The Beast of Lepidstadt

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**** Pathfinder Society GM. 947 posts (2,247 including aliases). 7 reviews. No lists. 3 wishlists. 29 Organized Play characters. 9 aliases.



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Grand Lodge

Hello,

I'd like to cancel my Organized Play subscription.

I would like to keep my Pathfinder RPG subscription, however. So only cancel the PFS Scenario subscription, please. :)

Grand Lodge

Hello,

For some reason, my APG from my Rulebook Subscription is in my Sidecart, and not a pending order. The only other subscription I have is for PFS Scenarios, so it shouldn't be waiting on any other shipping options, and I have no other pending orders.

Any help? Thanks!

Grand Lodge 5/5 *

1 person marked this as a favorite.

First off, I just want to say that I am an a PFS vet and former Venture Officer that played, GM'ed, and ran games all over from Season 0 through 2013. I've been on a Pathfinder hiatus for awhile, but the release of 2E has awakened these sleeping bones. It's exciting!

However, a lot has changed in the organized play world since I burned out on PFS and moved on. I spent a fair amount of time assisting our local game store and area conventions with the launch of Adventurer's League, and it was refreshing to see WOTC's more relaxed approach rather than the very restrictive and exhaustive bookkeeping that was required of PFS organizers.

So, coming back to assist in organizing and running PFS2 after several years away, I'm a bit bummed to see that not much has changed, despite the fact that D&DAL has done a lot to bring in people to participate in organized play. I do like the new faction and boon system that's been imported from SFS, and the smaller tiers of play (1-4 rather than 1-5) is much better IMO. However, there are two specific rules that I am particularly frustrated to see still in place.

1. Replay. I was there in the beginning of PFS during Season 0 and Season 1, and I remember the ongoing discussions about replaying scenarios back then. I get it. Trying to close loopholes to prevent abuse of the OP campaign makes sense. I get annoyed by AL players wanting to replay the same handful of adventures with new characters just to get access to specific magic item certificates.

However, the line in the PFS2 Guide that talks about undersized tables is extremely disappointing.

PFS2 Guide wrote:

You can replay an adventure in order to help a group reach the minimum legal table size of three players.

When you replay to help create a legal table, you do not earn any rewards. The GM should provide you a Chronicle sheet that grants no rewards (including gold pieces, Experience Points, Fame, Reputation, and boons). However, do record any items expended or gold spent on the Chronicle sheet.

So, someone that steps in to help get a table off the ground not only receives absolutely nothing for their 4+ hours of time, but technically loses because they still have to count anything spent and consumed. That's brutal, and I would never ask anyone to step in to be a third player at a table to get nothing for their time. That type of draconian fear of letting people get replay credit doesn't promote any sort of community, at all. This should be an exception that DOES allow player credit, with a special note on the chronicle that the replay credit is approved via creating an undersized table.

2. Sanctioning adventures. I can't wrap my head around the fact that official Paizo-published adventures still have to go through a PFS-sanctioning process, where players only get "partial" PFS credit for their time.

One of the things that has greatly driven interest to D&D at our local game store is the use of published adventures as OP content. When someone creates an OP-legal character and plays through an entire book with them, that character keeps all the XP and treasure that was earned and becomes a regular OP character to be used for any Adventurer's League scenarios. It keeps things open rather than isolated and silo-ed off.

I would love to organize a weekly Fall of Plaguestone PFS event at our game store, where GMs run players through the Adventure for a couple of hours each week until completion. And at the end of that, they get to keep those characters and use them for PFS2 scenarios. Instead, they get a chronicle sheet that awards them for roughly 1/4 of their time, and it would require them to make a new character anyway to apply it to.

It's a very confusing and unfriendly system to new people wanting to play a more traditional ongoing game, while also getting to participate in the organized play system. It especially doesn't help that even weeks after release, books don't get sanctioned/approved immediately, leading to hesitation to even offer to run something special for organized play players.

I would really love Paizo to take a look at some of the things that WOTC is accomplishing with D&DAL. I know there's an aversion to "copying the competitor," but when the competition is offering options that encourage flexibility and casual play rather than strict, inflexible rules that require a level of record keeping that many casual players don't have time or a desire to participate in... It's just hard in 2019 to convince folk why they should give PFS2 a chance, when the current OP system doesn't seem particularly interested in providing an incentive for casual players.

I know this is going to come across very angry-sounding, but I'm not. I'm genuinely excited about Pathfinder again, when I wasn't sure if I ever would be again. But I know I'm also not alone in wishing that things were more flexible and accurately rewarded people for their time instead of assuming everyone is trying to cheat the system.

Grand Lodge

Now that the game is available at retail, is there an ETA on when we can expect to see the PDFs of the character sheets?

Grand Lodge

Hello!

For some reason, my card on file for subscriptions was denied. I think it was using an old card initially and I changed it, but the pending order still says "Transaction Denied."

It's not a balance issue, and everything looks correct on my end.

Any help would be appreciated. Thanks!

Grand Lodge

OH. MY. GOD.

Mavaro.

*blink*

Grand Lodge

Hi! I just wanted to check if it was possible to confirm that my shipment was indeed sent last Tuesday. I never got a notification email that the items were shipped, but my account shows that the order was completed.

We have a convention event this coming weekend and anticipated having Mummy's Mask for it based on the shipping timeline, and I'm just trying to figure out if that's something I need to reschedule now. And since I wasn't provided a tracking number, I have no way of checking myself. :)

Thanks!

Grand Lodge

So, who has received their Mummy's Mask shipment yet? I'm chomping at the bit here! :)

Also, any word on when we might see character sheets go live?

Grand Lodge

I freaked out when I saw Ameiko and Orik as playable characters in one of the previews posted yesterday. It's so cool!

Also, looks like each Adventure is $5, with a Season Pass that is cheaper than $25 (but not known at this time.) That's a great pricing model. It also sounds like each Adventure will come out in a staggered release, hopefully monthly, rather than all at once.

Grand Lodge

Alain's power allows him to put the monster he failed to defeat on top of its location deck, granted he used his power in said combat. What happens if this is a Villain? Does Alain's power supercede the general rule of undefeated Villains escaping?

Grand Lodge

Sadly, I don't have it next to me to reference, but we had an issue with the wording on the Family Tomb location and the "When Permanently Closed" text. It seems like some language is missing from the text, unless I'm completely misunderstanding how it works. What exactly are you supposed to examine and potentially leave at that location?

Grand Lodge 5/5 *

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HIRGENZOOOOOOOSK!

Man, what a challenging but fun scenario. Everyone had a really good time, though one of my other tables had some confusion over the setup that had me questioning my interpretation of it.

From what I understand, Ruffians (serving as Lightning Elemental proxies) and the Villain get shuffled into locations just like normal during setup. However, if a 1 is rolled due to Pinnacle Atoll and Hirgenzosk is already out there in the wild, additional henchmen get added to the deck.

My other table thought it meant that no henchmen were added during setup, and the only way to get them out into a location to ultimately defeat them was by rolling a 1 at a Pinnacle Atoll. That would then shuffle in a henchmen, making it easier to close.

That interpretation is certainly interesting from a mechanical standpoint, but I didn't think it meshed with the actual text on the scenario page so we all used my version of the scenario.

In the end, both tables were victorious but only barely. A Sandbar really put the screws to us for awhile, locking us in for about 6 turns before finally being defeated.

How did everyone else fare?

Grand Lodge 5/5 *

Our group just started Adventure 3 last night, and man. That was rough.

You see, our local group has no wizards in it, or anyone with a great Intelligence. So the Cryptic Runes in combination with Munarei was hard.

Thankfully, both tables were able to succeed, but just barely. Lots of blessings and other resources were used to win. That was quite the challenge, but everyone had a great time and were on the edge of their seats.

Grand Lodge 5/5 *

I know we already had a thread discussing this scenario, but I didn't want to skip any in this series. :)

This scenario is deceptively difficult. It seems straightforward, but each of the three times I've played have resulted in just barely winning with multiple characters on the verge of death. Which is odd, because there's nothing about the scenario that makes it artifically harder. I think it was just due to bad luck with banes multiple times in a row.

Speaking of bad luck, when my local group played, my table ended with a total of 13(!) cards of plunder due to the treasure stack as well as multiple enemy ships. 7 of them were weapons, 5 were spells, and 1 ally.

Can you guess how many of the plunder cards were from set B?

ALL OF THEM.

Not a single set 1 or 2 card out of all those rewards. -_-

Grand Lodge 5/5 *

Damn you, goblins and grindylows!

Both tables succeeded, but barely. My table with four players had two come with a card draw or two of death, myself included. But it seemed only fitting that Goblin Keelhauling would appear in a scenario about goblins.

The random d6 for each monster encounter was stressful. Two of us played Fighters, so naturally we wanted to team with others to give them combat bonuses. Twice, that ended up resulting in extra damage to us because a 3 or 4 was rolled before the fight.

How did everyone else fare?

Grand Lodge 5/5 *

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With a new Adventure Deck comes new rewards and new challenges. How did everyone do with the first scenario of Adventure 2?

I'm really liking the "build new locations mid-scenario" addition to the game that Skull & Shackles has introduced. It catches you off guard; you think you're doing well with the Blessings timer, but the realization that a whole new location is going to enter that needs to be fully explored can cause panic if you're unprepared.

Both tables of 5 last night won, but barely. The timer almost got us all, but we squeaked out a victory and earned some shiny AD2 rewards in the process.

Grand Lodge 5/5 *

The Adventure 1 scenarios are coming to an end soon, as Nature's Wrath marks the penultimate challenge for AD1. The difficulty continues to ramp up as well.

From a design standpoint, I really love the Botfly Swarms. Being immune to Piercing and Slashing makes for an interesting challenge, allowing spellcasters to really shine while making Ranged and Melee-focused characters sweat a little.

I'm not a huge fan of the arbitrary "All animal banes are +4 difficulty" addition to the scenario, though. Even besides the Botflies, this makes even some of the standard monsters in the box brutually tough for a still low-level group of characters. The added numbers seem like a cheap and slightly frustrating way to artificially inflate the difficulty. I prefer when the scenario design takes some unique turns that makes things harder in interesting ways, like Salvage Operations (despite some problems, it's still one of the neatest scenarios created to date.)

So, how did everyone do?

Grand Lodge 5/5 *

Oops, forgot to post this yesterday!

How did everyone do in their expeditions to salvage the shipwrecks of the Shackles? I'll save my opinion on the scenario for now... But I think there are a couple of issues with it that can create a level of variability in challenge that is almost too swingy.

How about you guys?

Grand Lodge 5/5 *

After last week's teeth-gnashing and hair-pulling from my local players surrounding The Lone Shark, we all found Brine Dragon Hunt to be a much more relaxed and familiar adventure.

It's about as straight-forward as scenarios get, but that's certainly not a complaint. Especially fresh off the heels of a very unusual, unique, and difficult one.

How did everyone else's groups perform against the Brine Dragon?

Grand Lodge 5/5 *

It's time for our weekly PFSACG check-in! How did everyone fare over the last week against the chum-filled waters of The Lone Shark?

Our table of three won on our first attempt. My Valeros was a true shark-slayer; on a single exploration, I encountered and defeated three Hammerhead Shark henchman. One for starting at Shark Island, another on my exploration, and then a third shark to close the location. Of course, sharks are apparently no match for Valeros wielding a greatclub. Whack-a-shark is the new thing in the Shackles.

I really enjoyed the uniqueness of the scenario. Kudos to the design team! In just the first few adventures of Skull & Shackles as well as the organized play, there's been a lot more variety in the scenarios over Runelords. I can't wait to see what else comes up.

Grand Lodge 5/5 *

We had our PFSACG kick-off tonight, starting with scenario 1: Ghosts of the Deep. And it was immediately apparent that the Season of the Shackles is going to be a fun but challenging experience.

We had two tables. Table 1 had four players and successfully completed the scenario, but barely. Table 2 had 5 players and failed to succeed before the timer ran out, and three characters were a card draw away from death.

How did everyone else fare with the first Scenario?

Grand Lodge 5/5 *

Hey Central California gamers!

Every Monday evening at 6PM, we will be hosting the Pathfinder Adventure Card Guild OP at the Crazy Squirrel Game Store. We anticipate having at least two tables, maybe more if interest continues to build.

If you're in the Fresno area, pick up a Class Deck and come join us on Mondays!

Grand Lodge 5/5 *

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Hey California gamers!

On Oct. 18-19, we are hosting our first annual ZappCon Comics and Gaming Convention in Fresno, CA! I have been working hard to coordinate and schedule a great selection of roleplaying for this event, and with the help of VL Will Johnson, have created a solid PFS line-up.

We are running many scenarios aimed at attracting new players, but also offering some higher level adventures. In addition, we are running Legacy of the Stonelords, the Season 6 special! We'll also be giving out Pathfinder swag as prizes for our players.

Plus, we have tables of the Pathfinder Adventure Card Guild, as well as Dungeons & Dragons 5E Expeditions. Hope to see some of you there!

Warhorn
ZappCon Main Site

Grand Lodge 5/5 *

Hey guys!

The Crazy Squirrel Game Store in Fresno, CA is going to be hosting a two-day mini RPG convention to celebrate Free RPG Day! This is an annual tradition and this year we are taking it to the next level. We will be hosting a total of 4 different slots over two days with an incredible number of different game systems being offered. The RPGs that people will be running include:

Pathfinder, D&D Next, Numenera, FATE, Iron Kingdoms, Legend of the Five Rings RPG, Mouse Guard, Fiasco, Dread, World of Darkness, Call of Cthulu, Star Wars Saga Edition, Star Wars d6 Edition, Savage Worlds, Kingdom, and Through the Breach (the new Malifaux RPG).

Pretty amazing, right? And it's all free to play.

Check out our Warhorn, which goes live for player sign-ups tomorrow (June 4th) and think about coming to join us for Free RPG Day or even the entire weekend. There are some good hotels just a few blocks from the game store.

Hope to see some familiar faces join us!

Warhorn
Country Inn & Suites ($80)
Quality Inn North ($80)

Crazy Squirrel Game Store
464 E Bullard Ave, Suite 105
Fresno, CA 93710

Grand Lodge

I wrote a short preview of the upcoming Pathfinder Comics: City of Secrets #1. Without spoiling anything, all I'll say is that fans of the Dawn of the Scarlet Sun module (Free RPG Day 2012) will be in for a treat.

Pathfinder Comics: City of Secrets #1 Preview

I'm assuming the change in numbering is simply a way to entice new readers to jump on, as the issue is definitely a great entry point to the series. You get a brief mention of the goblins, Lamashtu, and Blackfang to catch readers up on what's happening. I was worried that it was going to be a completely standalone new story, and while it is the start of a new story arc, it's nice to see that it is very much in continuity.

Grand Lodge

WizKids has partnered with Wizards to make a new line of D&D minis to release alongside Next.

WizKids to Debut New Dungeons & Dragons Miniatures

How do you think this will affect Pathfinder Battles? Or is having another competitor, albeit the same manufacturer, good competition?


Hey folks! I just recently finished playing Academy of Secrets, and I'm hoping to turn around and run it for some fine folks with retired PFS characters. If you've been itching to bring your yahoo off of his/her rocking chair and back into the life of adventure, this is your chance!

What I'm looking for:

  • A legal PFS character level 12-14. You must be able to provide most recent chronicle sheet so I can confirm your XP.
  • To be able to post at least once a day (except on weekends, I often step away from the boards during that time.)
  • Access to Roll20.net, as that is where I will be utilizing combat maps and such.
  • A strong desire to roleplay!

The Premise:
Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions. While the Breaching Festival has not seen a champion in over a century and a half, this year’s festival promises to be the deadliest trial the school has ever known. Should the heroes reign victorious, the secrets they may uncover promise more than gold and glory—they may rock the very foundation of the Acadamae, and even the entire city!

I will leave recruitment open through Friday, October 11th at 5:00PM PST. My tentative plan is to run a group of only four or five, but if there is enough interest, I may expand to six as well.

Good luck!

Grand Lodge

During my demo sessions I've been running, this situation has come up a few times, and neither the Quick Rules or the full rulebook address this. So, I thought I'd bring it up here.

The Wraith states that if you do not have the "Magic" trait, then he is undefeated. You can't win. Pretty clear.

So, let's say you're Valeros and you encounter a Wraith and have no magical weapons to aid you. You're hosed. However, do you automatically just fail the encounter and take maximum damage? Or, do you still get to roll a combat check to mitigate the amount of damage you take, even though it's impossible to win?

Thoughts?


Welcome to the Legacy of Fire, folks! I'm excited to get this started. For this initial post, people are welcome to read the other spoiler posts if you want, but after this post, don't click on a spoiler unless your name is on it. And please keep OOC knowledge about each other separate from in-game. I know you guys, I trust you. Still, a friendly reminder!

Aldebert:
The words of the very brief note you received a few weeks ago still burns brightly in your mind.

Sister. Kelmarane.

After months of empty searching, it seems the fruits of your labor have paid off. Abadar always rewards the hard-worker. One of your contacts within the church claims she uncovered rumors regarding a halfling woman that matched the description of Haleen. They say she was inquiring about the town of Kelmarane before she disappeared. Your brother, Amiamble, thought the idea was preposterous. He claimed it was a ghost town, where bad things once happened to the people that lived there. You didn’t care, though. It was the only lead in months. It had to be real.

The hand of Abadar seemed to put everything in place for you. Days after your discovery, you stumbled upon an advertisement in the city of Katapesh. The mysterious Pactmasters were sending a caravan to the old town of Kelmarane in an effort to strengthen the nation’s trade routes between Katapesh and Osirion. The clergy of the church of Abadar easily gave you their blessing to participate in this endeavor, as empowering trade between two nations is what the god of civilization would approve of. It all seemed meant to be.

The contact for the caravan, a Keleshite by the name of Garavel, initially laughed at the idea of bringing about two halfling brothers as mercenaries. However, the prospect of pleasing the church of Abadar was enough to let you and Ami aboard his crew. Within a little over a week, you would arrive at Kelmarane. And Haleen would be waiting with open arms, you were certain.

Along the way, you realize that others were also brought aboard as mercenaries. It seems there are more that have their reasons for coming to Kelmarane. Ami’s ominous warnings of Kelmarane’s previous fate does nothing to deter your confidence, though. Abadar himself has put you on this path to find Haleen.

Amiamble:
You remember your brother’s excitement just recently upon receiving word that Haleen’s whereabouts had been discovered. The search for your sister has been long and unfruitful, and many times the prospect of permanently losing her has crossed your mind. Your brother was always so positive, his hope seemingly invincible to break, but you know the harsh realities of the desert. You know that the Sun is unforgiving to those who don’t properly respect her.

When he told you that he believed Haleen was in Kelmarane, you scoffed. Why would anyone, let alone Haleen, be there? From what you knew, the town had been abandoned for many years. Tales from your travels throughout the desert say that something terrible happened there. Everyone had their own story as to what happened, but they all seemed to have the same ending- Kelmarane is not a place to live. It’s a place to die.

Aldebert believed everything was part of some divine fortune falling into your hands. He had discovered that a caravan, issued by the great Pactmasters of Katapesh themselves, would be leaving soon for Kelmarane and were requesting additional mercenaries. You were excited about a long trek out into the deserts, but at the same time frustrated that it would be in the company of other strangers. They judge you based on your scars. They don’t understand you like Aldebert, Yeenoghu, or the Sun do.

The man in charge of the operation, a Keleshite named Garavel, laughed at your brother’s initial application, and he looked at you with judgmental eyes. However, Aldebert has always been very convincing, and shortly after, the two of you were off on a new journey.

The last several days of travel through the northern scrublands of Katapesh have been hot and baking as usual, but you don’t mind. The Sun is your friend, and you welcome her companionship. Between her, Aldebert, and Yeenoghu, you have all you need. These strange faces all around have such differing stories, some interesting, some tragic, but all seem to have a similar purpose to your brother’s. They all seem to think Kelmarane holds the answers they seek. You just hope the answer isn’t death.

Hazim:
As you ride in the lightly-covered wagon, traveling through the middle of the northern scrublands of Katapesh, your thoughts wander back to nearly two weeks ago. One of the leaders of this caravan, another Keleshite by the name of Garavel, approached you and Mahdi. He claims the mysterious Pactmasters of Katapesh had been following your exploits recently, noting your skill not only in combat, but in getting out of a tricky situation. He brought up some recent thefts, some that you were certain were completely clean and devoid of watchers, claiming that the Pactmasters were willing to overlook all of it in return for a favor.

When Garavel had mentioned the prospect of joining his crew as mercenaries, headed into the heart of gnoll territory, your brother Mahdi immediately leapt at the chance. Frustration and anger quickly flared, but you were always good at keeping your cool around others. But, it was just like Mahdi to put himself in the line of danger. And once again, you would have to make sure you were there to bail him out. You hated the gnolls as much as your brother did, even willingly accepting the occasional assassination job on local gnoll slavers, just to slake a bit of revenge. But if there’s one thing you learned long ago, it’s that you can’t let your emotions control you. Besides, you had no desire to throw yourself back into the hell that you escaped from so many years ago.

As the two of you traveled to Solku to rendezvous with Garavel’s caravan, you find you weren’t the only mercenaries hired for the job. In fact, you weren’t the only set of brothers hired either. It seems others were interested in Kelmarane for their own motivations as well. It didn’t matter to you, though. You were just determined to make sure Mahdi didn’t get himself killed.

Mahdi:
The day the Keleshite man, Garavel, visited the home of the al-Jabira brothers was one that you’ll never forget. Even if it was only a few short weeks ago. The man came looking for you and Hazim, claiming to be sent from the Pactmasters themselves. There was something about a caravan and seeking to strengthen trade between Katapesh and Osirion, but that didn’t matter to you. There was one word that stood out that changed everything.

Kelmarane.

Throughout the years, as you went to school and furthered your studies, you were never quite able to suppress your longtime hatred for gnolls like your brother seemingly had. Somehow, it seemed he was able to move on from it and put it out of his mind. But you never did. As your grasp of the arcane and the flames of magic grew, your painful memories of your past fueled your hatred to new heights. You’ve been hoping to someday utilize your new powers against those that tried to steal your life from you. And in Kelmarane, you finally saw your chance. For, if the rumors are to be true, Kelmarane is infested with gnolls. Some even say their leader, one called the “Carrion King,” ruled over it.

Maybe, perhaps, you’d even run into the ones that stole your parents from you. The one with the scar across its face. You’ve never forgotten that face, or that laugh.

Without hesitation, you took up Garavel on his offer and joined his caravan as a mercenary, along with your brother. You’re certain you saw a look of anger and frustration in his eyes as you accepted the job without discussing it first, but you knew it would be in his best interests too. After all, why wouldn’t he want revenge against those monsters as well?

As you rendezvoused with the caravan in Solku, you saw that there were others hired for the job as well. They all have their own reasons to travel to Kelmarane as well, but that doesn’t matter. You are a student of fire, and you are ready to bring your teachings to the gnolls of Kelmarane.

Malki:
The dreams have all been the same lately. The lonely village hiding in the shadow of the monstrous mountain. A new venture, full of exciting new opportunity. Yet, something dark lurks in the heart of the empty town. What is it? It’s just out of view, but something seems to be hiding behind the shadows, waiting...

The dreams have become more and more vivid, but the meaning has never been clear. Ever since you began to follow the teachings of Lalaci, you felt that perhaps it was a sign. This town that appeared in your dreams must be where your destiny awaited. Through conversations with locals, you came to realize the village built around a hill had a name: Kelmarane. Curious, you set out to find the one person who always seemed to have answers for the things that troubled you.

Haleen was several years older, but the two of you became friends quickly at a young age. She helped teach you much of what you know about herding, and as you grew older, she admired the mystical side of your personality, often inquiring about her fate and destiny. She was very knowledgeable of Katapesh and the surrounding settlements, so it made sense that she might know something about Kelmarane, which would help to understand the puzzle of your dreams. However, after a couple of months, your search bared no fruit and it seemed she had simply disappeared.

Then, by chance or fate, while dealing with some of the locals of the church of Abadar, you overheard Haleen’s name. It seemed one of her brothers, Aldebert, had been utilizing his contacts within the church to try and track down his sister as well. From what you could gather, it appeared the last sighting anyone had of Haleen was some time ago, and she had been discussing a very interesting name with some of the shadier citizens of the city. The name was “Kelmarane.”

Fate seemed to be pulling you in this direction, and as you followed her brothers’ trail, you discovered they had enlisted with a caravan headed to Kelmarane as mercenaries, along with some others that were unfamiliar. The man in charge of picking his crew, a Keleshite man named Garavel, was looking for one more before departing. It was no surprise to you that he accepted your request to join after describing the benefits you could bring to his team. After all, the path was already laid out before you. You knew where it would lead you. But, as you’ve been traveling for some time, headed closer and closer to the town hidden under the mountain, the dreams have become stronger. Kelmarane is where opportunity awaits, but... What else seems to be waiting for you there?

The desert sun has been unrelenting over the last ten days. What at first seemed like an endless ocean of sand has slowly given shape to a distant, ominous figure that grows larger and larger. The Pale Mountain, its immense outline looming over the horizon like a tombstone. And Kelmarane rests in its shadow.

Garavel had briefed each of you over the last few days on Kelmarane. The village was primarily known for its battle market, which attracted many to come participate or spectate in its glories. The town itself is positioned in a prime location, nestled closed to a popular trade route between Katapesh and Osirion. The Pactmasters are very interested it seems in reclaiming this village to strengthen trade between the two desert kingdoms. And you five have been chosen to assist in reclaiming the village from the gnolls that currently occupy it.

Garavel has been personally escorting all of you to meet up with the remainder of the caravan. Others have all been gathered and are meeting at The Sultan’s Claw, an old tree that is said to resemble a giant skeletal talon than a thing of living wood.

”When we arrive at the Claw, you will all be following orders under Almah, the one in charge of this whole operation. She’s a merchant princess, part of a family that traces their heritage back several generations to Varisia. She’s a proud woman, and very firm. But she’s also loyal and kind, and she will always support you as long as you pay her the proper respect.” Garavel had said just a few nights prior. ”I oversee all of her personal affairs, and she designated me to pick out a small crew of mercenaries to assist in battling the gnolls. Your success or failure reflects on me, so don’t screw it up,” he growled while taking a drink from his waterskin.

”You’ll meet everyone once we arrive in a couple of days. I’m not sure who else Almah was able to hire, so I can’t tell you much more about the caravan except that Dashki and Father Zastoran will be joining us as well. An interesting bunch, I’d say.”

After ten days of travel, Garavel says that you should be coming upon the Sultan’s Claw very soon.

I like all of the banter and conversation that happened in the Discussion thread, so I will assume that happened over the last several days. While I’m sure it would be a blast for you guys to roleplay out ten days of overland travel, I’d like for this campaign to, you know, actually start. :)

Go ahead and describe your character, what he looks like, and what he’s been doing during this time of travel. Just to fast-forward time a bit, feel free to include any information that you think you would have shared with new traveling companions over the last ten days as well.


Hey gang!

I wanted to get the discussion thread up, so people could start chatting and bouncing ideas off of each other for character creation. I will repost the creation outline again later tonight, in case you need it again.

Grand Lodge

Bueno! Thank you!

Sadly, one of my LoF players signed up to play this as a PFS module at an upcoming convention... So that pretty much dashes my plans of incorporating the two together.

Grand Lodge 5/5 *

Have you been itching to hit a convention this coming spring without breaking your wallet? Well, look no further than central California's newest gaming convention that is absolutely FREE!

BookWyrm Con 2013
March 9-10, 2013

Hosted by the Fresno County Public Library, BWC'13 will be taking place at one of the biggest and nicest libraries in the central valley. Four slots with multiple tables of PFS will be the highlight of the convention, in addition to numerous other game systems such as Call of Cthulu, Star Wars: Edge of the Empire, and Legend of the Five Rings. In addition, all of our GMs, volunteers, and out-of-towners will be invited to a special 5th slot off-site that is exclusive to our helpers!

All you need to do is register for the games you want on Warhorn and you're set!

The Holiday Inn Express and Extended Stay America hotels are fairly close to the library and affordable as well. Plus, there are many great food options directly across the street from the con.

We hope to see many of you there!


The summons that each of you received from Venture-Captain Drandle Dreng is brief and a bit odd.

Drandle Dreng's Missive wrote:
“Meet Kreighton Shaine in the stables to discuss missing artifacts.”

Aside from some briefings during training, few Pathfinders deal with the Society’s Master of Scrolls. As you each begin to arrive at Absalom's Grand Lodge, one of the servants explains that once everyone has assembled, Venture-Captain Shaine will see you.

The order that you post is the order that you arrive. Use this as an opportunity to roleplay a little bit and get to know each other before we fully begin.


Please post your character sheets, or links to them. I've looked at most, but there's a few I haven't seen yet.


Hey guys!

I'm recruiting 4-6 players for The God's Market Gamble.. This will be run as a legal Pathfinder Society game, so you must provide legal PFS characters to play.

If you are new to Pathfinder Society, you can find the rules on character creation here.

  • You must provide a legal character with a valid PFS number.
  • This will be ran at sub-tier 1-2, so only characters between levels 1-3 will be accepted.
  • You must be able to post at least once a day minimum. I will not be terribly strict about this, but I don't want things to drag on too long either.

I am an experienced PFS GM, but relatively new to running PbP's. I'm looking forward to running one of my favorite scenarios for you guys.

Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn't found. Amid the bustling markets of the God's Market in the shadow of the Starstone Cathedral, the Society sets a plan in motion to ensure the parties responsible for the recent thefts are caught and brought to justice.

I'll keep recruitment open until sometime on Monday. Good luck everyone, and happy posting!

Grand Lodge

As a local coordinator, I know that audits are sometimes necessary to ensure characters are complete and accurate. However, being PaizoCon, I'm sure most players throughout the convention will be audited. It's kind of expected, in my opinion.

However, I'm curious as to what extent that GMs are being asked to audit. I just moved, and a lot of my Pathfinder books are currently in boxes in randomly places that I don't have access to yet. Thankfully, I remembered to grab a few, but I'm afraid I may not have secured everything I needed for the convention.

For example, I have a fresh Tengu Inquisitor from a DunDraCon boon that I'm itching to play. I have my Bestiary and Advanced Race Guide, but I don't know where my APG currently is. Will I be told I can't play my PC without it? I certainly hope not, but you never know...

Just wanted to get an idea of what to expect before the con. Thanks.