Spooky

Nalfeshnee - Familiar's page

30 posts. Alias of PatheticWretch.




Please provide me with:

Player name:
Character name:
PFS#:
Faction:

Day job (if any):


Everyone check in! Starting next week!


I'm planning to play a gnome illusionist sorcerer. Though I will take plenty of battlefield control spells each level, I'll be specializing in illusions.

I'll have these feats to start: spell focus: illusion, effortless trickery, threatening illusion, and persistent spell.

One of the main things I wanted to do is have an illusory bodyguard that follows me around (using effortless trickery to keep it up constantly). I had planned to cast a threatening silent image and later a threatening major image to create the bodyguard. However, this line from silent image makes me think it can only stay in a small area: "Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)"

So I had two questions:

1. Is there an illusion spell that will allow me to do what I want (i.e. create the illusion of a bodyguard that follows me around wherever I go?).

2. Though I'll be taking plenty of other non-illusion spells, what are your favorite illusion spells to build around as I level?

Many thanks!


Hello!

I'm looking for two recruits to add to a current cadre of four to work through Emerald Spire.

I tend to post 1/day weekdays and 1/weekend, so it's not incredibly fast but methodical.

I'll be running this as long as I have interest and players, and hopefully complete the whole thing. This is not super RP-heavy, so I'm hoping to have some applicants who can make it fun and interesting with RP despite it being a dungeon crawl.

The current group is:
Brawler
Druid
Bard
Arcanist

Please apply below!


Please provide:

Player Name:
Character Name:
PFS #:
Faction:

Day Job roll (if any):

Favorite full-caster class (just for fun):


Having explored the upper level of the Emerald Spire, the group of Pathfinders now finds themselves with only one option: to see what lies beneath the surface.

Please dot in.


Please provide:

Player name:
Character name:
PFS#:
Faction:

Day job roll, if any:


Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, halfmelted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The site is well known to locals from both Fort Inevitable and Thornkeep, and many travelers passing through the Crusader Road area make the trek into the forest to look on the ruins—from a safe distance. The Spire’s ruins are known to be infested with dangerous monsters, and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators.

As travelers emerge from the Echo Wood underbrush, they find themselves staring up at a ruined keep guarding a broken central tower, all made of smooth, green glass. It’s obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris. At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to steal light into its inky depths.


Please provide:

Player name:
Character name:
PFS#:
Faction:

Day job roll, if any:


Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, halfmelted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The site is well known to locals from both Fort Inevitable and Thornkeep, and many travelers passing through the Crusader Road area make the trek into the forest to look on the ruins—from a safe distance. The Spire’s ruins are known to be infested with dangerous monsters, and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators.

As travelers emerge from the Echo Wood underbrush, they find themselves staring up at a ruined keep guarding a broken central tower, all made of smooth, green glass. It’s obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris. At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to steal light into its inky depths.


I am recruiting two table of the first level of Emerald Spire, The Tower Ruins.

This will be PFS, and each Chronicle Sheet awards 3 XP and 4 Prestige. The module is for levels 1-2.

Reserved Spots:
-Though I am recruiting two tables, I am reserving a handful of spots for some ongoing players.
-I am also reserving 1 place at each table for someone willing to offer me a spot for a level 1-2 module in return (Crypt of the Everflame, Godsmouth Heresy, Emerald Spire 1, or preferably any of the first parts of an adventure path). Though I had reservations about requiring a trade, I have a couple characters I want to advance and have had trouble finding modules for quite a while.

I won't start the game until January. I'll likely post 1/day on weekdays and 1/weekend.

I'll give this a few days to marinate, and will roll lottery for the available spots (except the player who takes up my offer, who is guaranteed a spot).

Looking forward to it!


Please check in and provide:

Player name:
Character name:
PFS#:
Faction:

Day job, if any:

Favorite Pathfinder class!


The drifting steam of freshly made tea shimmers through the air in front of Venture-Captain Amara Li. The stoic Tian woman places an ornate tea tray on the edge of her desk, inviting all those present to partake of the drink. Li’s neatly organized office is the site of various tapestries and artifacts imported from the distant land of Tian Xia.

“I would like to thank you all for coming here despite the lack of explanation. Circumstances have forced me to be discreet in this assignment. There are many who would put the information I am about to share with you to more unsavory ends.”

Amara begins to take an initial sip from her teacup before she continues.

“Several months ago I arranged the successful sale of a pair of tomes from my homeland of Tian Xia to a versed historian here in Absalom. Of these books, the Infernal Incantation was the more highly sought after, as it is said to contain the secrets of binding the
legions of Hell.”

Amara takes another sip of her tea and then places the cup on her desk, her expression turning cold.

“The historian—one Yargos Gill—has spent the past several weeks studying the book from within his Absalom villa. To make matters
more complicated, Yargos decided to try performing one of the rituals held within the Infernal Incantation late last night. From the
breathless ramblings of his assistant who arrived at my door only a handful of hours ago, it would appear that something went horribly wrong with the ritual Yargos enacted.”

“From what I was told, the ritual revealed to Yargos and his aides that the Infernal Incantation was not a guide on imprisoning fiendish forces, but instead the book itself was a prison for the armies of Hell. Within the confines of those ancient pages reside hundreds—perhaps even thousands— of devils eager to escape their long imprisonment. If Yargos’s bumbling has caused some sort of disturbance within the tome, then we need to ensure it is fixed as quickly and as discreetly as possible. It would not do the populace any good to realize that a full-on infernal invasion could appear in the middle of the city!”

“I need you to go to Yargos’s estate, where his aide has already informed him of your impending arrival. Once you meet with the historian, learn what you can about the book and how to reverse the meddling he has caused. Above all else, ensure that the legions of Hell are contained.”

knowledge (arcana) or knowledge (religion) DC 15:
The Infernal Incantation is a tome from distant Tian Xia said to hold the secrets of binding the denizens of Hell.

knowledge (arcana) or knowledge (religion) DC 20:
The Infernal Incantation has a relatively unknown sister document: The Celestial Song.

knowledge (arcana) or knowledge (religion) DC 25:
There's more info if anyone rolls this high.

knowledge (arcana) or knowledge (religion) DC 30:
There's more info if anyone rolls this high.


A group with a rotating DM has been working through all of Season 3. Our next outing is Icebound Outpost.

Right now our characters are level 3.2. If you would like to join us for Icebound Outpost and then continue with our rotating DM arrangement, please let me know which character you have available here.


Please check in with:

Player name:
Character name:
PFS #:
Faction:

Day job roll (if any):

Favorite Pathfinder spell:


You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency.

“Have you any coin to spare, fine folk?”

The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.

“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?” Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.

“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.” As if anticipating agreement, the bedraggled venture captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.


I need another 2 players for a Wounded Wisp scenario. I had run a group through some other scenarios, and this was the third part, but had 2 drop out.

I'll take the first 2 players to apply. We'll start Monday, with posts desired most weekdays and maybe one over the weekend.


We are looking for 1-2 Players/DMs for a complete run-through of Season 3.

We are currently level 3.1, so ideally any new additions would be very close to that level. Everyone takes a turn at DMing every 6 scenarios, but otherwise we're mostly playing.

We've had a pretty fun group dynamic, and would love some willing to RP!


Please post the following:

Player Name:
Character Name:
PFS#:
Faction:

Day job roll (if any):

Favorite color:
Air speed velocity of a swallow:


Ambrus Valsin, the venture-captain in charge of daily operations in and around the Grand Lodge, storms into the meeting room and sits down.

"All right, Pathfinders! Listen up. I know you have just finished your Confirmation and are eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team before your first real mission, and it would be best if you could finish them before the day’s end."

He slides a envelope over to the party, looks at the group and shakes his head. " Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions."

He takes a deep breath as he continues, "We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. For every friend of the Society, there are two enemies. So we got to make sure we treat our friend with respect and help them out from time to time."

He looks at each of the assembled Pathfinders in turn. "Your first mission, is to test your mettle and loyalties. It sends you to meet a few people very important to the Society, living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine."

He stops and eyes the party to make sure everyone was listening. "That list of tasks are not arranged in any particular order of importance, but I want them all completed as quickly as possible."

He gathers the rest of his paperwork and stands ready to leave, "Only report to me once you complete everything. Included in the envelope is the list, complete with the name of your contact, and directions to the meeting location." With a nod he heads for the door. You only have a moment to ask any questions you might have before he is off to attend other business.

CHECKLIST


I am looking for one or two additional player for The Confirmation. I am running a brand new group of four players through, and have specific requests for any characters applying:

1. Because I am trying to introduce, and get my gaming group to enjoy, play-by-post PFS, I would like someone committed to role-playing and making this a fun experience. I want someone who will be an example to the other players as to how to play and enjoy this format.

2. The four players have played no scenarios, so I would like someone that can either heal or can use a wand of CLW on the other players (and doesn't mind sharing charges).

3. Posting expectation is 1/day weekdays and maybe 1x over the weekend.

If you meet those requirements, please express your interest here!

Thanks!


Please post the following information:

Player Name:
Character Name:
PFS #:
Faction:

Day job roll (if any):


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.


Hi there...there is a group of players/DMs rotating through ALL of Season 4 (Classic). Each player takes a turn in the DM seat every 6 scenarios, and we plan to make it all the way through.

So far, we have only played through 3 of the evergreens, plus Severing Ties.

We lost one player/DM to attrition, and are looking for a replacement. Ideally, you would have a character with exactly 4 XP so you will fit in with our characters.

If interested, please check in HERE.


Discuss any discussions you may want to discuss.


Go ahead and dot in...starting September 21!


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Hi, I'll be running Wounded Wisp as part of Game Day IV. The game will start September 21.

Sign in with the character you would like to run...then sit tight and wait a month! :)

Taking the first 6 to sign in with their character.


Open for business.


Opening things up...should start Monday.


I hereby throw my hat into the DM ring to run my first, Pathetic scenario for Game Day 3.

I do have other DM experience, both at the table and PBP. I have not run a PFS adventure, though.

I realize there are lots of Confirmations going on already, but didn't want anything too tough to run on my first PFS outing.

I'll be taking 4 recruits, since I have two spots reserved already.

This will be really fun!

bluff: 1d20 - 2 ⇒ (5) - 2 = 3

sense motive DC 3:
Nope. Will almost certainly be pathetic.