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Hi, welcome to the Discussion thread for GM Sapphire Fox's Portent's Peril. We're looking at starting in just a few days. Please post your relevant PFS information here, when you get a chance...and feel free to discuss your characters amongst one another... Player Name:
You can also dot and delete in the Gameplay thread, at your leisure...
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Ire of the Storm Campaign, with the following people 1)Reserved
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Character Name:
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Character Name:
Already Known in Last Wall:
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Disguised as an adventurers’ boarding house, Tymon’s low-profile Pathfinder lodge rests directly above Smine’s Weaponworks, the city’s eminent smithy. The smell of burning coal and laborers’ sweat permeates the building, though a bowl of cloves and aromatic bark makes an earnest attempt to downplay the industrial ambiance. The door opens, letting in the echoes of hammers on metal while also revealing a sootstained dwarf dressed in blacksmith’s garb: Venture-Captain Holgarin Smine. In one hand, he effortlessly carries a large basket, while the other holds a magnificent double-headed axe of lustrous adamantine. He sets both on the table before removing a cloth-wrapped bundle and a selection of bread, cheese, and cider from the basket. “All right, Pathfinders. Got a task for you—dangerous lands, dangerous task.” He speaks in his infamously staccato manner. “You come well recommended,” he adds with an approving nod. “I know you’re up to it.” The dwarf unwraps the bundle, revealing a sheaf of twinewrapped notes. “Ever heard of Gojan the Sharp? Early Pathfinder, renowned explorer, he wandered Numeria for a decade. Found all sorts of strange places outside Silver Mount he couldn’t explore in one lifetime; one of ‘em was Sulfur Gulch. Society’s known about lots of these places, but not that one. Long time ago, the gnome Eylysia hid away the findings.” Smine exaggerates a scowl, adding, “Not good Pathfinding policy, that. Always report. You know that already.” Patting the stack of notes, he continues. “Some others found the notes, so it’s good as new to us; you’d be the first to explore it. Trouble is that it’s Kellid territory—Ghost Wolves’ land. Lots of Kellids hate Numerian technology, but Ghost Wolves? They really hate it. The good news is Gojan did the Ghost Wolves a big favor and never collected. They owe us one, and that favor’s going to be not killing Pathfinders when they explore Sulfur Gulch.” Smine picks up the axe reverently. “We’ve set up a meeting with Xol-Nomag, the current chieftain. Bring this as a gift. Get safe passage. Don’t get killed by Kellids. Then go to Sulfur Gulch, and find out what it’s about—what was it for, who lived there, how it all worked. If you smuggle anything out, be real careful. Wearing fur doesn’t make Ghost Wolves stupid. They have magic and wits to spare. And try to make a good impression. We might need them on our side someday. Or at least not killing us on sight.” The dwarf rubs his calloused hands together. “That’s it.
What Else can you tell us about the Ghost Wolves?:
“Not much else to tell. They loathe technology. So if you’ve got any, don’t flaunt it. You can still bring what you have, though. They take these debts seriously, and they won’t attack—unless provoked.” Will we have to worry about technic league interference?:
Smine grins. “Doubtful. The Ghost Wolves despise the League. They’ll keep the technomancers off your backs.” Is there any other info on Sulfur Gulch?:
“Not much, which is why we’re exploring it. Place gives off smoke, I hear. Nasty stuff, and poisonous too. No signs of tech near the surface. If there were, the Ghost Wolves would’ve smashed it.” Knowledge Checks Dungeoneering or Engineering 15:
Numeria is known for its mysterious technology. Many of Numeria’s ruins contain deadly mechanical guardians called robots. 20:
Due to its extreme age, both the technology itself and the ruins it comes from are plagued with malfunctions and glitches. Pristine technology is extremely rare and extremely valuable, yet even partly functional devices are worth quite a bit. The Technic League maintains a tight embargo on smuggling technological devices, which drives up the price further for those who can make it out of Numeria with any goods. 25:
Experienced explorers associate Numeria’s “ruins” with the remains of an otherworldly vessel that fell from the sky millennia ago. Little is known about the vessels’ creators, all of whom likely perished in the cataclysmic crash. Even the rare humanoid facsimiles known as androids associated with Numerian technology struggle to understand their true origins. Geography 15:
The Sellen Hills are a harsh land, ill suited for human habitation. The only noteworthy settlement is Chesed, a city built where the Sellen River meets the Lake of Mists and Veils. Beyond its walls, most of the population is nomadic and ethnically Kellid. Chesed servesas a capable base of operations for anyone risking the Numerian wilderness. 20:
Like the rest of Numeria, technological ruins dot the Sellen Hills. Most of these remain unexplored due to the danger of the region, to say nothing of the danger the ruins themselves hold. Even so, some explorers dare the protective locals’ ire and mechanical threats in search of profit. 25:
Sulfur Gulch juts from the side of a gully in an expanse even more barren than the surrounding region. The vapors that permeate the area have choked out nearly all plant life. Local 15:
Most of Numeria’s population is Kellid. While many settled down in the region’s few cities, numerous tribes still wander the wilds. Their long history of clashing with neighbors for the land’s scarce resources gives these tribes a reputation for savagery, though many Kellids prove quite warm and hospitable under peaceful circumstances. 20:
The Ghost Wolves are notorious for their open hatred of technology and their hit-and-run raids against the Technic League. Because they claim extensive stretches of the Sellen Hills, fewer sites there have fallen prey to scavenging opportunists. 25: Kellids have a largely deserved reputation for distrusting arcane magic. The same is not true for the Ghost Wolves, who celebrate and train promising spellcasters to help fend off the alien constructs that sometimes emerge from the ruins. The Ghost Wolves are especially fond of invisibility, which protects against the constructs’ deadly light beams.
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Welcome to Wardens of Sulfur Gulch, from the glance of lvls we are in high tier with 7 people as it will roll up. Below is information I will need to fill out Chronicle sheets Character Name:
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The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows
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Allowed Races for RoW
Races:
Dwarf Elf Half-Elf Half-Orc Halfling Human Aasimar Dhampir Ifrit Oread Ratfolk Sylph Tengu Tiefling Undine Grippli Kitsune Nagaji Skinwalker Suli Wayang Starting gold will be 500 instead of 150. Feats any that are allowed in PFS, do not need to be RoW feats any questions feel free to PM me
this is for the Adventure path Reign of winter, this will start everyone at lvl 1. the character it self doesn't have to be registered with PFS but it can if you'd like, the character should be PFS legal. Some people have already expressed interest in this and they will have priority in signing up 1 Quasit
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this is for the Adventure path Reign of winter, this will start everyone at lvl 1. the character it self doesn't have to be registered with PFS but it can if you'd like, the character should be PFS legal. Somepeople have already expressed interest in this and they will have priority in signing up 1
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The bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. Afer a few moments, a murmur passes through the crowd as it slowly parts to let
Once he reaches the center of the crowd, Mayor Uptal stops
“Once again the winter winds blow through the Fangwood, marking the end
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You all are gathered into the back room of the Ace of Dreams, a gambling house that serves as the Pathfinder Society's Uscalin Lodge. Loud and raucous conversation filters through the door from
“I know it’s here. I had it just a moment ago.” Venture-Captain Shevar Besnik lifts piles of papers and numerous boxes off of his desk, stacking them on various side tables and chairs in his clean but overly cluttered office. The tall, Varisian man’s face parts in a toothy grin as he lifts up a solid oak box. “Found it!” As if to punctuate his discovery, a crowd of players in the gambling hall erupts in cheers. Distracted for a moment, Besnik stares at the closed office door that leads to the common room. “Desna laughs. Well, she laughs at me, but she smiles on them.” The venture captain shrugs. “All they have is gold; what I have in here is far more
“Careful, the binding hasn’t held up well. This is one of the few Tomes of Righteous Repose left in the world. I’m pretty sure there’s one in the library of the Sancta Iomedaea in Vigil, but I’m—well, let’s just say I’m no longer welcome there. That’s a story for another time." “Up until today, I’ve only skimmed the pages. I didn’t want to damage it, but now that you’re here, I can’t wait any longer. Care to plumb the depths of this most ancient and wonderful storybook?" "Oh, the marvelous adventures we will soon read! This tome is a collection of tales describing how various crusaders died gloriously and honorably. I’m hoping to find some clues in the text that will lead us to an as-of-yet undiscovered site or relic. Maybe we can trade a bit of what we find with the Knights of Ozem and earn ourselves some goodwill. After what happened last time, we need it." “Care to peruse the pages with me?”
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Player Name:
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The Pathfinder Society has turned its attention to the Ruby Phienix Tournament - a world-renowned fightning competition, held once every ten years in the city of Goka on the eastern continent of Tian Xia. More specifically, the Decemvirate is interested in the incredible prizes available to the tournament's winner - a choice of treasure from the legendary vaults of Hao Jin, the Ruby Phoenix herself. As part of the preperations for the tournament. Pathfinder Society agents have been deployed across the Inner Sea and beyond to seek out forgotten lore, allies, and magical items to be used by the Society's tournament representatives. Venture Captain Amara Li, leader of the Lantern Lodge and Goka native, has uncovered information about one such item hidden amid the reaches of the Wall of Heacen - an Iroran relic known as the Braid of a Hundred Masters . Organizing the search from her base in the Dragon Empires, she intends to send a group of Pathfinders to the high mountain range in search of the braid'#s ancient home: the Clouded Path Monastery. The two-week-long journey to the mountains began in the cosmopolitan city of Goka, passed ghrough the surrounding villages and farmlands, and led thousands of feet up into the tallest mountain range on Golation; all that remaibs is ghe final day's journey up from the base camp. go ahead and introduce yourself to the group and you will be able to make purchases before heading out
Recently it was brought to my attention that you no longer need to be Evil aligned to be an assassin PrC but can be Neutral Aligned. I was looking around for anything to confirm this but I am coming up empty, if anyone knows of anything tht can confirm this or deny this please let me know, last I knew they had to be evil, and is not legal for PFS play. Thanks
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