your door and demanded your presence at the Grand Lodge. Venture-Captain Hestram, it seemed, had received an important bit of news about work that a Nethys cleric Pathfinder named Rijana was doing in the Mana Wastes — important enough to summon you at such an early hour and demand your preparedness for a new mission assignment.

“Rijana is one of the best scholars on arcane mysteries that we have,” said Hestram as he paced back and forth. He shook a thin sheaf of papers in his hand. “This missive from her hand just a month ago tells a daring tale of hidden dimensions in the Mana Wastes that could be used to return magic once again to that failed, desolate garbage heap. I could care less about restoring magic there — but I care a lot about what bizarre ruins and hidden sanctums might have been concealed there while magic lay dormant. I haven’t the time to waste to send another message back and await its answer — I’ve asked a Decemvirute member, a powerful wizard, to teleport you to Rijana’s last known location, a dusty hamlet on the edge of the Wastes in northern Geb called Geb’s Rest. I’m sending the lot of you because Geb is dangerous, the Mana Wastes are deadly, and I want this thing done right.” Hestram snorted.

“Well, I at least want it done. You lot will have to do. Get to Geb’s Rest, find Rijana, and bring back whatever notes she’s got in her journals about the Mana Wastes. She should have four journals if my memory of her bizarre organizational skills is correct — I want all four of them. Tell her I’m reviewing them for inclusion in the Pathfinder Chronicles, I don’t care. Just bring them back. Now get yourself ready to go — you can’t buy a decent potion within a hundred miles of this backwater dust pile.”

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

With a flash of light and a stomach-churning shift, the cool, saline air of Absalom collapses into the stifling, wet heat of the Garundi coast. Within moments, sweat begins to ooze from your pores as the fetid stink of the local climate envelopes you like a damp blanket.

The scroll in Aram Zey’s hands crumbles into dust, its magic spent. The Pathfinder Society’s Master of Spells removes his hat and begins fanning himself. “All right Pathfinders, welcome to the blistering hole that is the Mwangi Expanse. Any of you who bother to keep up with your Chronicles know that the Society has an archaelogical expedition working in the Terwa Uplands, about 80 miles northwest of our position. Of course, I doubt if more than half of you read anything but dirty poetry, so allow me to sum up: the Azlant Ridge site shouldn’t be there. There are no known Azlanti sights in the Mwangi Expanse, but here we are. It may be the best-preserved evidence that the Azlanti at least visited the Mwangi Expanse. A servant of Angazhan called Ruthazek the Silverback King claims the site, too. His troops have laid siege to it and our people are starving, dying from disease, and running low on ammunition and personnel, which is where you come in.”

Zey points north through the treeline, to where a ragtag city of boardwalks and wooden buildings straddles a swampy, red river delta. “Your first stop is Bloodcove.” He chokes out the word as if it insulted his mother. “The Azlant Ridge site needs supplies, and Bloodcove is the nearest trade port. They need 2 tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally. We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago. Make contact with him to carry everything north. Also, look for a man named Senzer somewhere in town. He was an alchemist funneling potions and information to our team in the Uplands, but he went silent a month ago. You need to find out why and get that stream of potions flowing again."

“Don’t think this will be a simple trip to the market. Bloodcove is a pit founded by pirates and run by criminals—scum with no sense of achievement or appreciation for arcane advancement. Even worse, it’s a stronghold of the Aspis Consortium, which loves nothing more than perverting and profiting from Pathfinder discoveries like Azlant Ridge. Keep your heads down and do nothing to attract suspicion; perhaps adopt a disguise."

"Normally I don’t give a damn if you heroic types kick in doors, make asses of yourselves, and die, but more than your lives rests on your shoulders now. If you fail and the Azlant Ridge site receives no backup, it will surely fall.”

Aram hands over a coin pouch. “As I said, we arranged payment for your caravan some time ago. This should cover the cost of supplies. If you dip into your own resources and manage to survive, the Society will attempt to reimburse you.

“Once you deal with that business, head northwest.” He presents a sealed scrollcase and an ornate, golden key on a leather thong. “Guard these with your lives. The key’s exact purpose eludes me, but the symbol it bears is repeated on a doorway at Azlant Ridge. The scrollcase contains a map to the dig site. My magics secure the case, though, and it will explode violently if opened within five miles of Bloodcove. Ask your questions now. I return to Absalom the moment I believe you capable of getting to Bloodcove.”

Know: (geography)

DC 15+:
Bloodcove lies on the western edge of the Mwangi Expanse. The local culture blends Cheliax with The Shackles and native Mwangi traditions.

DC 20+:
as above, plus: Bloodcove sits on the headwaters of the Vanji River. Much of the wealth from the jungle interior flows through it, making the dingy city surprisingly wealthy.

DC 25+:
As above, plus: Retired Shackles pirates founded Bloodcove to enjoy their ill-gotten fortunes. As a free trade port, the only laws genuinely enforced are those that keep trade flowing.

Knowledge (local) or Diplomacy (gather information)

DC 15+:
The local elite elect a Grand Admiral, who rules Bloodcove for life. The Admiral enforces a strict hands-off economic policy and very little else.

DC 2+:
As above, plus: Fiercely competitive trading houses wield the genuine power behind Bloodcove politics, with the Aspis Consortium currently dominating the political and
economic scene. House Cartahegn fiercely opposes its rivals in the Consortium, and makes an acceptable fairweather friend in this area.

DC 25+:
As above, plus: The trading houses brutally crush any criminal organizations that interfere with their business. As a result, most of Bloodcove’s criminal activity revolves around exports (such as the drug trade) or else focuses on the poorer citizens. The local guard only investigates crimes if well paid for the service, leaving most of the city subject to vigilante law.

DC 30+:
As above, plus: The Aspis Consortium watches the local Pathfinder chapter house constantly. Foreign Pathfinders who visit it frequently "disappear".

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Please read fully before posting. :)

Can I have everyone post the following info please, for your Chronicle Sheets.

1.) Player Name/Nickname
2.) Character Name
3.) PFS #
4.) Faction (and if you would like old Faction Missions for no credit)

5.)Day Job roll (r that you do not have one) <if anything changes, I'll incorporate that in at the end>
6.) Anything else you need recorded on the Chronicle Sheet.

Secondly, under you profile, if you have not already, could everyone please post the following quick combat stats please, (just below "Full Name").

In the RACE section: HP: (current/max), AC: #, T: #, FF: #< CMD: #, F: #, R: 3, W: # (relevant bonuses or notes),

In the CLASS/LEVELS section: Perc: # (plus extra vision types), Iniit: #, Alignment, Gender, Race, Class, Level, & your most common, "common" attack.

For Example
HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2,
-----------------------------------------------------------------------
Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword (power attack): +3, 2d6+3, 19/x2, S

If you already have this, or have something similar, don't worry about it. The exact format isn't that important, it's just an easy way to make things run smoother and more quickly.

After everyone has posted the initial information above, (for the Chronicle Sheets), feel free to use this as a normal discussion thread. Id just like that info to be in a place that's easy to find.

Shadow Lodge

Please introduce yourselves and your character, while I work on getting the game set up.

:)

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Can I have everyone please post the following info:

1.) Player name for Chronicle Sheet
2.) Character name
3.) PFS Number
4.) Faction

5.) DayJob Roll or that you do not have one
6.) Anything else you might need noted on a Chronicle sheet.

Once I get that from everyone, (I'm trying to get this info at the start so I don't have to look later), Ill open up the game thread and everyone can use this to chat. Still waiting on Feng to determine the Subtier, but otherwise I'm ready to go.

:)

Shadow Lodge

Looking for up to 3 players for a PFS PbP game. 2 slots may already be filled, but that could change.

This scenario is a 7th - 11th, so keep that in mind if you are interested. I am going to try to make this a GameDay 2 event, but I am not sure if that will work or not (no promises, I'm already running 2, and it just depends on how quickly they finish).

For the most part, it's a first come, first serve deal, though I will give preference to players with characters in the right level over Pregens.

Being a Season 0 scenario, I expect t to run fairly fast even for the level range.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Summoned to Tien Xia, you where sent by the ex-Lantern Lodge agent Amara Li to investigate a lost temple, called the Clouded Path Monastery. Therein, you discovered an ancient, though inactive relic, the Braid of 1,000 Masters, said to have been passed down by Irori himself just before he ascended. The Braid was passed from master to prodigy for ages, but at some point the master was challenged by an overly proud student. The master set the Braid aside, and battled the student, and won, then left the monastery, leaving the students and the braid behind. Unable to activate the Braid, the students first fought, then eventually gave up and left.

One had remained, and at the end of his life, had prayed for the time and wisdom to discover the secret of the Braid. His prayer was answered, partially, as he was turned into a statue, and given the time to contemplate over the braid, and also the pride that had caused him to challenge his master, resulting in the monastery being abandon, then forgotten.

One thing he had discovered, and that he passed on to you, was that the Braid could only be reactivated by it's last true master, Li Yao. Sadly, Li Yao likely died centuries ago. Returning to Amara Li with the Braid, the location of the Clouded Mind Monastery, and the lore you learned from the stone monk, she was very please, though disappointed that such a relic was forever beyond her and the Society in Tien Xia. She made you welcome to study, and opened all of the amenities of the Lodge to you as honored guests, as you awaited you next mission or your return home.

Not even a week later, she summons you to her chambers once more, obviously excited, and slightly betraying her normal patience and reserved nature, but only slightly. Her accent is thick, filled with respect and an inner confidence.

“I’ve looked into the situation surrounding the relic you found, the Braid of a Hundred Masters. As you may have noticed, the artifact appears to have been dormant for many years now, and in this state it’s essentially worthless to us. Fortunately, it can be reactivated, but only by the descendant of the braid’s last master, who, as you may know, was the master of the Clouded Path Monastery many years ago, a man by the name of Li Yao. I’ve discovered the whereabouts of his final living descendant — a woman by the name of Je Tsuin — but she now resides in the nation of Shokuro to the east, far from where her ancestor taught in his monastery in the Wall of Heaven. In order to reactivate the sacred relic, you’ll need to travel to the village of Nesting Swallow in Shokuro and find Je Tsuin to perform the necessary ritual."

“Unfortunately,” she continued, “we’re not the only group interested in Iroran artifacts. Our operatives claim that Lingshen, the Successor State to the southeast, is after the relic as well. Since Lingshen’s armies have a stranglehold on the overland routes from here to Shokuro, you’ll have to travel by river. Riding the Tuunma is faster anyway, though you might run into some hostile Mutabi-qi or goblinoids along the way. The river empties into the Sea of Eels—cross it and you’re in Shokuro, and from there you can follow the map I’ve provided to reach Nesting Swallow."

“Ah, before I forget, you’ll also need you to make a quick stop along the way. The ritual requires a large amount of rare incense—more than I could easily procure from any of my local suppliers — so I’ve contacted a nomadic tribe in Shaguang, the Jhemulit, and they have agreed to provide you with the prepared herbs. I’ve already paid their shaman, a man named Ogokai, and I’ve marked their approximate location on your map, so it’s simply a matter of picking up the incense on your way to Shokuro.”

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Discussion Thread is now open.

Shadow Lodge

For the moment, Recruitment is closed

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Placeholder

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Having rummaged through the notes and chests in the theater, you discovered that this Shadow Pathfinder Lodge has reached far indeed. You find two lists, one some sort of encoded massage with names and dates, and the other has marked various cities across the Inner Sea; Absalom, Sothis, Kaer Maga, Oppara, Whitethrone, and Almas, with an indication that they have been completed.

Intending to relay these back to the Grand Lodge, you step outside the theater only to find that things are far too silent. The streets are empty. Save for a single carriage that is all to familiar. As you step outside the door, the door to the carriage opens, and out come six burly men carrying cudgels and a seventh man, skinny and bedecked in robes and jewels, his right hand in a pouch on his belt. All of the men stare intently at you, forming a loose semicircle around the party.

“Dakar says you owe him a favor,” says the skinny man in robes. “You’ll need to come with us”, motioning to one of the brutes to bring the manacles and enchanted sack cloths just like last time.

It's going to be one of those days. . .

Shadow Lodge **

I'm looking for 1-2 players for the City of Strangers scenarios, part 1 and part 2.

We have already begun to play part 1 (not too far), when one player dropped out, leaving us with an illegal table size.

The level range is 1st-3rd. If anyone one is interested, let me know.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Venture-Captain of the nation of Tian Xia, and former Faction leader to the Lantern Lodge, Amara Li has requested your assistance in the far off and fabled lands of the Dragon Empires. From the grand Lodge in Absalom, using a newly acquired artifact, the Pathfinder Society opens the pathways of magic, and sends you across the continent in mere moments. Stepping out of the portal, you have arrived in Goka, the headquarters of the Society in the area.

Before you stands proudly a native Tien woman in traditional garb. She bows her head in greetings, and offers you a seat to relax while she explains why she has requested your aid.

Her accent is thick, and takes a moment to become accustomed to if one is not fluent in the language, but as graceful and noble as the VC herself. ”We have attained many victories recently, and I count it as an honor that the Lodge here in Goka is so well able to serve the Society we are part of. It was not so long ago that I appeared in Absalom, with claims of this mystical and place. Few believed my claims, but the Pathfinder Society saw wisdom and truth in my words, and we entered an alliance. A friendship that has allowed both the Society and the Dragon Empires to prosper. The Society has brought much history of these lands to light, recovered many artifacts and relics thought lost, and secured the Hao Jin Tapestry from falling into unworthy hands. In return, we offer the Society the opportunity to explore, to understand and learn from us, and to expand their, or I should say our, for we are together in this, to expand our honor and glory.”

[i]Servants humbly knock on the rice paper door, sliding it open and stepping inside to offer tea, water, and some sort of Tian Xian appetizers. As they commence, Amara Li unravels a long scroll, and then continues once the servants have retreated, (asking if there are any requests you might need). ”Legends tell us of an ancient monastery, a place of learning, faith, and discipline in the art of self mastery. It is, or was known as the Clouded Path, where the truly gifted monks and devotees to the teachings of Irori could train, and we are told, holding up the ancient scroll and indicting a few passages (that are mostly meaningless if you do not read Tien), that the masters where the guardians of an artifact. Roughly translated, it is called the Braid of a Hundred Masters. It is also said that this braid was handed down from one master to his, or her at times, best pupil, and that the former master would add a single piece of their own hair to it. The original piece, our legend’s claim, came from Irori himself before he mastered the Path, and was given to a close friend, Jai Yikun. Jai Yikun then used it and formed the Clouded Mind Monastery, offering to aid others along the path. He passed the braid to his disciple, and she continued the tradition, adding to it and passing it on near her death. It’s last master, died without passing on the braid. It is not known why, but there where no other students, and the monastery has since been, as far as we know, lost and unoccupied. That is your task. To find it, retrieve the Braid, and discover the truth of the Braid since it’s final master. We have recently found that the Clouded Path monastery is hidden within the Wall of Heaven, and I have arranged transport and guides to help you there.”

”I humbly suggest to pack for the cold. Is there anything I can help to enlighten you with before your journey begins?”

Please use this area for in character and game related stuff. I am not ready just yet, but wanted to give everyone an idea of what to expect, and wet your appetites a bit. Will start soon. :)
<also, the scenario is meant to take part before the Ruby Phoenix Tournament and winning the Hao Jin Tapestry (season 3 metaplot), and I have altered it slightly as those things have already happened.>

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Please put your out of character, or non-game related chatting here.

Also, can you please post your character's:

1.) Player name (or nickname)
2.) Character Name
3.) Complete PFS Number
4.) Faction
5.) Day Job Roll (if you have one)

6.) And finally any default actions you want to do if you can't post for a while.

I'm still prepping things, and I'll have the Game thread up and running soon.

Shadow Lodge

Not accepting any new players for the time being.

Shadow Lodge

Had a private recruitment. May allow 1 more, preferably a caster, and between the 3rd-5th level range.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

It’s been nearly a month since Venture- Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound
merchant vessel and gave you a series of quick, stern instructions.

“One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay
to build a lodge there. We know it would be folly to do so - at least right now - and so this idea that Collgardie has that the Society is there and doing just that is worrisome.”

Motining towards a ship off to his side, ”I’ve taken the liberty to book you passage myself. In a few weeks
time, you’ll be in Korvosa. From there, you will meet an ally oy the Society’s caravan, and travel overland to the road’s end at the cliffs below Kaer Maga, the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga.”
Reaching into a pouch around his belt, VC Dreng takes out a small money pouch, and hands it over. ”This should cover it. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga. We may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. My advice, . . .keep your head down and be smart. The balance of power in that city is fragile—upset it and you’re likely to die. Don’t go stomping about the place like it was a pharaoh’s tomb. Be cautious, be careful, and be courteous, even if the locals make fun of you for doing so. Oh, and the locals are likely not what you expect—you’ll see when you get there.”

”Any questions? Oh, and it’s going to be a long journey by sea. You are not likely to be able to do much trading until you get there. So if there’s any last minute things you need to buy, now’s the time.”

I'm not ready just yet, (soon), but please refrain from non-game related talk, too much Out of Character chatting, and the like.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

It’s been nearly a month since Venture- Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound
merchant vessel and gave you a series of quick, stern instructions.

“One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay
to build a lodge there. We know it would be folly to do so - at least right now - and so this idea that Collgardie has that the Society is there and doing just that is worrisome.”

Motining towards a ship off to his side, ”I’ve taken the liberty to book you passage myself. In a few weeks
time, you’ll be in Korvosa. From there, you will meet an ally oy the Society’s caravan, and travel overland to the road’s end at the cliffs below Kaer Maga, the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga.”
Reaching into a pouch around his belt, VC Dreng takes out a small money pouch, and hands it over. ”This should cover it. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga. We may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. My advice, . . .keep your head down and be smart. The balance of power in that city is fragile—upset it and you’re likely to die. Don’t go stomping about the place like it was a pharaoh’s tomb. Be cautious, be careful, and be courteous, even if the locals make fun of you for doing so. Oh, and the locals are likely not what you expect—you’ll see when you get there.”

”Any questions? Oh, and it’s going to be a long journey by sea. You are not likely to be able to do much trading until you get there. So if there’s any last minute things you need to buy, now’s the time.”

I'm not ready just yet, (soon), but please refrain from non-game related talk, too much Out of Character chatting, and the like.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Please put your out of character, or non-game related chatting here.

Also, can you please post your character's:

1.) Player name (or nickname)
2.) Character Name
3.) Complete PFS Number
4.) Faction
5.) Day Job Roll (if you have one)

6.) And finally any default actions you want to do if you can't post for a while.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Please put your out of character, or non-game related chatting here.

Also, can you please post your character's:

1.) Player name (or nickname)
2.) Character Name
3.) Complete PFS Number
4.) Faction
5.) Day Job Roll (if you have one)

6.) And finally any default actions you want to do if you can't post for a while.

Shadow Lodge

Opening up a recruitment for an upcoming PFS PbP game for the City of Strangers (parts 1-2). The Scenarios are 1st - 7th level, and I was planning on running them back to back. A single character would be best, but is not required. Right now, I am looking for 2-3 additional players.

I am looking for daily posting, give or take, and understand that the weekends and holidays tend to be slower.

I will be utilizing Google Docs for maps (limited interactive and free) and the Paizo Boards for the game play.

I prefer if players can arrange most of their common stats in the "Class and Level" and "Race" section of their character sheet, but not required, and try to utilize a common posting style:

Bold for in character dialogue
Italics for thoughts, actions, writing, and distinction in a post. <I will also use this for descriptions and narration.>
Blue for Out of Character comments, questions, or the like.

Old Faction Missions will be available upon request, for fun.

I understand that life happens, so if you know something is coming up that might mean you can't post for a bit, just let me know, and preferably with some basic instructions for me (or someone) to run your character as needed.

Feel free to ask questions if needed.

Part of this will be dependent on the players, but I am hoping for each scenario to be completed in approx. 1-2 months.

Shadow Lodge

Opening up a recruitment for an upcoming PFS PbP game for the Quest for Perfection (parts 1-3). The Scenarios are 1st - 5th level, and I was planning on running them back to back. A single character would be best, but is not required.

I am looking for daily posting, give or take, and understand that the weekends and holidays tend to be slower.

I will be utilizing Google Docs for maps (limited interactive and free) and the Paizo Boards for the game play.

I prefer if players can arrange most of their common stats in the "Class and Level" and "Race" section of their character sheet, but not required, and try to utilize a common posting style,

Bold for in character dialogue
Italics for thoughts, actions, writing, and distinction in a post. <I will also use this for descriptions and narration.>
Blue for Out of Character comments, questions, or the like.

Old Faction Missions will be available upon request, for fun.

I understand that life happens, so if you know something is coming up that might mean you can't post for a bit, just let me know, and preferably with some basic instructions for me (or someone) to run your character as needed.

Feel free to ask questions if needed.

Part of this will be dependent on the players, but I am hoping for each scenario to be completed in approx. 1-2 months.

Shadow Lodge

Step away from the crowd and allow yourself to find a seat for a more intimate meal with close friends. And don't forget to leave your mark, if you can do it without being caught. . . feel free to leave your name, and chat and relax. Show off your characters if you like, or request a game.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Join the party, or find yourself a pillow near the fire. New friends, strong drink, and heart foods await within the mead hall dedicated to strengthening the bonds of community amongst adventurers. Introduce yourselves and just hang out. Feel free to post your games if you need players, or to link to others.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Enter the arena, either to relax above and watch the sport and prowess below, or to join in the battle below. Or just hang out and chat

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Open

Please discuss any changes from the last game.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Drandle Dreng’s entrance is as understated as always at the meeting with him this morning. He carries stacks of papers and tomes, and shedding stray pages as he makes his way toward a large, cushioned chair; once seated, he greets you warmly. “Welcome, welcome, glad to see you’ve made yourself at home. No point in beating around the bush, since I’m sure you’re all very curious why I called you here today, hm?" he pauses for a moment, honestly waiting for someone to ask, though you are pretty sure from the party a few days back, and the recent rumors floating around the lodge, you know exactly what you are here for.

"As you may or may not know, the Society has been bolstering its influence with the esteemed Blakros family for some time now, and have assisted them and their famous museum with various incidents over the past few years—discovering several new levels of catacombs in the process. Just recently, the Blakros Museum’s curator, Nigel Aldain, informed us that he’d discovered a mysterious portal within the building’s vast catacombs, and sought information regarding how to open it. We sent one of our agents, a man by the name of Anumet Akrostera, to help research the matter further, which involved delving into the various attics and crawlspaces of the Blakros Museum in search of clues that might lead to the whereabouts of the portal’s key."

Dreng again pauses for a moment, allowing it all to sink in, and for those taking notes (like good Pathfinders. . .), to catch up.

“Earlier today, Nigel showed up here, claiming that something was wrong with Anumet. It seems that the Pathfinder set off some sort of curse or trap while poking around in the place’s attics and was acting strangely, and now he can’t be found at all. I need you to head to Blakros Museum and get to the bottom of this. Find Anumet, and if he has gotten himself into irreparable trouble, you’ll also need to take up where he left off and find that key.

Stuff you would know from past experience with the Museum and Family:
In the early days of Absalom, the Blakros Museum was the stronghold of an eccentric wizard. After being abandoned for centuries, it was bought by the Blakros family, who turned it into a museum for their vast collection of curios. The mad astrologer Ralzeros the Overwatched built what is now the Blakros Museum thousands of years ago as an observatory to study distant worlds (and some say, to be studied by them). He later disappeared following a mage-duel with another of Absalom’s early wizards. Ralzeros carved his stronghold from a single block of volcanic stone with the help of fell powers granted to him by otherworldly patrons, supposedly to hide the powerful artifacts secreted in the catacombs beneath the keep. In addition, some tales hint that Ralzeros was actually abducted by alien monsters from the worlds he had studied so obsessively.

Further stuff you would know from past experience with the Museum and Family:
Blakros Museum is owned by the esteemed House Blakros, an extensive clan whose family members have made their fortune by trading odd antiquities across the border of Taldor and Qadira, as well as by marrying off their beautiful daughters to wealthy nobles all around the world. They store many of their curious gifts and the findings of their more adventurous daughters in exhibits in the Blakros
Museum, which they purchased for just this purpose. The Pathfinder Society is interested in forming an alliance with the Blakros family to gain access to their extensive collection of historical and arcane treasures. Many pieces in the Blakros’s collection are connected to the Dark Tapestry or other otherworldly horrors studied by Ralzeros.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

On a brisk fall evening, a Pathfinder Society venture-captain named Drandle Drenge welcomes the PCs into his modest Absalom home for an impromptu meeting. He offers chairs and drinks, wipes sweat from his brow, and dives into business. Once everyone is settled, Venture-Captain Drandle Drenge, a stout and hardy Taldan with thin, graying hair and a thick, bushy mustache, unfurls a map on his butcher-block table and places a meaty finger on the parchment. “The abandoned district of Beldrin’s Bluff was once the gem of Absalom’s Precipice District—now it is but a weathered crag of broken rock at the edge of the roiling sea. When the great quake hit ten years ago, entire blocks of the Bluff sheared from the mainland. Cliffside tearooms and exclusive estates fell into the waves and carried hundreds of nobles to
a watery grave. An elite academy, called the Tri-Towers Yard, remained on the mainland, but sank wholesale into the earth."

He pauses for a somber moment, letting this next bit settle in.

"Children unfortunate enough to survive the quake lay pinned under debris as sewer water slowly rose from the ground and drowned them. Nearly every student perished. . ."

"Today, crumbled stone walls and weed-filled lots sprawl where gentlemen’s clubs once filled with pipe smoke and hobnobbing lords. The Drownyarder, that’s what the ill-mannered call the school these days—lies behind a fence of black iron pikes, constructed by the families of the dead to discourage morbid trespassers. Even respected archaeological groups have been denied official access. Our own Society has itched to explore the site ever since the quake—that is, ever since we discovered that the school fell through the roof of a lost necropolis. Unfortunately, the emotional trauma attached to the school has remained fresh. But finally, after ten years of mourning, the politically-connected families of dead students have sanctioned our delve request.”

With a toothy smile and a clap, Drenge says, “I’m pleased to announce that I’ve selected your team for the delve. I want you to find a way into the necropolis, document your findings with professional detail, and recover artifacts of historical significance. The Society is interested in one artifact in particular—a two-finger ring topped with a ruby salamander.”

After a small break, he adds, "It is important to remember that even though this all happened years ago, for a lot of the families involved, many of which have great pull, this is still a open wound. Tread carefully, and be professional."

Silver Crusade

If you click on the avatar, it will open up the basic character sheet. (I didn't include everything such as gear (all basic) and background (not really relevant).

Firstly, while building:

One thing I have realized as that most of the process felt extremely limiting and disappointing. I built this character using the PFS organized play rules, (no evil, starting GP = 150, Point Buy, etc. . .), and it really seemed that all of the options where "No, you do not qualify".

I wound up taking Toughness and Improved Init, because I really couldn't find anything else that really jump out at me. (I initially used HeroLab and Cleric, and one thing that I noticed was just how much I couldn't take at 1st level. No Channeling options, Feats, favored Class Features, Traits, etc. . . Not a huge deal, but on the cleric side, that really cuts out a lot of possible options, and some of them can only be taken at 1st level, such as Exalted of the Society.

I know that it has been mentioned that Favored Weapon will be added as a proficiency, but for now, I kept it as written and that means I am only proficient with it as a 2-Handed only martial Weapon. That means no shields for me.

It's still one of the most MAD classes there is. :( I highly suggest dropping Cha entirely from the class. More on that later, though.

Compared to the Cleric (similar focus and theme): it looks almost identical, but less. Skills are absolutely terrible. Cleric and Fighter are notorious, not only in the general game, but especially in PFS as the worst classes for skills. Neither really have the points to do what they really need to do just to be a member of their role. Warpriest takes that to another level, and all three basically have Int as a (basically needed) dumpstat, which hurts even more. This class rally needs to be, at min., 4+Int, and also probably needs to add Know Arcana back in. Know History and Nobility also seem much more thematic than Engineering, if for nothing else than to be able to identify military things, (armies, banners, units,) and religious and battle history.

Blessings: I went with Good and Nobility. Good is nice, but Nobility seems like the exact same thing as the Domain. If it's not, it's very close. Still I went with it over Destruction or Law, because I wanted to be able to diversify a tiny bit, and while Destruction is not bad, it also is the exact same thing as the most common buff in the game, Bards. Does the Blessing power for Good allow you to bypass Damage Reduction? It doesn't say that it acts like Holy, or that it is actually Blessed, it just deals an extra d6 vs Evil. So far, still almost identical to the Cleric, (just a bit worse).

Saves/HP/Att & Damage/AC: All identical to the Cleric, with the 1 exception that I got +3 HP for Toughness (and honestly I kind of felt forced to take it just 'cause I couldn't find anything better). There really is no point in having Heavy Armor at this early. Now, I DO ABSOLUTELY believe that they need Heavy Armor, but this class is a bit front loaded, and I highly suggest rolling Heavy Armor Prof into Sacred Armor @ 7th level. Even a Fighter is not really going to be looking at Plate until 3rd-5th level most of the time. Something really needs to be done here. It does not feel like a Cleric/Fighter, but like a slightly weaker Cleric (Crusader). If it is not identical, it is slightly worse, with the one exception that I think the Blessings Powers are a smidge better than Domain Powers (not counting spells here, just power to power). They are what Domains probably should have looked like, I think.

[In play (lone wolf style only, and not particularly heavy on the RP): Felt exactly like playing a Cleric (Crusader), just a tiny bit worse. I basically have 3 things I want to be able to do in a 1-3 round time frame, but I can only manage to do 1 of them.
A.) Move/Attack
B.) use Blessing
C.) use Buff/Spell
The longer I hold off on B or C, the less important they are. The more I don't do A, the more I might as well be a NPC "Healbot" sitting back while everyone else plays (in a non-solo game). Now, next level I will also be adding D.) Channel Energy, for yet another option I will want to use and just not have the ability to do so and also have fun. There simply needs to be some way to lighten the extreme burden of Action Economy here. Make all Blessings a Free or Swift action, or at the least a Move action. Give them some option to cast and move/single attack. Otherwise, what's the point? I'm really thinking that Channel Energy might not be for this class anyway. Probably remove it, and possibly add in something else in it's place like a Channel Smite -> Alignment channel sort of limited deal. I'm not sure. It sounds more in line, but at the same time that also seems pretty much like what a normal battle cleric or paladin might go for, so might want to try another direction?

Skills where just atrocious. Between MAD, Int Dumpstat, 2+crap per level, and an odd mesh of Class Skill, this is really going to disappoint, if not outright annoy players, particularly in PFS. 4+Int, or some sort of skill boosting class feature along the lines of the Inquisitor). It also really needs to drop Know Engineering for Know Arcana, History, and Nobility. I really think that Cha should be removed from the class equation entirely as well. This will one, cut down on the MAD, but also make it a little more different than the similar Paladin.

I already mentioned above choosing Feats was a bit of a pain, not qualifying for much I'd actually want. Probably needs to be a full BaB. It should probably also qualify for fighter Feats somehow, or have provisions that allow it to take Feats without qualifying.

Spells, on par with the Crusader Cleric, but lacking the minor option for a Domain spell. Trade off, but at the same time, this is one of the few mechanical ways that one Cleric/Warpriest is a smidge different from all other Cleric/Warpriests out there. I suggest allowing Domain spells to count as "Cleric spells" for what option the Warpriest can choose to prepare. Not that they get them for free, or that an extra slot, just the option to take them. Either all of them, or the ones that correspond to their chosen Blessing/Domain.

In summary: It really didn't feel particularly new or innovative. Granted, I only played around with level one, and a little theory crafting on leveling up some. I'll try out a scenario when I get a chance, which might change some things. All in all, I felt like it would have been better to just play my Cleric Crusader. I also have a Cleric/Barbarian that seems so much more useful all around. I wish I had a few Magus-like abilities to be able to synergize the class, but as is, it honestly feels like I'm playing a Fighter/Cleric, but not able to use too much of the different abilities together. Hands down, it absolutely needs some way to be able to use spells and Blessings, and also to be able to move and attack in a given round. Possibly in a limited times per day way. Might honestly consider tossing in some Paladin and Inquisitor spells, too, as they often seem more inline with what this class should be able to cast on themselves than the generic Cleric list, especially without Domain Spell options.

Feel free to point out things, offer ideas, or whatever, and when I get a chance, I'll post more in depth after a full scenario.

Shadow Lodge

Closed Recruitment for Invite only.

So, barring a few of the newest scenarios, and I'll take a look at the modules too, here are the options:

Season 0
0-02 The Hydra's Fang Incident (1-5)
0-06 Black Waters (1-5)
0-14 The Many Fortunes of Grandmaster Torch (1-7)
0-24 Decline of Glory (1-7)
Season 1
1-13 The Devil We Know - Part 3: Crypt of Fools (1-7)
1-20 The Devil We Know - Part 4: Rules of the Swift (1-7)
1-24 The City of Strangers - Part 2: The Twofold Demise (1-7)
1-27 The Infernal Vault (1-7)
Season 2
2-13 Murder on the Throaty Mermaid (1-5)
2-19 Shades of Ice - Part 3: Keep of the Huscarl King (1-5)
Season 3
3-19 The Icebound Outpost (1-5)

Modules: I'll need to recheck, but all of these should be 1st level only, and also freely replayable.
Crypt of the Everflame
Murder's Mask
Master of the Fallen Fortress
The God's Mouth Heresy[/I]

So, the idea here is to reply to this post, removing anything YOU CAN NOT PLAY (and the other text), and simply post the list of what IS AVAILABLE TO YOU. The next person will likewise copy your post, removing what is not good for them, and so on. Hit preview just before posting, to make sure that someone else has not posted while you where editing, and then post. We will see if this works. :)

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

I'm opening this for a placeholder for now, so that people can show and discuss their characters. I have invited a few extra players, (not sure all will be interested). The scenario so far is Severing Ties, and the focus will be for Level 1 Playtest classes. It is not mandatory to play a new class, but I do want to keep it low level for this one.

Because the playtesting feedback is due by December 17th, 2013, I would like to try to rush through this a bit, and really hope to have active posting and players. I do not mean powering through it, just a bit more proactive play than normal and if able 1+ posts a day, and near the end, for everyone to post their thoughts, both on their character as well as the others.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Please let me know if there are any major changes since your last game, like leveling up.

Shadow Lodge

Shadows Last Stand, Third Crusade , Quest, & Before the Dawn

Finally back in the more civilized world after that last trek into Varisia to help out the Hiedmarch's lodge, only a single day's rest before being summoned upon once more.

You have been called to the Grand Lodge of Absalom for a briefing. Seated in a small chamber around a darkwood table, various trophies gathered from across the face of Golarion hang from the walls. A monkey-shaped mask with a serpent’s tongue glares out from the center of one wall, a strange halberd with gold rings piercing its thick blade and dragons carved along its haft hangs opposite the monkey mask. You are alone save your fellow Pathfinders, who apparently have been called here for the same purpose, and likewise had been looking forward to a little more downtime.

Finally, a huge man wearing creaking leathers marches into the room. He looks at each of you, as if he were appraising a handful of gemstones freshly pulled from the earth, and nods curtly. Some of you know him as Adril Hestram, a longtime Pathfinder and rumored to be the unwitting architect of the famed Katapesh slave riot of 4702. Adril’s physique puts most half-orcs to shame.

“Welcome, friends. We have a serious problem. Skelg the Ripper came to Absalom one month ago. Like many Ulfen warriors he joined the Longaxes, the Taldan Emperor’s personal guard whose duty it is to protect the embassy and Taldan visitors. Skelg also dropped a hefty sum of gold to purchase a manor in the Ivy district, something a Longaxe isn’t paid well enough to do. It is widely assumed that he brought most of his wealth with him from the north—a rumor I know to be true."

“It seems that Skelg also brought a curse with him. In his letter to me, he speaks of lying abed in this miserable summer dying from the cold. Neither physician nor priest has been able to cure his ailment, and there are no signs of disease or poison. Of course, for such a man, there is no greater dishonor than to die in bed instead of in battle. Normally, the Pathfinder Society would monitor these events and let the authorities deal with them. However, there are three factors that have drawn our interest. First, Skelg is himself a member of our Society and has asked for our help. Second, he is a personal friend of mine, and finding a sparring partner as worthy as Skelg to replace him would be a trying task. Last, he claims that artifacts of great power are involved, and that we may be able to recover them for the vaults of the Grand Lodge."

“We view this situation as having enough importance to assign you to investigate it. Go to the home of Skelg the Ripper, learn what you can, and do your best to help him. If you find an item that is somehow connected to the curse, either retrieve it or glean as much information as you can about it. “I trust there are no questions?”

Shadow Lodge

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Just looking for some PFS fans in the area to compliment our existing group. Either players or DM's.

Shadow Lodge

CURRNTLY RECRUITMENT IS CLOSED. All "seats" are reserved for an existing group.

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