Enora

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226 posts. Alias of noral.



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Discussion here.


Current Schedule:

Mustering Post: ~September 1st

Act One Start: September 4th


You can go ahead and start filling in the sign-in sheet and Google slides. Character introductions and roleplay can start here, but no scenario information will be posted before the event starts.


Players

- can either play the pregens below for 1 XP and 2 PP

OR

- can play their own character for 1 XP and 1 PP.

Pregens:

  • Brialla, human ranger: PDF | BB Code
  • Meraina, human sorcerer: PDF | BB Code
  • Kiliuk, half-orc barbarian: PDF | BB Code
  • Torgen, dwarf fighter: PDF | BB Code

    This a PbP Gameday XII game.

    Please provide the following details to be chosen for this game:

    Player:
    Character (pregen or own character):
    PFS:
    Faction:
    Played/GMed this scenario before:
    Day job roll:

    Selection of players will happen end of August.

    Thanks


  • Discussion here.


    The door opens and you see the renowned Venture-Captain Drandle Dreng enter the meeting room.

    He looks as if he did not have much sleep as he has a sleepy-eyed look on his face.

    He has a violin and a meerschaum pipe in his hand and sets it on the table. He withdraws a small pouch from the slipper and opening it, removes some shag tobacco. He begins to pack the pipe with the tobacco before removing a hot poker from a fireplace in the room, touching it to the pipe bowl, and drawing on the pipe until the contents kindle an ember.

    He stands eyeing the assembled group and puffing on the pipe for a long few moments before speaking.

    "Well, well, so you are the team they sent here for this mission?! You look tough but are you the right people for this mission? You already heard that we are sending you to Highdelve, right?" he says with a stern look.

    "First missions are usually less dangerous but our informant's reasons to ask for a team as well as the nature of the assignment were a little vague ..."

    He eyes you again.

    "I called you in tonight to discuss a problem I need you to solve." he says as clouds of pipe smoke drift lazily around his head.

    After you have been chosen: Please post with your character profile (either your own or with the details of the pregen you chose -> see Recruitment page.)


    Discussion here!

    If you were selected:

    Please note that you have to adapt the background story of any pregen you play so that you are Pathfinders.

    Your mission (to achieve a goal as indicated by the background of the pregen) is rather a 'faction mission' of some sort that you received.

    Your main mission will be provided in the mission briefing.


    Recruiting for Heroes for Highdelve!

    I will decide which five players will join so that

    - they can either play the pregens below for 1 XP and 2 PP

    OR

    - they can play their own character for 1 XP and 1 PP.

    Pregens:

  • Brialla, human ranger: PDF | BB Code
  • Meraina, human sorcerer: PDF | BB Code
  • Kiliuk, half-orc barbarian: PDF | BB Code
  • Torgen, dwarf fighter: PDF | BB Code

    This a game for:

    PLAY-BY-POST Outpost VI: Strange-ish Things!

    PbP Outpost V Event # 2710406

    When: March 06, 2023 - May 15, 2023

    -

    Please write the following to apply - I will decide until February 22:
    - Race:
    - Class/Level:
    - Do you have pbp experience?:
    - Have you played this module before?:


  • You are in Absalom, the mighty City at the Center of the World.

    For some of you the training to become a Pathfinder has just ended ... some of you already had their first missions.

    You have heard rumors that the Pathfinder Society is stretched thin at the moment and that junior Pathfinders are asked to complete more dangerous missions than usual.

    You always knew that you would be continuously asked to explore one of the countless ruins that litter the plains outside the city’s walls on Golarion. Some of your colleagues have the opinion that this is the best way to start a life of excitement and adventure ... by exploring long-abandoned, dusty halls and perhaps claiming its ancient treasures but what about you?

    * * * * *

    You have been chosen to be part of the Pathfinder group that will leave to travel to Highdelve on a critical mission for the society.

    You are led through the Great Hall of Skyreach past a large table with a shifting illusionary Inner Sea map on its massive surface. Standing around the Hall are dozens of pathfinders of various races exchanging stories of their exploits.

    You are directed towards a smaller meeting room, past an ornate fountain with crystal clear water. You can feel the chill from the cascading droplets as some splash you on their decent to the pool.

    The placard before the room reads, “The Pipeweed Nook”. Opening the door you see a long table, chairs.

    You enter with the other Pathfinders but are still waiting for the Venture-Captain to arrive and give you the final briefing before you travel to Highdelve.


    Hello to:

    Jhaeman
    Colin_Mercer
    Wrong John Silver
    mahuffma
    Shadow Dragon

    You have two options:
    - You can play the pregens below
    - You can play your own character

    Pregens:

  • Brialla, human ranger: PDF | BB Code
  • Meraina, human sorcerer: PDF | BB Code
  • Kiliuk, half-orc barbarian: PDF | BB Code
  • Torgen, dwarf fighter: PDF | BB Code

    Please introduce your character or pregen in the gameplay!

    --

    IN CASE YOU CHOOSE A PREGEN:
    Please note that you have to adapt the background story of any pregen you play so that you are Pathfinders.

    Your mission (to achieve a goal as indicated by the background of the pregen) is rather a 'faction mission' of some sort that you received.

    Your main mission will be provided in the mission briefing.


  • Heroes for Highdelve

    +++++++++++++++++++++++++++++++++++

    The door opens and you see the renowned Venture-Captain Drandle Dreng enter the meeting room.

    He looks as if he did not have much sleep as he has a sleepy-eyed look on his face.

    He has a violin and a meerschaum pipe in his hand and sets it on the table. He withdraws a small pouch from the slipper and opening it, removes some shag tobacco. He begins to pack the pipe with the tobacco before removing a hot poker from a fireplace in the room, touching it to the pipe bowl, and drawing on the pipe until the contents kindle an ember.

    He stands eyeing the assembled group and puffing on the pipe for a long few moments before speaking.

    "Well, well, so you are the team they sent here for this mission?! I heard that you all received a field commission recently. You look tough but are you the right people for this mission ... one of your first missions? You already heard that we are sending you to Highdelve, right?" he says with a stern look.

    "First missions are usually less dangerous but our informant's reasons to ask for a team as well as the nature of the assignment were a little vague ..."

    He eyes you again.

    "I called you in tonight to discuss a problem I need you to solve." he says as clouds of pipe smoke drift lazily around his head.


    Discussion here after you were chosen in recruitment and please dot into the gameplay as well in case you were chosen.

    Mustaparta and 7thGate can jump right in and dot in the gameplay.


    1 person marked this as a favorite.

    Hi! I would like to GM scenario #6–10: The Wounded Wisp (TIER 1-2)

    About me: I am from Germany and thus not a native speaker so excuse small mistakes in my posts.

    Interested players: Please provide the following information in this thread.

    BASICS:
    a) Experience in PbP:
    b) Class(es) / Level:
    c) As this is a repeatable scenario - have you played or GMed this scenario before?

    You can ask me questions anytime!

    I will accept up to four players with a preference to players that have neither player nor GMed this scenario before and there are two spots reserved on top of the four for 7thGate and Mustaparta.


    You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of utmost importance.

    Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

    You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.


    Hello,
    We are recruiting for two spots in this game.

    Please provide the following details:

    Player:
    Character name:
    Level/Classes:
    PFS number:
    Faction:
    Slow track?:
    Have you GMed or played this scenario before?:

    Thanks


    Discussion here or in our discord chat.


    Where does the adventure take place?

    The adventure takes place in Absalom. For more than 4,000 years, Absalom has been the City at the Center of the World, a metropolis-sized showcase of the greatest treasures in all Golarion.

    The importance and influence of Absalom upon the Inner Sea and the whole of Golarion can not be overstated. The city not only holds a key strategic position for both commercial and military endeavors in the region, but encompasses the site of the ascension of four deities and claims to have been founded by none other than the Last Azlanti, the god Aroden. It is not without reason that the passage of time throughout the Inner Sea region is counted in Absalom Reckoning.

    Situated on the southern coast of the Isle of Kortos, Absalom is the largest city in the Inner Sea region and quite possibly the entire world. The ice-capped peaks of the Kortos Mounts are among the highest known in the world, stretching high above treeline.

    Countless abandoned siege engines and constructions of war from the numerous failed attempts throughout history to take the city by force lie scattered throughout the surrounding countryside in what has become known as the Cairnlands and the wreckage of armadas of unsuccessful attempts on the city from the sea all but block the wide harbor in a mass known as the Flotsam Graveyard.

    The city itself is enormous: it stretches more than seven miles from the Starwatch Keep to Azlanti Keep and more than five miles from Westgate to Eastgate.

    ~

    Adventure Background

    You are all part of the Pathfinder Society and because of reasons in your individual recent past you have received a field commission to conduct missions of behalf of the Venture-Captains of the Society.

    The Pathfinder Society is a globe-spanning organization based out of Absalom, the City at the Center of the World. The membership consists primarily of Pathfinders, adventurers who travel throughout Golarion—usually inconspicuously—and explore, delve, and otherwise experience the lesser-seen parts of the world.

    They send journals documenting their travels back to their venture-captains, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books that collect the history and mystery of Golarion for its membership and the general public.

    The Pathfinder Society generally takes a hands-off approach with its agents, leaving them to pursue their own leads, and chose their own priorities. Pathfinders are only expected to explore the mysteries of the multiverse, report what they find, and cooperate with one another in order to assure the success of the first two duties. Pathfinders are expected to report their findings to their venture-captains, who collect and review these records, and pass on the best to be published in the Pathfinder Chronicles.

    So you are expected to EXPLORE, COOPERATE and REPORT!

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    ~ ~ ~ The Wounded Wisp ~ ~ ~

    You are back in Absalom for some time now after your mission in Highdelve which was very successful.

    You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of importance.

    Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents.

    Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

    You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.


    Discussion here or on discord.


    Discussion here or in our discord chat.

    This is a gameday convention game.


    Where does the adventure take place?

    The adventure takes place in Absalom. For more than 4,000 years, Absalom has been the City at the Center of the World, a metropolis-sized showcase of the greatest treasures in all Golarion.

    The importance and influence of Absalom upon the Inner Sea and the whole of Golarion can not be overstated. The city not only holds a key strategic position for both commercial and military endeavors in the region, but encompasses the site of the ascension of four deities and claims to have been founded by none other than the Last Azlanti, the god Aroden. It is not without reason that the passage of time throughout the Inner Sea region is counted in Absalom Reckoning.

    Situated on the southern coast of the Isle of Kortos, Absalom is the largest city in the Inner Sea region and quite possibly the entire world. The ice-capped peaks of the Kortos Mounts are among the highest known in the world, stretching high above treeline.

    Countless abandoned siege engines and constructions of war from the numerous failed attempts throughout history to take the city by force lie scattered throughout the surrounding countryside in what has become known as the Cairnlands and the wreckage of armadas of unsuccessful attempts on the city from the sea all but block the wide harbor in a mass known as the Flotsam Graveyard.

    The city itself is enormous: it stretches more than seven miles from the Starwatch Keep to Azlanti Keep and more than five miles from Westgate to Eastgate.

    See map in handouts.

    ~

    Adventure Background

    You are all part of the Pathfinder Society and because of reasons in your individual recent past you have received a field commission to conduct missions of behalf of the Venture-Captains of the Society.

    The Pathfinder Society is a globe-spanning organization based out of Absalom, the City at the Center of the World. The membership consists primarily of Pathfinders, adventurers who travel throughout Golarion—usually inconspicuously—and explore, delve, and otherwise experience the lesser-seen parts of the world.

    They send journals documenting their travels back to their venture-captains, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books that collect the history and mystery of Golarion for its membership and the general public.

    The Pathfinder Society generally takes a hands-off approach with its agents, leaving them to pursue their own leads, and chose their own priorities. Pathfinders are only expected to explore the mysteries of the multiverse, report what they find, and cooperate with one another in order to assure the success of the first two duties. Pathfinders are expected to report their findings to their venture-captains, who collect and review these records, and pass on the best to be published in the Pathfinder Chronicles.

    So you are expected to EXPLORE, COOPERATE and REPORT!

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    ~ ~ ~ The Wounded Wisp ~ ~ ~

    You are back in Absalom for some time now after your mission in Highdelve which was very successful.

    You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of importance.

    Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents.

    Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

    You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.


    Heroes for Highdelve

    ~ ~ ~

    Adventure location

    Brevoy is a nation in far northeastern Avistan on the verge of tearing itself apart. The political entity known as Brevoy was once two vastly different nations locked in a constant state of war before being conquered by a foreign despot: Choral the Conqueror. After centuries under the rule of Choral and his descendants, they suddenly all disappeared, and Brevoy must now decide its own destiny.

    Brevoy is bordered to the west by wild Numeria, to the south by the unstable River Kingdoms, and to the east by Iobaria and the continent of Casmaron. Its landscape differs markedly from north to south, and this change marks the old boundary between the kingdoms of old Issia and Rostland. The north is mostly rugged hills that are unsuitable for agriculture. South of the massive Gronzi Forest, the Rostland Plains are rolling fertile grassland and are the breadbasket of the entire nation.

    It can take days to travel between small settlements and longer between larger population clusters. Most of the towns and cities are located at the bases of mountains, along the lakes, or beside the riverways.

    ~ ~ ~

    Pathfinder Society

    The Pathfinder Society is a globe-spanning organization based out of Absalom, the City at the Center of the World. The membership consists primarily of Pathfinders, adventurers who travel throughout Golarion—usually inconspicuously—and explore, delve, and otherwise experience the lesser-seen parts of the world.

    They send journals documenting their travels back to their venture-captains, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books that collect the history and mystery of Golarion for its membership and the general public.

    The Pathfinder Society generally takes a hands-off approach with its agents, leaving them to pursue their own leads, and chose their own priorities. Pathfinders are only expected to explore the mysteries of the multiverse, report what they find, and cooperate with one another in order to assure the success of the first two duties.

    The day-to-day management of the Pathfinder Society is handled by its venture-captains. These are usually older, accomplished Pathfinders or long-time allies of the organization who have settled down and claimed a Pathfinder lodge for themselves. They direct Pathfinders in the field toward new and interesting locales, and receive the regular reports that will eventually become part of the Chronicles. Venture-captains are largely autonomous, but occasionally receive directions from the Decemvirate, the Society's secret leadership council. The Decemvirate is composed of ten masked individuals who direct the Society's overall strategies, but little is known about their ultimate goals, or what they do with all the information Pathfinders collect all over Golarion.


    This game is part of PLAY-BY-POST GAMEDAY XI!

    PbP Gameday IX Event # 2708830

    When: September 11 - Nov 20, 2022

    SIGN UP HERE! (Tier 8-9)

    ★ ---- ★ ---- ★ ---- ★

    Discussion Here! Those that have signed up on the official sheet for PbP Gameday IX can dot and DELETE into the game.


    ~ Background ~

    An ancient Thassilonian artifact has been unearthed in Magnimar and is to be auctioned off by the city government.

    In order to maintain good relations with those in power in the City of Monuments, the Pathfinder Society must obtain the relic without simply stealing it, although employing any other means necessary.

    It falls to the PCs to infiltrate the auction, sabotage the other bidders' efforts, and call in favors from those in the Society's debt to ensure the Runecarved Key (and the secrets it unlocks) belongs to the Pathfinders when the adventure draws to a close.


    Hello,
    I am recruiting for a level 12-15 game which is the culmination of the season 8 “freeing Ranginori” storyline.

    Please provide the following details in case you are interested to play and please post with your character’s profile if possible.

    ~
    Player name:
    Character class (archetype) / level:
    Faction:
    Please explain your connection to the elemental planes:
    Have you played GMed this scenario before?:
    Have you played other Ranginori storyline adventures?:

    ~

    This is NOT a first come recruitment but I’d like to play with characters that have a connection to the elemental planes either through race, class, faction, adventure history etc.

    I’m looking forward to the game which I plan to start September 1st. The game will probably take 6 to 8 weeks as this is the first time that I’m GMing at these levels in organized play. In home campaigns I know the characters but here it can get crazy with rules etc so we are taking it slow. So your character will not be available for the Gameday convention.


    Discussion here after being chosen.


    Background

    The Pathfinder Society has secured the tools and uncovered the secret to shattering the Untouchable Opal and liberating the demigod within.

    All the Pathfinders lack is an impossibly hot flame—one that can match the searing hatred of Ymeri herself.

    The Society's best bet is Kandirion's Pyre, a supernatural forge situated where the elemental planes of earth and fire relentlessly batter each other.

    Freeing a demigod could send ripples through the multiverse and attract the attention of powerful creatures.

    Only the greatest agents stand a chance of breaking the Opal and surviving.

    Please only dot in after being chosen for the game.


    This is a private game.

    Discussion for the GMs/players here!


    WHERE ON GOLARION?

    Korvosa is the largest city in Varisia, and used to be the capital of Chelish Varisia. It now serves as the seat of one of three city-states that claim independent authority over their individual holdings in the region. Though its citizens and traditions have strong ties to the nation of Cheliax, with many of its people tracing their ancestry directly to servants of the Empire, the city's location at the mouth of the Jeggare River and the presence of a highly-defensible harbor have contributed to the establishment of Korvosa as a primary hub for trade. Various cultures and peoples can be found within the city's walls as goods move in and out of its gates. Magnimar is Korvosa's neighbour and rival and Magnimarians disparagingly refer to Korvosa as "Little Cheliax".

    The city of Korvosa is divided into seven official districts: East Shore, Gray, the Heights, Midland, North Point, Old Korvosa, and South Shore. The borders between these districts may be fixed (such as by water or a wall), or might exist only in the minds of the city's inhabitants. Two other areas exist above and below Korvosa that might loosely be called districts, making nine in total. The boundaries of these unofficial districts do not conform to any design by the city's planners: they are the rooftop area known as the Shingles and the large undercity of the Vaults.

    ~

    THE ADVENTURE BEGINS

    Having received a summons to an address near Korvosa, you arrive to find a ramshackle tenement. A light rain has begun to fall, and the Venture-Captain Sir Canayven Heidmarch quickly ushers you inside.

    Offering each of you a cup of a warm, amber liquid, he wastes no time beginning his briefing.

    "Welcome Pathfinders! I read your files but I would appreciate an introduction." he says with a kind smile.

    Please introduce and describe your characters.


    Discussion here! ;-)


    ~ ~ ~ Where does the adventure take place? ~ ~ ~

    Ungrounded but Unbroken begins in Absalom but quickly shifts to the Opaline Vault, the capital of the shaitan empire on the Plane of Earth.

    This metropolis occupies the edge of a 30-mile-wide geode and is known for its
    stunning architecture and colorful lake of acid-melted gemstones.

    ~ ~ ~ Background ~ ~ ~

    The Peerless Empire of shaitan genies has warred with their fiery counterparts for centuries, and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as the Ungrounded, which draws upon free agents from across the multiverse.

    One of the Society's few friends on the Plane of Earth has recommended at least a handful of Pathfinders join the Ungrounded, knowing that even a few months' service could dramatically enhance the Society's reputation (and fill those agents' pockets) in this distant realm.

    The PCs travel to the magnificent Opaline Vault as the Society's first envoys, but in doing so they must survive the otherworldly threats that lurk in both this strange environment and within their own ranks.


    Discussion preferably in our discord chat but of course you can also write here. ;-)


    Private pbp game. Those invited: Please dot and delete -> this means that you have to post a random word and that you then have to delete the entire post. This way our adventure will appear in your profile page under the tab "campaigns".

    ~

    Where does the adventure take place?

    The adventure begins at the Grand Lodge in Absalom but quickly moves to Highdelve which is a settlement built by House Garess in the Golushkin Mountains in Western Brevoy.

    Brevoy is a nation in far northeastern Avistan on the verge of tearing itself apart. The political entity known as Brevoy was once two vastly different nations locked in a constant state of war before being conquered by a foreign despot: Choral the Conqueror. After centuries under the rule of Choral and his descendants, they suddenly all disappeared, and Brevoy must now decide its own destiny.

    ~

    Adventure Background

    You are all part of the Pathfinder Society and because of reasons in your individual recent past you have received a field commission to conduct missions of behalf of the Venture-Captains of the Society.

    The Pathfinder Society is a globe-spanning organization based out of Absalom, the City at the Center of the World. The membership consists primarily of Pathfinders, adventurers who travel throughout Golarion—usually inconspicuously—and explore, delve, and otherwise experience the lesser-seen parts of the world.

    They send journals documenting their travels back to their venture-captains, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books that collect the history and mystery of Golarion for its membership and the general public.

    The Pathfinder Society generally takes a hands-off approach with its agents, leaving them to pursue their own leads, and chose their own priorities. Pathfinders are only expected to explore the mysteries of the multiverse, report what they find, and cooperate with one another in order to assure the success of the first two duties. Pathfinders are expected to report their findings to their venture-captains, who collect and review these records, and pass on the best to be published in the Pathfinder Chronicles.

    So you are expected to EXPLORE, COOPERATE and REPORT!


    Serpentine Astral Eidolon | Male N Medium | HP 11/11 | AC 17, T 13, FF 14 | CMD 16 | CMB +4 | Fort: +1, Ref (evasion): +6, Will: +3 & +4 vs. curses/diseases/poisons | Init: +3 | Perc: +4, SM: +13, Dipl: +15 | Speed 20 ft, Climb 20ft | Active conditions: None

    Discussion here.

    Hey Faustus and Talion: YOU ARE UP!

    ;-)


    Recruitment for 7–99: THROUGH MAELSTROM RIFT

    Three players have already checked in, one seat is still reserved so two (2) spots open.

    There are 6 Pregens to choose from ...

    ... where the following bold roles are still available.

    1.) The Chronicler: (fire and "air") support and jack-of-all-trades - available
    2.) The Genie: (all), tank and support
    3.) The Avalanche: (earth) divine jack-of-all-tradish
    4.) The Torrent: (water) mage - available
    5.) The Valcano: (fire and earth) - available

    6.) The Storm: (air) divine support/mageish

    ~

    Please provide the following information in case you would like to participate:

    - Which pregen would you like to play?
    - Have you played / GMed this scenario before?
    - Are you new to play by post?

    Thanks


    Two seats already reserved.

    Two to four more players with characters level 1-2 can join or you can play the pregens that are unique to this scenario.


    If you were invited to this game then you may post.

    PLEASE CHOOSE A PREGEN or bring your own character.
    * * *

    Please note that you have to adapt the background story of any pregen you play so that you are Pathfinders.

    Your mission (to achieve a goal as indicated by the background of the pregen) is rather a 'faction mission' of some sort that you received.

    Your main mission will be provided in the mission briefing.

    --

    Pregens:

  • Brialla, human ranger: PDF | BB Code
  • Meraina, human sorcerer: PDF | BB Code
  • Kiliuk, half-orc barbarian: PDF | BB Code
  • Torgen, dwarf fighter: PDF | BB Code


  • You are in Absalom, the mighty City at the Center of the World.

    For some of you the training to become a Pathfinder has just ended ... some of you already had their first missions.

    You have heard rumors that the Pathfinder Society is stretched thin at the moment and that junior Pathfinders are asked to complete more dangerous missions than usual.

    You always knew that you would be continuously asked to explore one of the countless ruins that litter the plains outside the city’s walls on Golarion. Some of your colleagues have the opinion that this is the best way to start a life of excitement and adventure ... by exploring long-abandoned, dusty halls and perhaps claiming its ancient treasures but what about you?

    * * * * *

    You have been chosen to be part of the Pathfinder group that will leave to travel to Highdelve on a critical mission for the society.

    You are led through the Great Hall of Skyreach past a large table with a shifting illusionary Inner Sea map on its massive surface. Standing around the Hall are dozens of pathfinders of various races exchanging stories of their exploits.

    You are directed towards a smaller meeting room, past an ornate fountain with crystal clear water. You can feel the chill from the cascading droplets as some splash you on their decent to the pool.

    The placard before the room reads, “The Pipeweed Nook”. Opening the door you see a long table, chairs.

    You enter with the other Pathfinders but are still waiting for the Venture-Captain to arrive and give you the final briefing before you travel to Highdelve.


    This is a private game!

    Discussion here.


    Background:

    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.

    ~

    Location:

    This scenario takes place on the Plane of Air, near the thriving metropolis of Armun Kelisk.


    This is a private game GMed by GM DocHoliday. Discussion here.


    This is a private game GMed by GM DocHoliday.


    This game is part of the upcoming PbP NostalgiaCon convention and will run January 10 - March 6, 2022.

    Seats at this game will be filled with a preference for players that are new to play by post or who have not played/GMed this scenario before.

    Thank you!

    -

    Please provide the following information.

    Player:
    Character:
    PFS:
    Faction:
    Day job roll:
    Things you believe I should know about your PC:
    Are you new to PbP?:
    Have you played or GMed this scenario before?:


    Discussion here. Please only post after you have been selected.


    You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of utmost importance.

    Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

    You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.


    Discussion here.


    Discussions here.


    You are in Absalom, the mighty City at the Center of the World.

    For some of you the training to become a Pathfinder has just ended ... some of you already had their first missions.

    You have heard rumors that the Pathfinder Society is stretched thin at the moment and that junior Pathfinders are asked to complete more dangerous missions than usual.

    You always knew that you would be continuously asked to explore one of the countless ruins that litter the plains outside the city’s walls on Golarion. Some of your colleagues have the opinion that this is the best way to start a life of excitement and adventure ... by exploring long-abandoned, dusty halls and perhaps claiming its ancient treasures but what about you?

    * * * * *

    You have been chosen to be part of the Pathfinder group that will leave to travel to Highdelve on a critical mission for the society.

    You are led through the Great Hall of Skyreach past a large table with a shifting illusionary Inner Sea map on its massive surface. Standing around the Hall are dozens of pathfinders of various races exchanging stories of their exploits.

    You are directed towards a smaller meeting room, past an ornate fountain with crystal clear water. You can feel the chill from the cascading droplets as some splash you on their decent to the pool.

    The placard before the room reads, “The Pipeweed Nook”. Opening the door you see a long table, chairs.

    You enter with the other Pathfinders but are still waiting for the Venture-Captain to arrive and give you the final briefing before you travel to Highdelve.


    ~ ~ BACKGROUND ~ ~

    In order to learn about the esoteric faith of the Empyreal Lord Korada, the Pathfinders are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity.

    ~

    Victory in the Ruby Phoenix Tournament earned the Pathfinder Society a pick of the legendary treasures of the Tian sorceress Hao Jin, and the Decemvirate knew just what item to select: a frayed and dirty tapestry hidden deep in Hao Jin’s vault.

    This unassuming tapestry acts as a doorway to another dimension in which Hao Jin stored her most massive items, including entire buildings, battlefields, and the ruins of ancient civilizations. The Pathfinder Society is now methodically exploring and cataloging the diverse locales tucked within this extradimensional space.

    Deep beneath Absalom’s Grand Lodge, the Pathfinder Society’s Master of Spells, Aram Zey, gestures at the tapestry hung on the wall, surrounded by ladders and scaffolds.

    Scholars and diviners scurry around the tapestry, analyzing its abstract patterns and comparing insights.

    Please introduce and describe your characters.


    Discussion or day job rolls here.


    Discussion here.

    I will wait for Xathos to join us and will then continue.

    Have a great weekend!


    You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of utmost importance.

    Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

    You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.

    DC 10 kn(local):

    Drandle Dreng is the venture-captain of the Pathfinder Society who handles Pathfinder assignments concerning Absalom's history and mysteries. He has a remarkable memory: he recalls hidden truths about the city's most important people that even they have forgotten. These secrets are not just gathered from Pathfinder agents: he gathers information personally.

    Please introduce your character.

    Organized Play Characters


    Kirrian
    Liberty's Edge Gray V.

    Human Bard 15 | HP 133/133 | AC 28 | T 17 | FF 23 | CMD 31 | F +15 | R +23 | W +15 | +4 vs. sonic/lang. dep.; +2 vs. disease; +1 vs. fear, confusion, and Wisdom damage | Init +8 | Perc +12 | Sense Motive +7 | Bardic Performance 35/35 | Spells: Spells: Level 1: 6/6, Level 2: 6/6, Level 3: 6/6, Level 4: 4/4, Level 5: 3/3 | Reroll 1/1 | Active Spells: None (5 posts)
    Dashki
    Grand Lodge Griff H.

    Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank (192 posts)
    Jabbyr
    Grand Lodge Zandack A.

    Gnome Sorcerer 2/Oracle of Heavens (Seeker) 1 (0 posts)
    Jemet Winderbole
    Liberty's Edge Delita

    Halfling Fighter (Weapon Master) 9/Barbarian (Urban) 2/Ranger 2 | HP 119/119 | AC 34 | T 23 | FF 26 (uncanny dodge) | CMD 3 (35 vs. disarm/sunder) | F +22 | R +21 | W +13 | +2 vs. Fear | Init +10 | Perc +10 | Sense Motive +0 | Reroll 1/1 | Active Spells: None (0 posts)
    Wizard
    Scarab Sages Paarin

    Elf Transmuter 11 | HP 79/79 | AC 14 | T 14 | FF 10 | CMD 17 | F +9 | R +11 | W +12 | +2 vs. enchantment | Init +17 | Perc +12 (low-light) | Sense Motive +1 | Change Shape 11/11 | Telekinetic Fist 12/12 | Reroll 1/1 | Active Spells: None (3 posts)

    Dark Archive Random Mook
    (0 posts)
    Harsk
    The Exchange Harauk Kil

    Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None (64 posts)
    Mathus Mordrinacht
    Dark Archive Refen Halmare

    Aasimar Oracle (Dark Tapestry) 10 | HP 87/87 | AC 21 | T 14 | FF 19 | CMD 28 | F +8 | R +7 | W +9 | Resist acid/cold/elec 5 | Init +9 | Perception +15 (Deaf, darkvision 60 ft.) | Sense Motive +3 | Cloak of Darkness: 10/10 | Many Forms: 11/11 | Wings of Darkness: 10/10 | Spells: Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Active Spells: None (85 posts)
    Sylph
    Silver Crusade Matamah the Thundering

    Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet (246 posts)
    Erdrinneir Vonnarc
    Dark Archive Iceran

    Aasimar Oracle (Dual-Cursed, Winter) 6 | HP 45/45 | AC 17 | T 12 | FF 15 | CMD 14 | F +6 | R +7 | W +8 | Resist Acid/Cold/Elec 5 | Init +9 | Perc +11 (Darkvision 60 ft., Snow Sight) | Sense Motive +1 | Daylight 1/1 | Spells: Level 1: 8/8; Level 2: 7/7, Level 3: 4/4 | Reroll 1/1 | Active Spells: None (0 posts)
    Wayang
    Scarab Sages Fade~

    Wayang Magus (Bladebound) 11 | HP 102/102 | Cold 30 | AC 30^° (Blink) (Mirror Image: 4 images) | T 16^ (20 incorporeal)° | FF 27° | CMD 27^ | F +15 | R +11^ | W +11 | +2 vs. shadow subschool | Init +5 | Perc +21 (Darkvision 60 ft.) | Sense Motive -1 | Arcane Pool 2/10 | Black Blade Pool 1/3 | Dissolution's Child 0/1 | Light and Dark 1/1 | Reroll 0/1 | Active Spells: Ablative Barrier (45 points), Blink, Fly, Haste(^), Harrow (+1 weapon damage), Mirror Image, Resist Energy (Cold 30), Shield(°) (126 posts)
    Garuda-Blooded Aasimar
    Scarab Sages Zalkuthar

    Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None (73 posts)
    Halfling
    Grand Lodge Queth

    Halfling Oracle 9 | HP 66/66 | AC 23 | T 15 | FF 20 | CMD 17 (18 vs. dirty trick) | F +8 | R +10 | W +9 | +2 vs. spells/SLAs/SU, +2 vs. Fear | Init +4 | Perc +20 (+22 vs. haunts, +24 vs traps, Darkvision 60 ft., 60 ft. sight range) | Sense Motive +0 | Spells: Spells: Level 1: 8/8, Level 2: 8/8, Level 3: 7/7, Level 4: 5/5 | Reroll 1/1 | Active Spells: None (73 posts)
    Faxon
    Sovereign Court Elliot Stravo

    Tiefling Rogue (UC) 1/Evoker 3/Arcane Trickster 10 | HP 119/119 | AC 23 | T 22 | FF 16 | CMD 25 | F +13 | R +20 (evasion) | W +14 | Resist Fire 5 | Init +12 | Perc +21 (+22 for traps) (Darkvision 60 ft.) | Sense Motive -1 | Darkness 1/1 | Impromptu Sneak Attack 2/2 | Tricky Spells 5/5 | Arcane Bond 1/1 | Reroll 1/1 | Active Spells: None (0 posts)
    Wayang
    Scarab Sages Tsishad~

    Wayang Necromancer 7 | HP 46/51 | AC 19+ | T 15 | FF 15+ | CMD 14 | F +6 | R +8 | W +8 | +2 vs. shadow subschool | Init +7 | Perc +2 (Darkvision 60 ft.) | Sense Motive +0 | Share Essence 4/9 | Arcane Bond 0/1 | Light and Dark 1/1 | Reroll 0/1 | Active Spells: Mage Armor+, Mirror Image (6 images + him), Daylight, Spectral Hand (71 posts)
    Journeyman Carpenter
    Grand Lodge Grota

    Half-Orc Monk (Ki Mystic, Qinggong, Sensei) 14 | HP 11/143 | AC 40^* | T 31 (35 incorporeal)* | FF 39^* | CMD 45 (49 vs. trip/disarm, 59 vs. grapple) | F +23 | R +17 (evasion) | W +27 | +1 vs. spell/SLA not universal school | Init +5 | Perc +27 (+29 for traps, darkvision 60 ft.) | Sense Motive +18 | Advice 17/24 | Stunning Fist 17/22 | Ki Pool 16/22 | Reroll 1/1 | Active Spells: Barkskin+5(^), Mage Armor(*) (126 posts)
    Tournament Champion
    Grand Lodge Ralph~

    Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($) (97 posts)
    Numerian Gunslinger
    Silver Crusade Romeo~

    Elf Wizard (Exploiter) 7 / Sorcerer (Crossblooded) 1 (0 posts)
    Ebin
    Grand Lodge Pid

    Gnome Summoner (First Worlder) 6 | HP 57/57 | AC 15 | T 11 | FF 15 | CMD 12 | F +7 | R +3 | W +6 | +2 vs. language-dependent, +2 vs. fear/despair| Init +3 | Perc +0 (Darkvision 60 ft.) | Sense Motive +0 | Summon Nature's Ally III 8/8 | Spells: Level 1: 6/6; Level 2: 4/4 | Reroll 1/1 | Active Spells: None (0 posts)

    Scarab Sages Farar
    (0 posts)
    Killian Paltreth
    Grand Lodge Code Name: Lumpy, Ace Detective

    Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None (50 posts)
    Casamir Azmeren
    Scarab Sages Sabni Kabaan

    Male Half-Elf Occultist 5 | HP 43/43 | AC 20 | T 13 | FF 17 | CMD 15 | Fort +9 | Ref +6 | Will +7 (+2 vs. enchantment) | Init +6 | Perception +9 (low-light vision) | Sense Motive -1 | Spells: Level 1: 6/6, Level 2: 3/5 | Focus: Conjuration (3/4), Evocation (5/7), Transmutation (2/4) | Reroll 1/1 | Active Spells: Longstrider, Sudden Speed (146 posts)
    Dog Rider
    Liberty's Edge The Tumbler

    Halfling Vigilante (Stalker) 8 | HP 67/67 | AC 24 | T 18 | FF 18 | CMD 21 | F +7 | R +15 | W +9 | Init +9 | Perc +12 | Sense Motive +0 | Reroll 1/1 | Active Spells: None (49 posts)
    Irabeth Tirabade
    Grand Lodge Nuo Fukui

    F Half-Orc Spiritualist 3 | HP 15/24 | AC 12 | T 10 | FF 12 | CMD 12 | Fort +8 | Ref +4 | Will +11 | Init +2 | Perception +5 (Darkvision 60 ft.) | Sense Motive +11 | Spells: Level 1: 0/5 | Bonded Senses: 3/3 | Reroll 0/1 | Active Spells: None Yet (210 posts)
    Stage Magician
    Scarab Sages Ned~

    Half-Orc Inquisitor of Nethys (Living Grimoire, Preacher) 2 | HP 19/19 | AC 17 | T 11 | FF 16 | CMD 14 | F +7 | R +3 | W +6 | Init +4 | Perc +6 | Sense Motive +3 | Hand of the Mage 6/6 | Reroll 1/1 | Active Spells: None (0 posts)
    Wayang
    Dark Archive Strafe~
    (15 posts)
    Jolis Raffles
    Sovereign Court Yidric Belove

    Halfling Swashbuckler (Inspired Blade, Noble Fencer) 1 | HP 13/13 | AC 19 | T 15 | FF 15 | CMD 14 | F +3 | R +7 | W +2 | +2 vs. fear | Init +4 | Perc +2 | Sense Motive +0 | Panache 3/3 | Reroll 0/1 | Active Spells: None (74 posts)

    Grand Lodge Non-Core_X5
    (0 posts)

    Grand Lodge Non-Core_X6
    (0 posts)

    Grand Lodge Non-Core_X7
    (0 posts)

    Grand Lodge Non-Core_X8
    (0 posts)

    Grand Lodge Non-Core_X9
    (0 posts)

    Grand Lodge Non-Core_X10
    (0 posts)

    Grand Lodge Non-Core_X11
    (0 posts)

    Grand Lodge Non-Core_X12
    (0 posts)

    Grand Lodge Non-Core_X13
    (0 posts)

    Grand Lodge Non-Core_X14
    (0 posts)

    Grand Lodge Non-Core_X15
    (0 posts)

    Grand Lodge Non-Core_X16
    (0 posts)

    Grand Lodge Non-Core_X17
    (0 posts)

    Grand Lodge Non-Core_X18
    (0 posts)

    Grand Lodge Non-Core_X19
    (0 posts)

    Grand Lodge Non-Core_X20
    (0 posts)

    Grand Lodge Non-Core_X21
    (0 posts)

    Grand Lodge Non-Core_X22
    (0 posts)

    Grand Lodge Non-Core_X23
    (0 posts)

    Grand Lodge Non-Core_X24
    (0 posts)

    Grand Lodge Non-Core_X25
    (0 posts)
    Arnistolientar Popswicker
    Dark Archive Alvin~

    Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight (304 posts)
    Bard
    Sovereign Court Simon~

    Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*) (264 posts)
    Peren Ambergross
    Silver Crusade Theodore~

    Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward) (345 posts)
    Yimni
    The Exchange Dale~

    Gnome Sorcerer 3 (CORE) | HP 23/23 | AC 17* | T 13 | FF 15* | CMD 11 | F +4 | R +4 | W +3 | +2 vs. illusions | Resist: Acid 10 | Init +4 | Perc +1 (low-light) | Sense Motive -1 | Elemental Ray 6/7 | Spells: Level 1: 1/6 | Reroll 1/1 | Active Spells: Mage Armor(*) (236 posts)
    Arcane Experimenter
    Grand Lodge Chip~

    Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider (285 posts)
    Laurel
    Scarab Sages Gadget~

    Gnome Fighter 5/Transmuter 1 (CORE) | HP 56/56 | AC 19* | T 15 (19 incorporeal)* | FF 15* | CMD 20 | F +9 | R +7 | W +6 | Resist: acid 1, cold 1, elec 3 | +1 vs fear effects, +2 vs. illusions; +2 vs. death effects | Init +6 | Perc +2 (Low-Light Vision) | Sense Motive +0 | Telekinetic Fist 5/5 | Arcane Bond 1/1 | Reroll 0/1 | Active Spells: Mage Armor(*) (328 posts)
    Animist
    Liberty's Edge Monterey~

    Gnome Barbarian 2/Sorcerer 2 (CORE) | HP 31/37& | AC 18*^° | T 10° (18 incorporeal)*^ | FF 17*^° (Uncanny Dodge) | CMD 16 | F +8°& | R +2 | W +7° | +2 vs. Illusion | Init +1 | Perc +7 (Low-Light) | Sense Motive -2 | Claws 0/4 | Rage 1/9 | Spells Level 1: 2/5 | Reroll 1/1 | Active Conditions: Mage Armor(*), Rage(°), Shield(^) - Con Damage: 2(&) (233 posts)

    Dark Archive Core Dump Credits
    (0 posts)
    Champion of Magic
    Dark Archive Capone~

    Gnome Cleric of Sarenrae 4 (CORE) | HP 35/35 | AC 15 | T 11 | FF 15 | CMD 11 | Fort +7 | Ref +2 | Will +9 | +2 vs. illusion | Init +2 | Perception +7 (low-light vision) | Sense Motive +4 | Fire Bolt 6/7 | Rebuke Death 7/7 | Channel Positive 2/2 | Reroll 1/1 | Active Conditions: Bless (260 posts)
    Edwid Fickleberry
    The Concordance Loni~

    M Gnome Druid 4 (CORE) | HP 35/35 | AC 15 | T 12 | FF 14 | CMD 11 | Fort +7 | Ref +3 | Will +10 | +2 vs. illusion | +4 vs. fey and spells that target plants | Init +3 | Perception +14 (low-light vision) | Sense Motive +5 | Reroll 1/1 | Active Spells: Endure Elements (277 posts)
    Lem
    The Exchange Bravo~

    M Gnome Fighter 4 (CORE) | HP 40/40 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +6 | Ref +3 | Will +3 | +2 vs. illusion, +1 vs. fear | Init +2 | Perception +3 (low-light vision) | Sense Motive +1 | Reroll 1/1 | Active Spells: None Yet (125 posts)
    Balazar
    Dark Archive Jikan Osoi

    Gnome Sorcerer 2 (CORE) | HP 16/16 | AC 18* | T 14 | FF 15* | CMD 12 | F +3 | R +4 | W +3 | +2 vs. illusions | Init +9 | Perc +0 (low-light) | Sense Motive -2 | Touch of Destiny 7/7 | Spells: Level 1: 4/5 | Reroll 1/1 | Active Conditions: Mage Armor(*) (177 posts)
    Conchobhar Shortstone
    Dark Archive Highshanks 'The Shorty' Miller

    M Gnome Rogue 1 (CORE) | HP 11/11 | AC 17 | T 14 | FF 14 | CMD 12 | F +2 | R +5 | W +1 | +2 vs. illusion | Init +5 | Perc +6 (+7 for traps) (Low-Light Vision) | Sense Motive +0 | Reroll 0/1 | Active Spells: Bless (61 posts)
    Lini
    Grand Lodge Alison~

    F Gnome Bard 1 (CORE) (0 posts)
    Fhang
    Exo-Guardians Droz~
    (0 posts)
    Laughing Elf
    Acquisitives AbadarCorp | XxX-DeathSnipe

    Lashunta (Damaya) Icon (Professional Gamer) Soldier (Sharpshooter) 2 | SP 5/12 | HP 18/18 | EAC 16 | KAC 17 | F +2 | R +5 | W +3 | Init +5 | Perc +5 | Sense Motive +0 | RP 6/6 | Reroll 1/1 | Active Spells: None (39 posts)
    Ratfolk
    Dataphiles Rigs the Guile

    Male Ysoki Outlaw Mechanic 1 | SP 7/7 | HP 8/8 | EAC 13 | KAC 14 | F +3 | R +4 | W +2 | Init +2 | Perc +4 (Darkvision 60 ft.) | Sense Motive +0 | RP 5/5 | Reroll 1/1 | Active Spells: None (36 posts)

    Cleric Cleric Deck - Zarlova

    Cleric Cleric Deck - Kyra

    Ranger Ranger Deck - Arabundi

    Warpriest Warpriest Deck - Uliah

    Inquisitor Inquisitor Deck - Varril

    Oracle Oracle Deck - Grazzle

    Wizard Wizard Deck - Ezren

    Occult Adventures 2 Occult Adventures 2 Deck - Erasmus

    Rogue Rogue Deck - Jirelle (Unlocked by 0-1)

    Fighter Fighter Deck - Tontelizi

    Verdant Wheel Cyan the Reservoir

    Cleric/Sorcerer (0 posts)
    Talstran
    Horizon Hunters Gorwinel Virdin

    Male CG Elf Fighter 1 | HP 16/16 | AC 18 | F: +5, R: +9, W: +3 | Init/Perc: +5 (Stealth: +7) | Speed 30 ft. | Defensive Abilities: Unwavering Mein (Reduce mental effects by 1 round, minimum 1; treat all saves vs. sleep as one step better) | Active conditions: Wounded 1 (45 posts)

    Aliases


    Tiger
    Angel~

    Large Tiger (HD 8) | HP 76/76 | AC 28*+ | T 15+ (19 incorporeal)* | FF 23*+ | CMD 28+ | F +10$ | R +12$+ | W +5$ | +4 vs. enchantment | Init +5$ | Perc +7$ (low-light, scent) | Active Spells: Prayer($), Mage Armor(*), Reduce Animal(+) (34 posts)
    Abra Lopati
    Arabundi~
    (1 post)

    Bilskirnir
    (0 posts)
    Alchemical Golem
    Drone~

    Drone 4 | HP 20/40 | EAC 17 | KAC 17 | F +1 | R +6 | W +0 | Perc +8 (Darkvision 60 ft., Low-Light Vision) | Active Spells: None (6 posts)
    Boar
    Grand Lodge Drootina

    Female Boar | Small Size | HD 4 | HP 30/30 | AC 26* | T 14 (18 incorporeal)* | FF 23* | CMD 17 (21 vs. trip) | Fort +7 | Ref +7 | Will +4 | Init +3 | Perception +5 (low-light vision, scent) | Active Spells: Endure Elements, Mage Armor(*) (90 posts)
    Simulacrum of Vraxeris the Illusionist
    Erasmus~

    Link to Deck Handler ; Looking For: Spell 1 -> Weapon 1 -> Blessing B -> Ally B (99 posts)
    Forest Drake
    GM Andrew
    (1,521 posts)
    Grundmoch
    Grazzle~

    Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3 (219 posts)
    Fey Creature
    Grinner the Grippli

    Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*) (232 posts)
    Khelru
    Scarab Sages Isu Ramose

    Male Human (Osirion) Cleric 1 | HP 11/11 | AC 14 | T 11 | FF 13 | CMD 13 | Fort +4 | Ref +1 | Will +5 | Init +3 | Perception +4 | Channel 5/6 | Restorative Touch 6/6
    Active Spells:
    (17 posts)
    Hayato
    Grand Lodge Qiang Fukui

    M Phantom (Zeal) | HP 22/22 | AC 24*^ | T 12 (20 incorporeal)*^ | FF 22*^ | CMD 16 | DR 5/slashing | Fort +4 | Ref +5 | Will +1 | Init +2 | Perception +6 | Sense Motive +0 | Current Form: Ectoplasmic | Active Spells: Mage Armor(*), Shield(^) (72 posts)
    Julkar
    Quig~

    Male Ysoki Bounty Hunter Mechanic 4 | SP 32/32 | HP 26/26 | EAC 17 | KAC 17 | F +5 | R +6 | W +2 | Init +2 | Perc +8 (Darkvision 60 ft.) | Sense Motive +1 | RP 5/5 | Reroll 1/1 | Active Spells: None (50 posts)
    Arclord of Nex
    Rataji: The Leader

    Human Enchanter 7 | HP 51/51 | AC 14 | T 12 | FF 13 | CMD 14 | Fort +5 | Ref +7 | Will +9 | Init +5 | Perception +2 | Sense Motive +2 (49 posts)
    Copper Dragon
    Dark Archive Riddywipple

    Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*) (154 posts)
    Verik Vancaskerkin
    Simulacrum~

    Simulacrum (Ranger 4) | HP 40/40 | AC 21 | T 15 | FF 16 | CMD 21 | F +6 | R +9 | W +2 | Init +7 (+9 urban) | Perc +8 | Sense Motive +1 | Active Spells: None (1 post)
    Golem in Progress
    Starseeker Model G-607

    Android Priest Solarion 2 | SP 1/14 | HP 18/18 | EAC 15 | KAC 18 | F +3 | R +2 | W +3 | +2 vs. disease, mind-affecting effects, poison, and sleep* | Init +2 | Perc +5 (Darkvision 60 ft., Low Light Vision) | Sense Motive -2 | RP 0/3 | Stellar Mode: Photon: 2 point(s) | Active Conditions: -2 Str - (* unless it specifically targets contructs) (143 posts)
    Vailea
    Summoned Monster~

    Lillend Azata (Augmented) | HD 7 | HP 87/87 | AC 20 | T 12 | FF 17 | CMD 28 | F +9 | R +10 | W +10 | +1 longsword +16*/+11* (2d6+13*/19-20), tail slap +10* (2d6+5* plus grab); Immune: electricity, petrification, poison; Resist: cold 10, fire 10 | Active Conditions: Inspire Courage +2(*)[/ooc] (43 posts)
    Sargava Vignette
    Summoned Monster~~

    Small Air Elemental (Augmented) | HD 2 | HP 11/17 | AC 17 | T 14 | FF 14 | CMD 17 | F +6 | R +6 | W +0 | slam +6 (1d4+4) (Creatures get -1 to attack and damage rolls against the air elemental that creature is airborne) | Active Conditions: None Yet (8 posts)
    Shocker Lizard
    Tin the Turtle

    Familiar | HP 29/29 | AC 20 | T 10 | FF 20 | CMD 8 | F +1 | R +0 (Improved Evasion) | W +7 | Init -2 | Perc +14 (low-light vision) | Sense Motive +1
    Active Spells:
    (16 posts)
    Swan Maiden
    Yid

    Eidolon (5 HD) | HP 43/43 | AC 18 | T 12 | FF 16 | CMD 18 (can't be tripped) | F +4 | R +6 (evasion) | W +4 | +5 more vs. enchantment | Init +3 | Perc +0 (Darkvision 60 ft.) | Sense Motive +0 | Stabilize 1/1 | Active Spells: None (0 posts)
    Clockwork Spy
    Zapper~

    Hover Drone 1 | HP 10/10 | EAC 16 | KAC 16 | F +0 | R +5 | W -1 | Perc -1 | Active Spells: None (6 posts)
    Deka An-Keret
    Zarlova~

    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6 (286 posts)
    Badger
    Zipper

    Badger (RAGE(!)) | HD 4 | HP 38/42 (1 NL) | AC 20*#! | T 12*! (16 incorporeal)# | FF 15*! | CMD 20* (24 vs. trip) | Fort +7^! | Ref +5#^ (Evasion) | Will +3^! | Init +0^ (+2^ urban) | Perception +4^ (+6^ urban) (low-light vision, scent) | Rage 4/7 | Active Conditions: Endure Elements, Haste(*), Longstrider, Mage Armor(#), Sickened(^) (90 posts)