Dice

EM±GM's page

5,390 posts. Alias of Evil Minion.


Current Campaigns


EM - [PFS] 1.37 The Beggar's Pearl (inactive)


EM - [PFS] 4.15 The Cyphermage Dilemma (inactive)


EM - [PFS] 5-01 The Glass River Rescue (inactive)


─► Maps and such ◄─

EM - [PFS] Baby It's Cold Outside (inactive)


A series of 6 PFS scenarios... starting off in Absalom and ending up, for an extended stay, in the frigid environs of Irrisen, the Linnorm Kingdoms, and the Realm of the Mammoth Lords.

─► Map ◄─

EM - [PFS] Champion's Chalice, the Return (inactive)


A pair of reunion scenarios for those itching to see jungle once more!

─► Map ◄─

EM - [PFS] Feeling Hot Hot Hot (inactive)


A series of 6 PFS scenarios... starting off in Absalom and ending up, for an extended stay, in the hot and humid environs of the Mwangi Expanse.

─► Map ◄─

EM - [PFS] Occasional Demons (inactive)


A series of 6 PFS scenarios... all set on the edges, and often inside, of the demon-infested Worldwound!

─► Maps and stuff ◄─

EM - [PFS] The King Is Dead Boring (inactive)


A series of 6 PFS scenarios... all set within the glorious nation of Taldor.

─► Maps ◄─

GM Batpony PFS Special 8-99B Solstice Scar (inactive)


GM Batpony Solstice Scar B [8-99B] Session 2 (inactive)


GM Fuzzfoot's Outpost 3 Special - Siege of Gallowspire Tier: 5-6 (soldier) (inactive)


Welcome to the Siege of Gallowspire. Let's do this!

Maps & Exhibits
Aid token benefits

GM Ladile & the Pathfinder Society Present: Solstice Scar Session #2 CORE (Tier 5-6) (inactive)


Maps & Handouts

Spell & AoE Templates

Aid Tokens:

During the event, it is possible for characters at one table to assist those at another with Aid Tokens. Each represents the assistance of allied Pathfinder agents who assist the PCs.
Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. Once a table uses an Aid Token, one of the players then passes the Aid Token to a neighboring table for them to use. A table can only benefit from one token per encounter. Because there are a limited number of Aid Tokens, hoarding one means that somebody else doesn’t get to use it.

If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table. A table can neither retry such a skill check nor boost an Aid Token more than once before passing it to another table. A table may boost a token even while in combat without taking any in-round actions; the scenario assumes the aid was granted before that encounter began. Using a boosted effect consumes the boost.

Some Aid Token benefits may only be used if already boosted by another table. An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following forms:

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn. To Boost: Succeed at an attack roll against an AC equal to an Average skill check. Boosted Effect: +1d8 points of damage.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor with a spell level greater than or equal to your APL/2, rounded up. A PC must cast this spell, not simply activate a wand or scroll. Boosted Effect: +2d6 points of damage healed.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1.

Provide Knowledge (must be boosted): Gain the benefits of a Knowledge skill check or Spellcraft skill check used to identify a magical item; the type and difficulty (Easy, Average or Hard) depend on the table granting the benefit. To Boost: Succeed at a Knowledge check of your choice, the result of the check (Easy, Average or Hard) should be noted on the Aid Token.

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: lesser restoration, neutralize poison, remove curse, or remove disease. Only these spells may be granted. Expending resources that produce the effects of these spells, such as a paladin’s mercy class feature, may also grant these benefits.

Fey Allies:

All PCs and companion creatures gain a single-use benefit they can use during Part 4. As a free action on its turn, a creature can use its benefit to gain either DR/1 or cold resistance 3 until the end of that encounter. Each PC and companion creature can select a different benefit.

GM RePete: Solstice Scar B (3-4 Core) (inactive)


GMG's PBP: #8-99b - Solstice Scar (Standard 5-6) (inactive)


Map

L'harfang des neiges. (inactive)


NotEspi's Assault on Absalom (#9-00) [Gameday VII] (inactive)


Absalom has stood strong against attackers for nearly 5,000 years, and the land around it remains littered with the siege castles of failed invaders. However, centuries have passed since Absalom last repelled a siege in earnest, and a new warlord has gathered a supernatural army and ghastly allies that will test the city walls.

Mission list

Maps and Handouts

Boons from prep. phase:

Defensive Wards - Party beat the hard DC

Easy: The PCs help establish potent abjurations that protect them in addition to protecting the city. Once during the adventure, when an opponent’s attack roll to confirm a critical hit succeeds by 4 or less, the group can activate this reward to negate the confirmation of the critical hit.

Average: When using the reward above, the group can instead turn any confirmed critical hit into a normal hit.

Hard: In place of the reward above, the group can force an opponent to reroll an attack once during the adventure.

Evacuation Notice - Party beat the easy DC.

Easy: Once the people reach the safety of the walls, they regret their initial stubbornness and become thankful. The PCs can draw upon this goodwill once during the adventure: one PC can reroll a failed Bluff, Diplomacy, or Intimidate check and use the new result.

Used: A Noble Cause

Reconnaissance - Party beat the hard DC

Easy: The PCs find that the army consists of various kinds of creatures stitched together from demonic flesh: constructs, oozes, and undead.

Average: The PCs notice both that the army’s field commanders are all minotaurs and that there are true demons among the army’s ranks.

Hard: Each PC gains a single piece of +1 bane ammunition (such as an arrow, bolt, shuriken, or sling bullet). The bane weapon special ability is keyed to a creature type (and subtype, if applicable) of the PC’s choice.

Strange Things - party beat the hard DC.

Hard: Once during the adventure, when the group encounters one or more undead opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.

Catching a Spy - party beat the hard DC.

Hard: Once during the adventure, when the group encounters one or more construct opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.

House Objective Boons:
Dark Archive: Pathfinder agents begin broadcasting illuminated signals that confuse the Black Echelon agents. Once during the adventure, the PCs can activate this benefit grant all undead creatures present the confused condition for 1 round. If an undead creature confused in this way attacks a PC, it takes a penalty on its attack rolls equal to half the group’s APL.

The Exchange: A cache of pristine and deadly armaments becomes available. At the beginning of one encounter, the PCs can activate this benefit to treat the enhancement bonuses of all their weapons as 2 higher for the duration of the encounter. Treat the effective enhancement bonus of mundane weapons as +0.

Grand Lodge: Absalom’s flag rises over Fort Tempest and emboldens the city’s defenders. At the beginning of one encounter, the PCs can activate this benefit to gain a number of temporary hit points equal to three times their APL (minimum 6 temporary hit points); these last until the end of the encounter.

Liberty’s Edge: Freed slaves cast off their chains to join Absalom’s defense. At the beginning of one encounter, the PCs can activate this benefit to increase their land speed by 10 feet for the duration of the encounter.

Scarab Sages: The powerful construct Gulgamodh awakens and seeks out invaders to strike down with its arcane cannon. The group gains one free use of the Aid Token’s Allied Offensive benefit (multiply the additional damage dealt by 150%) that the PCs can activate at their discretion.

Silver Crusade: The faithful of Sarenrae return to Absalom in force to heal embattled defenders’ wounds. The group gains one free use of the Aid Token’s Burst of Healing benefit that the PCs can activate at their discretion.

Sovereign Court: Members of Absalom’s nobility rally the defenders and direct their household guards to shore up key areas. The group gains one free use of the Aid Token’s Timely Inspiration benefit that the PCs can activate at their discretion.

Perception:
[dice=Vari]d20+5[/dice]
[dice=Perrine]d20+4[/dice]
[dice=Zailus]d20+3[/dice]
[dice=Yagi]d20+9[/dice]

Initiative:
[dice=Vari]d20+5[/dice]
[dice=Perrine]d20+3[/dice]
[dice=Zailus]d20+3[/dice]
[dice=Yagi]d20+3[/dice]

Outpost 2019 - Solstice Scar D GM Thread (inactive)


Outpost II - GM Ietsuna's Solstice Scar D (1-2) (inactive)


PbP GD VII Assault on Absalom CORE Tier 1-2 (inactive)


Let's Assault us Some Absalom, gang
Maps

Solstice Scar B GM Thread, Session Two (inactive)


Solstice Scar GM Thread (inactive)


[Gameday IX] Sky Key GM Thread (inactive)


[Gameday VIII] Hao Jin Cataclysm - GM Thread (inactive)


[Outpost] Siege GM Discussion (inactive)


[PFC] GM Granta's #6-18: From Under Ice (4) (inactive)


[PFS] Blood Under Absalom - Overseer Thread (inactive)


[PFS] GD-VII AoA GM Thread (inactive)


[PFS][Private] GM Ilmakis Blood under Absalom CORE level 8-9 (inactive)


MAP

[PFS_CORE_Aerondor] 08-99-B Solstice Scar (Year B) (inactive)


Map

init:

[dice=Drin]1d20-1[/dice]
[dice=Rhyfelwr]1d20+3[/dice]
[dice=Jangalee]1d20+2[/dice]
[dice=Tolinath]1d20+2[/dice]
[dice=Thran]1d20+2[/dice]
[dice=Ny'a]1d20+1[/dice]
[dice=baddies]1d20+[/dice]

Chronicles

[RetroCon] Siege of the Diamond City - GM Thread (inactive)