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The Aspis Consortium and Vanji Prospectors’ Guild may have allied to extract valuable minerals from the tropical Kaava Lands, yet their endeavor also threatens to release a fiend sealed beneath the nearby ruins. The Pathfinder Society and its new friends have strangled the operation economically, causing most of the workers to abandon the dig. However, a dedicated corps is trying to dig out one last lucrative (and perilous) haul before evacuating the site. The PCs range deep into the jungles alongside their grippli allies to stop the Aspis—and perhaps confront the same fiend imprisoned millennia ago. Contents in “The Ghol-Gan Heresy” also contribute directly to the ongoing storyline of the Exchange faction.
Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior. Will they uncover the mastermind behind the plot and put an end to this madness, or will they instead fall victim to the primal magic and savage tribes of Mana Wastes mutants that beleaguer the city?
Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior. Will they uncover the mastermind behind the plot and put an end to this madness, or will they instead fall victim to the primal magic and savage tribes of Mana Wastes mutants that beleaguer the city?
Adventure Synopsis:
__________ More than a hundred years ago, Delbera Axebringer—a mighty warrior and dwarven leader—slew the necromancer Audalot Karexin. Now, descendants of the Axebringer clan are vanishing, dragged screaming into the darkness by the animated bodies of their fallen kin. The Axebringers and their hometown of Davarn need heroes to break this family curse. What mysteries lie sealed within Delbera Axebringer's ancient abandoned fortress? And what challenges lurk along the Blighted Path winding through the Darklands beneath Golarion's surface? "Down the Blighted Path" is a deluxe adventure for 5th-level characters, and includes 64 action-packed pages of exciting battles, supernatural mysteries, and monstrous foes, plus a gorgeous double-sided poster map featuring an overview of the dwarven trading post of Davarn and a miniatures-scale battlemap! The author of this adventure, Monica Marlowe, was the winner of the 2015 RPG Superstar contest, in which hundreds of unpublished authors competed for the chance to write a Pathfinder Module. In addition to her adventure, this book contains a host of new monsters and magic items designed by the contest's runners-up. Players can expect to reach 7th level upon completion of this adventure—if they can survive its deadly haunts, Darklands horrors, and furious villains both living and undead!
The society sanctioning document for this module states:
__________ All players must use an existing Pathfinder Society character (without modification) within the legal character levels range for the specific sanctioned portion of the adventure being played. Alternatively, you may play the entirety of Down the Blighted Path, afterward receiving credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the module are not bound to the rules of the Pathfinder Society Roleplaying Guild campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. Pathfinder Society characters and characters playing in this alternative format may not play in the same adventure.
Does the group have a preference? PFS style or campaign mode? Sanctioned Content:
If you play the whole thing and put all of the credit on a single character, there is also a bonus chronicle sheet for levels 7-9.
We have space for 1 or 2 more players in our ongoing play-by-post game. We're going to do with following scenarios next: PFS #8-09: Forged in Flame, Part 1: The Cindersworn Pact
This group has a great sense of humor, is respectful, enjoys RP, and cooperates really well. If this sort of group dynamic appeals to you, please give us a holler.
Levels 7-11 Scenario Synopsis:
As the Jistka Imperium decayed from within, its artificers and elementalists struggled to repel invaders from Osirion to the east. To channel their elemental power, the spellcasters constructed the mighty Citadel of the Weary Sky, but so much energy attracted a mighty fiend that crushed the tower. The Pathfinder Society knows that many of the mages escaped, but only recently and with the help of a new ally did it learn where they fled. Now the PCs set off for a forgotten Jistkan sanctuary where otherworldly forces now reign.
Mission Briefing:
“Welcome Pathfinders, please sit and be comfortable.” Venture- Captain Obo motions to various benches. A gentle breeze of sea air carries with it fragrances from the lush gardens surrounding Swordmeet Lodge. In the distance, the low rumble of the ocean surf echoes throughout the port city of Manaket on Rahadoum’s northern coast.
“Millennia ago, when Ahriman, the Lord of the Divs, attacked the famed Jaizun Citadel, a few of the resident arti cers and elementalists of the Jistka Imperium made their escape. Their whereabouts, and the secrets they took with them, were lost to the desert sands and the ages. Soon after, the Citadel of the Weary Sky, as the Jaizun Citadel became known, was demolished by a fierce elemental storm.” Obo glances over to the thin man standing to his side, “The Sapphire Sage, Amenopheus, is lending a hand in the nascent partnership between the Pathfinder Society and the Concordance of Elements. This new alliance is already beginning to bear fruit. The Concordance was particularly interested in the information we had about the Citadel of the Weary Sky. Recently, they detected an unusual elemental energy to the south, in the Napsune Mountains, and asked us to investigate this disturbance.” Amenopheus clasps his robes tightly about himself, “We have long suspected that the Jistkan refugees from the citadel may have made their way into the mountains and constructed a hidden stronghold there. There appears to be some connection between this refuge and the elemental storms that battered the Citadel of the Weary Sky. This connection made our new friends in the Concordance of Elements nervous; they do not wish a resurgence of violent elemental storms any more than we do. Now that we’ve identified this lingering elemental imbalance, it must be corrected.” Obo steels his gaze, “If we’ve truly discovered the ancient elementalists’ retreat, then it may well pose a very real danger. Our alliance with the Concordance is tentative at best and I wish to show our goodwill, but I cannot in good conscience order you to investigate. Instead, I offer you the right of first refusal—more an invitation—to explore.” Obo withdraws a map from a scroll tube. “The Concordance gave us this map to the location of the disturbance. An ancient Jistkan mechanism blocks the entrance. The Concordance was unable to gain passage, but described it as some kind of sealed portal. From my collection of Jistkan puzzle-boxes, I’d wager it will take keen minds, such as you possess, to unlock this portal and gain entry.” Venture-Captain Obo holds out the map. “If you are all in agreement, then good luck, Pathfinders. May the gods look down upon you and grant you good fortune.”
You may ask either the Venture-Captain or Amenopheus questions. You may also attempt a Knowledge (history) or Knowledge (planes) (pick one) check to see of you know relevant stuff.
The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches—rivals both past and present.
Please join me in congratulating Eric R.; he just reached his third GM star running scenario #7-17: "Thralls of the Shattered God" last night! He is a regular player, a frequent GM, a software developer, a pun enthusiast, and an all-around pillar of our gaming community. Congrats, Eric, and thank you for all that you do! :-)
Please join me in congratulating Kevin Baumann, our newest 1-Star GM in the Metro Boston Lodge! He has GMed 10 games in less than three months. Thank you Kevin for all that you do for the gaming community here and for organizing PFS at Hobby Bunker.
Pathfinders, We will start running the longer-format module The Dragon's Demand shortly for PFS credit. We currently have three players. We are looking for one more. Maybe two. We ask that you commit to posting at least two to three times a day on weekdays and at least once a day on weekends. The current party is: Agnes (Arcanist), Ethendril (Paladin), and Hotspur (Bard/Gunslinger). We will run the module in "campaign mode." (More information about that is below.) Post here if you'd like to join us. Thank you for your interest. GM Engleaktig Dragon's Demand synopsis:
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Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim's ancient draconic nemesis returned?
Campaign Mode: ____________________________________________________________
(1) You get chronicle sheets for the PFS-sanctioned parts of the module. If you do all three, AND you apply all three to the same character, then you get a bonus 4th chronicle sheet. In theory, this awards you a potential of four levels for completing the whole thing! The four chronicle sheets are applicable to ANY of your PFS characters at the following tiers: chronicle one--tier 1-3; chronicle two--tier 3-5; chronicle three--tier 5-7; chronicle four--tier 2 or tier 4 or tier 6. Yes, chronicle four is wacky and can ONLY be applied to a character at level 2, 4, or 6. I suggested applying the chronicles to a level 3 character. That way you can simply apply all four chronicles, in sequence, to that one character. No shenanigans. (2) You will play the character that you dotted for this module. BUT! You start at level one. Within the "confines" of this module, we will take you to level 7! (But you still only get the four chronicle sheets.) (3) Character creation guidelines: Just like PFS. Stick to that, and we're good.
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire. Please post your PFS info in this thread: Player Name:
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim's ancient draconic nemesis returned? I request that players be able to post at least 2 to 3 times a day on weekdays and at least once a day on weekends, please. Thanks! :-)
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim's ancient draconic nemesis returned? I request that players be able to post at least 2 to 3 times a day on weekdays and at least once a day on weekends, please. Thanks! :-)
Pathfinders, We are in need of two players for this module. We are playing for PFS credit. We need one melee front-liner and one arcane and/or trap finding type. Level range 3-5. Please feel free to post here if you are interested in joining the group. It would be great if you could commit to posting at least once or twice a day during the week and once a day on the weekends. Thanks for your interest, GM Engleaktig More about the module: Paizo's product page for The Midnight Mirror.
____________________________________________________________ Synopsis: A horror and investigation adventure for 4th-level characters The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region? Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light. The Midnight Mirror is an investigation and horror adventure for 4th-level characters. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavor to any campaign.
The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?
Thistlebane, mcruggiero, dolgarth. We have room for two more.
Pathfinders, I'm looking for a few players to run through the entire Carrion Crown (RotR) Adventure Path (AP) for Pathfinder Core credit. If possible, I'd like to have a "traditional" party that generally follows the [combat, divine, arcane, skills] motif. If you stick with it, you will get PFS chronicle sheets for playing. Since this is being done as CORE, only the core rulebook, web traits, and the Carrion Crown Player's Guide are allowed for PC creation. A bit about Carrion Crown: Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries. Who wants to play? GM E
Pathfinders, I'm looking for a few players to run through the entire Carrion Crown (RotR) Adventure Path (AP) for Pathfinder Core credit. If possible, I'd like to have a "traditional" party that generally follows the [combat, divine, arcane, skills] motif. If you stick with it, you will get PFS chronicle sheets for playing. Since this is being done as CORE, only the core rulebook, web traits, and the Carrion Crown Player's Guide are allowed for PC creation. A bit about Carrion Crown: Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries. Who wants to play? GM E
About Nox CopperscaleBackground:
Nox doesn't really know where he came from. Perhaps experimentation by some wizard. Perhaps the influence of foul extraplanar entities. He does know that he grew up in poverty on the streets of Irrisen. It's not a place he's fond of. But he grew up tough, and learned the value of knowledge. Eventually he managed to get out. He knew enough by then to make himself a useful assistant in an alchemist's shop. He traveled far and wide, eventually finding himself in Alkenstar. He was fascinated by the alchemical weapons found in that land, and apprenticed himself to one of the dwarven smiths to learn the technology for himself. Once he'd learned enough he moved on. Hearing rumors of strange cold weather near the Border Wood, he traveled there to investigate. Appearance:
Nox has coal black hair and coppery skin. He tries to hide his tiefling status through bulky clothing, but it is difficult. His tail is particularly dificult to hide, but his voluminous coat obscures it well. His claws are likewise hidden by heavy leather gloves. The faint odor of sulfur which seems to trail him everywhere is easier to explain, given his occupation. He wears a leathery coat reinforced with rows of leather lamellar plates which is stained and scorched from years of dangerous alchemical experiments. He also wears bandoliers, on which he carries his extracts and alchemical items. When nervous, he tends to flick his tail absently, and generally seems unaware that he is even doing so. Stats:
Nox Male daemon-spawn tiefling alchemist (gun chemist) 2 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 264) N Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) hp 15 (2d8+2) Fort +4, Ref +6, Will +0; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters. Resist cold 7, electricity 7, fire 7 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4/19-20) or 2 claws -1 (1d4) Ranged pistol +4 (1d8/×4) Special Attacks alchemical ordnance 6/day (1d6+5 fire, DC 15) Alchemist (Gun Chemist) Extracts Prepared (CL 2nd; concentration +6) 1st—cure light wounds, longshot[UC], shield -------------------- Statistics -------------------- Str 11, Dex 17, Con 12, Int 18, Wis 10, Cha 8 Base Atk +1; CMB +4; CMD 14 Feats Agile Maneuvers, Armor Of The Pit[ARG], Combat Expertise, Deadly Aim, Gunsmithing[UC], Power Attack Traits accelerated drinker, unscathed, warded against witchery Skills Acrobatics +2, Craft (alchemy) +9 (+11 to create alchemical items), Diplomacy -1 (-4 to gather information or improve a creature’s attitude.), Disable Device +8, Heal +4, Knowledge (arcana) +9, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (planes) +5, Linguistics +5, Perception +5, Spellcraft +9 (+10 to identify spells cast by evil arcane spellcasters.), Use Magic Device +4; Racial Modifiers +2 Disable Device Languages Common, Draconic, Elven, Gnome, Halfling, Infernal, Skald SQ alchemy (alchemy crafting +2), cartridge savant +1, discovery (chemical stability), gunsmith, mutagen (+4/-2, +2 natural armor, 20 minutes), poison use, prehensile tail[ARG], stigmatized Combat Gear mutagen[APG]; Other Gear lamellar (leather) armor[UC], alchemical ordnance (2), black powder[UC] (10), black powder[UC] (10), bullet[UC] (20), dagger, pistol[UC], alchemist starting formula book, alchemy crafting kit[APG], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], ink, inkpen, mess kit[UE], pot, powder horn[UC], powder horn[UC], soap, thieves' tools, torch (10), trail rations (5), waterskin, 4 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Alchemical Ordnance 1d6+5 (4 rds, 6/day, DC 15) (Su) Infused ammo deals 1d6+5 fire damage (6 with scattering shot). Lasts 4 rds before becoming inert. Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Cartridge Savant +1 (Ex) DC to negate or reduce a catridge’s effects increases. Add +4 to damage done by catridges that replaces firearm’s normal damage. Chemical Stability Misfire from alchemical ordnace is reduced by 1 and ignored from alchemical cartridges. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Stigmatized –3 on Diplomacy checks to gather information or improve a creature’s attitude. |
