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Chapter 1: Hellknight Hill

31 Erastil, 4719 AR

Breachill’s local government has a long and proud history of hiring adventurers to tackle any challenges its residents face that fall outside the scope of the town guard’s duties. The merchant whose expected shipment of goods hasn’t yet arrived, the shepherd whose herd of goats mysteriously died in the night, the farmer whose entire season’s harvest was ruined or stolen—investigating and resolving any of these matters are considered good jobs for adventurers, and so Breachill’s town council uses its resources to hire heroes as needed. These monthly meetings, known as the Call for Heroes, are distinct from the council’s normal regular governance meetings, a tactic that separates such matters from regular municipal business and shows the townspeople that the council indeed allots sufficient time to the issues that are often most important to them personally.

Spending public money on hiring adventurers to help the townspeople serves several purposes, as far as Breachill’s leadership is concerned. First, it provides the townspeople with an official and fully funded way to seek help when they’ve exhausted all other options. Second, it allows the salaried town guard to focus on run-of-the-mill crimes and mundane threats to the townspeople’s safety. And third, it provides experience to local adventurers—and allows the council to vet out-of-town heroes—whose presence and talents the council considers boons to the populace, harking back to the hero Lamond Breachton, Breachill’s original patron who saved the town’s founders.

Owing to its proximity to Breachill Town Hall, the Wizard’s Grace tavern is the favored establishment of many adventurers who wish to seek work from the council in the town’s monthly Call for Heroes. Here, adventurers and municipal workers regularly mingle, exchanging stories and generally enjoying the atmosphere created by the diverse clientele. In the days leading up to each council meeting, the tavern is particularly busy, as adventurers schmooze with town officials and even the occasional council member who might show up for a drink and a meal. Before each meeting, the inn’s tavern has a long-standing tradition of holding toasts and serving meals of boar stew with lentils—a practice owner Trinil Uskwold highly encourages, as her grandfather, himself a prominent local adventurer, loved eating that meal before embarking on his own many daring journeys. Because of the politics of socializing here, the crowd tends to be both well-mannered and chatty, though occasionally a brash adventurer or two gets rowdy.

The time has come for the monthly Call. Will you be chosen as Breachill's newest heroes?


Dot in!


This is where you discuss things! You may dot in the gameplay thread as well.


The other thread was in the wrong spot. Continue discussion here!

Feel free to come up with the reason why you are traveling to Gateway.


Part 1: Dead by Dawn

The Dark Forest is aptly named. The boughs of the trees loom overhead like grasping arms, casting long shadows on the road ahead. The woods have a reputation for being cursed, reportedly infested with beastmen and worse monsters. Fortunately, the road you are traveling merely skirts the forest's edge, rather than delving into its benighted depths.

You are on your way to the coastal city of Gateway, the largest and oldest city in the Northern Reach. You are several days into your journey, and still have a long way to go. As evening approaches, dark clouds gather in the sky, and the rumble of thunder presages a stormy night. Luckily, shelter is at hand, as you have arrived at a modest two-story inn. Aside from it and a couple of outbuildings, there are no other structures nearby. A sign above the door gives the inn's name as the Goathorne.


Discuss away!


Dot in!


Welcome to the new game! Here are the character creation rules:

20 point buy
2 traits (1 Campaign, 1 Other)
All Paizo sources are acceptable

Let me know if you have any questions.


You can make the rolls for your character creation here. I'll have more setting details soon and answer any questions you might have.


Dot in.


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FELICITATIONS!

PARADISE RESORTS IS PROUD TO OFFER YOU A COMPLEMENTARY THREE WEEK STAY AT NEW ELYSIUM, THE DIASPORA-BASED LUXURY RESORT FOR THE DISCERNING VACATIONER. PAMPER YOURSELF WITH OUR SUMPTUOUS GUEST SERVICES, INCLUDING BODY WRAPS, MASSAGES, AND MUD FACIALS! RELAX IN ONE OF OUR TWO POOLS, COMPLETE WITH ARTIFICIAL WATERFALLS! INDULGE IN THE FINEST FOOD FROM ACROSS THE GALAXY! AND SO MUCH MORE, ALL AT YOUR FINGERTIPS WITH OUR BRAND-NEW KEYS TO ELYSIUM VIRTUAL CONCIERGE DOWNLOADED DIRECTLY INTO YOUR COMM UNIT!

IN ADDITION TO PICKING UP THE TAB FOR YOUR ROOM, MEALS, AND ANY OTHER SERVICES YOU INDULGE IN, PARADISE RESORTS IS ALSO HOLDING A GRAND GALA FOR ALL GUESTS ON THE SECOND NIGHT OF YOUR STAY. MEET AND MINGLE WITH YOUR PEERS, AND MAYBE MAKE A NEW FRIEND!

DISCLAIMER: PARADISE RESORTS IS NOT RESPONSIBLE FOR EXTRA FEES YOU MIGHT INCUR, SUCH AS FOR EXPENSIVE CONSUMABLES, TOP-SHELF INTOXICANTS, PORTABLE GEAR, AUGMENTATIONS, AND SIMILAR GOODS.

Alright, let's get things going! Before we do, though, here is the content warning included with this AP:

Content Warning:
The Signal of Screams Adventure Path contains typical Starfinder action and adventure, but be warned that it also presents scenarios in which horrifying things happen to the PCs and the NPCs around them. The events presented in this Adventure Path fall into the realm of body horror and psychological horror, which can include disfigurement, mutation, parasitism and disease, self-mutilation, injury, and the aftermath of such unpleasantness.

Player consent is important for a game like this, and there may be points where we push the boundaries with what somebody is comfortable with. If anything like that happens, we'll borrow a concept from the Powered by the Apocalypse system called the X-Card.

X-Card:
If something comes up during the game that makes you uncomfortable, just say "X-Card" and quote the relevant passage; that subject matter will be retconned and avoided from that point forward. No further explanation is necessary. All players will be expected to respect the use of the X-Card; please take it seriously.

Now that that has been taken care of, here are the rules for character creation:

Characters should be 7th-level and built with the standard 10 point-buy method. Any races from a Starfinder hardcover book are permitted, and all classes, archetypes, and themes are available. In addition, this book introduces a new theme which you may choose: Paranormal Investigator.

You have 23,000 credits with which to buy starting equipment. No single item may be worth more than 11,500 credits.

As the campaign begins, you've all been invited to a vacation facility in the Diaspora called New Elysium. Your character might receive this invitation for any one of several reasons based on your past deeds. You could receive individual invitations or one as a group, depending on your preference. Here are a few suggestions why you have been invited:

Celebrity Calls: Paradise Resorts wants celebrities to experience and spread the word about New Elysium and its new system of automation. The PCs are well-known individuals, especially if any character in the group has the icon theme. Similar distinction in other fields, such as being a prominent scholar or an eminent explorer, can also result in an invitation. Other New Elysium guests include a software entrepreneur and several sports figures, and any or all the PCs might have similar cultural appeal and anticipated value as word-of-mouth advertisers.

Patron’s Gift: The PCs recently performed a massive favor or job for a wealthy patron and, in addition to whatever payment they received, get put on the guest list for New Elysium’s gala event. The task the PCs performed was likely dangerous or perilous and their patron assures them that they “earned a vacation.”

Sweepstakes Winners: To attract a full house of participants and attain a broader spectrum of attendees, New Elysium held a system-wide sweepstakes for numerous guest slots. One or more of the PCs might have filled out an entry during previous adventures. Guess who won? Alternatively, a business associate, friend, or relative might have entered the contest and won, but can’t go. That acquaintance gives the ticket to the PCs. Either way, a winning ticket allows for the entire group to enjoy a free vacation at New Elysium.

Paranormal Investigator (+1 Int, Wis, or Cha):
Some, upon waking, want to forget their nightmares, find comfort among their companions, and dream of new adventures. That’s not you. No, you know waking life can be a dream and the nightmares can be real. You are a truth-seeker, chasing the shadows in search of a world hidden behind the veneer of normalcy. Each fresh horror you uncover proves your work is right and important, and makes you want to delve deeper into the galaxy’s haunting secrets.

THEME KNOWLEDGE (1ST)
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.

You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.

ATTENTION TO DETAIL (6TH)
Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can reroll the check and use the higher result.

GNAWING HUNCH (12TH)
You’ve learned to trust your hunches. If a clue can be found by taking 20 on a Perception check or a skill check in your field, the GM must tell you such a clue exists, but not what it is. Once you know a clue exists, you just have to find it.

TRUTH-SEEKER (18TH)
Organizing evidence about your case and researching it refreshes you and sets you back on your path. Twice per day, you can take 10 minutes to consider and record your findings or look for new insights into them. If you do so, you regain 1 Resolve Point and can recall knowledge. If you instead take 1 hour, you regain 1 Resolve Point and can gather information. Neither of these tasks count as resting to regain Stamina Points.


Post your characters here! More to come soon.


Dot in!


Adventure Path Charter Subscriber

All of your life you’ve been lied to. You and generations before you embraced a glowing beacon of innocence that taught us right from wrong and shaped us into the adults we became. At face value, there is little about Mouse Park we can criticize. It is a celebration of life. It is the quintessential family vacation. It is an icon of joy. It represents the best of all of us.

You do not want to know what lies beneath. Many of the employees here, we call them Mousineers, have no idea what they perpetuate, the secrets that lie in wait, and what terror lurks just beyond. I’m certain some of them have noticed—some maybe even saw some things. But they stay willfully ignorant. They make rationalizations for the missing guests, the spilled blood, and the strange creatures that inhabit the dark recesses of the park. They make excuses or act like they haven’t seen anything—or they consciously forget.

Others have seen atrocities far more than their minds could take. Maybe they blocked it out, or worse, became altogether catatonic. Some left completely and fell into bouts of depression and self-destruction. Others went mad, lost everything, and now live on the streets or in hospitals.

Then there are Mousineers that know about what goes on in Mouse Park. Perhaps they had a hand in “cleaning” something up. Maybe they serve the darkness because they are afraid of being found out, scared of being made culpable. They serve for fear of the wrath of What Lies Beneath and commit atrocities on its behalf, to save their own necks—or sanity. Others may relish in service. They seek out ways to satiate the power of Mouse Park with blood and sacrifice.

Now you are here. What you know about Mouse Park is up to you, but whether you are ignorant or not—you must face the truth of the Great Mouse Who Lies Beneath, the ancient mystical orders that protect Him, the sacrifices those in the park must endure, and the beasts of horror that spawn from His depths. You may choose to protect the innocent from the terrors of Mouse Park, or you may wish to perpetuate the terror. Whatever your course, you are in it now. The truth of Mouse Park can no longer be ignored or forgotten.

I'd like to gauge if anybody is interested in playing a game of "The Happiest Apocalypse on Earth." It's a Powered by the Apocalypse game that's a mix of satire and horror as players take on the role of guests or employees at a faux-Disney theme park. I'd like to have a group of 4 or 5 players. If there's enough interest posted here, I'll transform this into a full-fledged recruitment thread.


Dot in!


Start planning your characters here while we wait for the Player's Guide. Same rules as War for the Crown: 20 point-buy, 2 traits, background skills. You'll start in the small town of Roderic's Cove in Varisia.

You can also dot in on the gameplay thread.


Dot in here. We will begin when everybody has finished their character.


Welcome to the playtest for Pathfinder 2nd edition! The playtest consists of 7 linked adventures that combine to tell one overarching story. You'll be making multiple characters at different levels to test different aspects of the game. Hopefully, we will have fun while we do so!

To start, you'll each make a 1st level character. These characters will be the "stars" of the campaign. You'll play them in 3 of the 7 adventures at multiple levels.

The group should work together to build a balanced and diverse party using any of the character options found in the book, while creating characters they are eager to see gain power and fame and glory as eventual saviors of Golarion. Encourage your players to avoid choosing the same ancestry and class as other players, so you’ll be able to playtest as wide a range of character options as possible for the three chapters in which the primary characters star.

The PCs begin with 150 sp each. They can purchase any common gear found in Chapter 6 of the Pathfinder Playtest Rulebook, along with any other options they gain access to from their class and feat selections.

Instead of normal backgrounds, you'll choose from the list below. These backgrounds are designed not only to tie the primary characters to NPCs and themes found in the first adventure, but also to focus their strengths in specific areas of use for later adventures.

Let me know if you have any questions!

Backgrounds:
BUDDING OSIRIONOLOGIST BACKGROUND

The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you’ve never actually visited the nation. Some day, you hope to correct that.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

You gain the Terrain Stalker (rubble) feat, and you’re trained in the Ancient Osirion Lore skill.

ESOTERIC SCION BACKGROUND

One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You’ve long held an interest in perhaps some day joining the order and have studied strange topics in preparation for that day.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

You gain the Quick Identification feat, and you’re trained in the Esoteric Order Lore skill.

FAMILY FRIEND BACKGROUND

Your family has been friends with the Deverins of Magnimar for a generation, and you’ve grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.

Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.

You gain the Hobnobber feat, and you’re trained in the Nobility Lore skill.

GOBLIN RENEGADE BACKGROUND

You had been working with a gang of goblin burglars, but that new leader was no good. It took a lot of guts to stand up to him, but you survived! Now you’re stuck with the longshanks, but maybe you can get back at the old boss.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You gain the Quick Repair feat, and you’re trained in the Criminal Lore skill.

MIND QUAKE SURVIVOR BACKGROUND

As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You’ve had strange thoughts and knowledge that you always felt weren’t truly your own.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You gain the Dubious Knowledge feat, and you’re trained in the Dominion of the Black Lore skill.

PATHFINDER HOPEFUL BACKGROUND

You’ve long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters. This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for yourself and gain the attention of the Pathfinder Society.

Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.

You gain the Additional Lore feat, and you’re trained in the Pathfinder Society Lore skill.


Oppara is Taldor's thriving capital—a shining monument to the grandeur and majesty once common to the entire Taldan empire. Seated on the black cliffs of the River Porthmos in Opparos Prefecture, Oppara bears all the gravitas and extravagance that 6,000 years of history have conferred upon it. The roofs and domes of Oppara were once plated with gold, earning it the nickname "the Gilded City," and though past rulers stripped the gold away long ago to pay for the empire's follies, the wealth and decadence of Taldor's capital keep the spirit of that name alive.

Oppara serves as Taldor's primary trade center, with traffic coming both from Taldor's interior via the River Porthmos and from the steady stream of international vessels sailing in from the Inner Sea. It is also the home of Taldor's government, hosting both the Imperial Palace of the grand prince and the polished marble halls of the senate. As the economic and political hub of Taldor, Oppara is the beating heart of the empire and the center of Taldan culture. Twin harbors provide goods to the city’s thriving marketplaces and restaurants, and they're often so crammed with ships that the river cannot be seen. Public fountains and marble statues can be found at many major crossroads and plazas. Columned villas and grandiose temples from every age of Taldor's history line the streets, and even the humbler merchant districts are holdovers from an unparalleled age of glory. Most of Oppara's buildings are made of carved stone, and the roads are paved with either intricate mosaics or well-fitted cobblestones. Much of the city's advanced public works have withstood the test of time, including its labyrinthine sewer system and the network of stone gutters that keep the streets clear of summer rain. The Grand Bridge of the Empire, emerging from the southeastern shore of the city's heart to cross the massive Porthmos, remains one of the most ambitious and impressive engineering marvels in the Inner Sea. Two magically animated lion sculptures stand sentinel atop Oppara's main gate, offering a glimpse into the greatness that currently lies dormant within the empire. At night, the city is lit with tens of thousands of lanterns, causing it to shine like a beacon in the darkness.

Every year, the empire of Taldor celebrates the Grand Day of Exaltation. On this prestigious day, the Grand Prince is empowered to elevate a commoner to the ranks of nobility. The event itself is the embodiment of formality, with the elevated commoner selected months or years in advance. What makes the day truly special is that the preceding week is a holiday throughout the empire. Nobles, senators, and hopeful petitioners fill the capital city of Oppara for galas, performances, and parades. To the nobility, the week before the Grand Day of Exaltation is a time to conduct important business deals, issue noble proclamations, and hold private parties. With so many prominent politicians arriving from across the empire, the Taldan senate uses Exaltation Week to vote on matters of nationwide importance.

Visitors flock to Oppara in the days leading up to the Grand Day of Exaltation. The populace of the city doubles during this time, making Oppara larger than any other city in the Inner Sea region, save Absalom. The self-importance of the already prideful Taldan people swells in equal measure. Street vendors sell traditional Taldan foods—anchovy skewers, anglebobs, canal crossings, clamguards, jubilee pie, honeyflake, long wine, yonder tarts, and more—including regional delicacies from separated provinces such as Andoran mince and Chelish raven cake. Family banners and provincial flags drape the sides of most buildings, with merchants hawking heraldry ranging from replica banners of the old Armies of Exploration to wooden swords and handheld Taldan flags for children. Taverns offer themed drink and food, with varying bars adopting well-known nobles from the long history of the empire as their mascot or self-declared patron.

Alongside all the pomp and circumstance filling Oppara is a noteworthy moment in history: the imperial senate is poised to hold a historic vote to end primogeniture. The potential end of the millennia-standing law of succession is the talk of the town. Streets and taverns are abuzz with conversations; some wish to see the law thrown down to pave a way for Princess Eutropia to ascend to the throne, while hardliners (especially elder nobles) believe the vote to be another wound in the great history of the empire, allowing not only the rabble-rousing Eutropia to inherit family power, but every ill-deserving woman. Regardless of the outcome, both sides of the debate agree that life will go on, and despite the serious ramifications of primogeniture's potential end, the streets of Oppara hold no signs of unrest during the jubilant celebrations of the Grand Day of Exaltation.

Each of you has another reason to be excited for the Grand Day of Exaltation. You have each been contacted by Lady Martella Lotheed, the illegitimate daughter of the prestigious Lotheed noble family and a burgeoning spymaster. She has hired you to serve as her covert agents at the Grand Day of Exaltation festivities at the senate buiding. She has promised each of you 150 gp the next day for completing your missions, in addition to the extraordinary access and prestige granted by attending one of Taldor's most exclusive and high-profile political events. She has also provided each of you a 30-gp line of credit at her favorite tailor shop, Thread Rare.

This is enough to acquire a courtier's outfit at no cost, or you can provide the remaining 45 gp for a noble's outfit for the senate festivities; in either case, Martella also arranges the loan of enough high-quality costume jewelry to complete each outfit.

The Grand Day of Exaltation has finally arrived! Martella has asked that each of you meet with her an hour before the Exaltation Gala to familiarize yourselves with your fellow agents and to answer any remaining questions you may have. The meetup is to take place at a small cafe several blocks from the senate building.

Before you head to the meetup, you can shop or handle any business you wish to. You may make either Diplomacy, Knowledge (local), or Knowledge (nobility) checks to learn more about your employer or the political scene in Oppara. Any given player character may roll only once for each given subject. The available subjects are: the Grand Day of Exaltation, Grand Prince Stavian III, Martella Lotheed, and Princess Eutropia.

You may also each attempt a DC 15 Diplomacy check to gather information and hear a rumor that is currently circling throughout Oppara.


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Oppara is Taldor's thriving capital—a shining monument to the grandeur and majesty once common to the entire Taldan empire. Seated on the black cliffs of the River Porthmos in Opparos Prefecture, Oppara bears all the gravitas and extravagance that 6,000 years of history have conferred upon it. The roofs and domes of Oppara were once plated with gold, earning it the nickname "the Gilded City," and though past rulers stripped the gold away long ago to pay for the empire's follies, the wealth and decadence of Taldor's capital keep the spirit of that name alive.

Oppara serves as Taldor's primary trade center, with traffic coming both from Taldor's interior via the River Porthmos and from the steady stream of international vessels sailing in from the Inner Sea. It is also the home of Taldor's government, hosting both the Imperial Palace of the grand prince and the polished marble halls of the senate. As the economic and political hub of Taldor, Oppara is the beating heart of the empire and the center of Taldan culture. Twin harbors provide goods to the city’s thriving marketplaces and restaurants, and they're often so crammed with ships that the river cannot be seen. Public fountains and marble statues can be found at many major crossroads and plazas. Columned villas and grandiose temples from every age of Taldor's history line the streets, and even the humbler merchant districts are holdovers from an unparalleled age of glory. Most of Oppara's buildings are made of carved stone, and the roads are paved with either intricate mosaics or well-fitted cobblestones. Much of the city's advanced public works have withstood the test of time, including its labyrinthine sewer system and the network of stone gutters that keep the streets clear of summer rain. The Grand Bridge of the Empire, emerging from the southeastern shore of the city's heart to cross the massive Porthmos, remains one of the most ambitious and impressive engineering marvels in the Inner Sea. Two magically animated lion sculptures stand sentinel atop Oppara's main gate, offering a glimpse into the greatness that currently lies dormant within the empire. At night, the city is lit with tens of thousands of lanterns, causing it to shine like a beacon in the darkness.

Every year, the empire of Taldor celebrates the Grand Day of Exaltation. On this prestigious day, the Grand Prince is empowered to elevate a commoner to the ranks of nobility. The event itself is the embodiment of formality, with the elevated commoner selected months or years in advance. What makes the day truly special is that the preceding week is a holiday throughout the empire. Nobles, senators, and hopeful petitioners fill the capital city of Oppara for galas, performances, and parades. To the nobility, the week before the Grand Day of Exaltation is a time to conduct important business deals, issue noble proclamations, and hold private parties. With so many prominent politicians arriving from across the empire, the Taldan senate uses Exaltation Week to vote on matters of nationwide importance.

Visitors flock to Oppara in the days leading up to the Grand Day of Exaltation. The populace of the city doubles during this time, making Oppara larger than any other city in the Inner Sea region, save Absalom. The self-importance of the already prideful Taldan people swells in equal measure. Street vendors sell traditional Taldan foods—anchovy skewers, anglebobs, canal crossings, clamguards, jubilee pie, honeyflake, long wine, yonder tarts, and more—including regional delicacies from separated provinces such as Andoran mince and Chelish raven cake. Family banners and provincial flags drape the sides of most buildings, with merchants hawking heraldry ranging from replica banners of the old Armies of Exploration to wooden swords and handheld Taldan flags for children. Taverns offer themed drink and food, with varying bars adopting well-known nobles from the long history of the empire as their mascot or self-declared patron.

Alongside all the pomp and circumstance filling Oppara is a noteworthy moment in history: the imperial senate is poised to hold a historic vote to end primogeniture. The potential end of the millennia-standing law of succession is the talk of the town. Streets and taverns are abuzz with conversations; some wish to see the law thrown down to pave a way for Princess Eutropia to ascend to the throne, while hardliners (especially elder nobles) believe the vote to be another wound in the great history of the empire, allowing not only the rabble-rousing Eutropia to inherit family power, but every ill-deserving woman. Regardless of the outcome, both sides of the debate agree that life will go on, and despite the serious ramifications of primogeniture's potential end, the streets of Oppara hold no signs of unrest during the jubilant celebrations of the Grand Day of Exaltation.

Each of you has another reason to be excited for the Grand Day of Exaltation. You have each been contacted by Lady Martella Lotheed, the illegitimate daughter of the prestigious Lotheed noble family and a burgeoning spymaster. She has hired you to serve as her covert agents at the Grand Day of Exaltation festivities at the senate buiding. She has promised each of you 150 gp the next day for completing your missions, in addition to the extraordinary access and prestige granted by attending one of Taldor's most exclusive and high-profile political events. She has also provided each of you a 30-gp line of credit at her favorite tailor shop, Thread Rare.

This is enough to acquire a courtier's outfit at no cost, or you can provide the remaining 45 gp for a noble's outfit for the senate festivities; in either case, Martella also arranges the loan of enough high-quality costume jewelry to complete each outfit.

The Grand Day of Exaltation has finally arrived! Martella has asked that each of you meet with her an hour before the Exaltation Gala to familiarize yourselves with your fellow agents and to answer any remaining questions you may have. The meetup is to take place at a small cafe several blocks from the senate building.

Before you head to the meetup, you can shop or handle any business you wish to. You may make either Diplomacy, Knowledge (local), or Knowledge (nobility) checks to learn more about your employer or the political scene in Oppara. Any given player character may roll only once for each given subject. The available subjects are: the Grand Day of Exaltation, Grand Prince Stavian III, Martella Lotheed, and Princess Eutropia.

You may also each attempt a DC 15 Diplomacy check to gather information and hear a rumor that is currently circling throughout Oppara.


Welcome to the game! I look forward to a fun campaign.

Some notes:

I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the enemies' actions, then everybody can post for the following round's actions.

I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I can usually post a few times each day during the week, but my access is limited on the weekends.

As a heads up, my wife and I are expecting the birth of our second child in July. When that happens, I'll likely not be able to post much for a month or so until I return to work, at which point I will be able to resume regular posting in the mornings, though my afternoon posts will likely drop off after that.


Welcome to the game! I look forward to a fun campaign.

Some notes:

I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the enemies' actions, then everybody can post for the following round's actions.

I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I can usually post a few times each day during the week, but my access is limited on the weekends.

As a heads up, my wife and I are expecting the birth of our second child in July. When that happens, I'll likely not be able to post much for a month or so until I return to work, at which point I will be able to resume regular posting in the mornings, though my afternoon posts will likely drop off after that.


Alright, I was trying to wait for the Player's Guide to come out, but I'll go ahead and get the ball rolling now. With luck, it will be out soon. I'm looking for four eager players who want to play through the War for the Crown adventure path! Potential players should be able to post at least once a weekday (weekends optional).

  • Character should be built with the 20-point buy method.
  • All Paizo sources are welcome. No third-party books, please.
  • No evil characters, please.
  • Your character should have two total traits, or three with a drawback. One trait should be a campaign trait, which you can wait to select until the Player's Guide comes out.
  • We will be using background skills.
  • You can either take average starting gold or roll for it.

    Recruitment will be open through Sunday, March 11th at midnight. Let me know if you have any questions. Good luck!


  • We've had a player drop out of our Ironfang Invasion game, so we're looking for somebody new to take their place! Currently, the characters are about 3/4 of the way through book 1. We need a 4th-level character to replace the one we lost. The current party consists of:

    Eilyne, female human phytokineticist (overwhelming soul)
    Surma Nemhain, female skinwalker barbarian (sword devil)
    Griffo the Druid, male halfling druid (and his wolf Minto!)

    You can find the gameplay thread linked to this post. New characters should follow these guidelines:

    Character should be built with the 20-point buy method.
    All Paizo sources are welcome. No third-party books, please.
    No evil characters, please.
    Your character should have two total traits, or three with a drawback. One trait should be a campaign trait from the Player's Guide.
    We are using background skills.

    I'll keep recruitment open for a week or so. Hoping to select a new player soon and integrate them into the ongoing campaign.


    I am currently running three tables of Ruins of Azlant, but unfortunately, one of our players has been MIA for almost a month. I have sent several messages to him, but received no response, so with heavy heart, I feel I must open up recruitment to replace his character in the game.

    You can check out the gameplay thread here. The characters are currently level 4 and are just wrapping up the first book of the adventure path. We're looking for a 4th-level front-line character to replace the gillman fighter Calvin Shoals. The current active players are:

    Gideon Ross, male human bard (archaeologist)
    Tobar Iverovv, male human gunslinger (bolt ace)
    Weyve Murkwater, male gillman oracle (Pei Zin practicioner)

    Potential players should be able to post at least once a weekday (weekends optional).

    Character should be built with the 20-point buy method.
    All Paizo sources are welcome. No third-party books, please.
    No evil characters, please.
    Your character should have two total traits, or three with a drawback. One trait should be a campaign trait from the Player's Guide.
    We are using background skills.

    Even though you are coming in at level 4, you'll only have your starting gold with which to buy gear. You can either take average starting gold or roll for it. However, you will receive a share of the loot acquired so far, including a +1 longsword and a +1 seaborne glaive. Neat!

    I'll keep recruitment open for a week or so. Hoping to select a new player soon and integrate them into the ongoing campaign.


    1 person marked this as a favorite.

    Jubilation fills the evening air in the normally staid town of Trunau, for it is the twelfth birthday of the Chief Defender's youngest daughter, Ruby, and the townsfolk have been preparing all day for the ceremony and festivities to follow. A throng of spectators has amassed at the town Commons; the buzz of the crowd subsides as the weathered town leader, Halgra of the Blackened Blades, takes the stage and begins to speak.

    "Thank you all for joining us this night. I take immense pride in my responsibility as Chief Defender, especially when it comes to the honor of the hopeknife ceremony. It is always a great privilege to bequeath Trunauan youths their hopeknives as they come of age." Halgra stops speaking long enough to open an ornamental case and retrieve a slender, ornately decorated dagger hanging from a silver chain. "But tonight is a special occasion, for the recipient of this hopeknife is none other than my youngest daughter." Once again, Halgra pauses, but this time she turns to talk to the child beside her.

    "Ruby, by the traditions of our town, you have come of age. This hopeknife represents your responsibilities as an adult and defender of Trunau. You must be willing to use it on yourself, your fellow Trunauans, and your family—even me, should it come to that. It will be a far quicker death than that which the orcs will offer, and providing it is your duty. Do you swear to guard Trunau from all comers, and to use your hopeknife only for its intended purpose?" Ruby—dusky skinned, black haired, and painfully shy—nods her head in response to her mother's question.

    "If the orcs come, and there is no other option, this is where you cut—here, here, and here." Halgra demonstrates which arteries to sever while Ruby watches. When she is finished, Halgra sheathes the hopeknife and places the necklace around Ruby's neck before turning back to address the crowd.

    "Tonight, Ruby becomes a full member of our community! Let us welcome her, and celebrate her passage into adulthood! Trunau forever!" The crowd echoes Halgra's last words in unison, signaling the end of the ceremony.

    With Halgra's speech completed, the townsfolk waste no time transitioning to the ceremony's more light-hearted festivities. This will include several games in which Ruby will be the key player.


    1 person marked this as a favorite.

    Welcome to the game! I look forward to a fun campaign.

    Some notes:

    I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the monster's actions, then everybody can post for the following round's actions.

    I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I can usually post a few times each day during the week, but my access is limited on the weekends.

    Let me know if you have any questions. Once your characters are ready, I'll create the gameplay thread and we can begin. :)


    SFS 1-05: The First Mandate

    You have all arrived at the Lorespire Compelx, headquarters of the Starfinder Society on Absalom Station. Having received a summons from First Seeker Luwazi Elsebo, you now sit in a lavish meeting room, with several lush couches and armchairs surrounding a wide, low table. Snacks and refreshments have been set up for you as you wait for the First Seeker to arrive.

    You can all chime in and introduce your characters. Once everybody has posted, I will proceed with the briefing.


    Welcome to the game! I look forward to a fun time with you all.

    Some notes:

    I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the monster's actions, then everybody can post for the following round's actions.

    I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I can usually post a few times each day during the week, but my access is limited on the weekends.

    When you get a chance, please let me know which previous scenarios (if any) your character has completed.


    Adventure Path Charter Subscriber

    I'm opening recruitment for Starfinder Society scenario 1-05: The First Mandate (Tier 1-2). I will potentially run future scenarios with this same group after completing this initial one. The submission deadline will be Sunday November 19th at midnight. Let me know if you have any questions. Good luck!


    1 person marked this as a favorite.

    "Land, ho!"

    A cheer rises up from among the colonists as they scramble to the deck of the Peregrine. After six long weeks at sea, they are eager to catch a glimpse of their new home. What begins as a small dot of green on the horizon steadily begins to grow in size as you get closer, and soon you can make out the tree-covered ridges, rivers, and beaches of the island of Ancorato.

    A breeze from the ocean breaks up the warm, humid air a bit. Today, the salty scent is tinged with something else. The smell of opportunity. Of adventure. Of a new beginning in a place far removed from the Inner Sea Region.

    It will only be a few hours now before you reach your destination.


    "Land, ho!"

    A cheer rises up from among the colonists as they scramble to the deck of the Peregrine. After six long weeks at sea, they are eager to catch a glimpse of their new home. What begins as a small dot of green on the horizon steadily begins to grow in size as you get closer, and soon you can make out the tree-covered ridges, rivers, and beaches of the island of Ancorato.

    A breeze from the ocean breaks up the warm, humid air a bit. Today, the salty scent is tinged with something else. The smell of opportunity. Of adventure. Of a new beginning in a place far removed from the Inner Sea Region.

    It will only be a few hours now before you reach your destination.


    "Land, ho!"

    A cheer rises up from among the colonists as they scramble to the deck of the Peregrine. After six long weeks at sea, they are eager to catch a glimpse of their new home. What begins as a small dot of green on the horizon steadily begins to grow in size as you get closer, and soon you can make out the tree-covered ridges, rivers, and beaches of the island of Ancorato.

    A breeze from the ocean breaks up the warm, humid air a bit. Today, the salty scent is tinged with something else. The smell of opportunity. Of adventure. Of a new beginning in a place far removed from the Inner Sea Region.

    It will only be a few hours now before you reach your destination.


    Welcome to the game! I look forward to a fun campaign.

    Some notes:

    I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the monster's actions, then everybody can post for the following round's actions.

    I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I can usually post a few times each day during the week, but my access is limited on the weekends.

    The campaign info tab has a list of some of the other colonists aboard the Peregrine with you. In all, there are 50 other people eager to settle Talmandor's Bounty, among them full-time soldiers, eight farmers (some of whom belong to an extended family), eleven carpenters, and seventeen individuals with another general skills to be assigned as needed. In your six weeks aboard the Peregrine, you've had time to get to know some of them. Please select one of the notable ten NPCs with whom you have struck up a friendship or rivalry. I'll give you a little more information about your choice. If you are friends, you get a +1 bonus on Diplomacy checks against that individual. If you are rivals, you instead get a +1 bonus on Intimidate checks agaisnt them.

    If you would like, you can also come up with your own NPCs to fill out the remainder of the colonists.


    Welcome to the game! I look forward to a fun campaign.

    Some notes:

    I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the monster's actions, then everybody can post for the following round's actions.

    I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I can usually post a few times each day during the week, but my access is limited on the weekends.

    The campaign info tab has a list of some of the other colonists aboard the Peregrine with you. In all, there are 50 other people eager to settle Talmandor's Bounty, among them full-time soldiers, eight farmers (some of whom belong to an extended family), eleven carpenters, and seventeen individuals with another general skills to be assigned as needed. In your six weeks aboard the Peregrine, you've had time to get to know some of them. Please select one of the notable ten NPCs with whom you have struck up a friendship or rivalry. I'll give you a little more information about your choice. If you are friends, you get a +1 bonus on Diplomacy checks against that individual. If you are rivals, you instead get a +1 bonus on Intimidate checks agaisnt them.

    If you would like, you can also come up with your own NPCs to fill out the remainder of the colonists.


    Welcome to the game! I look forward to a fun campaign.

    Some notes:

    I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the monster's actions, then everybody can post for the following round's actions.

    I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I can usually post a few times each day during the week, but my access is limited on the weekends.

    The campaign info tab has a list of some of the other colonists aboard the Peregrine with you. In all, there are 50 other people eager to settle Talmandor's Bounty, among them full-time soldiers, eight farmers (some of whom belong to an extended family), eleven carpenters, and seventeen individuals with another general skills to be assigned as needed. In your six weeks aboard the Peregrine, you've had time to get to know some of them. Please select one of the notable ten NPCs with whom you have struck up a friendship or rivalry. I'll give you a little more information about your choice. If you are friends, you get a +1 bonus on Diplomacy checks against that individual. If you are rivals, you instead get a +1 bonus on Intimidate checks agaisnt them.

    If you would like, you can also come up with your own NPCs to fill out the remainder of the colonists.


    Adventure Path Charter Subscriber

    I've read through the PDF of the first adventure, and it looks awesome! I do have a question, though.

    The journey from Almas to the colony aboard the Peregrine takes six weeks. But the adventure states that after dropping off the colonists, the Peregrine returns after just another six weeks. Is it traveling all the way to Almas and back again in the amount of time to take a one-way trip? Is it going to a different port? Or is this an error?


    3 people marked this as a favorite.

    Well, with the PDF of the first book in my (virtual) hands, I am ready to open recruitment for my version of the "Ruins of Azlant" adventure path! I am looking for 4-5 1st-level characters to make a complete party. Potential players should be able to post at least once a weekday (weekends optional).

    • Character should be built with the 20-point buy method.
    • All Paizo sources are welcome. No third-party books, please.
    • No evil characters, please.
    • Your character should have two total traits, or three with a drawback. One trait should be a campaign trait, which you can wait to select until the Player's Guide comes out.
    • We will be using background skills.
    • You can either take average starting gold or roll for it.

    Recruitment will be open through Friday, August 11th at midnight. Let me know if you have any questions. Good luck! :)


    1 person marked this as a favorite.

    The town of Torch has long enjoyed a singular claim to prosperity—a violet flame that burns atop Black Hill in the heart of the town. This flame burns incredibly hot, and while it's usually the size of a bonfire, several times a year the fires spew up into the heavens in a brilliant beam of purple violence. These eruptions are presaged by about an hour of soft rumbling, giving nearby smiths a chance to retreat before the fires can consume them. At all other times, the violet energies allow for the smelting of all manner of skymetal. Torch is one of the only locations where skymetal can be worked with relative ease outside of Starfall, and its entire economy has risen around these purple flames, with traveling smiths coming from across Avistan to pay for the opportunity to work with them. Of course, Torch needs all the visiting trade and coin it can gather, for while the town's distance from Starfall makes it inconvenient for the Technic League to maintain a permanent presence here, the taxes and tariffs it charges the Numerian town on a monthly basis are significant. The town prospers, but the bulk of its income does not belong to it.

    Which is why, when the fires atop the hill suddenly went out, the town was in trouble.

    Several adventuring parties have already ventured into the caves beneath Black Hill to try to determine why the flames have been extinguished, but none have been successful. Indeed, only one group has even returned. That group, lead by councilman Khonnir Baine, ventured back into the caves a second time and has not been heard from since.

    The citizens of the nervous town have edged closer to outright panic. With their hands full handling the growing refuse and waste problems in town now that their primary disposal method is gone, the town council is eager to find out what happened to Khonnir and rescue him—they've made public a reward of 4,000 gp to any group that can recover Khonnir’s body; if he can be returned alive, they’ve promised to throw in the scroll of resurrection they've been holding on to in case they need to revive him.

    Whether it's the reward that's drawn your attention or the chance to uncover the mysteries that lie beneath Torch, you are now preparing to launch your own expedition...


    Welcome to the game! I look forward to a fun campaign.

    Take some time to introduce yourselves and figure out how your characters know each other. The adventure assumes you have already met, even if just recently, and decided to join together to investigate Torch's troubles. I will be posting some more basic starting information soon.

    Some notes:

    I will roll passive Perception checks for your characters when the situation calls for them. To speed things along in combat, I will roll initiative for everybody. Those whose initiative scores are higher than the enemies can post their actions, I'll summarize the results and the monster's actions, then everybody can post for the following round's actions.

    I am usually online weekdays between 4:00 AM and noon, and can check in sporadically the rest of the afternoon. I will try to post at least once a day during the weekend, but my access is limited on the weekends.


    I'm gearing up to start the Iron Gods adventure path for one of my friends. We're looking for three or four additional players to make a complete party! Potential players should be able to post at least once a weekday (weekends optional).

    • Character should be built with the 20-point buy method.
    • All Paizo sources are welcome. No third-party books, please.
    • Your character should have two total traits, or three with a drawback.
    • We will be using background skills.
    • You can either take average starting gold or roll for it.

    Recruitment will be open through Friday, June 23rd.

    Let me know if you have any other questions.


    Phaendar's Market Festival is off to a rousing start. The first day of the seasonal celebration featured rousing entertainment, delicious food and spirits, and copious trading as people from all of Nirmathas arrived to celebrate the coming of spring. Any levity comes as a welcome reward to the rough, earthy souls of this riverside trade town.

    As the sun sets outside, dozens of people head towards the welcoming glow of the Taproot Inn--"the Root" to locals. The two-story inn's walls are made of hewn timbers stained a dark green, all capped with a pine shake roof. A wooden statue of a rearing grizzly bear guards the front door.

    Inside, a massive fireplace plays host to a warm fire. The walls are decorated with the horns of two dozen elk, and the bartender, a woman of mixed Shoanti and Varisian descent named Jet, greets her customers with a warm smile, an iconic teal scarf wrapped around her waist. Many people gather around Aubrin the Green--the retired Chernasardo Ranger-turned-Caydenite cleric--as she recounts bawdy tales of adventure from her youth. Outside, the celebration continues, as raucous shouts carry on the night air.

    "So there I am, thinking, when will I ever be able to talk to a bear again?" Aubrin says as she moves about the room animatedly. Though the lower part of one leg ends in a wooden peg, it does little to slow her down. "So before the grizzly can stand back up, I turn to it and say, 'All I need is the honey. You can keep the bees!'" The room erupts into laughter as Aubrin finishes her winding story and takes another draught from her tankard. "But it's fine now. All's good. She named a cub after me. Someday I'm going to have to check in on little Ow Oh Gods That's Too Many Bees."

    Aubrin gives a little mock bow before heading over to the bar. Other members of the crowd begin to share their own boasts and jokes.


    Phaendar's Market Festival is off to a rousing start. The first day of the seasonal celebration featured rousing entertainment, delicious food and spirits, and copious trading as people from all of Nirmathas arrived to celebrate the coming of spring. Any levity comes as a welcome reward to the rough, earthy souls of this riverside trade town.

    As the sun sets outside, dozens of people head towards the welcoming glow of the Taproot Inn--"the Root" to locals. The two-story inn's walls are made of hewn timbers stained a dark green, all capped with a pine shake roof. A wooden statue of a rearing grizzly bear guards the front door.

    Inside, a massive fireplace plays host to a warm fire. The walls are decorated with the horns of two dozen elk, and the bartender, a woman of mixed Shoanti and Varisian descent named Jet, greets her customers with a warm smile, an iconic teal scarf wrapped around her waist. Many people gather around Aubrin the Green--the retired Chernasardo Ranger-turned-Caydenite cleric--as she recounts bawdy tales of adventure from her youth. Outside, the celebration continues, as raucous shouts carry on the night air.

    "So there I am, thinking, when will I ever be able to talk to a bear again?" Aubrin says as she moves about the room animatedly. Though the lower part of one leg ends in a wooden peg, it does little to slow her down. "So before the grizzly can stand back up, I turn to it and say, 'All I need is the honey. You can keep the bees!'" The room erupts into laughter as Aubrin finishes her winding story and takes another draught from her tankard. "But it's fine now. All's good. She named a cub after me. Someday I'm going to have to check in on little Ow Oh Gods That's Too Many Bees."

    Aubrin gives a little mock bow before heading over to the bar. Other members of the crowd begin to share their own boasts and jokes.


    Welcome to the game! I look forward to a fun campaign.

    Take some time to introduce yourselves and figure out if and how your characters know each other. I will be posting some more basic starting information soon. :)


    Welcome to the game! I look forward to a fun campaign.

    Take some time to introduce yourselves and figure out if and how your characters know each other. I will be posting some more basic starting information soon. :)


    2 people marked this as a favorite.
    Adventure Path Charter Subscriber

    I'm looking for four players who would like to play through the Ironfang Invasion adventure path. I would prefer if you are able to post at least once per day. Characters should be built using the 20-point buy method and follow the guidelines in the Ironfang Invasion Player's Guide. Most concepts should be fine, just run them by me first. I look forward to playing with you all soon! :)


    Adventure Path Charter Subscriber

    Hi there. I was planning on purchasing the Curse of the Crimson Throne hardcover PDF, but I noticed that the Pathfinder Advantage discount isn't being applied to it. I am a charter subscriber, so I assume this is just a glitch or oversight. Can somebody please make sure the discount is working properly? I will wait to purchase the item until the issue is resolved.


    Adventure Path Charter Subscriber

    My group is seriously loving this adventure path so far. The fourth book looks particularly excellent, but one thing that would make it even better would be actual lyrics for the titular "Song of Silver." I know the bard in my group would love to actually perform it for the table.

    We're told the original Silver Ravens reworked an old local mining song into an anthem for Kintargo during the Chelish Civil War. Any creative folks want to take a crack at writing the lyrics?

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