Valeros

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490 posts. Organized Play character for StephNyan.



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Ooc thread.


Here starts the tale of Scott Mallory...


Hiya!

For the past couple of years I've been running the "Curse of the Crimson Throne" adventure path. We finished book 3 "Escape from Old Korvosa" before the recent holidays, and are going to start book 4 "A History of Ashes" soon.

The current party exists of 4 players. We're looking for 1 or 2 new players to join us, because we've recently had to say goodbye to 2 players.

If you'd like to join: I don't care much for party roles, and would much rather see you pick a character you'd like to play. I will scale encounters up or down as I see fit, to match what I expect to create fitting challenges for the party we end up with.

I'd like for players to try to post daily on weekdays (unless we're in combat and you're not up). Don't worry if you can't post every day; neither can I. Life happens. However, when you know you won't be able to post for a prolonged time, please do inform me.

Character Creation Info:

Alignment: Everything but evil goes.

Build: 20 point buy, 1 feat, and 2 traits.

Classes: Almost every paizo and every 3rd party class is allowed. Run 3rd party stuff by me first so I can check if it’s balanced.

Races: You’re allowed to play a non-core race, but run it by me first. Nothing evil.

Starting level: 10

Starting wealth: 62,000 gold

When you've created you character, provide an info bar similar to the following where 'race' is listed in your profile:

M Human Alchemist/3 (HP 22/23 | AC:20 | T:17 | FF:13 | CMB: +0 | CMD:14 | Fort:+6 | Ref:+7 | Will:+0 | Init:+4 | Perc: +3 | Speed: 30 ft.)

Other Info:

Character Advancement: You’ll level at set points in the adventure.

Encounters: I may make changes to encounters, to present what I perceive as fitting challenges.

Maps: We use Google Drawings.


Welcome to the thread! Feel free to post suggestions for scenarios/modules you'd like to play, concepts for your character, and whatever else you may want to post here.


Welcome to the thread! Feel free to dot it, or make an introductory post for your character.


.


Please fill out the following information once you've been accepted in the game, to help me make the reporting process smoother at the end:

Character Name:
PFS#:
Faction:
Day job:


#4-06: The Green Market

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

-~-~- Looking for: -~-~-

* 3-5 more players (1 spot's reserved)

-~-~- Requirements: -~-~-

* 1 post a day minimum during weekdays
* Have a PFS legal character for tier 5-9

-~-~- Extra info: -~-~-

* Google Docs will be used for maps
* The game will start on August 27, as part of PbP Gameday 5


1 person marked this as a favorite.

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1 person marked this as a favorite.

Please fill out the following information once you've been accepted in the game, to help me make the reporting process smoother at the end:

Character Name:
PFS#:
Faction:
Day job:


1 person marked this as a favorite.

#2-13: Murder on the Throaty Mermaid

While on a routine mission to escort a dignitary to the mysterious Mordant Spire aboard a disreputable smuggler's ship, the PCs find themselves embroiled in a murder mystery that could jeopardize the Pathfinder Society's relationship with the isolationist elves who call the citadel home. Can the cunning Pathfinders discover who among the ship's crew of scum and villains is responsible for the crime in time to clear their own names?

(This murder mystery upon the open sea features a mechanic allowing for a different killer each time it's run to ensure that no amount of word of mouth will spoil the investigation for any team of canny players.)

-~-~- Looking for: -~-~-

* 3-5 more players (1 spot's reserved)

-~-~- Requirements: -~-~-

* 1 post a day minimum during weekdays
* Have a PFS legal character for subtier 1-2

-~-~- Extra info: -~-~-

* Google Docs will be used for maps
* The game will start on August 27, as part of PbP Gameday 5


The Ghenett Manor Gauntlet

Ensconced in a private meeting room at the famous Farseer Tower in exotic Katapesh, Venture-Captain Wulessa Yuul wastes no time commencing her briefing.

"This has all the makings of a magnificent embarrassment," she begins sourly. "The Grand Lodge recently sent a delegation to the mansion house of Temel Passad in Kerse. Passad is an enormously wealthy devotee of the Prophecies of Kalistrade, and he happens to possess the only known copy of the Mutani Manual of Martial Mastery in the Inner Sea region. The delegates were tasked with obtaining this rare tome, by either purchasing or leasing it."

"By all accounts Passad is a difficult man, but the delegation proved... stupendously inadequate to the task. Not only did they fail to secure the manual, but they also managed to grossly insult the merchant. Two of the representatives were manhandled off the property and taunted by Passad that under no circumstances would he part with the Mutani Manual unless the Society could earn it, challenging us to take it from a hidden location among his many holdings throughout the region. The third delegate, who happens to be one of the foremost experts on all things Tian, was detained by Passad for what he termed ‘an extended conversation on the finer points of ambassadorial etiquette.’ He’s invoked an obscure Druman statute involving foreign embassies, making this kidnapping perfectly legal in his government’s eyes."

Yuul explains that the Mutani Manual holds information that is essential if the Pathfinder delegation is to prevail at the Ruby Phoenix Tournament in Goka later this year, and that naturally, Harmidio Besai must be rescued as well. The mission is complex. The Decemvirate do not know with certainty which of Passad’s many scattered holdings hosts the tome, nor where he has imprisoned Besai, nor whether tome and scholar are in the same place. But among the 12 estates investigators have identified as likely locations is one very near here, a mansion called Ghenett Manor. Wulessa’s contacts in the markets have talked of a lot of activity there of late, and she believes that this is the true hiding place of at least one of the two quarries. You are tasked with infiltrating Ghenett Manor, about 50 miles west of here.

Yuul continues, "Do as little damage to the property as possible—we’re not vandals, after all. Also, take nothing else of worth from the place. We’re not common thieves. I cannot stress this strongly enough. Given our already ample embarrassment with Passad, please don’t add to that dishonor by making off with the man’s silverware or his grandmother’s brooch, for Abadar’s bloody sake. No doubt the villa is a sumptuous and tempting target, but you must keep this in the forefront of your minds: The tome and the scholar are all that matter. Everything else is a distraction. The Decemvirate will take a special interest in your conduct on this assignment."

"Lastly, we have reason to believe that others are in pursuit of the Mutani Manual, including agents of the Aspis Consortium. Be wary! Under no circumstances can the book fall into the hands of a rival organization. Now, do you have any questions?"


Please fill out the following information once you've been accepted in the game, to help me make the reporting process smoother at the end:

Character Name:
PFS#:
Faction:
Day job:


#3-03: The Ghenett Manor Gauntlet

A Pathfinder Society Scenario designed for Levels 5–9.

When the Pathfinder Society failed to obtain a valuable artifact from a wealthy Druman noble using diplomatic means, the eccentric collector challenged them to take it through skill from one of his well-guarded manors throughout the world. You are sent to Ghenett Manor in Katapesh with the hopes of surviving long enough to return with the prize—assuming it’s there at all.

-~-~- Looking for: -~-~-

* 4-6 players

-~-~- Requirements: -~-~-

* 1 post a day minimum
* Have a PFS legal character of the appropriate tier
* You're obligated to bring cookies! :)

-~-~- Extra info: -~-~-

* Google Docs will be used for maps
* Hoping to start asap!


Maps

We currently have 3 maps for this game:

For Lost Glory
This one's located below my name and will be used for combat.

Map of Golarion - Editable
This map shows your current location. There are possible other uses for it in the future, like maybe marking which parts of Golarion you've conquered.

Map of Golarion - Detailed
This is a very detailed map of Golarion. Google Docs couldn't handle it, because it's too big. Here you can zoom in to look at where you are, where you're going, and wherever else.


1 person marked this as a favorite.

For Lost Glory

You look out on the tundra of Hongal, the northernmost realm of the continent of Tian Xia. You will have to cross this tundra to reach the capital of Hongal, Ordu-Aganhei, from where caravans depart to follow the Path of Aganhei. By traveling this dangerous path through the Wall of Heaven and across the Crown of the World, you will be able to reach Avistan.

Behind you are the ruins of Maiji, an old stone settlement that’s been long abandoned by the semi-nomadic Tian-La people that have made Hongal their home. A relic of the time when these horse lords tried settling in permanent villages. It was here that you spent the night, using the walls of what was once a house as your shelter for the night. The fire you made to keep yourself warm is still smoldering.

You were told that the best way to reach Ordu-Aganhei isn’t to travel in a straight line toward the city. Food’s sparse on the tundra, and you’d have to be lucky enough to happen upon one of the Tian-La’s temporary settlements in order to survive. Instead, the advice you’ve been given is to travel northeast, to the town of Muliwan. There you can resupply before you head out to Ordu-Aganhei and start your trek to the other continent, Avistan.

Have fun! ;)


Welcome to Fangwood Keep's discussion thread! :)

Go ahead and make a post in the gameplay thread once your character's ready to start. When everyone's posted in the gameplay thread I'll officially kick the adventure off!


Fangwood Keep

About a week ago you were summoned to Venture-captain Ambrus Valsin's office in Absalom's Grand Lodge. "You're no rookies anymore," he'd said as he motioned for you to sit down. "Your work has been noticed, and I've specifically requested you for the following mission."

"There's a border fort known as Fangwood Keep, located in the central-western region of the Marideth River valley. It constitutes the constantly shifting border between the warring nations of Molthune to the south and Nirmathas to the north. A junior Molthuni officer named Lieutenant Pavo Vos and his specialized task force captured this small border fort about three weeks ago. It is believed that Vos has gone rogue, since he acted without orders and since then has ignored orders sent by Molthuni officials to cease his current course of action and abandon the keep."

"By removing a rogue Molthuni officer from a Nirmathian fort the Pathfinder Society hopes to strengthen its own ties with both Molthune and Nirmathas. If we succeed, the generals of both armies will owe us. That's where you come in; you're to track down Vos and remove him from Fangwood Keep by any means necessary."

"Vos is seldom without a pale, dark-haired woman named Elessia, rumored to be his companion, who occasionally acts as the platoon's field medic and infiltration specialist. I advise you to work stealthily, since Vos is rumored to be a capable leader and probably has secured the fortress quite well by now. We weren't able to obtain a map of the fortress, but a reliable source informed us of secret entrances on the keep's northern side. Look for a stone engraved with four interwoven circles as a marker for one of these secret entrances. Vos likely doesn't know about this entrance, since knowledge of it is usually only shared among higher-ranking Molthuni officers sent to Fangwood Keep on official business."

The Venture-captain had reached into his desk and pulled out two elixirs of hiding, a scroll of knock, and a scroll of hold portal. He'd handed the items over to you. "Before you head over to the fort, make sure you have all you need. Taking over a fort may take a while, and you won't be able to buy items halfway the mission."

After asking any questions you'd had about the mission, you'd paid a visit to Absalom's shops and started your journey to Fangwood Keep.

Feel free to asks questions and buy items. We'll start in the present time once everyone's checked in! ;)


Welcome in the discussion thread! :)


You are in Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.

You’ve heard rumors that one of the sealed siege castles has been laid open by a minor earthquake. Word on the street is that no one has yet entered the tower, which folks are calling the “Fallen Fortress.” What better way to start a life of excitement and adventure than by exploring its long-abandoned, dusty halls and perhaps claiming its ancient treasures?

While sitting in an inn you're approached by a old man with a long, gray beard and bald head. He uses a cane to walk and wears a pair of spectacles at the tip of his nose. "Good day, adventurers! May I interest you in a job?"

Alfred takes place at your table and explains the job he'd like you to take. "My name's Alfred Keenens, and I'm a local historian. I seek people who are willing to collect any historical or valuable artifacts that might still be within the ruined tower of the Fallen Fortress. I can offer you up to 250 gp each for your trouble, and of course you may keep whatever else you find. Are you interested?"

It's assumed your characters already know each other, but go ahead and introduce them into the story.


I want to create a tattooed sorcerer for PFS. To give the character access to more tattoos, I'm trying to find out which chronicle sheets give a character access to runes/tattoos. Some research revealed there are runes to be gained in the following scenarios:

S04–08 The Cultist's Kiss
S04-20 Words of the Ancients
S04-26 The Waking Rune

Is anyone able to add scenarios, modules or anything else that gives a chronicle sheet which gives access to runes to this list?


This is the place to discuss/post things out of character.


The Quest for Perfection—Part I: The Edge of Heaven

The Pathfinder Society has turned its attention to the Ruby Phoenix Tournament—a world-renowned fighting competition, held once every ten years in the city of Goka on the eastern continent of Tian Xia. More specifically, the Decemvirate is interested in the incredible prizes available to the tournament’s winner—a choice of treasure from the legendary vaults of Hao Jin, the Ruby Phoenix herself. As part of the preparations for the tournament, Pathfinder Society agents have been deployed across the Inner Sea and beyond to seek out forgotten lore, allies, and magical items to be used by the Society’s tournament representatives.

Venture-Captain Amara Li, leader of the Lantern Lodge and Goka native, has uncovered information about one such item hidden amid the reaches of the Wall of Heaven—an Iroran relic known as the Braid of a Hundred Masters. Organizing the search from her base in the Dragon Empires, she intends to send a group of Pathfinders to the high mountain range in search of the braid’s ancient home: the Clouded Path Monastery. The two-week-long journey to the mountains began in the cosmopolitan city of Goka, passed through the surrounding villages and farmlands, and led thousands of feet up into the tallest mountain range on Golarion; all that remains is the final day’s journey up from the base camp.

DC 10 Knowledge (geography):
The Wall of Heaven—the tallest and longest mountain range on Golarion—creates a formidable barrier, separating Tian Xia from the west, save for a natural gap located near the city of Goka.

If you beat the DC by 5, you may also read this.:
The Clouded Path Monastery stands a strong day’s climb above a base camp halfway up its mountain. While below the permafrost of its particular mountain’s peak, the monastery is known for its thin air and cold nights.

And if you beat it by 10, you may read this as well:
The Clouded Path Monastery is a truly old monastery, dedicated to the Iroran faith, and one of many such lamaseries spread throughout the isolated slopes of the Wall of Heaven. Some maintain that the monastery’s founder in fact knew Irori during the god’s mortal life.

------

DC 10 Diplomacy or Knowledge (local):
Nobody has seen the monks of the Clouded Path Monastery in years. In the past, the monastery often sent a small group of them to the mountain’s base camp to trade for the goods the monks could not produce for themselves in the harsh mountain environment.

If you beat the DC by 5, you may also read this.:
A demon of ice and snow made flesh, called Shang Xu by locals, prowls the mountains. Since the monks disappeared, it has come down to raid the farms and villages on several occasions.

And if you beat it by 10, you may read this as well:
The “demon” is not a demon at all, but rather a raving yeti that has established its territory well below the icy altitudes in which its kind normally hunt. With increasing regularity, the beast has attacked travelers in the low mountains and even settlements high in the foothills of Clouded Path Monastery’s peak.


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0-01 Silent Tide

Your boots squash with fetid water as you plod through the Puddles. A thick fog hangs in the air, seeming almost to caress the flesh with an unnatural chill. As you stand outside the Soggy Piper in a foot and a half of brackish brine, you try to recall what was so damned important to demand your presence in the halfflooded slum during Absalom’s rainy season. You remember your meeting at the Lodge just a few hours earlier with your Venture-Captain, Adril Hestram.

A bear of a man with only a few teeth remaining in his head, he motioned you into the meeting hall with a casual wave of his grizzled hand. The human captain outweighs most of Absalom’s half-orcs, and though a layer of beefy blubber coats his frame, those of you who have tangled with him in the Lodge sparring ring know that beneath this thin veneer of fat lies nothing but solid, steely sinew. Adril’s wild beard wags to the ponderous shake of his massive head as he examines a scrap of ancient parchment on the table before raising his eyes to greet your gaze and speaking:

"Come in then, friends, and thank you for answering my summons so swiftly. The society is in need. An old and quite penniless historian, a bespectacled wag-beard by the name of Yargos Gill has recently made a discovery in an old archive that we have a great interest in obtaining: an ancient codebook, left behind in the wake of one of Taldor’s many failed attempts at invasion. This several-hundred-year-old text would prove an excellent addition to our collection, and must be preserved."

"Yargos makes his home in ‘The Puddles,’ Absalom’s poorest district, suffering from a well-known reputation as a haven for lowlifes. Following an earthquake ten years ago, parts of the Puddles now rest below sea level, resulting in frequent and untimely flooding. Those who can afford not to live there—don’t."

"The district is the stomping ground of pimps, harlots, addicts, knifers, and hoards of unseemly derelicts. It’s never been a kind place, but recent reports reveal some new nameless terror on her waterlogged streets. Several persons claim to have seen cloaked, skeletal-like figures marching through an unnatural fog. Ill tidings indeed. Tracking down Yargos is now a priority—--lest some yellow-toothed thug cut him down, or one of these strange wraiths carry him beyond the pale. Find him, fellow Pathfinders, and find the codebook. Your exploits will be recorded in the Chronicles if you succeed."

The memory fades as a fresh deluge of cold seawater rounds a bend in the lane and assaults your knees. After searching for Yargos at his favorite eatery, the Soggy Piper, you learned you just missed him. According to the Piper’s staff, a gang of dangerous young tattooed toughs arrived ahead of you. They grabbed Yargos and several of his friends from their dinner table and dragged them to a nearby cliff at the edge of the Puddle District. The watch was called, but they will arrive too late, as they often do in the Puddles, when they bother to venture there at all.

It is early evening, the first Wealday of the month of Desnus, an old man is about to face some awful fate at the sea cliff known as Torsen’s Maw, and you are no closer to finding the codebook Adril sent you for.

Time to introduce your characters, as they search for Yargos!


This is where you may discuss things out of character!

------

Could everyone post a stat bar line I've posted below in the 'race' section of his character's profile? (Or one of the other sections that'll make it appear below your character's name when you post in the Gameplay thread.) That way I can easily and quickly access the stats that are often used during the game.

F Human Swashbuckler (Picaroon)/1 (HP 13/13 | AC:13 | T:13 | FF:10 | CMB:1 | CMD:14 | Fort:+2 | Ref:+5 | Will:+0 | Init:+3 | Perc:+4 | Speed 30) PFS#: 115025-10


M Human Summoner (Synthesist)/20 (HP 303/303 | THP 252/252 | AC:51 [*+2 Foe Focus] | T:24 [*+2] | FF:42 [*+2] | Spell Res. 21 | CMB:40 | CMD:59 | Fort:+18 [*+2] | Ref:+18 [*+2] | Will:+30 [*+2; +4 Ench] | Init:+11 | Perc:+29 | Speed 30)
Not fused:
(HP 203/203 | THP 10/10 | AC:26 [*+2 Foe Focus] | T:20 [*+2] | FF:23 [*+2] | DR1/- | Spell Res. 21 | CMB:20 | CMD:33 | Fort:+14 [*+2] | Ref:+14 [*+2] | Will:+26 [*+2] | Init:+5 | Perc:+29 | Speed 30)
Spells:
Lv1: 9/9 | Lv2: 8/8 | Lv3: 7/8 | Lv4: 8/8 | Lv5: 7/8 | Lv6: 6/7 | Gate/Summon: 15/16 | Maker's Jump: 3/3 | Split Forms: 20/20 | Twin Eidolon: 20/20

This thread is, obviously, to discuss stuff.


M Human Summoner (Synthesist)/20 (HP 303/303 | THP 252/252 | AC:51 [*+2 Foe Focus] | T:24 [*+2] | FF:42 [*+2] | Spell Res. 21 | CMB:40 | CMD:59 | Fort:+18 [*+2] | Ref:+18 [*+2] | Will:+30 [*+2; +4 Ench] | Init:+11 | Perc:+29 | Speed 30)
Not fused:
(HP 203/203 | THP 10/10 | AC:26 [*+2 Foe Focus] | T:20 [*+2] | FF:23 [*+2] | DR1/- | Spell Res. 21 | CMB:20 | CMD:33 | Fort:+14 [*+2] | Ref:+14 [*+2] | Will:+26 [*+2] | Init:+5 | Perc:+29 | Speed 30)
Spells:
Lv1: 9/9 | Lv2: 8/8 | Lv3: 7/8 | Lv4: 8/8 | Lv5: 7/8 | Lv6: 6/7 | Gate/Summon: 15/16 | Maker's Jump: 3/3 | Split Forms: 20/20 | Twin Eidolon: 20/20

"Oi, Matt, this chicken tastes great," Radley mentions to his companion while chewing food. "Glad we shot it when we saw it an hour ago."

Radley leans back from the campfire and burps. "Pardon... chicken always does that to me, you know that."


1 person marked this as a favorite.

Which games will we be playing?
All the PFS legal scenarios from season 0, and the PFS sanctified parts of Dragon's Demand. These sanctified DD parts will be added to fill the gaps left by the retired season 0 scenarios, which can no longer be played for PFS credit. This is not a CORE run.

The order we'll play the games in (subject to change):
0-01 Silent Tide (Subtier 1-2)
0-05 Mists of Mwangi (Subtier 1-2)
0-13 The Prince of Augustana (Subtier 1-2)
---Level 2---
0-02 The Hydra’s Fang Incident (Subtier 1-2)
0-03 Murder on the Silken Caravan (Subtier 1-2)
0-04 The Frozen Fingers of Midnight (Subtier 1-2)
---Level 3---
Dragon’s Demand – Part 1: The Blood Vow Lair (Subtier 1-3)
---Level 4---
Dragon’s Demand – Part 2: Hunclay’s Cave, Auction and Crypt of Tula (Subtier 3-5)
---Level 5---
0-06 Black waters (Subtier 4-5)
0-08 Slave Pits of Absalom (Subtier 4-5)
0-23 Tide of Morning (Subtier 4-5)
---Level 6---
0-07 Among the Living (Subtier 6-7)
0-14 The Many Fortunes of Grandmaster Torch (Subtier 6-7)
0-17 Perils of the Pirate Pact (Subtier 6-7)
---Level 7---
0-24 Decline of Glory (Subtier 6-7)
Dragon’s Demand – Part 3: Monastery of Saint Kyerixus (Subtier 5-7)
---Level 8.1---
0-20 King Xeros of Old Azlant (Subtier 7-8)
0-22 Fingerprints of the Fiend (Subtier 7-8)
---Level 9---
0-16 To Scale the Dragon (Subtier 8-9)
0-27 Our Lady of Silver (Subtier 8-9)
0-26 Lost at Bitter End (In between Subtiers 7-8 and 10-11) --> We could first play a scenario from another season, to avoid playing in between subtiers.
---Level 10---
0-28 Lyrics of Extinction (Subtier 10-11)
---Level 10.1---

We could continue after this run, if the players want to! :)

Looking for 4 players who:
- haven't yet played season 0 scenarios;
- haven't yet played Dragon's Demand for PFS credit;
- can make at least 1 post a day on weekdays;
- plan to stay around the entire run (which may take about 2 years).

Other recruitment info:
- You'll have to start with a character who has 0XP, and you shouldn't apply GM credit to it during the run. Else your level will end up higher than a scenario's tier, which means your character cannot participate in the scenario.
- It's an open recruitment. So even if 10 people have already applied, you've still got a shot.
- I value roleplay a lot. I'd appreciate it if you only apply if you also do.
- Recruitment will run till at least March 22, and I plan to start the run soon after.

5th player:
I'd already promised a spot to someone else, but it turned out he'd already played some season 0 scenarios. He'll join the party once the others reach level 2, after the party's played the 3 scenarios he's already played.


Discuss things here :)


Venture-Captain Sheila Heidmarch glances out a window as the last wisps of twilight fade over the Fenwall Mountains. Turning from the sight, she runs her hand along the rustic cabin's wall and stands beside an occupied wooden bed before addressing you.

"This," the venture captain says, gesturing to the man thrashing around violently, straining against the bonds that lash him securely to the bed, "is our colleague, Kalkamedes. Every night for several weeks now, he has fallen into a deep slumber and tried to sleepwalk right out of his cottage. If not restrained, he marches straight north, eventually falling off a cliff or into a bog as if trying to get himself killed in an attempt to reach an unknown goal." As though he were expressing disagreement, the man tied to the bed suddenly begins pumping his limbs even harder, the violent spasms threatening to smash the bed into splinters."[/b]

"There are those who have recently criticized the Pathfinders for our indifference to the plight of our fellow field agents. It's time to show that's not true. I want you to help Kalkamedes, whether he wants it or not. Several of our best spellcasters have attempted an extensive list of magical cures, but whatever sleepwalking curse or effect he's under tenaciously resists our efforts. All we can do is keep him safe." Heidmarch pats him with a degree of professional affection, and Kalkamedes rewards her by trying to swat her with his head."

"Kalkamedes's friends are at their wits' end, so we are going to attempt the only thing that we have not tried: we're going to let him go tonight. That's where you come in. I want you to follow him and keep him safe and in one piece. Let him get to wherever his addled brain thinks he needs to go so badly. Maybe, just maybe, if he gets there, you can find a way to help him. Maybe you can determine who or what did this to him and find a way to undo it." Heidmarch pulls out a serrated knife. "Now before I cut him free, does anyone have any questions or last minute preparations?"


If you'd be so kind to provide the following info once you've been accepted in the game:

PFS#:
Faction:
Day Job:

Go ahead and roll your Day Job, if you have one. That'll enable me to give chronicle sheets out faster when the time comes ;)


Opened for dotting.


The Confirmation
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

Looking for players who:
- can make at least 1 post a day;
- are able to play during the period the PbP Game Day runs.

Other info:
- We'll start the 1st of December.
- We're running tier 1-2.


Opened for dotting.


Opened for dotting.


Opened for dotting.


If you'd be so kind to provide the following info once you've been accepted in the game:

PFS#:
Faction:
Day Job:


If you'd be so kind to provide the following info once you've been accepted in the game:

PFS#:
Faction:
Day Job:


If you'd be so kind to provide the following info once you've been accepted in the game:

PFS#:
Faction:
Day Job:


The Confirmation
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

Looking for players who:
- can make at least 1 post a day;
- are able to play during the period the PbP Game Day runs.

Other info:
- We'll start the 1st of November.
- We're running tier 1-2.


Library of the Lion
Few societies have so vaunted a tradition of leading crusades as Taldor, yet the constant revisions to its history by scheming factions leaves the truth obscured by countless acts of political modifications. Even the lauded Kitharodian Academy’s texts are riddled with these changes, so when a secretive ally approaches the Pathfinder Society with information about a hidden archive that contains the unaltered histories, the Pathfinders plan a daring infiltration to recover the secrets of Taldor’s past victories so that Mendev might benefit from the discovery.

Looking for players who:
- can make at least 1 post a day;
- are able to play during the period the PbP Game Day runs.

Other info:
- We'll start the 1st of November.
- We're running tier 1-2.


The Glass River Rescue
A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.

Looking for players who:
- can make at least 1 post a day;
- are able to play during the period the PbP Game Day runs.

Other info:
- We'll start the 1st of November.
- We're running tier 1-2.


Some time ago our GM disappeared, and we're looking for someone to replace him.

We're currently in book 2, and exploring the mayor's manor after being invited there. Our previous GM has altered some parts of the story, but nothing that'd prevent another GM from continuing where he left off.

Here is a link to our discussion page.


I'm looking for 1 more person to join. There's a 1 post a day minimum, and we're playing at subtier 1-2.

The current party consists of the following members:
Bard/1 (Gnome)
Cavalier/2 (Halfling)
Druid/1 (Human)
Summoner/1 (Gnome)


With a thump, Venture-Captain Brackett sets a rounded granite stone on his desk. The stone is polished smooth and veined with shallow carvings reminiscent of constellations.

"This is a lorestone, from the depths of the Verduran Forest. It’s rumored to hold all of the secrets of the druids of that ancient wood. Just over two years ago, a group of Pathfinders recovered this stone for us. We’re not much closer to cracking its secrets than we were on the day those agents put it into our hands, but we have gleaned one interesting bit of knowledge."

"The lorestone tells of a lengthy ritual using an artifact called the Atavistic Splinter, a piece of charred bark touched by Gozreh himself. The ritual transforms humanoids into bestial creatures with preternatural resilience. We could use something with this kind of power for the upcoming Ruby Phoenix Tournament in Goka, so we need you to recover the Atavistic Splinter for us."

"We believe the artifact is near the gnome town of Wispil, deep in the Verduran Forest. A Pathfinder operative there—a gnome herbalist named Falbin—was investigating increased lycanthrope activity south of Wispil. Falbin discovered that a sinister cabal of druids in a compound called Briar Henge is using the Atavistic Splinter to perform the ritual, probably to drive out the local loggers, but he couldn’t recover the Atavistic Splinter from the druids by himself."

"Go to Wispil and contact Falbin there. He will provide you with directions to Briar Henge and recent intelligence regarding the situation around Wispil. Then use this information to infiltrate Briar Henge and acquire the Atavistic Splinter."

This is the time for questions, Knowledge (History/Nature) rolls, and introductions :)


Opened so people can check in. The gameplay tab's also opened for you to directly post in.

The scenario will start when we have enough (4-5) players. This game will be played at subtier 1-2.


I'm looking for at least 2 more players who can play part 2 of Shadow's Last Stand in subtier 3-4.

I have a party of 3 that's just finished part 1, consisting of a monk, cleric, and summoner. The monk and cleric are level 3 now, but the summoner's level 2 and will be playing up.

There's a 1 post a day minimum.

There's currently no specific date on which recruitment ends.


We Be Goblins

When the goblins of the Licktoad tribe in Brinestump Marsh discovered that one of their own could write, they had no choice—they ran him out of town, tore down his hut, and burned all of his stuff. Writing, after all, is bad mojo, since it can steal words out of your head and thus snatch away your soul. Yet while even the exiled goblin’s name is now taboo (he’s known today only as “Scribbleface,” after the Licktoads branded some of his precious words onto his forehead and cheeks to punish him for breaking custom), the wonders the goblins found in his house were significant.

For Scribbleface had kept more secrets than his writing.

Before the rest of his belongings were claimed or burned, the Licktoad goblins found a large trunk that contained several items of interest. To the majority of the tribe, it was the cache of exotic fireworks in the trunk that was the most impressive, but to the leaders of the tribe, it was the intriguing map (one that, fortunately, contained no writing—only nice, safe drawings and dotted lines). This map showed the extent of Brinestump Marsh, including the route from the Licktoad village to an old shipwreck near the coastline that—according to the drawings on the map—contained many more crates of fireworks. How Scribbleface had come into possession of the fireworks, the map, and this knowledge in the first place was largely irrelevant to the goblins, for if the spot marked on the map were to indeed lead to more fireworks, the Licktoads would be unstoppable!

Or, if not unstoppable, at least they’d be more fireworkrich! Think of all the longshank houses they could burn down with a big supply of fireworks!

Want to join?

I'm looking for 2 more players to join We Be Goblins, both able to make at least 1 post a day. Please don't join if you can't keep up with this pace.

The 2 players will get to play Poog and Reta.


Curse of the Crimson Throne

Baer marches through the city, having a hard time keeping her anger in check. Baer pauses again on her walk, and scratches at the one light horizontal scar across the inside of her left wrist... a symbol of her pain and suffering at one time. A fate and destiny based on the whims of a known liar.

Baer grips her quarterstaff even tighter, white knuckles showing through green skin. She scratches at the scar on her left wrist again, and a card drops out of her sleeve. She picks it up and looks at the card.

Flip the card over:
”I know what Gaedren has done
to you. He has wronged me as
well. I know where he dwells,
yet cannot strike at him. Come
to my home at 3 Lancet Street
at sunset. Others like you will
be there. Gaedren must face his
fate, and justice must be done.”

------
Denario was busy one afternoon with the finals of a game. His sister had eluded their parents again, she'd likely grow up a good sneak. Just as Denario had eliminated another opponent, a friend of his came in. ”Denario, man hey listen to me.”

"What's up? I'm almost through with this last guy and..."

”Man, your little sis appeared again and got snatched away.”

Denario's eyes widened... "What? Who?"

”This is the part you're not gonna like man. Remember that rumored crime lord? He's got her.....a guy matched the man's "recruiter" description.”

The last guy was rude; ”Oi, you gonna finish the game or what?” Denario looked at him furiously. Holding a chip, he flicked it at the guy, leaving a red imprint on his face.

It was the first time Denario ever walked out of a card game, and as he opened the door a strong breeze almost knocked him off of his feet. Something soft hit his cheek, and in a reflex Denario grabbed hold of it. He was about to throw it away when he noticed it was a card.

Flip the card over:
”I know what Gaedren has done
to you. He has wronged me as
well. I know where he dwells,
yet cannot strike at him. Come
to my home at 3 Lancet Street
at sunset. Others like you will
be there. Gaedren must face his
fate, and justice must be done.”

Were the cards in Denario’s favor?

------
Hung Hei Kwoon had interviewed many people in town, and his sense for when people are trying to deceive him had proved useful in his ongoing investigation. He had found the place where Gaedren Lamm was hiding. Or so he thought...

It turned out the place Hung Hei found, an old warehouse, was abandoned. There were traces of recent human presence, but it was obvious Gaedren Lamm wasn’t here. Hung Hei then noticed a card on the floor, and picked it up.

Flip the card over:
”I know what Gaedren has done
to you. He has wronged me as
well. I know where he dwells,
yet cannot strike at him. Come
to my home at 3 Lancet Street
at sunset. Others like you will
be there. Gaedren must face his
fate, and justice must be done.”

------
Mavor didn’t have a lot of luck finding Gaedren Lamm, even when he actively started searching for the man. He went back to the orphanage where he grew up, but it turned out that specific orphanage was no longer used as a place for recruitment of the Gaedren little Lamms.

As Mavor was in need of some money he decided to pickpocket someone. He took a good look at the people in the street he was in, and his eyes came to rest upon someone Mavor recognized: a thief he’d seen snooping around this neighborhood before.

”Those guards seem awfully prepared and numerous, you suppose they’re coming for you?” Mavor asked the thief while approaching him.

The thief panicked and turned to look behind him. ”Guards?! Where?!”

When the thief turned he got hit by a club to his head and Mavor earned another week or so worth of food and coin. Mavor tossed the empty coin purse on the ground, and put the stolen coins in his own purse. While reaching into his own purse Mavor’s hand touched a card that hadn’t been there before, and he took it out of his purse.

Flip the card over:
”I know what Gaedren has done
to you. He has wronged me as
well. I know where he dwells,
yet cannot strike at him. Come
to my home at 3 Lancet Street
at sunset. Others like you will
be there. Gaedren must face his
fate, and justice must be done.”

You'll all be able to find the place, and know it's close to the docks. See the map of Korvosa, linked on top of the thread, for the exact location.

Full Name

Marutson

Race

male Aphorite Ftr 1 | HP 13/13 | AC 20, T 12, FF 19 | CMB +4 CMD 15 | F +4 R +1 W +0 2 vs. poison and mind-aff. effects| Init +1 | Perc +0

Classes/Levels

Ftr 1

Size

Med.

Age

45

Special Abilities

Crystalline Dust, Darkvision

Alignment

LN

Languages

Abyssal, Celestial, Common, Infernal, Protean

Strength 17
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 11
Charisma 12

About Marutson

Aphorite fighter 1 (Planar Adventures 225)
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +0
Defense
AC 20, touch 12, flat-footed 19 (+5 armor, +1 Dex, +3 shield, +1 trait)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0; +2 vs. poison and mind-affecting effects
Defensive Abilities crystalline dust; Resist electricity 5
Offense
Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +5 (1d10+3/19-20)
Ranged javelin +2 (1d6+3)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—protection from chaos
Statistics
Str 17, Dex 12, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Exotic Weapon Proficiency (bastard sword), Shield Focus
Traits defender of the society, self-taught scholar
Skills Acrobatics -5 (-9 to jump), Handle Animal +5, Intimidate +5, Linguistics +5 (+6 to decipher unfamiliar language)
Languages Abyssal, Celestial, Common, Infernal, Protean
SQ planar envoy
Combat Gear alchemist's fire; Other Gear scale mail, heavy wooden shield, mwk bastard sword, javelin (2), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kitUE, pot, soap, torch (10), trail rations (5), waterskin, 87 gp
Special Abilities
Crystalline Dust (1 rounds/day) (Su) Move action to give you a 20% miss chance against melee and ranged attacks. (Free sustains)
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Planar Envoy Reflecting their original role as translators and intermediaries, some aphorites are especially skilled at communication. Aphorites with this racial trait begin play speaking Common and either Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Tein

botting Marutson is very lawful. It people attack him or his friends he'll attack them back. He'll move 20' and swing :)