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MorkXII - Grazzle's page

539 posts. Alias of MorkXII.



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Discussion


Adventure 4: Buried Treasures
Build the Vault:

  • The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove any Level 0 and 1 non-Veteran boons.

    During this Adventure:

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • Scenarios 4C1: Healthy Competition and 4C2: Brook No Rival offer a choice for the party regarding how to approach [...]. Run only one of these scenarios: Healthy Competition if the party wishes [...], or Brook No Rival if they choose to [...].

    7-4A: Evil for Sale
    One week after your encounter with Letra, Eando Kline summons you to his office. The necromantic artifact he’d promised to lock away forever lies in plain sight in the middle of his desk, though you have to admit its unpleasant green glow seems to have died down some. “You thought your encounter with the Corrupted Priestess was the end of things,” he says. “Unfortunately, evil rarely works alone, and our research into the artifact has indicated this object has friends---a lot of them.”

    Before you can ask whether these friends are alive or non-viable, Kline continues, “This statuette is part of a long-rumored collection of malignant magical items said to be buried somewhere in the Cinderlands. The bad news is, it looks like someone has found that cache. The good news is, evil always leaves a trail. Our divinations indicate a caravan of speculators has recently returned from the Cinderlands with relics bearing magical signatures that tie them to the statuette you found. Your mission is to confront these alleged merchants, obtain their collection by any means necessary, and determine the source of their ill-gotten gains. If necessary, head out into the Cinderlands and bring back any remaining artifacts before they can fall into the hands of more people ill-prepared to deal with the consequences.”

    You head out to the address Kline supplies, trying not to think too hard about what means might be necessary. After all, purchasing is a means, and Kline will surely reimburse you for the expense. You knock on the door to the caravan house, and the woman who answers the door escorts you into a comfortable office. The merchant seems surprised that you want to purchase all of his collection and names a price more exorbitant than you imagined. As you close the deal, you inquire about the source of the relics.

    Suddenly, the merchant’s demeanor turns cold. “You’re trying to cut in on my market, aren’t you?” he accuses. You try to assure him that you intend no such thing, but he doesn’t seem to believe you. He grabs a glowing green bell off his desk before you can stop him, and soon a haunting melody fills the room. Before you know it, several guards brandishing weapons enter the room, followed by something you really hope isn’t a golem. The merchant mutters an incantation, and he shoots a glowing arc of energy right at you.

    LOCATIONS:
    1-6 Shop

    STORY BANES:

  • Danger: Mercenary
  • Villain: Artifact Dealer-Villain Proxy V1
  • Henchmen: None

    SETUP:

  • Before building the locations, set aside the monster Mercenary; treat it as a story bane monster. When building the location, build the Shop location a number of times equal to the number of characters and shuffle all the cards together. After preparing the story banes, shuffle the non-closing henchman Shield Guardian-Proxy B and a Mercenary-Proxy A for each character into the Shop location.

    DURING THIS SCENARIO:

  • At the end of your turn, if you did not encounter a bane during this turn, summon and encounter the danger.
  • When you defeat or evade a monster from a location, you may examine the top or bottom 2 cards of the location. You may then shuffle the location.
  • When you defeat the Shield Guardian, display it next to your location. When you would defeat the villain, if the Shield Guardian is not displayed next to your location, the villain is evaded.


  • Hi!

    If you've signed up to play PACS Year of Reborn Strife during Gameday X, you're in the right place! Please feel free to use this thread to discuss character options, and we'll get started sometime on or around Sept 6.

    I would like to use either Google Hangouts/Chat or Discord for discussion. If you could state your preference below, that would be great. At some point closer to our start date, we'll choose a platform and then I will likely ask you to PM me your contact info so I can add you to the chat.

    If we end up with only two or three players, I might play a character myself to round out the team.

    I look forward to playing with you!


    Year of Reborn Strife

    Kaer Maga stands as a testament to the forgotten people who built it. The dense, walled districts have fittingly become home to a host of people who have been or wish to be forgotten by the world. Seen at once as a criminal haven and a grand experiment in selfgovernance, Kaer Maga remains strange even to those who live and die within its diverse sections—and perhaps even stranger to those who are reborn here.

    Between the disparate groups and powers within Kaer Maga, a strange balance exists; a somewhat anarchical understanding between its residents that one’s business remains one’s own. This principle of personal freedom and privacy lies at the fragile heart of Kaer Maga. Its lifeblood pulses with merchants of exotic goods, troll fortune-tellers gazing into their own viscera, and corpulent bloatmages replete with lymph-balancing leeches.

    Here, even traditions that would typically stand in violent opposition to each other must respect the city’s creed. Priests of Urgathoa, goddess of gluttony and undeath, produce undead servants, and reanimated pack animals labor for those who can afford them. Meanwhile, Pharasmin clerics fulfill their sacred duties to protect the cycle of souls by conducting burial ceremonies and maintaining a crypt that serves the wealthiest members of the city.

    A constant thread has begun to weave its way through these seemingly disparate peoples: something strange is happening in Kaer Maga, beyond the oddities of each passing day. The residents of the City of Strangers do not easily give up their secrets, especially to outsiders. But when that disturbance threatens to upend the careful balance of the city, who will follow this thread and sever it from its source?


    Hi,

    I just received a drop for Pathfinder Adventure Card Society #7-99: The Protean's Prank, and when I try to download it, I just get an empty (0KB) zip file. I've tried clicking the "Problems with this download?" link, logging out and back in, deleting cookies, using incognito mode, etc, and nothing seems to help.

    I've confirmed that others (including one person who received Pathfinder Adventure Card Society #7-99: The Protean's Prank at the same time I did) are able to download the file without issues.

    I'm hoping someone can help me with this. Thanks!


    Discussion


    Gameplay.


    I am looking for 4 mighty heroes to explore the ruins of Bonekeep. This 3 scenario adventure was originally the 2018 PACG Open, and it will be more difficult than your average adventure. Each hero will pick one of these 4 character options:

  • Valeros with the Fighter Class Deck and the Ultimate Combat Add-On Deck
  • Kyra with the Cleric Class Deck and the Ultimate Magic Add-On Deck
  • Lem with the Bard Class Deck and the Ultimate Intrigue Add-On Deck
  • Merisiel with the Rogue Class Deck and the Ultimate Equipment Add-On Deck
  • Lini with the Druid Class Deck and the Ultimate Wilderness Add-On Deck
    Each character gains 3 skill feats, 3 power feats, and 3 card feats and will build their deck using only cards with adventure deck numbers of 3 or lower.

    The adventure has a scoring system, and each scenario will reward you with points based on how you did. After we are finished, I will create a "2018 Open - High Scores" thread in the PACG forums (if it hasn't already been created) and hopefully over time more games will be posted there.

    If there is enough interest, I may consider running multiple tables.

    For these tables, I plan to use Google Hangouts/Chat for player communication.


  • Discussion Thread


    Gameplay thread.


    Discussion


    Year of Rotting Ruins

    Lastwall is dying, and the Whispering Tyrant has killed it.

    A noble nation of paladins and knights, Lastwall was created to watch over the prison of the undead Whispering Tyrant. The notorious lich was locked away 900 years ago in the province of Virlych in neighboring Ustalav. Ever vigilant for the lich’s return, Lastwall also protected civilized lands from orc hordes, roaming undead, and other evils.

    Yet in his imprisonment, the Whispering Tyrant planned for his freedom and his revenge. Armed with a devastating superweapon of his own design, the Whispering Tyrant obliterated Lastwall’s capital of Vigil and blasted open his prison. Now, the lich who tyrannized the Inner Sea region a millennium ago has returned. His undead minions and mortal cultists travel freely through Lastwall, slaying its guardians and shattering its castles. Lastwall’s final hope is the white-walled city of Vellumis, a trading port on Lake Encarthan. Lastwall’s remaining bureaucrats organize fleets of evacuees from Vellumis daily, shepherding people out of the dying nation to safer lands.

    Yet hard times are times for heroes. The Pathfinder Society, a world-spanning group of treasure hunters and lore seekers, maintains a presence in Lastwall. Few Pathfinders in Vigil survived, and those who did rushed to Vellumis to aid the evacuation efforts and rejoin with Vellumis’s Pathfinders. From Vellumis, the Pathfinders can coordinate rescue efforts in the Lastwall countryside and take the fight against evil into haunted Virlych itself.

    Some have given the dying nation of Lastwall a new name: the Gravelands. Yet even in the grim face of death, champions must rise.

    DURING THIS ADVENTURE PATH:

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.


  • discussion.


    Revenge of the Wicked
    by Francesco Silvestri (Doppelschwert)

    DURING THIS ADVENTURE PATH:

  • In locations that have the Abyssal trait, ignore the Outsider trait on banes.
  • After you begin Deskari‘s Army (AD2), when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Last Home of the Elves (AD4), do the same for cards that have the Elite trait.
  • This adventure path does not use most of the support cards from Wrath of the Righteous. Instead, a new mythic path and additional mechanics are introduced on the next pages, which focus on the Corrupted trait.
  • Conjuring: To conjure a servant for your check, do the following:
    Choose an unlocked servant from the Conjuration Table on the next page whose Might is at most your number of mythic charges. Summon the bane and use its highest difficulty to defeat as the result of your check, then banish it; add 1d6 to the result if it has the Undead trait, but no other cards or powers may be used on this check. If you fail the check, you are dealt 0 damage.

    Adventure 0: Fall From Grace

    "What is the point of being righteous?“

    You ponder this question while you wait for a small band of cavaliers and paladins to pass your little band of adventurers. Ever since your journey brought you closer to Mendev, these types of encounters saw a steady rise in numbers. While you can't deny that you're glad that those knights stand between you and the Worldwound incursion, you don't really envy them either.

    So far, you life has not been the greatest, even though you always managed to pull through somehow. After several throwbacks during your youth, you went to travel the road, where you met the other members of your group while doing the occasional job. You've never been too much on the lawful side of things, but you came to appreciate the feeling of independence that came with that, and your liberal interpretation of the concept of ownership often saved you a lot of coin.

    However, things improved two years ago, where you teamed up with a small adventuring group consisting of the rogue couple Anevia and Aron and their elven wizard friend Aravashnial. Recently, one of their contacts pointed you to an abandoned temple ruin, supposedly full of magical trinkets and lesser artifacts. Let the knights fight their glorious battles – you know well that glory will neither feed you nor keep you warm, and once you plundered the ruin, you will leave this godforsaken place as fast as you can.


  • Discussion.


    Season of Plundered Tombs

    Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III.

    Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age.

    Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters.

    As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center. History says that this was once Ulunat, a destructive behemoth laid low by the city’s founder and now inhabited by its elite.

    There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!

    DURING THIS ADVENTURE PATH:

  • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.


  • dot


    Season of Plundered Tombs

    Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III.

    Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age.

    Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters.

    As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center. History says that this was once Ulunat, a destructive behemoth laid low by the city’s founder and now inhabited by its elite.

    There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!

    DURING THIS ADVENTURE PATH:

  • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.

  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.


  • Discussion.


    Year of Reborn Strife

    Kaer Maga stands as a testament to the forgotten people who built it. The dense, walled districts have fittingly become home to a host of people who have been or wish to be forgotten by the world. Seen at once as a criminal haven and a grand experiment in selfgovernance, Kaer Maga remains strange even to those who live and die within its diverse sections—and perhaps even stranger to those who are reborn here.

    Between the disparate groups and powers within Kaer Maga, a strange balance exists; a somewhat anarchical understanding between its residents that one’s business remains one’s own. This principle of personal freedom and privacy lies at the fragile heart of Kaer Maga. Its lifeblood pulses with merchants of exotic goods, troll fortune-tellers gazing into their own viscera, and corpulent bloatmages replete with lymph-balancing leeches.

    Here, even traditions that would typically stand in violent opposition to each other must respect the city’s creed. Priests of Urgathoa, goddess of gluttony and undeath, produce undead servants, and reanimated pack animals labor for those who can afford them. Meanwhile, Pharasmin clerics fulfill their sacred duties to protect the cycle of souls by conducting burial ceremonies and maintaining a crypt that serves the wealthiest members of the city.

    A constant thread has begun to weave its way through these seemingly disparate peoples: something strange is happening in Kaer Maga, beyond the oddities of each passing day. The residents of the City of Strangers do not easily give up their secrets, especially to outsiders. But when that disturbance threatens to upend the careful balance of the city, who will follow this thread and sever it from its source?


    1 person marked this as a favorite.
    Wandermeal wrote:
    After the first exploration of your turn, display this card. While displayed, add 1d6 to your non-combat checks. At the end of your turn, discard this card.

    Does this mean that:

  • it can only be played immediately after your first exploration?
  • or that it can be played any time after your first exploration?

    The second option seems more inline with how I would expect to be able to play the card, but would not really match how "After [...]" powers generally work in PACG.

    The first option seems like an odd restriction, and presents an issue if the first exploration of the turn grants an second exploration (Ranzak's character feat, Locked Door barrier, etc). This would force you to either give up that free explore, or be prevented from playing Wandermeal at all during your turn.

    If it was intended to be playable any time after the first exploration, maybe this would work?

    Wandermeal (suggested) wrote:

    Display this card. While displayed, add 1d6 to your non-combat checks. At the end of your turn, discard this card.

    You many not play this card until after the first exploration of your turn.


  • Welcome! If you've signed up to play at my A Night at Bloodthorne Manor during Gameday IX, then you've come to the right place!

    A Night at Bloodthorne Manor is single adventure with 4 scenarios that can be run at level 1, 2, 3 or 4. I intend to run it at level 3, making it available for characters of level 2-4, although depending on signups, we might adjust that up or down.

    To get us started:

  • Please dot in here and in the gameplay thread so that you will get notices on your Campaigns page whenever someone has posted.
  • To facilitate game discussion, I am open to either Google Hangouts or Discord, with a preference to Google Hangouts. Let me know which of these options works best for you.
  • Once you have your character pick finalized, please post if you could please post your character info here:
    Character name
    PFS # (100000-1000)
    Decks and/or packs that you intend to use.
  • We have roughly 10 weeks to finish these 4 scenarios before the end of Gameday, so I don't think we need to achieve a break-neck pace. However, players should count on posting roughly every 24 hours (with maybe a more relaxed expectation on the weekends).


  • Gameplay thread for Gameday IX - A Night at Bloodthorne Manor, run by BR Mork (more info to follow).


    Hi everyone!

    Please feel free to discuss character options here. Once you've selected your character, please let me know which decks/adventure packs you are using, your PFS # for the character, and what Tier/XP your character is at.

    If you have not previously sent me proof of ownership for the products you'll be using in this game, please send that to morkxii@orgplayonline.com.

    Two additional questions:

  • What difficulty level do we want to play on? My preference is probably Normal, but if everyone prefers Heroic or Legendary, then we can bump it up.
  • Do we prefer Hangouts or Discord?


  • Hi everyone!

    Please feel free to discuss character options here. Once you've selected your character, please let me know which decks/adventure packs you are using, your PFS # for the character, and what Tier/XP your character is at.

    Also, if you have not previously sent me proof of ownership for the products you'll be using in this game, please send that to morkxii@orgplayonline.com. Thank you!


    dot


    dot


    I am recruiting up to 5 players to play The Dragon's Demand (storybook from the Pathfinder Adventure Card Game Core Set, sanctioned for organized play). I will run this PbP game on the paizo.com forums. Recruitment will be open until Saturday, June 6 at 8:00AM EDT. On Saturday, if there are more than 5 players signed up, then players will be determined by lottery.

    NOTE: I am also recruiting up to 5 players for a Curse of the Crimson Throne (CotCt) game here. You may sign up for the lottery for both games, but you may only play in one game, in order to allow for as many players as possible to join in. (If a lottery is not needed for either/both games, then this restriction will be relaxed). I will first roll for players for the CotCT game, and then roll from the remaining players for the DD game.

    The Dragon's Demand is a 10 scenario adventure path taking characters from level 1 to level 3.

    Requirements:
    1. Ownership: You will be required to provide proof of ownership of any products that you intend to use in this game (Class Deck, Core+CotCT sets, promo cards).

    2. Posting Frequency: You should be normally be able to take at least one turn per weekday and once over the weekend. (Ideally, you will also be available to occasionally pop in to roll a temp close check or help fight off that pesky Zombie Nest that someone stumbled into.) But this is just a general rule: everyone understands that life happens outside these forums, and you might not be able to post for a couple days for whatever reason. If that happens, please just let me know.
    2a. Botting: If you haven't posted for about 24 hours (and don't respond to a reminder), for the sake of the group, it might be necessary for me to take your turn for you. This keeps the game moving, and helps prevent everyone from losing interest in the game.

    3. Group Discussion: I typically use Google Hangouts to facilitate game discussion Before we get started, I will ask you to send you an invite link to the hangouts discussion. (I can be convinced to use Discord, if the majority of players would prefer that).


    I am recruiting up to 4 more players to play Curse of the Crimson Throne (using the sanctioning rules for Organized Play). I will run this PbP game on the paizo.com forums, and I will also be playing in this game. Recruitment will be open until Saturday, June 6 at 8:00AM EDT. On Saturday, if there are more than 4 players signed up, then players will be determined by lottery.

    NOTE: I am also recruiting up to 5 players for a Dragon's Demand (DD) game here. You may sign up for the lottery for both games, but you may only play in one in order to allow for as many players as possible to join in. (If a lottery is not needed for either/both games, then this restriction will be relaxed). I will first roll for players for the CotCT game, and then roll from the remaining players for the DD game.

    Curse of the Crimson Throne is a 25 scenario adventure path taking characters from level 1 to level 6.

    Requirements:
    1. Ownership: You will be required to provide proof of ownership of any products that you intend to use in this game (Class Deck, Core+CotCT sets, promo cards).

    2. Experience: For this game, I would prefer that players be familiar with the basic Adventure Card Game rules. If you aren't familiar with the Organized Play rules or playing games by post on the Paizo forums, that's not a problem - I'll be able to help you figure all that out.

    3. Posting Frequency: You should be normally be able to take at least one turn per weekday and once over the weekend. (Ideally, you will also be available to occasionally pop in to roll a temp close check or help fight off that pesky Zombie Nest that someone stumbled into.) But this is just a general rule: everyone understands that life happens outside these forums, and you might not be able to post for a couple days for whatever reason. If that happens, please just let me know.
    3a. Botting: If you haven't posted for about 24 hours (and don't respond to a reminder), for the sake of the group, it might be necessary for me to take your turn for you. This keeps the game moving, and helps prevent everyone from losing interest in the game.

    4. Group Discussion: I typically use Google Hangouts to facilitate game discussion Before we get started, I will ask you to send you an invite link to the hangouts discussion. (I can be convinced to use Discord, if the majority of players would prefer that).


    Hi everyone!

    Thanks for signing up for my We Be Heroes table for Outpost III! As is usual for my ACG tables, we will be using Google Hangouts to facilitate game discussion. I will probably be setting that up in the next few days and sending you all a Paizo PM with a link to join the group. If we don't get at least 3 players, I'll probably build a char and join in.

    I'm looking forward to running this adventure, and I hope everyone has fun playing!

    Mark/MorkXII.


    We Be Heroes?
    The Crookedtoe goblins are a small tribe that was very nearly wiped out during the Goblinblood wars that engulfed the Chitterwood 20 years ago. They only managed to survive after the more aggressive, violent members of their tribe were killed and the remaining goblins fled far to the north, finally settling in the Southern Fangwood, where they took to hiding in the deeper sections of the forest. In a remarkable change of long-held tradition, the surviving goblins intentionally chose to curtail their ancestors' violent ways. A young and energetic leader named Velkik claimed to have had visions of the sun speaking to her, and she soon came to hold sway over the tribe, preaching the ways of redemption and peace. She subtly turned the tribe's obsession with fire into veneration of the sun, effectively creating a community devoted to Sarenrae, although because Velkik has no formal religious training, the community's faith is far from mainstream. Over the years, chief Velkik has introduced radical reforms: instead of being caged, goblin young are merely leashed, for instance, and reading and writing are not outright forbidden, although there is still much nervousness around the practice.

    Perhaps more significantly, Velkik changed the way the Crookedtoes kept their voracious appetites sate. Instead of raiding nearby settlements, the tribe turned to hunting and gathering for subsistence. Under her leadership, the tribe has managed to avaoid conflict with any nearby humans; they have even made peaceful contact with a few travelling merchants who pass through the area. While the occasional rogue element arises in the group, Veliki keeps a close eye out for anyone who displays too many "classic" goblin behaviors.

    But change is in the air. A foul miasma of death and decay has crept in to the lands of the Crookedtoes and food has become scarce. Animals in the forest seem to have fled, and the tribe's scouts have reported a rise in undead sightings. Worse, the tribe's best scout, Grimeye, has gone missing.

    (Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra. Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.)

    Goblins burn and goblins chew
    Everybody says it's true!
    But we also brave and strong
    Fighting villains all day long!
    Watch out monsters,
    Guard your toes
    'Cause we now be great heroes!

    DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).