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In honor of the GameDay and of my most recent PFS game finishing, I am volunteering to run the newest 1-5 Scenario!
A Pathfinder Society Scenario designed for levels 1–5.
Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school where the Pathfinders found her. The woman’s family has contacted the Society, hoping that its agents can escort her back to the haunted site and unravel the Drownyard’s relentless mysteries.
Written by Alex Greenshields.
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I usually post multiple times a day during the week and once per weekend. If you're not able to post I expect a message stating such as soon as possible. Otherwise, I'm pretty open to oddball builds and role-play!
Can a multi-classed Sorcerer/Psychic apply his phrenic amplifications to spells cast from his arcane list if the spell on the list is also on his psychic spells list? In the case I'm asking about, the spell is bungle which is on both the arcane and psychic lists. Can I apply will of the dead to a bungle spell cast as a sorcerer?
The Hao Jin Tapestry hangs on the wall of this stuffy basement room in the Grand Lodge. The tattered piece of fabric, five feet wide and seven feet long, looks more like a worn tablecloth than a storied artifact. The Pathfinder Society’s Master of Spells Aram Zey stands before tapestry, his arms folded across his chest. He speaks without greeting.
“As you all surely know, the Society labors at some cost to assemble a dwarven relic known as the Sky Key.” The Master of Spells produces an intricately sculpted piece of metal decorated with fluid carvings. A sudden flash of excitement fills his weary eyes. “The object I hold in my hands is one of five pieces of that curiosity. The pieces that the Society has obtained so far share the same luster and artistic sensibilities, but have different shapes and functions within the assembled artifact. Today, hopefully, you will retrieve another piece. Previous missions lead us to believe that a fragment of the Sky Key lies within the tapestry, in the company of a dwarven clan that left Golarion for Hao Jin’s realm some time ago. Your task is to enter the tapestry and make contact with these dwarves, discern what they know about the Sky Key, and negotiate for their piece, should they still have it.”
The taciturn sage produces a hexagonal beard clasp of thick, polished metal. “Pathfinder agents retrieved this beard clasp from one of the sites that we suspected of holding the Sky Key fragment. It belonged to an ancestor of the dwarves who live in the tapestry, and it may assist you in your negotiations. Return it to me if it does not gain you the fragment you seek. We hold no particular ire for the dwarves. Retrieve the Sky Key fragment if possible, but try not to murder anyone.”
Aram Zey adds grudgingly, “Does anyone have any questions before I send you into tapestry?”
I just finished running the estimable Of Kirin & Kraken and I want to run #6-21 Tapestry's Toil next. The tier is 5-9, taking place in the Hao Jin Tapestry on a quest for another portion of the mysterious Sky Key.
If you would like to play, I will take the first 5-6 players who post here with the following information:
- Character Level
I will be using Roll20 for maps. (I will send out the link to the players chosen.) Let's play a game!
Venture Captain Amara Li patiently waits in a private room of the Gilded Lotus teahouse in Hisuikirasu, the capital of Kwanlai. Beside her sits a tengu woman wearing a rich green-and-gold kimono and an elaborate beaded headpiece, her possessions and feathers immaculate. Her regal appearance is overshadowed only by the sheathed katana at her side and the stern look of an experienced warrior upon her face. Amara Li speaks once everyone has arrived and had an opportunity to enjoy tea.
“Some time has passed since I have been able to enjoy the company of distinguished Pathfinders such as you. Nearly two years ago, I expanded the Society’s operations in Tian Xia with the assistance of honored friends, and from there the Society has unearthed many discoveries once lost to this age. It is because of this matter that I would introduce you to my companion.” Shemotions to the tengu woman beside her. “This is Shiyo Takarak, a samurai of the Way of the Kirin, a noble organization we have worked with often and are sure to work with much more in the future. Shiyo has made a request of the Society, and it is our duty to oblige.”
Amara once again returns to her tea, as Shiyo begins to speak with a smooth and melodious voice. “Just north beyond the borders of fair Kwanlai lies the monstrous nation of Wanshou, a swamp-filled wasteland ruled by a vile elder kraken named Zhanagorr. Twice has he tried to expand his territories into Kwanlai alone!” She stares into her tea and regains her calm. “In the time of Lung Wa, our agents operated out of Shen-Shu, a once-grand structure now buried beneath a muddy swamp in Wanshou. Our records indicate a vault deep within contained the flute of the fallen emperor, Wise Zijao’s seal, and the second Shu coronation crown. The flute is your priority, but retrieve the other two relics if you can.”
The samurai reaches into her kimono and produces a scroll tube and a small purse, which she places on the table. “My agents report a mysterious wizard known only as Lord Rybos has begun excavating the Sunken Valley where Shen-Shu lies, most likely to unearth whatever riches were lost when Zhanagorr’s storms swallowed the region. I am told that Zhanagorr has eyes everywhere, so I suggest you avoid any settlements along your journey and travel through the swamps. I am providing you with maps to help guide you through Wanshou undetected” the tengu’s clawed hand slides the items forward— “and with coin so you might procure any supplies you need for your travels. I trust you will represent both your Society and the Way of the Kirin in a way that would make our patrons proud."
Amara Li looks up from her tea before adding,“Remember Pathfinders, you are heading deep into unfriendly territory. I suggest you use discretion while making preparations.”
It is rare enough to receive a summons from a Venture-Captain ordering you to drop everything, but to be told your meeting will be with a member of the Decemvirate?
Venture-Captain Sheila Heidmarch is waiting quietly in her rather crowded study. At the far end of the room stands Venture-Captain Ambrus Valsin alongside a masked figure whose features are concealed by a dark robe and heavy cowl. Half a dozen other Pathfinder agents line the walls and face outward, concentrating on various spells that no doubt ward the room against eavesdroppers. Sheila motions to a small sideboard bearing refreshments before leaning over a small table laden with Thassilonian relics.
Ambrus Valsin steps forward and says, “My fellow Pathfinders, as you can see, the task that lies ahead transcends the interests of Magnimar’s increasingly esteemed lodge; it’s a mission that will affect the entire Pathfinder Society and merits the direct attention of the Decemvirate.” The hooded figure behind the Venture-Captain nods in silent agreement and then gestures for Valsin to continue. “Over the past year, we’ve received increasingly concerning reports from this region that the Lissalans have plans in motion to revive Krune, the Runelord of Sloth and one of the most powerful wizards of ancient Thassilon. We have set our own plans in motion to keep him in check if the Lissalans succeed, but Sheila Heidmarch has an ambitious plan regarding this threat.” He nods and steps back to cede the briefing to his colleague.
Sheila takes over, adding, “We recently acquired these refuge tokens and their command words. When broken, the tokens will take a handful of agents directly to Krune’s sanctuary. If he has yet to revive, do whatever you can to ensure he never does. If he does awaken, pray that he is too dazed and addled to command his full power. Whatever it takes, end this threat to Varisia—permanently.”
She then motions to the other relics on the table. “The Society has recovered Thassilonian relics , perhaps some through your deeds, and I would rather they be in your hands as you face Krune; they will do us little good in a museum if the runelord returns. Once you defeat him, take special care to recover his two artifacts: a dragon-tooth spear and a rune-inscribed rod. Once you are ready, I will show you how to use the refuge tokens. Do you have any questions?”
A month has passed since you came to Ravengro to attend the funeral of Professor Lorrimor, and as his will requested, the time has come to take his books to Lepidstadt. His daughter, Kendra, has been your charge and hostess for the month and she is saddened to see you go, yet thankful that you have agreed to fulfill her father's final wishes. She prepared quite a feast for you the night before and many toasts were given to the memory of the Professor and to you as the heroes who liberated Harrowstone.
After much discussion, you have chosen your path to Lepidstadt. The distance from Ravengro to Lepidstadt is about 100 miles. No journey in Ustalav is without risk, but the old Mountain Road is generally regarded as the best route. This road follows the southeastern foothills of the Tusk Mountains, passing through the towns of Tamrivena and Courtaud before following the Lesser Moutray River up to Lepidstadt. With luck, you should be there in a little over a week.
You set out with the sun, thin as it is in the early morning mist. As you travel you see less people and more marshes, trees and ruins jutting from the swampy ground here and there. Most of these are no more than walls, but you do occasionally catch a glimpse of structures that appear to be more intact.
Three days out, around later afternoon, you are somewhat surprised to come across a series of brightly colored wagons. Gaudy paint depicts images of garish figures, all performing beneath the banner of "The Crooked Kin— Ustalav’s Greatest Traveling Cabinet of Curiosities!”
You see eyes peering cautiously from the wagons, but no actual people until an albino man with long white hair wearing a tall red hat and bright red jacket with striped pants hops down from the lead wagon. He bows in a very theatrical manner and calls out, "Welcome my fellow travelers! Welcome to Ustalav's finest travelling show! I am Kaleb Hesse, ringmaster of this fine bunch. But, I fear, you have found us at a sad time; one of our fellows is missing!"
Good day everyone! We will be starting as soon as I have PFS #s, character name and level, and everyone is checked in. I expect you to post daily. I will post often during the week and less on weekends. If you have any issues, let me know and we'll work with you to make sure everything is okay.
STAR WARS: DAWN OF DEFIANCE
Fleeing from the oppression of the Emperor’s minions, agents of Senator Bail Organa have run to a remote space station above Brentaal. Known to be a vocal opponent of the Empire, Organa may be the last hope of freedom in the galaxy.
In the hopes of stopping these dissidents before they can reach the Senator, the Empire has alerted its forces on Sel Zonn Station, where the struggle for liberty rages on, and the first sparks of rebellion have begun to burn. . . .
It has been about a week since you arrived on Sel Zonn Station. Thinking back to your first glimpse of the station, you can barely remember the hope you felt...
Seemingly motionless among a sea of starships and satellites above the twinkling world of Brentaal, Sel Zonn Station grows larger in your view every second. A central pylon forms the bulk of the station’s mass, and three landing platforms leading to docking bays extend from the central section, equidistant from one another and jutting out into space. The dorsal side of the station features a discshaped secondary structure, on top of which blinking lights indicate the presence of a landing platform reserved for wealthy patrons.
Now, however, you see the Station from a very different perspective. The parts you've seen are dingy, dirty and unfriendly. Jobs are scarce and your credits dwindle by the day. Crime bosses feud over limited territory and most people on the station try to keep to themselves, their heads down and under the radar of the powerful or the criminal.
Still, you've met some kindred spirits, some people who you feel you may be able to trust. But it's hard to tell, and a sense of unease pervades the Station and even the Force...
As is your custom, you meet your friends on the Promenade, enjoying a few moments of seeming peace and normalcy before you head off to try to find any work. The Promenade is filled with the bustle of revelry and commerce. Spilling out of the gambling halls are the sounds of victory and the moans of defeat, while the music of local bands issues from the cantinas. Only a handful of citizens mill about in the main areas of the Promenade, a few gazing out the massive windows at the planet Brentaal hovering below. Businesspeople hawk their wares to the passersby, and a few Imperial stormtroopers make their way down the main avenue of the Promenade on their usual patrol at a leisurely pace.
Feel free to describe what you look like and introduce your character, then we'll move along to trying to kill you.
The Ritual of The Blessing of the Ancestors
The ritual itself takes about two hours to prepare—to the outside observer, it looks like little more than a rhythmic droning chant by the
The shaman begins by recounting the legends of the tribe and the heroics and wisdom of the ancestors in a sing-song voice, shifting after 10 minutes into wordless droning and rhythmic chanting. This continues for two hours, after which the Sun Shaman slumps and the spirit to be contacted rises from the smoke of his focus fire to address the participants.
As Zellara rises from the smoke, her form coalesces and she recognizes the PCs with a smile. She greets them each by name, and then says that she has a message for them about their goal. Throwing her head back, she sings:
"Fate of steel—Serithtial
As she finishes her song, Zellara smiles again, although this time her smile seems somewhat sad or bittersweet. Each PC feels a sudden upsurge in their souls as the spirits of the dead infuse them with energy to aid them—even hundreds of miles away, the cruelty and evil of the undead within Scarwall are a blot in the spirit world, and the spirits seek victory as much as the PCs. The Shoanti stand amazed as the ritual ends and Zellara fades into darkness. Finally Chief Ready Klar breaks the awestruck silence. “Truly these Friends of the Sun are blessed by the ancestors. They walk with the spirits and bear their mark. They honor us with their presence and friendship. As they go forth to battle the evil that has plagued these lands of ash for many-score generations, they go with the power of the Sklar-Quah. They shall go forth with the power of Father Sun in their hands.”
The sudden influx of spiritual energy gives each PC two additional benefits to aid them in their trials within Scarwall, as detailed below.
Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each of the PCs (even if the item in question is not present at the blessing). If the PC chooses a weapon, it gains the undead bane weapon quality. If the PC chooses armor or shield, the chosen protection gains the ghost touch armor quality.
Infused Soul: The next time the PC fails a saving throw against a death effect, that effect is negated but the PC is stunned for one round as the spiritual energies in his soul are burnt away. This protection can save each PC only once from a death effect.
It is a dark day when the letter arrives.
Brought by courier, by boat and wagon and foot, it arrives with faded lettering and sealed by a familiar crest: the crest of Professor Petros Lorrimor. Breaking the wax seal, you read the following:
"It is with a sad heart that I wish to inform you of the death of my father, Petros Lorrimor. You have received this letter because my father named you in his last will and testament. His body will be interred on Toilday the 8th of Gozran in Ravengro, with the will to be read following. Enclosed are funds to aid in your travels.
Enclosed in the envelope are 5 platinum coins.
The date of the funeral is less than a month away, which should just about allow you time to book passage and arrive in Ravengro, if you finish your affairs quickly.
Okay, here's the deal: I would run this with PFS standard characters in Campaign mode, with the idea that you would each gain PFS credit and a PFS sheet once each chapter is completed. I would need 5-6 committed PFS PbP players who are COMMITTED to the following:
1. Posting at least once per day on weekdays and usually at least once over weekends and holidays.
My GMing philosophy, informed by 20 years of gaming:
1. I am not your enemy. My job is to play your enemies and make for a challenging experience. You're the hero, but a hero needs adversity to shine. I'm the adversity.
With that being said, I need 5-6 stalwart souls who have a connection to the late, lamented Professor Lorrimor. Please download the free Carrion Crown Player's guide and be aware that this is a horror AP and will involve gross stuff and mild dementedness. Do not apply internally.
The growing light of predawn filters in through a window of the two-story building that Amenopheus has rented in Eto, and the aging Garundi man takes a seat on one of the cushions set out for this meeting. He produces a sealed letter from his robe, placing it in the middle of the floor before speaking.
“Good morning, Pathfinders. As you know, we have had our share of setbacks recently. Not only have the emerald and topaz gems sacred to my order slipped through our fingers, but we also faced the frustration of finding nothing but fragments of the once great ruby. Thankfully, its power is not lost entirely, and through the Ruby Sage’s blessing, it lives on in you. I am thankful that you have agreed to act on her behalf and see this through to the end.
“As we speak, the scoundrels who seized the two gems cross the Pillars of the Sun to meet their employer, the cryptic Diamond Sage.” He sighs heavily. “What she intends to do with the gems is a mystery, but the sage jewels are too important for me to take risks with. If the power that you wield is representative of a shattered jewel’s potential, imagine what one might accomplish with three undamaged stones! Until we know what her plans are, it is paramount that we get to the jewels first.
“Kafar and Nefti have a rudimentary map of the Pillars of the Sun, and last night I found a bartender who spotted them poring over it between drinks. She recalled little of the map, and she could not make sense of the marks or annotations; however, the right spells have allowed me to probe her mind and determine Kafar and Nefti’s entry point into the mountains. We will follow them from there.” With a somewhat chagrined smile, Amenopheus adds, “It may be that they will lead us to the Sanctum of the Sages, a hidden complex I have long suspected might be in this area.”
He stands and announces, “Prepare yourselves quickly. We shall leave momentarily.”
A rapid summons has you speeding to Silverhall, in Brevoy at the behest of Lady Gloriana Morilla, the faction leader for Taldor. A week ago a messenger delivered a hand written note from Lady Morilla, which read as follows:
Do your best to persuade Dame Lebeda to permit this transfer. No doubt she will require some task of you in order for you to claim the Horn of Aroden—one simply does not part with such a treasure on a whim! Remember that she and her family are influential in Brevoy and beyond, and winning their friendship could bring great benefits in the future.
Eagerly anticipating news of your success,
You are rapidly shuttled into the audience chamber of a well-appointed noble's home. A fire burns merrily in the large hearth of the audience chamber, casting warm light over the long wooden table and high-backed chairs. A pair of guards opens the engraved wooden doors, and a regal woman enters, her hair tied into a tight bun. The guards stay by her side as she scans the room and then takes a seat at the head of the table.
“You must be Lady Morilla’s Pathfinders. I am Dame Sarrona Lebeda, and I am well aware of your desire for the Horn of Aroden. I am sympathetic to the cause of the crusade, and am curious to learn whether the Horn’s magic can be returned; however, the horn has already been pledged to King Noleski Surtova as a fitting part of the dowry for my daughter’s hand in marriage, and such promises cannot be overturned lightly. Nonetheless, I am willing to find a replacement gift in exchange for one kindness on your part: bring my son back home."
“As of late, my son Lander has been neglecting his duties in favor of playing the part of an adventurer. His swordplay admittedly shows promise, but wielding a weapon is only one facet of being a proper lord. Worse, the style and legacy that he has become obsessed with is that of Baron Aldori, which many houses perceive as a sign that we are not as committed to a unified Brevoy as we may appear. The truancy of a second child may not seem much of a threat, but with his older sister spending her days in the capitol negotiating the web of Surtova politics, the increase of bandit activity and wolf attacks in our lands, and Lander neglecting his responsibilities within our holdings, I am concerned that he is as much a liability to our family as an asset. You are adventurous types yourselves, and understand the hazards and difficulties of the lifestyle. Perhaps you could find Lander and convince him that the way of the sword is not the life he romantically envisions?”
I have four players and need one more to top off a PbP PFS game that has just started. The party is low-tier (1-2), but if we get a level 4 or 5, you'll have the option of playing tier 4-5. I need a player as soon as possible, with the intent of continuing on and playing part 3 with the same character.
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
You make your way to the Caravanserai, where the talk of the area is rumors of gnoll activity in the deserts near Eto. You may make Knowledge Local or Diplomacy (Gather Information) checks to pick up any information on the routes marked on the maps.
Joining a passing caravan, it takes about two days to reach Harse. Harse is a small crossroads town, sporting two inns, a pub, three shops and a thriving marketplace. Orsini and Neolandus are relatively quiet on the way there, but as soon as Harse is in sight, Orsini perks up. You leave the caravan and walk west out of town, toward a series of ranches and fields.
As you approach one of the ranches, you see a herd of fine looking horses and some aurochs, the large oxen grazing contently under the gaze of someone you recognize: Trinia Sabor, the bard you helped to escape death as the scapegoat of the King's death. She sits a horse and looks healthy doing it, smiling as she rides toward you.
She dismounts, hugging each of you, and welcoming you. "It's so good to see you! But I take it by your look and faces that things in Korvosa are bad?" She nods when you tell your tale, saying, "I heard from passing merchants that things had gotten bad, but I hoped..." She trails off and takes you in to meet the ranch's owner, a barrel chested man by the name of Jasan Adriel.
He greets Orsini warmly, clapping the man in a bear hug, then welcomes each of you to the Blackbird Ranch and calls over a young girl of 8 summers to show you to your rooms. The ranch is modest, but comfortable and you find it homey in its way.
After dinner, Jasan and Orsini retreat to trade old adventuring stories and catch up, while Neolandus tells you everything he knows of the fangs that were kept beneath Castle Kovosa.
Neolandus was familiar with several old and obscure legends about the chambers below Castle Korvosa— chambers, it was whispered, that were old even when the Shoanti dwelt here, and that used to hide something of great power or evil. There was little more information to go on, but he did uncover mention in some documents from Korvosa’s earliest days of something called Midnight’s Teeth, and that these teeth were believed to be some sort of sacred relic of great import to the Shoanti. Circumstantial evidence indicates that the Shoanti kept these teeth in the chambers inside the pyramid that now serves as Castle Korvosa’s foundation.
Neolandus’s further research uncovered an old legend that chilled his soul. Several hundred years ago, a powerful blue dragon and agent of Zon-Kuthon named Kazavon brought the orcs of Belkzen to their knees and began conquering the neighboring nations of Ustalav and Lastwall, until he was finally defeated and his remains scattered. Some of these remains, according to certain Zon-Kuthonic scriptures, contained fragments of Kazavon’s essence. One of these relics was the Fangs of Kazavon.
By piecing together his evidence, Neolandus suspects that Midnight’s Teeth were none other than the Fangs of Kazavon. The description of the queen’s new crown sounds to Neolandus as if she now wears the Fangs of Kazavon on her brow, the implications of which troubles him greatly.
Neolandus wasn’t able to gather much more information before the Arkonas took him, but he doesn’t suspect there was much more to learn. Hard facts about Midnight’s Teeth were sparse to begin with—Korvosa’s founders didn’t think it important to preserve much in the way of Shoanti culture. Yet there is still some hope. The Shoanti have very strong oral traditions, and if anyone knows the truth behind Midnight’s Teeth, that truth is doubtless hidden among their historians up in the Cinderlands.
Neolandus pauses, sipping his wine. "You must go to the Cinderlands and seek out a man I believe to be wise and honorable. His name is Thousand Bones. He's a shaman of the Skoan-Quah, the tribe of the Skull."
Trinia lets out a soft bitter laugh from where she stands in the doorway, eavesdropping. "You had best hurry, then. The Sklar-Quah, the Sun clan, are readying for war against Korvosa. A small trading party came through a week ago. I spoke with them; they're convinced that Korvosa is possessed by evil and they plan to lay siege to it. If you're looking for this Thousand Bones, you had better hurry!"
You recall that Thousand Bones was the shaman whose nephew was killed and dismembered by the derro way back in Chapter 1. You did him a favor then; he's likely to remember you.
Neolandus nods at this news. "You'll need to head north to Kaer Maga and into the Cinderlands from there. I won't be joining you; I'm old and I'll be of more use here, trying to rally any allies we can find." As he speaks, his arm shakes, a remnant of his time in the torturer's dungeon.
Trinia pipes up again. "I can speak Shoanti! I'll go with you!"
The sun is hot and high above when you arrive in Sothis, in the nation of Osirion. Your throats are dry and your skin red by the time you step into the cool shadows of the Pathfinder Lodge and avail yourselves of a drink of cool water from a covered urn just inside the door. As soon as you are refreshed, a man in simple white clothes bows to you.
"Honored Pathfinders, I am Manka. I serve the Pathfinders of this Lodge and will show you to your accommodations. However, Venture-Captain Balentiir has requested you be shown to his office as soon as you arrive. If you will please follow me?" He leads up through the hall and up a stone stair to the second floor, where an open office awaits. Inside two men await. One of them is a younger blond man, Ulfen of blood by his look, who stands near the open window and fans himself with a piece of parchment. The other one is an older man, Osirion by his look, and wearing a large puffy hat of local origin and embroidered robes. He sits, looking somewhat amused and calmer than the blond man. Manka clears his throat, bows and announces, "Venture Captain Balentiir, your guests have arrived."
Balentiir smiles, but it's a tight and rushed look. "Excellent, on time. Come in and have a seat. Now, who did the Decemvirate see fit to send me?"
I'm looking to run the Destiny of the Sands with the same party from start to finish. The first two scenarios are 1-5, but the last is 3-7, so you'll obviously need characters that will fit the tiers. And since this is Pathfinder Society, you'll need PFS legal characters.
What I'm looking for:
This trilogy looks like a lot of fun. The first two mods are out and the third will be by the time we get to it. Let's make it mythic! I will be using Roll20 for maps and props. It's a free service and you'll need an account there.
I will open recruiting through Thursday, March 13 at Noon Central Time (US). I will select and announce players then. If you cannot commit for the whole time, DO NOT APPLY.
Sound off Pathfinders!
Alright, I need some advice and ideas. We have a rapidly growing base of players (started with 6 less than a year ago and we're now up to 40+), but we need more GMs. More to the point, we need good GMs who are reliable and stable and willing to follow up on commitments.
I know there are lots of folks out there who have been through this same issue, and I beg your wisdom. Help me Obi-Wan, you're my only hope.
Korvosa lies silent, as the living mourn their dead in the wake of the blood veil plague. Whispers on the street tell of heroes who fought grave evil and divine wrath to save the people. Heroes who are not sponsored by royalty.
But something even more shocking soon drives these rumors out of the minds of the people. For the day of the Sable Company dissolution ceremony, people are speaking of the event itself.
As rumor has it, the Queen stepped forward, flanked by her Grey Maidens and by an obese wizard who has become her Councillor, she pronounced the plague over through the work of her Physicians. She made proclamations that her royal backing and tireless support has seen to it that the plague is over. She appoints Sabine Merrin, her personal Grey Maiden, as General of Korvosa and protector of the people. She states that the Sable Company Marines, being devastated by the plague, are being disbanded and folded into the Guard. She orders Marcus Endrin, the commander of the Sable Company to step forward and surrender his badge of office.
What happened next is the subject of much speculation. What seems clear is Endrin stepped forward and fired a crossbow point blank at the Queen while shouting "Your shameful reign ends now! Long live Korvosa!". The bolt struck her in the temple, embedding itself three fingers deep. The Queen, enraged, reached up and ripped it free and jabbed it into Endrin's eye, killing him. She then shouted, "This the fate of all traitors! Mark well his death, for it is only the first!" while blood poured from her open wound. This all happened in the blink of an eye. She then disappeared as the obese wizard grabbed her.
The Grey Maidens then closed on the crowd and beat them out of the courtyard. The Castle was then closed and hasn't been opened since. Or at least, that's what the rumors say...
Then, this evening, you receieved an urgent summons from Marshall Kroft. Arriving at the Citadel, you are shocked to see only a single guard at the guards where once there were at least six, and no Guards in the courtyard at all. You are ushered, not to the Marshall's office, but to a tiny room deep in the heart of the Citadel. Inside the Marshall stands by a small table, upon which sits a coffer. She looks tired, worn and worried. She looks up at you as you enter.
"Korvosa is dying. No, strike that. Korvosa is being murdered. Killed by our queen. The evidence you’ve uncovered that links her to the plague is damning enough, but this recent display at her address… Endrin is dead. She’s more in control now than ever. I dare not move against her—my Guard would be executed to the last man by her Gray Maidens by sundown. She must be stopped. And I know of no one else but yourselves to do this deed."
“Whatever foul magic the queen has wrapped herself in is obviously of the highest order. Endrin’s aim was true—his shot should have dropped her. I had feared he was going to take matters into his own hands like this, but I had hoped he would find it within himself to find a better route. If only he could have waited."
“You see, just this morning, new information came to me. I have received a missive from my friend Vencarlo Orisini, the first I’ve heard from him since Queen Ileosa cut off Old Korvosa and put it in quarantine. A message that gives me hope. Vencarlo speaks of discovering something of vital importance regarding the queen—he mentions something about dark magic and a pact with a devil, but until the events of this morning, I found his claims difficult to believe. Yet now… if Queen Ileosa has entered an infernal pact of some sort, we must tread carefully indeed."
“Vencarlo asked for you in the missive. You’ve made quite the impression on him, it appears. He remains in Old Korvosa now, but has asked that I send you to him, to his home, to hear what he has discovered. Ironically, you should be safe in Old Korvosa—the queen’s quarantine has cut off the island entirely, and word on the street is that she plans on leaving it to rot. She won’t think to look for you there if you maintain a low profile and avoid confrontations with the Gray Maidens."
“Once you find him, you’ll need to escape Korvosa, I fear. This city is no longer safe for you, or for those associated with you. As Field Marshal, I suspect that as long as I comply with the Queen, I shall be safe—and I will do what I can to ensure those friends and family you might leave behind are protected. By remaining in this city, I fear that you put them into more peril. Go to Old Korvosa, find Vencarlo and hear what he has to say. He has contacts in Harse—he’ll be able to help you lay low. I shall be in contact with you when I can, at which point our plan, I hope, shall be clear. "
So I recently got a copy of Cubicle 7's The Laundry RPG and I really love it. The idea of mixing bureaucracy and Cthulhu in the UK is happy to me. So I figured I would post and see if anyone else is interested.
Some notes: I'm not from the UK. I've not made it there yet. I could (and probably do) have some wild inaccuracies about EVERYTHING. However I do know bureaucracy very well!
If you're interested, post here and let me know what sort of agent you're interested in playing. I'm probably going to limit this to 4 players, since it's an intensive role-playing experience.
And yes, this is based on Charles Stross' excellent Laundry series: Atrocity Archives, Jennifer Morgue, Fuller Memorandum and Apocalypse Codex thus far. Some experience with the series is helpful.
Also, I only have the base book for now, so let's limit ourselves to that for options.
It has been three weeks since the masked hero Blackjack interrupted the Queen's ceremony and rescued Trinia Sabor. The streets of Korvosa are uneasy, but mostly quiet as life goes back to what passes for normal. The Queen has not been seen in the time since her speech and the Castle has been closed and locked. Some balance of power has shifted, and even the common folk can feel the difference.
You're out on a foggy early morning patrol along the northern edge of Korvosa, near Old Korvosa, when a sudden horn blast sounds from the river. It's followed by the TWANG-THUD of a trebuchet firing, then by several others. Shouts of alarm are raised in the foggy half-light as the sounds of siege engines blast. They seem to be coming from the defensive trebuchets set along the river, designed to defend against attack from the sea...
Ladies and gentlemen:
My Curse of the Crimson Throne PbP has hit one of the more common snags: we've lost a couple players. So what we need are two replacements.
The specs: We're still early in Book One, after Lamm is dead and Korvosa has gone to heck in a handbasket. The PCs are working for the Field Marshall of the Guard, in an effort to deal with some things that she finds herself too short staffed to deal with. You would be making a 2nd level PC, non-evil, cooperative with the party, 20 pt buy. No gunslingers, simply because you're not really ever going to find guns.
Right now we have a human fighter 2, a human rogue 2 and a half elf summoner 2. The party is pretty mercenary at this point, but they're coming around! A cleric and an arcanist to supplement the summoner would probably be best, though I will entertain novel ideas and concepts.
What I require: a paragraph about your concept, history and why you would be helping the Korvosan Guard. Also, what marks your character for greatness? Also I will need to know what race/class you're going for. We don't need full character sheets yet... but they certainly help!
Deadline is Tuesday at 5pm Central Time US. At that point the players and I will choose our victims.
Thanks in advance and feel free to ask questions. Newcomers are welcome, as long as you can commit to posting 1/day during the work week.
I apologize if this is the wrong forum, but...
Has there ever been a thought about having a PDF only subscription to the various lines? Increasingly I am buying more and more PDF products and less physical products (or only the big ones!) A PDF subscription would be great, if it included PDFs being shipped early to subscribers, as the current print+PDF plans do.
Is this something that would work for Paizo? Is it a possibility?
Dawn in Korvosa breaks over a city that has seen its shine dimmed in recent years. Slums dominate a large part of the city, while contrasting rich dwellings shine with opulent glory. In the sky above, imps wheel and fly, a common annoyance to the city dwellers below. Occasionally the flash of tiny dragon wings can be seen as pseudodragons flit back to dens and warrens. Korvosa this morning stinks, the smell of rot and waste and corruption; in other words, a typical morning.
The bed is cold and hard beneath you when you rise this morning. The small apartment you live in is nothing more than a single room, dominated by a hard bed, a table with a broken leg and a fireplace that is constantly clogged by soot. Your eidolon stirs beside you, the only warmth in a dark room. Lighting a candle, you are momentarily shocked to see a single Harrow card sitting on the small crate you use as a bedside table. It is the Twin, and there is writing on the back. It reads: "I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done." Gaedren Lamm. You still recall how a childhood friend got taken when you were just a lad. Rorry. Poor Rorry. The next time you saw her she was beaten near to death, only skin and bones, prostituting herself on the boulevard. Lamm did this to her. Lamm signed her death warrant, and now you finally have a lead, after months of searching. Lamm will pay.
A warm fire glows in the fireplace when you awaken, slightly groggy from your night previous. The bed is warm and a pretty young thing gets dressed on the far side of it, smiling at you. She leans over and kisses your forehead. "Las' night was fun, but I gotta be off. Me shift starts soon!" She slips out of your rooms with a backwards kiss and is gone. Pity you can't quite remember her name...
As you roll over, your eyes fall on a single Harrow card, sitting on the pillow. As you pick it up, you notice writing on the back. It reads: "I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street
You jolt awake with a jerk and a hand slapped to the dagger you keep near at all times. The world intrudes, always. You sit up, the hard pallet you slept on last night groaning as you do. It takes a moment for the memories to fade back in, but you remember the events of yesterday: the fight you won, the money it earned the bastard who owned you, how the bastard got knifed in the back for his winnings, the elation as you realize you're a free man. You're free. Free. It doesn't seem like a true word. From the time you were young, stealing to eat, moving from place to place to avoid the beatings you'd get if you were caught. Then Lamm. Gaedren Lamm and his offers of 'the easy life.' You were thrown into a dank basement with two dozen other orphans and forced to work, steal or prostitute yourself for Lamm. When you finally escaped, made hard by the experience, you swore vengeance, but every lead you'd lad since then had evaporated. Lamm was cagey smart, and no one crossed him. No one who lived, at least.
Something fluttered to the ground as you sat up, a single Harrow Card. When you pick it up, you see it has writing on the back. It says "I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street
All in all, you'd woken in less savory places. Under the table at the Inn of the Thicket wasn't so bad. It was dry, warm and smelled slightly of beer. Not bad at all. And bless Cayden, you had no hangover! Avoiding the table above, you sit up, which sends a single Harrow card fluttering to the ground. It has a note, written on the far side. It reads: "I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done."
Gaedren Lamm. The name had come up repeatedly recently. First a brewer you knew from Alehouse Lane had been found dead, overdosed on Shiver. His supplier had been a man named Lamm. Then the twin 8 year old daughters of the barkeep here at the Thicket went missing. Lamm again, they said. But no amount of searching had lead you anywhere. The man was a phantom. People were too scared of him to talk, or those who did wound up dead. But this was a lead and the first solid one in a week. Finding and stopping Lamm would erase your debts and would definitely be what Cayden would do! Lamm would pay. And maybe those little girls were still alive.
You always woke up in a cold sweat. No matter where, no matter when it was, it was always a cold sweat. They said it was a side effect of shiver, that no matter how long ago it was, you always woke that way. At least the nightmares hadn't come last night. There was a blessing in that. In the other room, Marta hums tunelessly as she cooks porridge. You feel a stab of guilt. Ten days you've been seeking Lamm and nothing. Every lead is a dead end. Every snitch ends up dead before he can talk. The man is a ghost, they say. But you will find him. You've given your word and it means something to you.
Swinging your legs out of bed, something flutters to the stone floor. It's a single Harrow card. Picking it up, you see it has writing on the back side. It reads: "I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done." A lead? Out of the blue? Your questions must have stirred the right pot after all. You slip the card into your pocket and stretch. Soon. Very soon, Lamm will pay.
It's morning now. What will you do until sunset?
As the title says, is there any thought given to selling the pdf of the interactive maps separately from the PDFs of the Adventure Path? I own the physical copy of Rise's Anniversary Edition and would love to have the maps but I don't really need the whole PDF, just the maps. I think selling these for $5 or so would be an excellent additional revenue source for Paizo and help those of us out who don't subscribe but would like access to the maps.
As the title says, is there any thought given to selling the pdf of the interactive maps separately from the PDFs of the Adventure Path? I own the physical copy of Rise's Anniversary Edition and would love to have the maps but I don't really need the whole PDF, just the maps. I think selling these for $5 or so would be an excellent additional revenue source for Paizo and help those of us out who don't subscribe but would like access to the maps.