Golden Orb

DM Beckett's page

9,746 posts. Organized Play character for Beckett.


Current Campaigns


Untitled Campaign


DM B's CORE Confirmation - The Origin Story. . .


The Flaxseed Pathfinder Lodge: Explore, Report, Cooperate!


Maximo's Hideaway


Maximo's Hideaway is a place for Pathfinders to meet, exchange stories, enjoy themselves, and seek adventure!

=Sign-up Sheet=

PBP GAMEDAY 2: PFS 04-06 The Green Market (levels 5-9)


A Pathfinder Society Scenario designed for levels 5–9.

When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, a team of Pathfinder agents is dispatched to the Green Market to assist. What they find there is more than simple strong-arming and intimidation, however. What mysterious forces bring the popular market its unlikely success, and can the PCs stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization?

Written by Jim Groves.

PFS PbP Fingerprints of the Fiend


High Tier

-> MAP <-

Init Rolls:

[spoiler=INIT]
[dice=Adsal]1d20+3[/dice]
[dice=Heccan]1d20+2[/dice]
[dice=Kor'sarro]1d20+2[/dice]
[dice=Oswin]1d20+5[/dice]
[dice=Rilas & Winston]1d20+7[/dice] (+9 Urban, +11 Underground)
[dice=Varian]1d20+3[/dice]
---
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Voice in the Void PFS PbP


Began 21Feb2013 -

Avengers 2: Age of Vigilante PFS PbP CLOSED (inactive)


DM:

[spoiler=INIT ROLLS
[dice=Giacomo Casanova ]1d20+4[/dice]
[dice=The Lightning Agent]1d20+5[/dice]
[dice=Orlesk Hrathsyn ]1d20+5[/dice]
[dice=Red Rook]1d20+2[/dice]
[dice=Silver Warden]1d20+2[/dice]
[dice=Union's Blade]1d20+1[/dice]
[dice=The Wasp]1d20+6[/dice]
-------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

There is no arguing that these last few years, crime in Absalom City has been on the rise. Thugs grow more bold with the rapid decline of the city guard to stem the tide. Thieves, scoundrels, and other never-do-wells see opportunity in the despair of the good citizens. Street violence rises like a storm to flood both the innocent and the guilty in it's lockjaw embrace.

Dark cultist now seem to flock to the city in it's near death-throws, nearing it's fall, but still clinging to the ledge with an ever dwindling tenacity. Past defenders have fallen. In the early days, days now long gone from bleak memory to most, the Pathfinder Society was counted on, but they where the first to fall. It's neutral members murdered in their beds, it's lodges, it's Grand Lodge, plundered by and desecrated by individuals that where never identified. The city begged for help in what they thought was their most desperate hour, the years before it got worse, but even they where turned away. Fought off until trouble in Lastwall called, until Mendev's defenses where destroyed. And then the Sky Citadel fell. A cataclysmic event that devastated the seas and scorched the skies, making travel to the island nation of Absalom City nearly untransversable by any way save the cities prior defenses, through the Flotsam Graveyard, now a hotspot for risen undead pirates and fowl crawling unnatural things.

In all of this, the only heroes that Absalom City can now count on are those few willing to stand up for itself, those willing to hold the torch up, though it paints a target upon them for all to see, in hopes that that torch will endure the ravages of evil and darkness, in fact in spite of it, and preserve to light other beacons of hope.

Welcome to the resistance. . .

A resistance of a small few, brothers and sisters against the darkness. Individuals who, by day, pretend to live lives of the common, downtrodden. The innocents caught in the middle, if not, by day, a part of the problem. But this is their false face. Their disguise. Their shell and their wall. For by night, they rise up to take a swing against the rising evil. To fight for Absalom City. To both light a candle and scream against the darkness.

An elderly man, said by some to once have been a Pathfinder himself, before the, well, just before, calls to you. Through your past crusades, you have come to call other like yourselves friends, even though you know not who the others are underneath the cowl, mask, or cloak. You know how to call to each other, a torch lit from a certain window, a message through a series of messengers, the painting of graffiti upon a certain wall, or even a letter left at a certain point will summon you to your place of meeting. The place of your first unified victory. And once again, you are summoned. . .

MAP

CORE PFS PbP Rotating GM Discussion (inactive)


Scenario List:

0-01 Silent Tide <Qwerty Play>
0-03 Murder on the Silken Caravan <Merisial Play>
0-04 Frozen Fingers of Midnight <Beckett DM, Merisial Play> Beckett could play for no credit here
0-05 Mists of Mwangi <Beckett & Sethran DM, Merisial & Qwerty Play>

0-06 Black Waters <Merisial, & Sethran Play>
0-07 Among the Living < Merisial DM>
0-08 Slave Pits of Absalom < Merisial & Qwerty Play>
0-13 Prince of Augustana < Merisial & Qwerty Play>
0-14 Many Fortunes of Grandmaster Torch <Qwerty Play>
0-23 Tide of Morning <Qwerty DM>
1-21 Among the Dead < Merisial & Sethran Play>
1-35 Voice in the Void <Qwerty Play>
2-11 Pennumbral Accords < Merisial Play>
3-01 First Steps Part 1 <Qwerty DM >
3-07 Echoes of the Overwatched <Merisial DM, Sethran Play>
3-23 The Goblinblood Dead <Merisial Play>
4-15 The Cyphermage Dilemma <Merisial Play>
4-19 The Night March of Kalkamedes <Merisial Play>
5-01 Glass River Rescue <Merisial DM, Qwerty Play>
5-08 The Confirmation <Chapman DM, Beckett Play> Beckett could DM for no credit here
6-01 Trial by Machine <Qwerty Play>
6-05 Slave Ships of Absalom <Turmiol DM>
6-06 Hall of the flesh Eaters <Merisial Play>
6-08 The Seagang Expedition <Turmoil DM, Beckett Play> Beckett could play for no credit here
6-10 The Wounded Wisp <Qwerty Play>
6-12 Scions of Skykey 1 <Sethran DM, Merisial Play>
6-18 From Under Ice <Merisial & Sethran Play>
6-21 Tapestry's Toil <Merisial Play>
7-01 Between the Lines <Merisial DM>
7-12 Twisted Circle <Merisial DM>
7-14 Faithless and Forgotten 1 <Sethran Play>
7-15 Deepmarket Deception <Merisial DM>
7-16 Faithless and Forgotten 2 <Sethran Play>
7-18 Faithless and Forgotten 3 <Sethran Play>
7-22 Bid for Albastrine <Merisial DM>
7-27 Beyond Azlant Ridge <Merisial Play>
7-99 Through Maelstrom Rift Played <Sethran Play>

Current Roster:

1.) DM Beckett -> Beckett Lorovox Cleric 2
2.) GM Merisial the risen -> Fromagalli Cleric/Rogue 2
3.) Sethran-GM -> Ser Dante Draven Fighter 1
4.) GM Turmoil -> bard
5.) GM Qwerty -> Xanko Rheneeman Fighter 1
6.) GM Batpony -> Taggins Ranger 1
7.)
8.)

Init:

[dice=Beckett Lorovox]1d20+2[/dice]
[dice=Cyrus Silvertongue]1d20+3[/dice]
[dice=Fromagalli]1d20+3[/dice]
[dice=Ser Dante Draven]1d20+1[/dice]
[dice=Taggins]1d20+4[/dice]
[dice=Xanko Rhenee]1d20+3[/dice]
[dice=]1d20+[/dice]

DB's Voice in the Void PbP PFS Game Day Event (inactive)


Devil We Know Part 1 Shipyard rats (inactive)


DM B's "Black Waters" PFS PbP (inactive)


Began on 30Nov2013 - 02Jan2014 (1-2)
MAP

INIT:

[dice=Bicor]1d20+3[/dice
[dice=Corina]1d20+4[/dice
[dice=Daveak]1d20+4[/dice
[dice=Elsabeth]1d20+3[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

DM Stuff:

Ghast
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 17 (2d8+4)
Fort +4, Ref +4, Will +7

Defensive Abilities channel resistance +2
OFFENSE
Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5
(1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 17, elves are
immune to this effect)
STATISTICS
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +3; CMB +4; CMD 16
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common
SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 17; onset
1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage;
cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the
next midnight.

DM B's 6-05 PFS PbP Slave Ships of Absalom (1-2) (inactive)


DM Notes:

NE Male half-orc fighter 2
Init +5; Senses darkvision 60 ft.; Perception +0
DEFENSE AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 21
Fort +5, Ref +1, Will +2 (+1 vs. fear)
OFFENSE
Speed 20 ft.
Melee mwk greatsword +6 (2d6+4/19–20) or
heavy mace +5 (1d8+4)
STATISTICS
Str 17, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 16
-
Skills Intimidate +11
-
Combat Gear potions of cure light wounds (2), thunderstones (2);

Init:

[spoiler=INIT ROLLS
[dice=Ailil]1d20+3[/dice]
[dice=Caladrel]1d20+4[/dice]
[dice=Fenn]1d20+3[/dice]
[dice=Silver Warden]1d20+5[/dice]
[dice=Van Helsing]1d20+6[/dice]
[dice=Xasay]1d20+2[/dice]
=================================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom’s darkest industries.

SLAVE SHIPS MAP <slides>

DM B's PbP Game Day 3: 6 - 10 The Wounded Wisp (1-2) (inactive)


More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years.

DM Notes:

GS

Init:

[spoiler=INIT ROLLS
[dice=Aeilin]1d20+[/dice]
[dice=Leb]1d20+3[/dice]
[dice=Mahd]1d20+3[/dice]
[dice=Mandow]1d20+3[/dice]
[dice=Ramen]1d20+3[/dice]
[dice=Retty]1d20+4[/dice]
[dice=Thoril]1d20+2[/dice]
----------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

The Wounded Wisp Map

Player Handout 1 (Foster's Findings):

I write this letter in the event that my upcoming expedition to Bhopan goes poorly. In this trove I have left my considerable findings, which I hope will be of use to our growing Society. While most of this information will no doubt already be in the hands of fellow Society members, there is a personal matter which I have left contained within. Events over the past decade have led me to suspect a fellow agent of hoarding her knowledge and not submitting it for review. This woman, a surprisingly sensible gnome by the name of Eylysia has partaken of almost as many missions as I, yet she reports only a third of what I have brought to light. In order to ensure knowledge is not concealed, I have begun an investigation into Eylysia and her activities here in Absalom, hoping to find her hidden repository of stored knowledge. Thus far, I have come across two promising leads.
The first is Eylysia’s contact with a well-known stonemason by the name of Arkath. I had the displeasure of meeting this fellow in his dying days, when he promised to take any secrets he held to his grave. He was interred in a mausoleum in the Ivy District weeks after our encounter, though I still believe there is more to his connection with Eylysia.
Another lead is Eylysia’s friendship with a member of the Arcanamirium, a local wizard’s guild. The fellow is a gnome by the name of Fimbrik. All of my attempts to speak with him have failed, though I have noted his home address in my files for follow-up. It is my sincere hope that I am able to return to discover what Eylysia has hidden, but should I not, I entrust this to my assistant Adolphus or any brave Society agents who come across my unfinished work.
Selmius Foster

Player Handout 2 (Adolphus's Addendum):

My mentor, Selmius Foster, is dead, slain during our journey to the island of Bhopan. I have take n up his investigation into Eylysia's activities, though recent developments mean my time in Absalom is short.
My initial follow-up of Foster's investigation into Arkath involved hiring several diviners to discern the veracity of Selmius's leads. It appears the stonemason was quite honest with my mentor; there is some key clue buried with him in his mausoleum.

I have watched Eylysia for many months since my return, and I have caught her making additions to the Wall of Names, the memorial built in honor of my departed mentor. She has added three names, none of which are true Pathfinders and are likely worth investigating. Their names are:
Doulgonlir Caskmail
Hollis 'Evil Grin' Thorne
Karina Clamp

Events are in motion that will soon take me to Quantium, after which I will be unable to conclude this investigation. I leave this hidden under the Wounded Wisp, in hopes that one day I might return, or that the Society endures its current woes and a future generation of agents can take up this cause.
Adolphus

Player Handout 3 & 4

Player Handout 5 (Fimbrik's Note):

Well, you got me!
I’m not here anymore, and my house is filled with an incredible array of illusions to discourage the curious. But you just had to break in. I respect your gumption and assume you’re either a petty burglar or someone looking into Eylysia’s affairs.
I’ve left Absalom to look for my friend, for she’s been missing for some time; however, I’ve attached the name of a particular Pathfinder you’ll want to investigate at the Wall of Names at the Society Grand Lodge. I assure you, it’s quite important, but I’ll leave you to figure out why. Oh, and the password. It’s ‘Wiffle.’ You’ll find it important, should you learn where to use it.
—The Illustrious Fimbrik

Player Handout 6 (blank):

DM B's PbP Game Day 3: Decline of Glory (1-7) (inactive)


When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?

Init:

[spoiler=INIT ROLLS
[dice=]1d20+[/dice]
[dice=Davor]1d20+1[/dice]
[dice=Hisao]1d20+5[/dice]
[dice=Mirima]1d20+7[/dice]
[dice=Parumartish]1d20+11[/dice]
[dice=Tuca]1d20+5[/dice]
[dice=Yoshi]1d20+3[/dice]
--------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

DM Notes:

Decline of Glory Map

DM B's PbP Game Day 4 Quests: Fane of Fangs (4th-5th) Closed (inactive)


A Pathfinder Society Quest designed for level 5 characters.
Long ago, the daemonic harbinger Anogetz nearly conquered Southern Fangwood with an army of mad beasts, but a miracle from the hunter god Erastil staved off disaster. Thieves made off with the holy relic keeping the daemoic energies sealed, and now it's up to the PCs to return the relic before the evil force awakens and marches once more.

INIT ROLLS:

[spoiler=INIT ROLLS]
[dice=Adowyn]1d20+5[/dice]
[dice=Amiri]1d20+2[/dice]
[dice=Merisiel]1d20+8[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Rivani]1d20+1[/dice]
===================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP

DM B's PbP Game Day 4 Quests: Phantom Phenomena (1st) (inactive)


A series of six Quests designed for 1st-level characters.
Bizarre phenomena have tormented the people of southeastern Ustalav for decades, and these events become stronger and more dangerous every year. Hoping to uncover the origins of these flashes of red lightning and spectral hauntings, Dr. Quolorum from the Sincomakti School of Sciences has set out with a team of able-bodied assistants. Can the PCs help the professor unlock the secret that dwells above Lantern Lake?
Phantom Phenomena includes six, 1-hour adventures that take the PCs to a superstitious village, a lightning-scarred woodland, an ancient Kellid monolith, a haunted manor, an occult university, and finally into the storm-choked mountains. Experience the adventures in any order to create a unique story.

Init:

[spoiler=INIT ROLLS]
[dice=Adowyn & Leryn (1 & 2)]1d20+4[/dice]
[dice=Enora (3)]1d20+2[/dice]
[dice=Erasmus (4)]1d20+4[/dice]
[dice=Kyra (5)]1d20+0[/dice]
[dice=Oloch (6)]1d20+3[/dice]
[dice=Yoon (7)]1d20+3[/dice]
=======================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP

DM B's PbP Gameday 4 School of Spirits (1-5) (inactive)


Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school where the Pathfinders found her. The woman’s family has contacted the Society, hoping that its agents can escort her back to the haunted site and unravel the Drownyard’s relentless mysteries.

Init:

[spoiler=INIT ROLLS]
[dice=Andruss]1d20+4[/dice]
[dice=Dumm]1d20+2[/dice]
[dice=Grundar]1d20+3[/dice]
[dice=Quartz]1d20+4[/dice]
[dice=Quint]1d20+7[/dice]
[dice=Skerdo]1d20+2[/dice]
==============================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP LINK

DM B's PbP GameDay 5 Table 1, 2, & 3 Placeholder (inactive)


DM B's PbP GD5 "Serpents' Ire" (inactive)


A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium’s funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents—including both new faces and veterans of the attack on the Grand Lodge a year ago—to infiltrate the operation and shut it down by any means necessary.

Init:

[spoiler=Init Rolls]
[dice=Eramay the Loyalist]1d20+1[/dice]
[dice=Falth the Catastrophe]1d20+8[/dice]
[dice=Rataji the Disgraced]1d20+5[/dice]
[dice=Shohiraj the Professional]1d20+5[/dice]
[dice=Thestil the Enigma]1d20+1[/dice]
[dice=Zurnzal the Ambitious]1d20+2[/dice]
.............................................
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP

DM B's PFS 2 - 08 PbP: The Sarkorian Prophecy (7-11) (inactive)


Init:

[dice=Alan]1d20+4[/dice]
[dice=Dragorin]1d20+0[/dice]
[dice=Ravenmantle]1d20+6[/dice]
[dice=Xiaobo]1d20+5[/dice]
-----------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

Sarkorian Prophecy MAP

DM B's PFS 3-07 Echoes of the Overwatched (inactive)


MAP

Init:

[dice=Darvan]1d20+4[/dice
[dice=Grace]1d20+9[/dice
[dice=Kurvast]1d20+3[/dice
[dice=Morvius]1d20+6[/dice
[dice=Mur]1d20+2[/dice
[dice=Virgil]1d20+2[/dice

[dice=]1d20+[/dice
[dice=]1d20+[/dice

After your last few exploits with the Blakros family, and their famous museum, they have discovered a new subbasement below, and have begun to explore it. Inside, Nigel has discovered some sort of odd portal, and with the help of a Pathfinder Anumet Akrostera, the two had begun to research what that might mean. Now you have gotten word that Anumet has vanished, and some sort of new curse has been unleashed. Duty calls once more.

Having investigated, you have discovered that Anumet was murdered very recently, and is likely not the being that Nigel saw acting strangely. Heading to the Forae Logos to look for clues, you are unsure about you next step.

DM B's PFS 4-02 In Wrath's Shadow (inactive)


In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.

Subtier 3-4

Init Rolls:

[spoiler=INIT]
[dice=Balomar]1d20+1[/dice]
[dice=Kaylee]1d20+2[/dice]
[dice=Omar]1d20+4[/dice]
[dice=Piety]1d20+2[/dice]
[dice=Tûrak]1d20+3[/dice]
[dice=Zandu & Ogmios]1d20+2[/dice]
=========================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP LINK

DM B's PFS GD4 The Beggar's Pearl (1-7) Camp (inactive)


When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.

SubTier 3-4

Init:

[spoiler=INIT]
[dice=Clair]1d20+3[/dice]
[dice=Eldon]1d20+4[/dice]
[dice=Miaka]1d20+3[/dice]
[dice=Nercess]1d20-2[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Vash]1d20+3[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Beggar's Pearl MAP

DM B's PFS GD5 PbP: Portent's Peril (inactive)


A Pathfinder Society Scenario designed for levels 1–5. <1-2>
Even in an age where prophecy rarely comes true, many in Varisia hold the mysterious Harrow cards and their predictions in high esteem. The Pathfinder Society’s ally Zeeva Foxglove recently received a Harrow reading as repayment for her generosity, but a rare card appeared and portended imminent doom. Now that these terrible predictions are coming true, Zeeva realizes she cannot weather this storm alone. It’s up to the PCs to save this friend and philanthropist—perhaps by changing fate entirely.

Init:

[spoiler=Init Rolls]
[dice=Auron]1d20+3[/dice]
[dice=Corona]1d20+1[/dice]
[dice=Einn]1d20+2[/dice]
[dice=Emma]1d20+3[/dice]
[dice=Korug]1d20+2[/dice]
[dice=Uldar]1d20+3[/dice]
===========================
[dice=]1d20[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP LINK

DM B's PFS GD5 PbP: The Sky Key Solution (inactive)


A Pathfinder Society Scenario designed for levels 1–11.<3-4, Table 29>
At long last, the Pathfinder Society has reassembled the Numerian device known as the Sky Key. Initial tests suggest it is capable of projecting a location’s past into the present, allowing Society agents to peruse books from destroyed libraries and speak with echoes of long-dead heroes. Now that it has perfected the Sky Key’s controls, the Pathfinder Society is prepared to extract a slice of Absalom’s history and bring it into the present; however, there’s no telling what might be waiting inside—or who in the present might wish to wield the same power.

INIT ROLLS:

[spoiler=Init]
[dice=Kyra]1d20[/dice]
[dice=Thoril]1d20+2[/dice]
[dice=Valeros]1d20+3[/dice]
[dice=Varuna]1d20+4[/dice]
===========================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Overseer Map Status

GAME MAP LINK

DM B's PFS GD5 PbP: Thralls of the Shattered God (inactive)


A Pathfinder Society Scenario designed for levels 5-9 <8-9>
After two years of blood and bravery, the Fifth Mendevian Crusade has struck a terrible blow to the Worldwound’s demons and reclaimed lost territory. The Pathfinder Society, as one of the crusade’s partners in this endeavor, has earned the right to explore and salvage what it can of the lost Sarkorian sites under Mendev’s control, and it has identified one ruin as a priority. In fact, the site seems to actively call to one agent in particular, a scarred survivor of abyssal experiments. Venture-Captain Jorsal of Lauterbury has asked the PCs to accompany this agent into the wasteland, where perhaps she might learn how to control her demonic half—or purge it completely.
Content in “Thralls of the Shattered God” also contributes directly to the ongoing storyline of the Silver Crusade faction.

Init:

[spoiler=INIT ROLLS]
[dice=Aikio]1d20+5[/dice]
[dice=Albert]1d20+1[/dice]
[dice=Ariana]1d20+2[/dice]
[dice=Diri]1d20+1[/dice]
[dice=Rilas & Winston]1d20+7[/dice]
[dice=Savage]1d20+4[/dice]
[dice=Tûrak]1d20+3[/dice]
==============================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP LINK

DM B's PFS PbP 0 - 04 The Frozen Fingers of Midnight (1-5) (inactive)


Init:

[spoiler=Init Rolls
[dice="Kermit"]1d20+3[/dice]
[dice=Kryssa]1d20+4[/dice]
[dice=Rhuul]1d20+0[/dice]
[dice=Saarai Shae]1d20+9[/dice]
[dice=Savage]1d20+4[/dice]
[dice=Vrothum]1d20+2[/dice]
------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Frozen Fingers of Midnight MAP

DM B's PFS PbP By Way of Bloodcove (inactive)


For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents.
-
LOW TIER <3-4>

Notes: Aya Allehe has asked you to travel to and infiltrate Bloodcove, a notorious Aspis base of power with a hatred towards the Pathfinder Society. While there, (1) visit the Witchlight Inn to recover an agent's notes, (2) sabotage the Consortium's efforts in the city, and (3) ask around and see if there may be any possible allies in the city.

Awareness: 11/15 (Appraise or Diplomacy)

Awareness DEFCON Level:
Minor
->-> Moderate <-<- (You all suffer a –2 penalty on all Bluff, Diplomacy, Disguise, and Intimidate checks made in Bloodcove, and now the Aspis Consortium is beginning to call in extra aid. The city is not locked down, yet, but word on the streets is that's coming soon.)
Major
Severe

INIT:

[spoiler=INIT ROLLS]
[dice=Avril & Cryxial]1d20+4[/dice]
[dice=Bartholomäus ]1d20+3[/dice]
[dice=Caith]1d20+0[/dice]
[dice=Maldrek]1d20+5[/dice] <Always act in Surprise>
[dice=Roderick]1d20+9[/dice]
[dice=Thoril]1d20+2[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Bloodcove MAP

DM B's PFS PbP Game Day 3 - Glories of the Past (inactive)


Init:

[dice=Celie]1d20+2[/dice]
[dice=Dhastrach]1d20+1[/dice]
[dice=Guilford]1d20+7[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Ramen]1d20+5[/dice]
[dice=*Theo*]1d20+2[/dice]
---------------------------
[dice=Bug Aberration 1-3]1d20+3[/dice]
[dice=Bug Aberration Alpha]1d20+2[/dice]

DM Notes:

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition, a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. can attempt a DC 15 Reflex save to negate this effect.
------------------------------------------------------------------------
N Large aberration (Pathfinder RPG Bestiary 238)
Init +2; Senses darkvision 60 ft., scent metals; Perception +17
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +5, Will +8
OFFENSE
Speed 40 ft., climb 10 ft.
Melee antennae +10 (rust), bite +9 (1d4+6)
Space 10 ft.; Reach 5 ft. (10 ft. with antennae)
STATISTICS
Str 18, Dex 15, Con 17, Int 2, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Ability Focus (rust), Blind-Fight, Improved Natural Armor,
Skill Focus (Perception), Weapon Focus (antennae)
Skills Climb +12, Perception +17
SPECIAL ABILITIES
Rust (Su): DC 19

MAP LINK

DM B's PFS PbP Game Day 3: S0-03: Murder on the Silken Caravan (inactive)


Volunteers are needed to escort the body of a deceased venture-captain across the parched Qadiran desert to Katheer. The Silken Caravan offers passage, hauling exotic treasures across the perilous sea of sands. You'll brave bandits, spies, and unwelcome mourners hell-bent on paying respects to your dead companion. Worse still, the caravan's mistress, a satin-swathed Qadiran princess, has designs of her own on you and your cargo.

Init:

[dice=Ashia]1d20+6[/dice]
[dice=Davor]1d20+1[/dice]
[dice=Gashgamer]1d20+3[/dice]
[dice=Hisao]1d20+5[/dice]
[dice=Mirima]1d20+7[/dice]
[dice=Sylphie]1d20+4[/dice]
[dice=Yoshi]1d20+3[/dice]
--------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

DM Notes:

MAP

DM B's PFS PbP Game Day 3: S0-13 The Prince of Augustana (inactive)


When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?

Init:

[dice=Leb]1d20+3[/dice]
[dice=Mahd]1d20+3[/dice]
[dice=Mandower]1d20+3[/dice]
[dice=Mors]1d20+1[/dice]
[dice=Retty]1d20+4[/dice]
[dice=Thaddeus]1d20+3[/dice]
--------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

MAP LINK

DM B's PFS PbP GameDay 3: The Dragon's Demand part 1 (1st-3rd) (inactive)


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 . . . well, you will just need to wait and see. . .

DM Notes:

K
DR

Init:

[dice=Leb]1d20+3[/dice]
[dice=Mahd]1d20+3[/dice]
[dice=Mordack]1d20+8[/dice]
[dice=Mors]1d20+1[/dice]
[dice=Retty]1d20+4[/dice]
[dice=Thaddeus]1d20+3[/dice]
[dice=Thoril]1d20+2[/dice]
--------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

THE DRAGON'S DEMAND MAP

DM B's PFS PbP GD4 The Lost Legacy (3-7) GAME (inactive)


When a samsaran dies, he is reborn again with few memories of his past lives. The cycle continues until he has earned a righteous place in the afterlife. After years of service and lifetimes of accomplishment, Venture-Captain Bakten nears the end of his noble existence and has begun investigating his past lives as a means of understanding Tian Xia's rich history. However, he cannot complete his research alone, and only with was he able to begin to delve into his own past lives. You where there to witness two of those past live's major karmic achievements be undone, and in the end Bakten himself attacked and assassinated in a psychic duel with an unknown entity.

Upon returning to the Sanctuary of the Unbound Knot, you find that Bakten, somehow, did manage to reincarnate one last time, and you are being called upon once more to aid in exploring a troubling legacy secreted within the mountains of Zi Ha. It is up to the Pathfinders to ascend into the ice-capped mountains to unveil the crimes of past generations and save one of the region's greatest heroes.

Init:

[spoiler=INIT]
[dice=Andruss]1d20+4[/dice]
[dice=Grundar]1d20+3[/dice]
[dice=Jorah]1d203[/dice]
[dice=Maligaster]1d20+2[/dice]
[dice=Wembly]1d20+3[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Subtier 3-4

MAP

DM B's PFS PbP GD4 Trouble in Tamran (1-5) Camp (inactive)


Less than a decade ago, the Pathfinder Society established a lodge in Nirmathas, an act that infuriated the nation's expansionist rival Molthune. The latter outlawed the Society soon after, and ever since Pathfinders have relied on smugglers like the Varisian entrepreneur Guaril Karela to slip supplies past the Molthuni blockade for both the lodge and the Society's war-torn neighbors. Something has intercepted those shipments. Can the PCs uncover the culprit and save the Society's reputation in Nirmathas?

INIT:

[spoiler=INIT ROLLS]
[dice=Caith]1d20+0[/dice]
[dice=Dumm]1d20+2[/dice]
[dice=Garret]1d20+1[/dice]
[dice=Roderick]1d20+9[/dice]
[dice=Skerdo]1d20+2[/dice]
[dice=Thoril]1d20+2[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

SubTier 4-5

Trouble in Tamran MAP

DM B's PFS PbP Hall of the Flesh Eaters Table 1 (inactive)


Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

Subtier 1-2

INIT:

[spoiler=Init Rolls]
[dice=Brunhilde Olafsdottir]1d20+2[/dice]
[dice=Carrick Castermill]1d20+4[/dice]
[dice=Glexit Nenroy]1d20+5[/dice]
[dice=Hikari Hayashi]1d20+4[/dice]
[dice=Night Hunter ]1d20+3[/dice]
[dice=Omar Posada]1d20+4[/dice]
[dice=Oret Terra]1d20[/dice]
------------------------------
[dice=]1d20+[/dice]
[/spoiler

Hall of the Flesh Eaters Table 1 MAP

DM B's PFS PbP Hall of the Flesh Eaters Table 2 (inactive)


Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

Subtier

Init:

[spoiler=Init Rolls]
[dice=Emma Greyfrost]1d20+3[/dice]
[dice=Henrikuaxian]1d20+6[/dice]
[dice=Jarek Thrace]1d20+1[/dice]
[dice=Kaleena Boomstick]1d20+3[/dice]
[dice=Kitajo Uchihide]1d20+2[/dice]
[dice=Narayan Singh]1d20+2[/dice]
[dice=Ptolomeo]1d20+2[/dice]
---------------------------------
[dice=]1d20+[/dice][/spoiler

Hall of the Flesh Eaters Table Two MAP

DM B's PFS PbP Serpent's Skull (inactive)


Summoned by "The Ten" themselves, you are asked to undertake a mission deep into the jungles of the Mwangi Expanse in search of a group of missing Pathfinder Agents investigating ancient Azlanti and Serpentfolk ruins.

INIT:

[spoiler=Init Rolls]
[dice=Begus]1d20+8[/dice]
[dice=Dora (+ wolf mount)]1d20+4[/dice]
[dice=Frag]1d20+2[/dice]
[dice=Jaggar]1d20+7[/dice]
[dice=Kulik]1d20+9[/dice]
[dice=Rathen]1d20+12[/dice]
......
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP

DM B's PFS PbP The Labyrinth of Hungry Ghosts High (inactive)


Low Tier Play.

A Pathfinder Society Scenario designed for levels 3–7.
Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.
This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters".

Having ventured past the Hall of the Flesh Eaters, the group of Pathfinders have discovered only one of the remaining Pathfinders from the team before them they where sent in to look for. Jaohd Ilzinian, the leader and a Taldan paladin of Shelyn, deprived of his memory and weapons, his powers expended joins you as you explore further into the maze.

INIT:

[spoiler=Init Rolls]
[dice=Bennybeck]1d20+3[/dice]
[dice=Bernard]1d20+6[/dice] +4 with no Grit
[dice=Ellismus]1d20+2[/dice]
[dice=Omar]1d20++4[/dice]
[dice=Thorill]1d20+2[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-->> MAP <<--

DM B's PFS PbP The Labyrinth of Hungry Ghosts LOW (inactive)


Low Tier Play without Adjustment.

A Pathfinder Society Scenario designed for levels 3–7.
Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.
This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters".

Having ventured past the Hall of the Flesh Eaters, the group of Pathfinders have discovered only one of the remaining Pathfinders from the team before them they where sent in to look for. Jaohd Ilzinian, the leader and a Taldan paladin of Shelyn, deprived of his memory and weapons, his powers expended joins you as you explore further into the maze.

INIT:

[spoiler=Init Rolls]
[dice=Henrikuaxian]1d20+6[/dice]
[dice=Kitajo]1d20+2[/dice]
[dice=Marduk]1d20+3[/dice]
[dice=Nectanebo]1d20+2[/dice]
[dice=Night Hunter]1d20+3[/dice]
[dice=Risa]1d20+2[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-->> MAP <<--

DM B's PFS S02-20 Wrath of the Accursed PBP (inactive)


Init:

[spoiler=INIT ROLLS
[dice=Bane]1d20+4[/dice]
[dice=Basalte]1d20+2[/dice]
[dice=Bizzle]1d20+5[/dice]
[dice=Elenial]1d20+5[/dice]
[dice=Fendahl]1d20+4[/dice]
[dice=Noisy]1d20+6[/dice]
---------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

When Pathfinders in and around the Osirian capital of Sothis don’t respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society’s past.

Wrath of the Accursed Map

DM B's Scions of the Sky Key PFS PbP HIGH Tier Campaign (inactive)


DM Notes:

INIT:

[spoiler=
[dice=Caith]1d20+0[/dice]
[dice=Garret]1d20+1[/dice]
[dice=Kylar]1d20+7[/dice]
[dice=Nicolae]1d20+6[/dice]
[dice=Roderick]1d20+9[/dice]
---------------------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Weeks have passed since Venture-Captain Nieford Sharrowsmith departed for the Bandu Hills, and having not heard from him since but learned of an Aspis Consortium expedition bound for the same destination, the Society and local allies have grown worried for the aging explorer’s safety. As the PCs travel south on Sharrowsmith’s trail, they must track the venture-captain to the ruins he sought while also dealing with the aftermath of his actions.

A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!

Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are you resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

MAP

DM B's Scions of the Sky Key PFS PbP LOW Tier Campaign (inactive)


MAP LINK

INIT:

[spoiler=INIT ROLLS
[dice=C.A. Gwyllgi]1d20+5[/dice]
[dice=Nemesis]1d20[/dice]
[dice=Peribras]1d20+5[/dice]
[dice=Shar-Lyn]1d20+3[/dice]
[dice=Tholand]1d20+3[/dice]
[dice=Thoril]1d20+2[/dice]
[dice=Van]1d20+2[/dice]
----------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

PART 3. . .
Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are you resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

Delays:

DM B's TEMP Hungry Ghosts discussion (inactive)


DM Beckett's "CITY OF STRANGERS" PFS PbP (1-2) (inactive)


INIT:

[dice=Alastor]1d20+6[/dice
[dice=Maldoc]1d20+6[/dice
[dice=Variel]1d20+5[/dice
[dice=Zedril]1d20+2[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

Venture Captain Dreng is convinced that someone is setting up an unauthorized, and potentially harmful Pathfinder Lodge within the city of Kaer Maga. A letter from an ally, one Horis Collgardie says as much, and Dreng has asked you to investigate, locate these Pathfinders, and order them to stop immediately, or risk having all Pathfinders banned from the city. Sending you from the Grand Lodge in Absolam across the Inner Sea to Varisia, you have made it to the Halflight Path, so near the city, when a horde of goblins breaks through the wall to attack!!!
Fighting your way through, you finally make your way to the city itself, only to find it is a massively crowded den of villainy and scoundrels. Locating your contacts house, you arrive to find him dead, and are immediately attacked by a group of thugs looking for his murderer.

MAP OF VARISIA
MAP OF KAER MAGA
CURRENT MAP
The Sanctuary

DM Beckett's "CITY OF STRANGERS" PFS PbP (3-4) (inactive)


INIT:

[dice=Iasua]1d20+7[/dice
[dice=Jake]1d20+4[/dice
[dice=Pai]1d20+2[/dice
[dice=Tiasar]1d20+2[/dice
[dice=Xiaobo]1d20+5[/dice
[dice=]1d20+[/dice

Venture Captain Dreng is convinced that someone is setting up an unauthorized, and potentially harmful Pathfinder Lodge within the city of Kaer Maga. A letter from an ally, one Horis Collgardie says as much, and Dreng has asked you to investigate, locate these Pathfinders, and order them to stop immediately, or risk having all Pathfinders banned from the city. Sending you from the Grand Lodge in Absolam across the Inner Sea to Varisia, you have made it to the Halflight Path, so near the city, when a horde of goblins breaks through the wall to attack!!!

Fighting your way through, you finally make your way to the city itself, only to find it is a massively crowded den of villainy and scoundrels. Now, you just need to find this Mr. Collgardie. . .
MAP OF VARISIA
MAP OF KAER MAGA
CURRENT MAP
The Sanctuary

DM Beckett's "The Night Marches of Kalkamedes" PbP PFS Game Day Event Game (inactive)


DM Beckett's "The Penumbral Accords" Game Day PbP (inactive)


MAP

Called into the brink once more, the Pathfinders have been asked to venture into the Blakros Museum to rescue two Blakros daughters before the Plane of Shadow can steal them away in an ancient bargain, and if possible destroy the machine that makes it all possible.

INIT:

[dice=Darvan]1d20+4[/dice
[dice=Grace]1d20+9[/dice
[dice=Kurvast]1d20+3[/dice
[dice=Morvius]1d20+6[/dice
[dice=Mur]1d20+2[/dice
[dice=Virgil]1d20+2[/dice

[dice=]1d20+[/dice
[dice=]1d20+[/dice

DM notes:

Female fetchling alchemist 4 (Pathfinder RPG Advanced Player’s
Guide 26, Pathfinder RPG Bestiary 2 123)
CE Medium outsider (native)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
hp 22/27 (4d8+6)
Fort +6, Ref +8, Will +1; +2 vs. poison
Resist cold 5, electricity 5
Offense
Speed 30 ft.
Melee bite +6 (1d8+3), 2 claws +6 (1d6+3)
Ranged bomb +7 (2d6+2 fire)
Special Attacks bomb 8/day (2d6+2 fire, DC 14)
Spell-Like Abilities (CL 4th; concentration +4)
1/day—disguise self (humanoid only)
Alchemist Extracts Known (CL 4th)
2nd—invisibility, spider climb
1st—comprehend languages, cure light wounds, identify, true strike
Tactics
Before Combat If Mazzel Gol hears the sounds of combat in
the next room, she immediately drinks her mutagen (already
included in her stats). If time further permits, she drinks her
extracts of spider climb and invisibility, and readies her true
strike extract.
During Combat Mazzel Gol initiates combat by throwing an acid
bomb into the largest group of PCs she can target. She fights
recklessly with her claws and bite, climbing up the walls if
she’s cornered or facing an opponent she can neither hit nor
effectively damage, and then resorting to bombs from range.
Morale While under the effect of her extract, Mazzel Gol is
maniacal and fights to the death.
Base Statistics When not under the effect of her mutagen,
Mazzel Gol has the following stats: AC 16, flat 13; Melee dagger
+4 (1d4+1/19–20); Ranged bomb +7 (2d6+3 fire); Skills Appraise
+10, Craft (alchemy) +10, Knowledge (arcana) +10, Knowledge
(planes) +6, Spellcraft +10
Statistics
Str 16, Dex 16, Con 13, Int 14, Wis 8, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Brew Potion, Extra Bombs*, Improved Initiative, Throw
Anything
Skills Appraise +9, Craft (alchemy) +9, Disable Device +10, Heal +6,
Knowledge (arcana) +9, Knowledge (planes) +5, Perception +6,
Spellcraft +9, Stealth +6; Racial Modifiers +2 Knowledge (planes),
+2 Stealth
Languages Aklo, Common, Draconic, D’ziriak (cannot speak)
SQ alchemy (alchemy crafting +4, identify potions), mutagen
(+4 Str/–2 Int, +2 natural armor, 40 minutes), discoveries (acid
bomb, feral mutagen), poison use, swift alchemy
Combat Gear potions of cure light wounds (2), alchemical grease* (2),
weapon blanch (adamantine)*; Other Gear masterwork studded
leather, dagger, cloak of resistance +1, alchemist’s lab, 38 gp
Special Abiliti es
Shadow Blending (Su) Attacks against a fetchling in dim light have
a 50% miss chance instead of the normal 20% miss chance.
This ability does not grant total concealment; it just increases
the miss chance.
* See the Pathfinder RPG Advanced Player’s Guide.

DM Beckett's "The Quest for Perfection" PFS PbP (inactive)


Init:

[dice=Aeden]1d20+3[/dice
[dice=Gunnar]1d20+2[/dice
[dice=Krumthi]1d20+3[/dice
[dice=Torean]1d20+1[/dice
[dice=Vrockwing]1d20+4[/dice
[dice=Wyran]1d20+2[/dice
[dice=Zane]1d20+2[/dice
[dice=]1d20+[/dice

DM Notes:

N Medium animal
Init +4; Senses low-light vision; Perception +5
DEFENSE
AC:14, T:14, FF:10 (+4 Dex)
hp 13 (2d8+4)
Fort +5, Ref +7, Will +1

OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +2 (1d6+1 plus grab), 2 claw +2 (1d3+1)
Special Attacks pounce, rake (2 claws +2, 1d3+1)
STATISTICS
Str 12, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2 (+6 grapple); CMD 16
Feats Skill Focus (Stealth)
Skills Climb +9, Perception +5, Stealth +11 (+15 in
undergrowth); Racial Modifiers +4 Stealth in undergrowth

CURRENT MAP
The Sanctuary

DM Beckett's PbP Hell's Rebels (inactive)


Init:

[spoiler=INIT ROLLS
[dice=Harold]1d20+6[/dice]
[dice=John]1d20+3[/dice]
[dice=Nihm]1d20+1[/dice]
[dice=Sinclair]1d20+4[/dice]
[dice=Xavril]1d20+6[/dice]
-----------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

City of Kintargo Map

Combat Map

DM Beckett's PFS 2 - 23&24: Shadow's Last Stand (1-2) (inactive)


Init:

[dice=Kryssa]1d20+4[/dice
[dice=Maldoc]1d20+6[/dice
[dice=Rhuul]1d20+0[/dice
[dice=Sarephta]1d20+3[/dice
[dice=Sarephta]1d20+3[/dice
[dice=Umaro]1d20+5[/dice
----------------------
[dice=]1d20+[/dice
[dice=]1d20+[/dice

MAP

DM Beckett's PFS PbP 4-07 Severing Ties (inactive)


DM Notes:

Init:

[spoiler=INIT ROLLS
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
-----------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP

The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.

DM Beckett's PFS PbP Game Day 4 The Beacon Below (7th-11) (inactive)


Game will not begin until Sept 19 2015.

DM Beckett's PFS PbP S04-21 Way of the Kirin (Subtier 3-4) (inactive)


DM Notes:

Human warrior 4
N Medium humanoid (human)
Init +5; Senses Perception +0
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 34 each (4d10+12)
Fort +5, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +8 (1d8+3/×3)
Ranged shortbow +5 (1d6+2/×3)
STATISTICS
Str 15, Dex 12, Con 12, Int 9, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 17
Feats Improved Initiative, Toughness, Weapon Focus (battleaxe)
Skills Climb +5, Intimidate +3, Profession (farmer) +4, Stealth +1,
Swim +5
Languages Common, Tien
Combat Gear potion of cure light wounds, alchemist’s fire (2);
Other Gear leather lamellar, mwk battleaxe, portable ram

Init:

[spoiler=INIT ROLLS
[dice=Jorah]1d20+3[/dice]
[dice=Falom]1d20+4[/dice]
[dice=Ramesses]1d20+5[/dice]
[dice=Rravn]1d20+5[/dice]
[dice=Rravn]1d20+5[/dice]
[dice=Savage & Stormtooth]1d20+4[/dice]
[dice=Todric]1d20+3[/dice]
-------------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

The Way of the Kirin MAP

On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the Pathfinder Society's place as an influential organization on the far side of the world from the Grand Lodge in Absalom, she must orchestrate an alliance with the mysterious Way of the Kirin. But the longtime rival of the Pathfinder Society, the Aspis Consortium, has plans to form an alliance of its own, and if the consortium succeeds, the Pathfinder Society's hopes of cementing their place in the Dragon Empires could be dashed forever.

DM Beckett's The Hydra Fang Incident PFS 00-02 (inactive)


MAP

Init:

dice=Horef]1d20+7[/dice]
dice=Kryssa]1d20+4[/dice]
dice=Rhuul]1d20+0[/dice]
dice=Savage]1d20+4[/dice]
dice=Vrothum]1d20+2[/dice]
------------------
dice=]1d20+[/dice]
dice=]1d20+[/dice]

DM Beckett's The Sanctuary (inactive)


DM Beckett's Voice in the Void PFS PbP Game Day Event Game (inactive)


DM Becketts PFS PbP Game Day 4 Quests (Level 1 PreGen) (inactive)


Game will not begin until Sept 19 2015.

DM DB's "The Frostfur Captives" PFS PbP (inactive)


Game began on 31Aug2012.

DM DB's Rise of the Goblin Guild PFS PbP (CLOSED) (inactive)


31Aug2012 - 03Feb2013.

DM Papa.DRB - Jade Regent Campaign - Try 1 (inactive)


Tech Support, please delete this and the phantom gameplay thread.

thanks,

-- david

DM Rah's "Before the Dawn, Part II: Rescue at Azlant Ridge" PFS (inactive)


Online PbP for Scenario 2-02.
==COMBAT MAP==

DM Rah's "Icebound Outpost" PFS (inactive)


This is a PbP for Scenario # 3-19, The Icebound Outpost.
==TEMPLE MAP==

DMB's PbP GD5 "Through Maelstrom Rift" (inactive)


A Pathfinder Society Special designed for 6th-level pregenerated characters.

Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes’ integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.

Init:

[spoiler=Init Rolls]
[dice=Ember the Chronicler]1d20+5[/dice]
[dice=Jamila the Genie]1d20+6[/dice]
[dice=Krakos the Avalanche]1d20+5[/dice]
[dice=Octaris the Torrent]1d20+10[/dice]
[dice=Rhyol the Volcano]1d20+2[/dice]
[dice=Zypher the Storm]1d20+3[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP

Dungeon Master S's "All for Immortality" Trilogy (inactive)


TACTICAL MAP | HANDOUTS

Initiative:

[dice=Roakar]d20+3[/dice]
[dice=Roos]d20[/dice]
[dice=Hugo]d20+4[/dice]
[dice=Ignatious]d20+3[/dice]
[dice=Atum]d20+11[/dice]

Frozen Fingers of Midnight PFS PBP (inactive)


The Pathfinders are dispatched to aid Skelg the Ripper, a fellow Pathfinder suffering from a terrible freezing curse.

GM Batpony PFS [8-05] Ungrounded but Unbroken. (inactive)


Maps and Visuals

GM only:
DM:0 SP:1

GM Beckett's "the Frozen Fingers of Midnight" Game Day Event PbP (inactive)


MAP
The Sanctuary
Asked to check up a friend of the Society "Skelg the Ripper", the party is sent to his town home to help remove an unknown curse. Arriving only to find his men all slaughtered, and Skelg lying in bed dying of what he can only describe as "the Frozen Fingers of Midnight clutching at his heart". Skelg informs you of a painting that holds a portal for a time once the Beacon of the North has shinned upon it. However, Bengeirr has made off with the lantern, claiming it and most of Skelg's other treasures are rightfully his from a dark secret buried in the past.

INIT:

[dice=Angruf]1d20[/dice
[dice=Borax]1d20[/dice
[dice=Kargen]1d20+5[/dice
[dice=Moll]1d20+3[/dice
[dice=Yanbrel]1d20+8[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

Perception:

[dice=Angruf]1d20+2[/dice
[dice=Borax]1d20+4[/dice
[dice=Kargen]1d20+7[/dice
[dice=Moll]1d20[/dice
[dice=Yanbrel]1d20+6[/dice
[dice=Goody the Owl]1d20+10[/dice

GM Chyro [PFS special]: Cosmic Captive (inactive)


GM Endless Forms' PFS 01-56 The Jester's Fraud (inactive)


A 5-9 PFS scenario played at the 8-9 subtier. Map

GM Endless Forms' PFS 04-02 In Wrath's Shadow (inactive)


GM Kobash's "The Disappeared" PFS (inactive)


Pathfinder Society Scenario 4-11 "The Disappeared" Play by Post

GM Tektite's PFS #03 Murder on the Silken Caravan (inactive)


MAP

GM Turmoil's MotFF (inactive)


Map

Balenar Forsend:
Male human bard 3
CG Medium humanoid (human)
Init +2; Senses Perception +5

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 13
Fort +1, Ref +5, Will +2; +4 vs. bardic performance, language dependent, and sonic

Offense
Speed 30 ft.
Melee mwk rapier +4 (1d6+1/18-20)
Ranged shortbow +4 (1d6/x3)
Special Attacks bardic performance 17 rounds/day
(countersong, distraction, fascinate [DC 14], inspire
competence +2, inspire courage +1)

Spells Known (CL 3rd; concentration +6)
1st (4/day)—cure light wounds, expeditious retreat,
lesser confusion (DC 14), sleep (DC 14)
0 (at will)—daze (DC 13), detect magic, ghost sound (DC 13),
light, prestidigitation, read magic

Statistics
Str 12, Dex 14, Con 10, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Extra Performance, Weapon Finesse
Skills Acrobatics +8, Appraise +7, Bluff +9, Climb +7, Knowledge
(local) +8, Perception +5, Perform (Act) +9, Perform (Oratory) +9,
Stealth +8
Languages Common, Draconic
SQ bardic knowledge +1, versatile performance (oratory)

GM Zinou's Blood under Absalom, PBP multi-table special (inactive)


GM-Sethran's Tower of the Ironwood Watch (High) (inactive)


GM-Sethran's Tower of the Ironwood Watch (Low) (inactive)


GMG's GD5 special: The Sky Key Solution [Tier 3-4] (inactive)


Mists of Mwangi: PFS PbP by Curaigh (inactive)


MAP

Paizo PFS PbP S05-01 The Glass River Rescue (Subtier 1-2) (inactive)


30Aug2013 -

NPC Gallery PICS

Map Key:
E1 The Grey Revelation Inn's Front Gate
E2 The Courtyard
E3 Common Room
E4 Kitchen
E5 Guest Den
E6 Single Guest Rooms (Locked)
E7 Fine Guest Rooms (Locked)
E8 Inn Keeper's Rooms (Locked)
E9 Lavish Guest Room (Locked)
E10 Baths (Open)
E11 Stable Workroom
E12 Individual Stables (only C, D, E, and I have horses)
E13 Back Gate

PbP GameDay 2: PFS 1-25 City of Strangers part 2 - The Twofold Demise (inactive)


Began 23Apr2014

CURRENT MAP

MAP OF VARISIA
MAP OF KAER MAGA

DM Notes:

[dice=Kryssa (DV +4)]1d20+2[/dice
[dice=Maldoc (LLV +4)]1d20+6[/dice
[dice=Sam (+3)]1d20+3[/dice
[dice=Umaro (+6)]1d20+1[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

PbP GameDay 2: QfP2 - PFS 3-11 On Hostile Waters (1-5) (inactive)


Began: 24Apr2014
Part 3 began: 10Jun2014

Init:

[dice=Gunnar]1d20+2[/dice
[dice=Rufus]1d20+5[/dice
[dice=Rufus]1d20+5[/dice
[dice=Sudara & Kami]1d20+2[/dice
[dice=Torean]1d20+3[/dice
[dice=Vrockwing]1d20+4[/dice
[dice=Wyran]1d20+2[/dice
--------------------------------
[dice=]1d20+[/dice

CURRENT MAP

PbP GameDay 3 PFS 6-02: The Silver Mount Collection (3-7) (inactive)


The esteemed Blakros family, famous for their museum in Absalom, (but more importantly that this is at least the 5th time they have called on the Society's help after unleashing . . . something with), receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.

DM Notes:

N Medium construct (robot)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC: 20, T: 11, FF: 19, CMD: 20 (+1 Dex, +9 natural)
hp 42 F +1, R +2, W +2
Hardness 10 20ft
OFFENSE
Melee slam +9 (1d4+7) or mwk spear +10 (1d8+5/×3 plus 1d6 electricity)
Ranged mwk spear +6 (1d8+6/×3)
STATISTICS
Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1
Base Atk +4; CMB +9; CMD 20
Feats Combat Reflexes, Power Attack
Languages Common, Hallit

H.F.

Init:

[dice=Azeban]1d20+2[/dice]
[dice=Faustus]1d20+4[/dice]
[dice=Gerdur]1d20+2[/dice]
[dice=Jory]1d20+1[/dice]
[dice=Karos]1d20+7[/dice]
[dice=Leil]1d20+2[/dice]
----------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

The Silver Mount Collection MAP

PbP PFS 3 - 04 The Kortos Envoy (7-11) (inactive)


The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen’s greatest heroes, in it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.

Task 1: To the north, there’s that freak harpy Jerevyx, somewhere up by Hollowfrost Pass. Follow the path up Mount Ganog. . .

Task 2: In the east, look for the minotaur Dahruun Firehorn, holed up in the old Northwind Mine. . .

Task 3: To the west, the thief Urso Landel makes camp somewhere in the forest. Retrieve stolen arms and armor. . .

MAP

Init:

[spoiler=Init Rolls[dice=Alan]1d20+5[/dice]
[dice=Dragorin]1d20+0[/dice]
[dice=Oswin]1d20+5[/dice]
[dice=Ravenmantle]1d20+6[/dice]
[dice=Xiaobo]1d20+5[/dice]
-----------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice][/spoiler

Begun 31Aug2014

PFS 0-26 "Lost at Bitter End" (7th-11th) (inactive)


Init:

[dice=Dariamus]1d20+12[/dice
[dice=Ezrek]1d20+3[/dice
[dice=Osric]1d20+3[/dice
[dice=Thoth]1d20+2[/dice
[dice=Xiaobo]1d20+5[/dice
[dice=]1d20+[/dice

Perception:

[dice=Dariamus]1d20+12[/dice
[dice=Ezrek]1d20+15[/dice
[dice=Osric]1d20+14[/dice
[dice=Grimtooth <LLV>]1d20+10[/dice
[dice=Thoth <LLV>]1d20+19[/dice
[dice=Xiaobo]1d20+13[/dice

DM:

AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting
+14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50
lbs. of objects only), invisibility (self only), major image
(DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
STATISTICS
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative,
Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate
+17, Knowledge (planes) +16, Perception +19, Sense
Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal;
telepathy 100 ft.
-
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/
round for 6 rounds; effect 1d3 Str damage; cure 2
consecutive saves.

Lost at Bitter End MAP

PFS 1 - 05 - Assault on the Kingdom of the Impossible PbP (inactive)


Began on 10Jun2013 - 11Sep2013

PFS 5-22 Scars of the 3rd Crusade (1st-5th) (inactive)


INIT:

[dice=Caith]1d20[/dice
[dice=Hawk]1d20+3[/dice
[dice=Hule]1d20+6[/dice
[dice=Jagged]1d20+1[/dice
[dice=Mohok]1d20+2[/dice
[dice=Nixkamich]1d20+3[/dice
[dice=Saarai]1d20+5[/dice

Town Sentiment: -01
Opposition Track: 08
Ekira -> Friendly (ish)
TOWN MAP

PFS PbP Gameday #4: GM Tektite's 6-98 Serpent's Rise (inactive)


PFS PbP Gameday 5: King Xeros of Old Azlant (inactive)


Map

PFS PBP Gameday IV: #06-15 The Overflow Archives -- GM Hmm (inactive)


PFS PbP GD 6 King Xeros of Old Azlant (inactive)


Low Tier

Init Rolls:

[spoiler=INIT]
[dice=Eladrian]1d20+9[/dice]
[dice=Nana & Kernuffle]1d20+1[/dice] (+3 in Surprise)
[s][dice=Rasamoro]1d20+7[/dice] (always acts in surprise round)[/s
[s][dice=Rasamoro]1d20+7[/dice] (always acts in surprise round)[/s
[dice=Remy]1d20+3[/dice]
[dice=Torean]1d20+3[/dice]
---
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-> MAP <-

PFS PFS 2 - 01 / 02 Before the Dawn (1-7) (inactive)


Init:

[dice=Brynjolfsen]1d20+3[/dice
[dice=Daeven]1d20+2[/dice
[dice=Grundle]1d20+3[/dice
[dice=Owyn]1d20+1[/dice
-------------------------------
[dice=]1d20+[/dice
[dice=]1d20+[/dice

Before the Dawn MAP

PFS Silent Tide (inactive)


Summoned from the far corners of the world, the adventures meet a local PathFinder with a mission, find Yargos and the Codebook, before some great doom returns to the world.

Trouble in Tamran (inactive)


We be Goblins 1 (inactive)


[Game Day 6-PFS]GM Z..D.. 8-15 Hrethnar' Throne (inactive)


Maps

High tier-4 player adjustment

[PFS PbP Gameday V] #1-35 Voice in the Void CORE (Tier 1-7) (inactive)


Subtier 1-2

Maps

Ini:

[dice=Ini Bonifacius]1d20+0[/dice]
[dice=Ini Hikaru]1d20+0[/dice]
[dice=Ini Kevin]1d20+3[/dice]
[dice=Ini Siddhārtha]1d20+0[/dice]
[dice=Ini Urktar]1d20+4[/dice]

[PFS PbP Gameday V] #7-99 Through Maelstrom Rift (inactive)


[PFS/CtP] #6–16: Scions of the Sky Key, Part 3: The Golden Guardian (inactive)


[PFS/GDV] 7-00 Overseer Thread (inactive)