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![]() Mange covered and nearly wasted away to nothing a panting dog, plods down the road. It heads toward the shade offered by the Border Wood. Finding little comfort in the forest as the heat of the blasting sun has reduced the wood to little more than dry kindling, the poor beast settles down to rest in the marginal shade. Several hours pass... Suddenly out of the clear azure sky, snow begins to fall. The temperature drops drastically. The dog startled out of its siesta, rises and shakes the light dusting of snow from its coat, relishing the cold winds and falling snow. It moves deeper into the snowy Border Wood. The iron shod wheels of a carriage roll by the abandoned snow drift... ![]()
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![]() “Close the door,” Ambrus Valsin murmurs as the team gathers in his office. “Let me start by saying, this mission is not for dissemination among other members of the Society.” The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing. “This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important.” “I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some—”Valsin pauses for a heartbeat before continuing. “—persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership.” Valsin’s expression becomes particularly grim at that point. “If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.” Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, “Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.” Then with a final nod for luck, the venture-captain dismisses the group. You have time to ask a couple questions or make knowledge local or geography checks. ![]()
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![]() “Close the door,” Ambrus Valsin murmurs as the team gathers in his office. “Let me start by saying, this mission is not for dissemination among other members of the Society.” The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing. “This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important.” “I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some—”Valsin pauses for a heartbeat before continuing. “—persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership.” Valsin’s expression becomes particularly grim at that point. “If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.” Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, “Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.” Then with a final nod for luck, the venture-captain dismisses the group. You have time to ask a couple questions or make knowledge local or geography checks. ![]()
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![]() Table 2
Go ahead and begin any discussion you want. I'll post my handling of some common table variations soon. ![]()
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![]() Welcome to Table 1 - 1. Pellacia Aretta
Discuss yourselves. How I handle common table variation stuff coming soon. ![]()
![]() I have the bard and while I enjoy playing it, sometimes we need more non magic attack. I've not met anyone in our area using either of these decks, we have a bunch of fighters and bards. Any thoughts to help me decide? The rogue deck lets you use Jirelle eventually, though the ranger sounds more combat effective. ![]()
![]() A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. For 4-6 players. Recruitment Thread here! I might not check back here very often, so if you want to play, please make sure to follow the recruitment thread link above. ![]()
![]() A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. --------------------------------------- This scenario will be part of PbP Game Day #3, and will be starting on November 1, 2014. This is a game for Pathfinder Society Organized play and players are required to have a legal PFS character and PFS number. Daily posts required, will make allowances for weekends if needed. More information about PFS PBP Gameday can be found here and here ![]()
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![]() Kaer Maga, the City of Strangers indeed. You've never seen so many wonders and horrors and different types of people. Ogres and undead walk the street, along with all manner of humans and humanoids. You've even seen Naga in the back alleys. The massive walls of this city are perplexing and frightening from the outside, and inside they are hundreds of feet thick and filled with tunnels and rooms which make up the majority of the city. The large areas in the city center are open to the sky and this is neutral zone in this fabulous city. The walled areas are strictly divided into areas controlled by various gangs and factions, but today you find yourself in Downmarket. This may not only be the largest marketplace you've ever seen, it also seems to have anything and everything that could ever be sold in stock. The rarest of magical goods, the most holy or vilest unholy relics on display, weapons of the mightiest nature to the crappiest piece of metal tied to a stick with dog guts at a goblin merchant. Slaves, undead and living, as well as mystical beasts and the most common of work animals. Everything is available if you have the coin and desire. You reflect on this frightening and exciting city, fingering a voucher for a free divination at the Augur Temple, as you wait in a curtained off area with five other people.
The troll said the Augury would begin shortly and to have your question ready when they open the curtain...
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![]() Welcome to discussion, lets use this thread to keep Out of character discussion, questions, and meta discussions. ![]()
![]() This is a recruitment from an interest check. At this time not accepting unsolicited applications. This game is going to be slow and in initiative order for combats, where we ask that you only post on your turn. Godsmouth Heresy is set in Kaer Maga, lots of weird humanoids make their home there. If weird race please make sure your back story makes sense and allows you to work with a party of adventures. 4-5 players max 20 point buy
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![]() 4714.Arodus.19 9:00AM
As there are no docks in town, you are dropped off at the widening of the river near the base of the hill. ![]()
![]() “The boat leaves in ten minutes!” shouts a burly sailor. “Last run to Torch for the day!”
All day you have been hearing rumors and outrageous claims of the catastrophe in Torch. “The Technique League put out the fire so they could destroy torches economy.” “The flame got so violent that it wiped Torch of the face of Numeria.” Finally, a barge with a cryer arrived in Hajoth Hakados, with genuine news, “The flame has gone out and there is a huge reward for whoever can fix it!” Recruiting for Iron Gods AP This will be my first play by post as a GM. I’m newish to play by post. I am currently a player in a PBP, to see an example of my playing(Vitreous “Darling" Drimplegatto). I have recently finished running an in person Rise of the Runelords (we will start Iron Gods soon) and will be GMing this concurrently with that group. Shared prep will help keep me on task. Posting should be once a day. Once general gameplay gets started, I’d like to keep it to no more than 3 posts a day. Too much more can be overwhelming and confusing. I am PST and will usually post mid morning. We’ll talk about other posting stuff in the discussion thread once we get going. Characters:
I am looking for 4-5 players total. 2 slots are reserved for now. One of these slots thinks they will be a gunslinger. Build rules:
15 point buy
And finally, I will close applications on August 12th and make formal roster announcement on August 14th, the official release date of the AP! ![]()
![]() I was lucky enough to get into this gaming session, really looking forward to it. Having some difficulty deciding on a character to bring. Initially I was going to bring Captain Lodewijk Vylder, a dwarf corsair(fighter)3/pistolero(gunslinger)1, and his first mate Koza Cabrahijo (Standard non combat goat) then I thought that we might need a cleric so, Esmee Drimplegatto Gnome Cleric of Brigh 4 with Earth and Fire domains may be ready for adventure. If anyone else is scheduled to participate in that session and want to comment or share their character plans so we can have a balanced party. ![]()
![]() I've been reading the material about the Mana Wastes and Alkenstar. Having trouble with the actual geography. The map and text generally have Martel West of Alkenstar on the river. The text generally refers to the City of Alkenstar being at the top of the waterfall of the Ustradi River. Most of the text refer to Martel being at the bottom of the same falls. Now the problem. The river flows North East, if Martel is West of Alkenstar how can it be at the bottom of the falls? ![]()
![]() When reviewing the retrain rules about archetypes to non archetype, the rules state you spend 5 days unlearning the replaced feature. However with the Shaman archetype the features aren't replaced they are just modified. The first ability that mentions replacement is the 5th level Totemic Summons which replaces an ability you don't get til 13th. So if you are level 4 is there no cost to retrain since you haven't replaced anything? Or must you pay to adjust the modified abilities and any replaced abilities as well as totemic transformation? Or you would just pay to remove totemic transformation? I believe there should be a cost, but what is the appropriate cost especially in regards to PFS. ![]()
![]() According to the podcast, it appears that the sanctioned Adventure Path system is successful with both "module" mode and home game mode. I know that I've gotten two chronicles for Burnt Offerings and one for Shattered Star book 1, that I enjoyed playing and GMing an AP and will continue to do so. Would it be possible to adjust the Sanctioned Module play to mirror the home game style of play offered with the Sanctioned Adventure Paths, while still providing the current method of module play? ![]()
![]() I work in a library and am getting ready to run a Role Playing program at my branch. I heard this program was to be debuted at ALA Midwinter which was this last weekend. I'm very excited about this, as I am a regular pathfinder society player and GM, and the society program really helps narrow down the options and creates a more level playing field. When can I get more information? Is there anything an avid pathfinder and library staff person can do to help? Is there a "beta" process and can I be part of it? |