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Arabundi - Gimry's page
239 posts. Alias of Gimry.
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Unable to resist the siren call of one more adventure, you step into the mist. To your surprise, you find yourself in the large parlor of an elegant manor, where several people are sitting and drinking tea.
“Oh, hello!” says the elderly lady closest to you. “It’s simply been too long since we’ve seen new faces. Though with all that blood covering you, I do rather think you belong next door.” You must have puzzled looks on your faces, because she continues, “Are you not Trazavai’s latest conquests? We were all killed as part of his quest for immortality, and we’ve been
waiting patiently for someone to free us ever since. Others among us are not so civilized.”
At her words, an icy wind swirls through the room, whipping away your surroundings. The scene shifts and you find yourself standing in a field of dead grass with a stone wall reaching up into the misty sky. In front of the wall are hundreds of people dressed in colors as drab as their surroundings. Some of them try to climb the wall, only to fall when they reach the sky. Others pound at the stone with weapons, tools, or their bare fists, and although the wall does not look like much, none of their efforts put even a dent in it. These souls must be unable to reach the River of Souls, but you think you know a ritual to liberate them. As you try to get someone’s attention, another gust of wind comes up, changing the scene yet again.
Jeers assail your ears as you appear on the field of a huge arena where even more souls are scattered throughout the stands. Thirty feet in front of you, two gladiators are locked in battle. One stabs the other through the heart, and the latter falls to the ground. Within seconds, a shimmering haze surrounds her, and she comes to her feet, alive once more.
“New blood!” someone shouts, pointing at you, and the spectators all raise their weapons and head straight for you. You quickly begin the opening steps of the ritual. You’re going to have to figure out how to conduct it with crowds of angry souls swarming you, because while they may be unable to escape their undying state, you’re pretty sure their weapons can kill.
Welcome to the Discussions tab!

When the empire of Cheliax expanded north into Varisia, the Chelaxians found a Shoanti tribe living around an immense pyramid on the shores of a deep bay—a perfect site for a city. Much bloodshed eventually left the Shoanti defeated, driven back to the harsh Cinderlands. Yet as the new city of Korvosa flourished, few bothered to ask why the Shoanti had dwelt here. For the past 300 years, the Shoanti have spoken only in whispers of the troubles the Chelaxians will face for their outrages.
Today, Korvosa’s reigning king, Eodred Arabasti II, is feared by all the right people. To date, however, he has produced no heir to the throne, the latest in a line of rulers affected by this facet of the so-called curse of the Crimson Throne. When he finally wed late in life, his bride was barely a third of his age. Queen Ileosa was a woman of breathtaking beauty matched only by her desire for the life of luxury the queenship afforded. But with the seneschal Neolandus Kalepopolis guarding Castle Korvosa’s interests, the citizenry believes it has little to worry about.
It is wrong, of course. Like any city, Korvosa has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled rooftops known as the Shingles. The Korvosan Guard does what it can to keep the city’s criminals from causing too much harm, but the crooks will always outnumber the lawgivers.
One such undesirable is Gaedren Lamm, a despicable wretch who missed his chance at being somebody big in Korvosa’s murky underworld. The decrepit thief abducts orphans and forces them to support his parasitic lifestyle with petty crime. Many Korvosans have had their lives complicated by this foul old man. Yet no matter what he does, he always avoids answering for his crimes. But Gaedren Lamm’s luck is about to change; he has run afoul of some hard-driven people.
Specifically, he has run afoul of you.
Each of you has been drawn here by some offense caused by Lamm. Perhaps a family member was caught in his orphanage and fed to his pet alligator. Perhaps a lover expired due to an overdose of his dream spider–derived drug called “shiver.” Perhaps his fishery goons sunk your trawler off the coast of Veldraine. Whatever it was, it motivates you like no other rage you’ve felt in your days.
Finally, you have a lead on his whereabouts. A Varisian fortune-teller named Zellara Esmeranda has summoned you to her home in Korvosa’s Midland district. She claims to know where Lamm is... and how to defeat him. She promises to read the harrow deck to set the fates on your side.
By King Eodred’s good name, you will make your bones here in Korvosa. Into the city you go, with the wind of vengeance at your back.

Year of Rotting Ruins
Lastwall is dying, and the Whispering Tyrant has killed it.
A noble nation of paladins and knights, Lastwall was created to watch over the prison of the undead Whispering Tyrant. The notorious lich was locked away 900 years ago in the province of Virlych in neighboring Ustalav. Ever vigilant for the lich’s return, Lastwall also protected civilized lands from orc hordes, roaming undead, and other evils.
Yet in his imprisonment, the Whispering Tyrant planned for his freedom and his revenge. Armed with a devastating superweapon of his own design, the Whispering Tyrant obliterated Lastwall’s capital of Vigil and blasted open his prison. Now, the lich who tyrannized the Inner Sea region a millennium ago has returned. His undead minions and mortal cultists travel freely through Lastwall, slaying its guardians and shattering its castles. Lastwall’s final hope is the white-walled city of Vellumis, a trading port on Lake Encarthan. Lastwall’s remaining bureaucrats organize fleets of evacuees from Vellumis daily, shepherding people out of the dying nation to safer lands.
Yet hard times are times for heroes. The Pathfinder Society, a world-spanning group of treasure hunters and lore seekers, maintains a presence in Lastwall. Few Pathfinders in Vigil survived, and those who did rushed to Vellumis to aid the evacuation efforts and rejoin with Vellumis’s Pathfinders. From Vellumis, the Pathfinders can coordinate rescue efforts in the Lastwall countryside and take the fight against evil into haunted Virlych itself.
Some have given the dying nation of Lastwall a new name: the Gravelands. Yet even in the grim face of death, champions must rise.
DURING THIS ADVENTURE PATH:
At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

Year of Reborn Strife
Kaer Maga stands as a testament to the forgotten people who built it. The dense, walled districts have fittingly become home to a host of people who have been or wish to be forgotten by the world. Seen at once as a criminal haven and a grand experiment in selfgovernance, Kaer Maga remains strange even to those who live and die within its diverse sections—and perhaps even stranger to those who are reborn here.
Between the disparate groups and powers within Kaer Maga, a strange balance exists; a somewhat anarchical understanding between its residents that one’s business remains one’s own. This principle of personal freedom and privacy lies at the fragile heart of Kaer Maga. Its lifeblood pulses with merchants of exotic goods, troll fortune-tellers gazing into their own viscera, and corpulent bloatmages replete with lymph-balancing leeches.
Here, even traditions that would typically stand in violent opposition to each other must respect the city’s creed. Priests of Urgathoa, goddess of gluttony and undeath, produce undead servants, and reanimated pack animals labor for those who can afford them. Meanwhile, Pharasmin clerics fulfill their sacred duties to protect the cycle of souls by conducting burial ceremonies and maintaining a crypt that serves the wealthiest members of the city.
A constant thread has begun to weave its way through these seemingly disparate peoples: something strange is happening in Kaer Maga, beyond the oddities of each passing day. The residents of the City of Strangers do not easily give up their secrets, especially to outsiders. But when that disturbance threatens to upend the careful balance of the city, who will follow this thread and sever it from its source?

It begins...
Shamelessly stolen from BR Nathan who stole it from EmpTyger
Character Selection
Once you finalize your choice, please register your new character at the OrgPlayOnline database site. Be sure to include a link to the deck handler in your profile.
Also, if you haven't already, please verify your deck ownership. Take a photo of something that indicates ownership (the box, the character card, a receipt, etc) and include your Paizo username. Send the photo to morkXII@orgplayonline.com and he'll add you to the verified users.
(If instead you decide to play an existing character, please provide a link to the most recent table you played them at.)
Party Communication
Some parties like to strategize via discord or google hangouts; some parties just use it to alert when someone’s turn is up. Others parties prefer to communicate entirely via the discussion tab. It’s up to you!
Using offsite chat is completely optional. Send me a Private Message indicating which platforms you would be willing to use, if any. This is entirely voluntary, and the decision is anonymous. If anyone, for any reason, indicates that they would rather not communicate offsite, it will not be set up.
Posting Expectations
What time zone are you in?
Please try to take your turn within 24 hours. Obviously, let real-life take priority, but out of courtesy to the other players, try to let us know if something does come up.
Use a posting style that works best for you, with as much or as little flavor as you feel comfortable with. It’s your game! The one thing that I would request is that you label your dice rolls with at least the difficulty and type of check.

Fangwood Thieves
Suspended between three cypress trees in the soggy marshlands of Tamran, capital of Nirmathas, Ashfall Lodge grants members of the Pathfinder Society a welcome bastion of civilization within this otherwise wild region of Golarion. Your host, Venture Captain Oraiah Tolal, busies herself brewing a pot of tea as she briefs you on the situation that brings you to her lodge.
“You know, I thought we might get a reprieve after the recent war against those damnable hobgoblins of the Ironfang Legion. But no, here we are dealing with more trouble... such is life around here, I suppose.” She straightens from the teakettle, offering you a steaming cup. “Since the war ended, people have slowly been trickling back to their homes and resettling. However, we have gotten several reports from Oakheart—a small village on the edge of the Fangwood—that items of value have gone missing. We don’t know who or what is taking their valuables, but we’d like you to try to figure that out and retrieve them if possible. Oakheart is easy to find: just go straight toward Acorn’s Rest and you’ll run right into it. If you run into trouble, you’ll be mostly on your own. The Chernasado Wardens are focused on patrolling near the mountains to make sure the Ironfangs don’t rally and return. I’m sure you can handle yourselves, though. Good luck, and may Alseta bless you as you cross her threshold to the wider world.”
BUILD THE VAULT:
- The vault should contain all Core Set cards except for banes whose level is higher than 1, with the following additional cards:
- In Pathfinder Adventure Card Society play (where all characters are playing from Class Decks): 1–6 characters may play using only the Core Set; you may add the level 0 and 1 banes and boons from the Curse of the Crimson Throne Adventure Path.
This is the gameplay thread for the Pathfinder Adventure Card Game version of Cosmic Captive. Here are the players for this table:
Player Name - Character Name
- Zalarian - Bekah (Bard)
- AndrewValentin -Seelah (Paladin)
- TheGreatNateO -Balazar (Summoner)
- TBD - TBD
If you're one of these players, please post in this thread or 'dot' it by making and deleting a post, and then introduce yourselves and/or discuss your characters on the Discussion thread.
Also let me know if you want to use Google Hangouts or some other chat system as well.
More details about this special will be forthcoming!
This is the discussion thread. Please feel free to 'dot' in. There will be more information coming soon
This is the gameplay thread for the Pathfinder Adventure Card Game version of Cosmic Captive. Here are the players for this table:
Player Name - Character Name
- Zalarian - Bekah (Bard)
- AndrewValentin -Seelah (Paladin)
- TheGreatNateO -Balazar (Summoner)
- Unknown - Unknown
If you're one of these players, please post in this thread or 'dot' it by making and deleting a post, and then introduce yourselves and/or discuss your characters on the Discussion thread.
Also let me know if you want to use Google Hangouts or some other chat system as well.
More details about this special will be forthcoming!
Welcome to the start of this scenario!

During This Adventure: The Scourge die is 1d4. When you are dealt Poison damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Poisoning.
During This Scenario: When you defeat a bane that has the Construct trait, draw an item from the box.
Additional Rules:
Turn: 1, Arabundi/Test
Top of Blessing Discard Pile:
Blessings Remaining: 29
Blessings Deck
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Arabundi/Test, None
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Enora/Test, None
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Oloch/Test, None
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