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F Human, with Orcish qualities Mom-12
![]() You are several days northwest of Bloodcove—days of dusty, dirty running and riding as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind you, no more than an hour by horse now, ride dozens of Aspis mercenaries. Your activities in Bloodcove, it seems, were not as secret as you hoped. ![]()
F Human, with Orcish qualities Mom-12
![]() Venture-Captain Hestia Themis, a woman of small stature, but great importance within Cassomir, sweeps locks of thick, raven hair away from her face. As she starts to speak, shrill horns bellow an alarm. Hestia pauses for the signal to quiet, and as the trumpeting ring fades, her booming voice continues. “Colleagues, the city of Cassomir declared a state of emergency this morning. Late last night, a swarm of rats poured into Cassomir’s streets, spilling from every sewer grate within the Old Cassomir district. As the city guards dealt with this infestation, a large assault force of derros penetrated Swift Prison. Within a few hours, the derros emptied the Swift, and marched their new slaves into the Darklands. Normally we defer incidents like this to the authorities, but I offered our assistance. There’s an item of interest, a church bell called the bell of obedience, that may reside in Swift Prison’s chapel. We want to catalogue it and may never have another opportunity to explore the Swift unsupervised. While investigating the derro invasion, head to the chapel and inspect the bell. If possible, I want you to determine whether the Chapel’s bell is in fact the legendary bell of obedience without taking it from the prison. Cassomir’s constabulary is as of this moment fighting Cult of Nature’s Cataclysm devotees at the south entrance to the prison. The constabulary agreed to distract the cultists there so that you might approach the Swift from its north side and enter the prison from the south gate behind the cultists.” At that moment, a teenage boy enters through the Cassomir Lodge’s front door and Themis gestures him over. “This is Nefti—I believe some of you may know him already. Though he works with the Aspis Consortium, he helped us rescue a fellow Pathfinder when this derro business began. It seems Nefti happened to be serving a debtor’s term inside the Swift when the abductions took place. For his testimony to last night’s events we secured his release. He agreed to escort you to a spot north of the Swift where he will tell you all he knows. Any questions?” ![]()
F Human, with Orcish qualities Mom-12
![]() In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city. Rules of the Swift is the fourth and final installment of the Devil We Know campaign arc. ![]()
![]() I'd like to take a happy minute to welcome John Freida to the fray as a new Venture Lieutenant for the region. John has been running Pathfinder games for several years, and he's doing a great job running Organized Play games anytime he possibly can. He'll be a huge asset to our area and I am glad to have him on board. Please make him feel welcome. Thanks! Mari ![]()
![]() A giant congrats to Dan on his appointment as Venture Lieutenant for Newark, Delaware. I would like to thank him so much for stepping in to this position. I look forward to working with him to get an even larger community going! Please join me in welcoming him. You can him at most Days of Knights games in Newark, Delaware. Mari ![]()
F Human, with Orcish qualities Mom-12
![]() A Pathfinder Society Scenario designed for levels 7–11. In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition? Written by Dennis Baker. ![]()
F Human, with Orcish qualities Mom-12
![]() A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools. Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2. Written by Larry Wilhelm ![]()
![]() Greetings! If you live in or around Newark, Delaware and might be interested in some Organized Play, I am trying my darnest to get regular games going, generally every other Thursday evening, starting approximately 6:00 p.m. If you're interested at all, please visit our Facebook page and I have a Warhorn page for scenario sign-ups. Looking forward to having players to GM for! Thank you. Mari ![]()
F Human, with Orcish qualities Mom-12
![]() A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? Written by Joshua J. Frost ![]()
F Human, with Orcish qualities Mom-12
![]() A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? Written by Joshua J. Frost ![]()
F Human, with Orcish qualities Mom-12
![]() In here, I'd like you to post your PFS # this credit will be applied to. If you're particular about the faction it gets applied to, specify that as well. Also, if you could let me know whether you've already played (or GMd) this scenario before, or if it will be new to you. Thank you and I hope you enjoy yourselves immensely with these guys. ![]()
F Human, with Orcish qualities Mom-12
![]() You are goblins of the Licktoad tribe, who live deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result. Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos—writing things down. In fact, rumor holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut! That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks — fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission for you all... one that the other goblins of the
We be Lick toads! We make raid!
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