Rigzarreth

Chadius's Test Character's page

144 posts. Alias of chadius.



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4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

You receive a summons to visit the Pathfinder Lodge in Iceferry, near the town of Kalsgard within the Land of the Linnorm Kings. Venture-Captain Bjersig Torrsen asks for you by name to join on an incredible mission.

Please introduce your characters.


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(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:

1d20 + 5 ⇒ (8) + 5 = 13

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


1 person marked this as a favorite.

This is a game for characters between levels 7-10.

Scenario product listing

Please post your characters and levels.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (10) + 5 = 15

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

You begin in the countryside in the outskirts of Ardis, the former capital of Ustalav. Zarta Dralneen instructed you to carry an ornate box to the Venture-Captain Evni Zongnoss.

Please introduce yourselves to your teammates.


Feel free to post your character and levels. This is a level 1-4 game.

>Scenario description<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

You receive a summons to visit the Pathfinder Lodge in Iceferry, near the town of Kalsgard within the Land of the Linnorm Kings. Venture-Captain Bjersig Torrsen asks for you by name to join on an incredible mission.

Please introduce your characters.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (12) + 5 = 17

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


3 spots remaining.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Feel free to introduce your characters here.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (4) + 5 = 9

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

The adventure begins at Anthusis Lodge in the capitol of Vidrian, where Venture-Captain Finze Bellaugh has summoned you to meet him.

The office of Venture-Captain Finze Bellaugh is densely packed with shelves of books, maps, scrolls, and even more esoteric methods of note-keeping. The room’s wide windows are open, allowing a cool breeze to pass through the office. As the venture-captain stands to greet the gathered Pathfinders, a small crystal ball that had been used as a paperweight rolls off of his desk, falling into a nest of scrolls that are covered in scribbled notes. “Whoops,” the venture-captain says with a chuckle, deftly navigating the mess to replace the paperweight.

As he picks up the globe, feel free to introduce yourself to the rest of the team.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (3) + 5 = 8

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


Hello folks, I have 3 spots open for >4-10: Arclord's Abode<, designed for level 1-4 characters. This is the follow up to 4-05, which my table already completed. We will only do 4-10.

By posting here, you agree that you are ready to start playing ASAP (I do expect some slowdown during the last week of the year.)


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"Next stop, Quantium, the capitol city of Nex!" The captain's voice rings through a brass tube within your room. The Pathfinder Society secured the ship for you and requested you pose as simple merchants. Do not flaunt your affiliation to the Pathfinder Society until you reach the Nexus House Lodge.

The Opportune is rickety, the bunks are uncomfortable, and the captain likes to sing every morning. Loudly. But the anonymity pays off. The port inspectors pay little attention to you as you leave the ship an hour after dawn.

Feel free to introduce yourselves.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (2) + 5 = 7

Get your >Pathfinder Provisions<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Another day aboard the Sixwing Dixie brings more singing from the crew. You'd love to celebrate the trip, but the bottomless bag and the missive from Venture-Captain Ambrus Valsin remind you of your quest.

"We'll be in Hinji by the morrow." The dwarven captain speaks. "Chileax is nice this time of year. Not too hot, if you catch my drift." She grins.

Ambrus Valsin's Missive:

Experienced Pathfinders,
We recently made inroads with Lady Victiria of House Junianis, a noble family in Cheliax based in the city of Hinji. She gave us the opportunity to catalogue a series of their ancestral heirlooms that survived the Chelaxian Civil War. We sent a team of novice Pathfinders to perform the assessment, as it seemed a simple enough assignment for fresh agents.

Unfortunately, the assignment wasn’t as simple as it seemed. After the novices’ first day of examination, they did not return to the Junianis manor. Lady Victiria attempted to contact them using the resources at her disposal, and then reported to the Grand Lodge that our agents were missing.

Your task is to find our four missing Pathfinders and, if someone was responsible for their disappearances, make sure they are no longer a danger to the Society. If you find any of our agents, bring them to the Junianis manor. Lady Victiria has agreed to harbor any Pathfinders you find until your investigation is complete. Although the Junianis family has many connections in Hinji, it is important that you do not visit the Junianis manor except to drop off the missing agents for protection. You can go to Lady Junianis for additional information as a last resort, but relying on her for help might jeopardize our future relations. If the worst has happened and you find that the agents have died in the field, be sure to respectfully retrieve their remains and belongings.

After you bring the missing agents to the manor, complete the cataloguing of the heirlooms and report back to Absalom with the agents or their remains. Included with this letter are basic dossiers on each of the agents sent to Hinji, as well as a bag of holding and scrolls of gentle repose that are only to be used for the missing Pathfinders should they prove necessary. It is important that you use discretion—they were likely targeted for being members of the Society, so don’t go about flashing wayfinders and demanding answers.

Begin your search at the Waypoint Inn, where the agents were staying. The innkeeper is expecting you.

Explore, Report, Cooperate.
Amburs Valsin

Feel free to introduce your characters here.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (1) + 5 = 6

Get your >Pathfinder Provisions<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.
Example Occultism roll:

Get your >Pathfinder Provisions<

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

2-23 An Agent's Obligation

Another day aboard the Sixwing Dixie brings more singing from the crew. You'd love to celebrate the trip, but the bottomless bag and the missive from Venture-Captain Ambrus Valsin remind you of your quest.

"We'll be in Hinji by the morrow." The dwarven captain speaks. "Chileax is nice this time of year. Not too hot, if you catch my drift." She grins.

Ambrus Valsin's Missive:

Experienced Pathfinders,
We recently made inroads with Lady Victiria of House Junianis, a noble family in Cheliax based in the city of Hinji. She gave us the opportunity to catalogue a series of their ancestral heirlooms that survived the Chelaxian Civil War. We sent a team of novice Pathfinders to perform the assessment, as it seemed a simple enough assignment for fresh agents.

Unfortunately, the assignment wasn’t as simple as it seemed. After the novices’ first day of examination, they did not return to the Junianis manor. Lady Victiria attempted to contact them using the resources at her disposal, and then reported to the Grand Lodge that our agents were missing.

Your task is to find our four missing Pathfinders and, if someone was responsible for their disappearances, make sure they are no longer a danger to the Society. If you find any of our agents, bring them to the Junianis manor. Lady Victiria has agreed to harbor any Pathfinders you find until your investigation is complete. Although the Junianis family has many connections in Hinji, it is important that you do not visit the Junianis manor except to drop off the missing agents for protection. You can go to Lady Junianis for additional information as a last resort, but relying on her for help might jeopardize our future relations. If the worst has happened and you find that the agents have died in the field, be sure to respectfully retrieve their remains and belongings.

After you bring the missing agents to the manor, complete the cataloguing of the heirlooms and report back to Absalom with the agents or their remains. Included with this letter are basic dossiers on each of the agents sent to Hinji, as well as a bag of holding and scrolls of gentle repose that are only to be used for the missing Pathfinders should they prove necessary. It is important that you use discretion—they were likely targeted for being members of the Society, so don’t go about flashing wayfinders and demanding answers.

Begin your search at the Waypoint Inn, where the agents were staying. The innkeeper is expecting you.

Explore, Report, Cooperate.
Amburs Valsin

Feel free to introduce your characters here.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. Thanks for joining 5-05: The Island of the Vibrant Dead.

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (20) + 5 = 25

Get your >Pathfinder Provisions< for your character.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

The Island of the Vibrant Dead


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. Thanks for joining 1-07: The Flooded King's Court.

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (13) + 5 = 18

Get your >Pathfinder Provisions< for your character.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

1-07: Flooded King's Court


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (6) + 5 = 11

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Your summons brings you to the city of Anthusis. Pathfinder Mirian Raas seeks explorers for an expedition on behalf of the nation of Vidrian.

Feel free to introduce yourselves.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

1. Please post at least once a day.
2. Under your name, please add a stat block. Most important stats:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (8) + 5 = 13

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

4-99: Blessings of the Forest


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

PFS Sessiontracker shows all of the scenarios I've played in.

Pathfinder Character Folio

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (7) + 5 = 12

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

GM Chadius 3-04: The Devil-Wrought Disappearance


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (14) + 5 = 19

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

"Finally!" The gangplank slams into the dock with a definitive thud. "Welcome to Ekkeshikaar!"

You arrive in the island-city full of iruxi (sometimes called Lizardfolk), alongside Venture-Captain Eras the Needle and Calisro Benarry herself, leader of the Horizon Hunters faction. As ship hands begin moving supplies and arguing with the quartermaster, a delegation begins to lead you to the embassy suite. Mirian Raas set up the expedition but she's an explorer, not a politician. She quickly bids her goodbyes and best wishes as she points you at the embassy.

A palace of white stone reaches above the city line and gives you a beautiful view of the sun-soaked island. The conference room is just large enough to fit all of you. Eras the Needle begins preparing documentation while Captain Benarry pulls out her favorite rum. Eras waits for you to finish introducing yourselves to your teammates before speaking about the mission.

Feel free to introduce yourselves.

Does anyone have the Ally of the Iruxi boon? Anyone with the Bane of the Iruxi boon?


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (5) + 5 = 10

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Pathfinders hurry around the makeshift camp, packing and unpacking supplies, making repairs, and scribing scrolls. The atmosphere is excited but tinged with some trepidation. Venture-Captain Oraiah Tolal from Nirmathas takes the lead, ensuring everyone has an assignment and is working on it. A religious symbol of Alseta—goddess of doorways, portals, thresholds, and transitions—hangs fromherneck,showing two faces in profile.

Please introduce your characters.


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Hi everyone.

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (11) + 5 = 16

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


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"Finally!" The gangplank slams into the dock with a definitive thud. "Welcome to Ekkeshikaar!"

You arrive in the island-city full of iruxi (sometimes called Lizardfolk), alongside Venture-Captain Eras the Needle and Calisro Benarry herself, leader of the Horizon Hunters faction. As ship hands begin moving supplies and arguing with the quartermaster, a delegation begins to lead you to the embassy suite. Mirian Raas set up the expedition but she's an explorer, not a politician. She quickly bids her goodbyes and best wishes as she points you at the embassy.

A palace of white stone reaches above the city line and gives you a beautiful view of the sun-soaked island. The conference room is just large enough to fit all of you. Eras the Needle begins preparing documentation while Captain Benarry pulls out her favorite rum. Eras waits for you to finish introducing yourselves to your teammates before speaking about the mission.

Feel free to introduce yourselves.

Does anyone have the Ally of the Iruxi boon?


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(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (13) + 5 = 18

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<

---

Once you have your character selected, please post this information:

Character name: (the PC you are playing in Golarion)
PFS/Organized Play number: (It should look something like 133608-2001.)
Faction:
XP:
Money: (usually written in GP)
Earn Income: (feel free to roll it. Also mention any feats that may impact your job roll. >Here's a calculator< you can use to figure out your earnings.)
Perception Bonus:
Initiative Bonus:

PFS School Items: (Optional, >See this chart< for your options)
Slotted Boons: (Optional, you can determine this after the mission briefing)


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Anthusis, a village in the Mwangi territory of Vidrian. Tensions smoulder between Chileax colonists, descendants of the original colonists, indigenous inhabitants, and outsider traders. There is a fragile peace in the region.

The ship captain drops the plank ashore. "Welcome to Anthusis. I'll be leaving tomorrow, but there are plenty of other ships here if you aren't joining me." As you disembark from the ship, the captain laughs. "Tis a fine day to go fishing!" You notice the captain is holding a dark green rod in one hand and a bucket of worms with the other.

The docks host a thick crowd. Mechants shout over each other to sell bait, tackle, and fishing lines. Storytellers regale tales of catching The Big One, only to let it go. Some fishers argue about the proper technique, posturing their homeland's traditions as the "proper way." And of course there's plenty of smoked fish to munch on.

Crowds are outside The Broad Captain Inn. You've heard this inn is well suited for adventurers who treat Anthusis as a rest stop rather than a home. The food is cheap, the rooms are reasonable, and most importantly their bulletin board is well-maintainted.

As you enter the inn you bump into other adventurers, and a few of them catch your eye as potential teammates.

Feel free to describe and introduce yourself.


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You receive a summons to visit the Pathfinder Lodge in Iceferry, near the town of Kalsgard within the Land of the Linnorm Kings. Venture-Captain Bjersig Torrsen asks for you by name to join on an incredible mission.

A half-orc dressed in a thick wool tunic, hide pants and furred boots greets you. He motions you into the lodge with a simple grunt. A small gnome named Lirall nods. “He wants you to come inside. Come on. Come on, Mahki!” A black and white furred dog follows and leads you all to a calming fireplace.

The Half-Orc Venture Captain sits down in a large wooden chair and waits for everyone to sit by.


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1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (5) + 5 = 10

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (7) + 5 = 12

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society Rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Letter from Evni Zongnoss:
Greetings Pathfinder,

I hope this letter finds you well. The Pathfinder Society has found itself in dire need of agents in the Gravelands region, so I am requesting your help for a mission. My home lodge in Vigil is, shall we say, inaccessible at the present time, so please meet me in Caliphas at my temporary headquarters in the Vodavani Lodge and present this letter to me upon arrival.

Destination: Goldenflame

Thank you for your assistance,

Venture-Captain Evni Zongnoss

No matter where you were or what you were doing, you received a letter bearing the Glyph of the Open Road on the back. The Gnomish Venture-Captain calls for you.

As you approach the town gates, you meet other like minded allies.
Feel free to introduce yourself.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

>Lottery Sign Up is here<

Please post on the >Recruitment< thread if you haven't been selected yet.

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

---

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (20) + 5 = 25

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and post your character's details there >Sign Up Page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Welcome to 1-06: Lost on the Spirit Road, Table 2


>Lottery Sign Up is here<

I will run a lottery on March 1 and then again on March 4 if the table doesn't fill up. Please fill out the entire row, or I won't be able to consider you for the lottery drawing.


>Lottery Sign Up is here<

I will run a lottery on March 1 and then again on March 4 if the table doesn't fill up. Please fill out the entire row, or I won't be able to consider you for the lottery drawing.


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

3-04: The Devil-Wrought Disappearance


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

>Lottery Sign Up is here<

If you have not been selected to play, please post in the >Recruitment< Thread.

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

---

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (14) + 5 = 19

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and fill out one of the sign up slots. >Sign Up page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

>Lottery Sign Up is here<

Please post on the >Recruitment< thread if you haven't been selected yet.

(I'm awake between 8 am to 10 pm EDT (UTC-4 hours) so roughly 1300 to 0300 hours, GMT.)

---

Howdy. If you're a member of one of my games, then here are a few rules I'd like you to follow:

PFS 2E rules

1. Please post at least once a day. If you are absent for 24 hours I'll send you a PM. If you're missing for 36 hours I'll mark you inactive and your Player Character will simply delay - that's not fun!

2. Under your name, please add a stat block, so I can quickly find your stats and keep the game moving. You can edit your character's Race, Class/Levels and Gender fields to include information such as:

- Hit Points
- AC
- Saving Throws
- Perception Bonus

3. What about Secret Rolls? Pathfinder 2nd ed has a lot of secret rolls the GM is supposed to make for the players, so the PCs can't react to a bad roll. Any skill with the Secret tag should be rolled privately. If I show the DC, feel free to make the roll openly. Otherwise, there are 2 ways to do this in my games:

- You can say which skill and which bonus you want to apply. (Example: "I use Occultism +5 to investigate the skull's mystic origin.")
- Or you spoiler your dice roll and everyone sticks to the honor system of not opening it.

Example Occultism roll:
1d20 + 5 ⇒ (10) + 5 = 15

If you haven't added Pathfinder specific equipment, I suggest you look at the >PFS 2 Society rules<, in particular the Pathfinder Training section.

Once you have your character selected, please go to RPG Chronicles and fill out one of the sign up slots. >Sign Up page<


4-11 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Welcome to 1-06: Lost on the Spirit Road

Classes/Levels

CotCT GameMaestro

About DM X

Current Battlemap:
http://epicmonsters.blogspot.com/2012/07/temporary-post.html

2d10 PLAYTEST INFO
Under the 2d10 system that I'm working on, you don't roll for damage as typical, you compare your to hit roll to the armor class and do damage accordingly, gone are the 2 HP damage critical hits. You rolled high you do high damage; as it should be.

The standard crit threat ranges are normal in 2d10, so a long sword threatens on a 19+, but with auto crit on doubles.

So the 'margin' of success for an attack is compared like so:

Modified To Hit roll: 22
Armor Class: 16
Weapon damage 1d8
Strength Bonus +2
Multiplier x3
min 1+2
max 8+2
MAX 1d8+2x3

Damage Range Min: 3, Min Crit = min overal+max normal damage Max dmg=max on die+Strength bonuses Absolute max dmg = (1d8+2)x3=30

In this weapons case The Margin is 6. So add 6+min (3) = 9dmg.
If the attack were a critical attack, the damage would be MIN+max+Margin=3+10+6 10 damage.

If the attack had been a critical with a margin of 17, MAX damage would have been 30.

Local Coinage:
"Pinch" copper
"Silver Shield" Silver
"Gold Sail" Gold
"Crown" Platinum

Harrow Point Uses: to draw a card, Roll a d6 followed by a d9.
d6 suit
1: hammers (Str)
2: keys (Dex)
3: shields (Con)
4: books (Int)
5: stars (Wis)
6: crowns (Cha)

d9 Alignment
1: LG
2: NG
3: CG
4: LN
5: neutral
6: CN
7: LE
8: NE
9: CE

Harrow Points:

Reading the harrow is a traditional Varisian method of divination, and most Ustalavs believe to at least a small degree that the mystical forces that flow through a harrow deck influence their fate and control their destiny; thus, including harrow readings adds a wholly Ustalavic feel to the campaign. Presented herein is an optional system you and your GM may wish to add to your campaign as a way of further exploring this flavorful element of Golarion.
Harrow Points combine the fateful elements of the Harrow Deck with the Hero Points system from the Advanced Player’s Guide—or similar systems like that presented in the GameMastery Plot Twist Cards. By drawing from the Harrow Deck, you gain a single-use ability determined by the specific card drawn, which you may play at any time to benefit yourself or a fellow player. The cards’ effects on your campaign represent fate smiling on your party and the heroic destiny that awaits you. Each player begins play with a single card, and draws a new card at the completion of each adventure in the campaign.
In addition to cards automatically gained through progressing in the Adventure Path, your party will have
the opportunity to obtain additional, specific cards by achieving certain plot goals in each adventure. If you wish to use this subsystem, be sure to remove the following cards from the deck before beginning your campaign: The Crows, The Eclipse, The Hidden Truth, The Marriage, The Survivor, and The Uprising.
These specific cards have unique effects when played; see the individual volumes of the Carrion Crown Adventure Path for more information on how to gain these cards and their effects when played. A player may play a card during each of the six adventures, or save them to play in one sweeping mass of fate in the final installment; you may have more than one card in your hand at any given time. Once a card has been played, however, it is removed from play.

Hammers (Str): If used before a roll is made, a
hammers card grants you a +8 luck bonus on any one
d20 roll. If used after a roll is made, this bonus is reduced
to +4. You can also use this card to grant a bonus to
another character, as long as you are in the same location
and your character can reasonably affect the outcome of
the roll (such as by distracting a monster, shouting words
of encouragement, or otherwise aiding another with the
check). Cards of the suit of hammers spent to aid another
character grant only half the listed bonus (+4 before the
roll, +2 after the roll).

Keys (Dex): You can spend a keys card to take your turn
immediately. Treat this as a readied action, moving your
initiative to just before the currently acting creature. You
may only take a move or a standard action on this turn.

Shields (Con): You can spend a shields card on your turn
to gain an additional standard or move action this turn.

Books (Int): You can spend a books card to recall a spell
you have already cast or to gain another use of a special
ability that is otherwise limited. This should only be used
on spells and abilities possessed by your character that
recharge on a daily basis.

Stars (Wis): If you feel stuck at some point in the adventure,
you can spend a card of this suit and petition the GM for a
hint about what to do next. If the GM feels that there is no
information to be gained, the stars card is not spent.

Crowns (Cha): You may spend a crown card to reroll any
one d20 roll you just made. You must take the results of the
second roll, even if it is worse.

Alignments:
Lawful Good: You may smite evil, as the paladin ability, gaining
the benefits until the start of your next turn. If you have levels
in paladin greater than half your total Hit Dice, use your paladin
level to determine bonus damage; otherwise, your bonus damage
equals half your character level, rounded down (minimum 1).

Neutral Good: You channel positive energy that cures a creature
touched of an amount of damage equal to 1d6 × your character level.
This effect damages undead creatures as spells like cure light wounds.

Chaotic Good: You receive a +4 circumstance bonus on one CMB check to
avoid or escape a grapple or on one Escape Artist check.

Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.

True Neutral: You may gain a one-time insight into the future as the spell
augury, using your character level as your caster level. Meditating
on the particular action in question requires 10 minutes and does not
expend material components.

Chaotic Neutral: You gain the effects of rage, as the spell, lasting a
duration of 1 round + an additional round for every 3 Hit Dice you possess
above the first.

Lawful Evil: You can give another creature a command as per the spell
command. This command can affect undead that are normally immune to
mind-affecting effects, but not other creatures that are immune to mind
affecting effects. The DC of this command is equal to 10 + your character
level.

Neutral Evil: You channel negative energy that deals an amount of damage
equal to 1d6 × your character level to a creature touched. This effect
heals undead creatures as spells like inf lict light wounds.

Chaotic Evil: You may instantly force any creature to reroll a saving throw
it has just made, taking the result of the second roll, even if doing so
means the check will fail.

House Rules: Skills: all 2+int classes have 4+int

GM Only:
Blood Veil—contact or injury; Fortitude DC 13; incubation
1 day; damage 1d3 Constitution and 1d3 Charisma.

Infected:
Mai
Drakus
Nik'o

Jeek Valkoor Vampire 1 (L5 Expert...second story man): Str:+3 Dex:+3 Con- Int:+1 Wis:+1 Cha:+3
AC 20(+6 nat,+3dex,+1 dodge), Hp 40 Knowledge (local)DC12: Known in the underground circles as a first rate second story man.

Vladim Marishko Vampire 2 (L6 Commoner) Str: +2 Dex: +3 Int: +1 Wis:+2 Cha:+2 AC 20 (+1 armor, +1 dodge) Hp 35 BAB: +5 MAB: +7 KN(Local)DC12:Known around town for cheap produce, often near spoiler, a layabout, and not missed over the last several weeks.

Borishk Harlouf Vampire 3 (L5 Warrior) Str:+3 Dex:+0
int:+1, Wis:+1 Cha:+1 +1 adamantine chain shirt, AC(+6 nat,+5 armor,+0dex,+1 dodge) An overweight Vampire, 5'10" 250lbs worth. 2 LARGE Silvered Daggers, Masterwork. Warrior Feats: Power Attack, Cleave. HP 36 Kn:local Varisian Known around town by his adamantine chain shirt, which he claims he took off an ork raider. A Competent warrior who often worked muscle jobs.