Alain

Nathan Davis's page

Obsidian Entertainment. Organized Play Member. 44 posts (4,020 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters. 17 aliases.




It begins...

Everyone's a veteran of this so I'll boil this down.
Character Selection
Once you finalize your choice, create your character on https://acg.orgplayonline.com/ and let me know what your ID number is. Be sure to include a link to the deck handler in your profile.

Party Communication
I'll spin up a discussion in Discord.

Posting Expectations
What time zone are you in?
It's always nice to get into a grove where each player is posting within 24 hours of the last turn. Obviously, let real-life take priority, but try to let us know if something does come up. To be quite honest, I will be prioritizing finishing other games in the beginning so I won't be going super fast over the next few months.

Use a posting style that works best for you, with as much or as little flavor as you feel comfortable with. It’s your game! The one thing that I would request is that you label your dice rolls with at least the difficulty and type of check.

Wildcards
Technically you can select which Wildcards. There are a number of methods folks can use.
I can select something thematic or tricky based on the scenario.
You can also go random. I usually throw some thematic flavor spin on why these are happening at any rate.
Let me know your preference. In either event, I will track Wildcard use and use them all as evenly as possible. And I'll be using Peril, Onslaught, and Harrow Wildcards.


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.


Seaward ho!


SEASON OF THE SHACKLES

Some pirates choose to become scurvy scum, but some are merely heroes who’ve strayed a bit off course. You could have chosen to live among honest, reputable folk, but through misadventure, you’ve drifted into the Shackles, a chain of islands off the western coast of Garund, just south of an eternal hurricane called the Eye of Abendego. Power and privilege increase your chances of survival here, so you’ll want to gain a ship of your own, recruit a crew you can trust, and seize enough ships to form a fleet. If you’re gonna stay here, there’s no better path to power than claiming a seat on the Pirate Council. Through courage, conquest, exploration, and a little bit of skullduggery, you’ll prove to the council you’re dangerous enough to rule beside them… because if they don’t, your armada is going to blast their ships to the briny deep. Survive the Shackles, and one day, you could be worthy of setting sail with the Hurricane King himself.


SEASON OF TAPESTRY’S TIDES

Centuries ago, the legendary sorcerer Hao Jin collected landmarks from across Golarion, ripping them from the Material Plane and transporting them to her own personal demiplane, the Hao Jin Tapestry. The tapestry became a museum of sorts, an eclectic collection of ancient temples and other sites of historical interest, as well as the native people, flora, and fauna. Hao Jin’s magic carefully sustained the demiplane, creating artificial water cycles and allowing scorching desert to exist next to frigid tundra. One day, however, Hao Jin disappeared without a trace. Since then, the demiplane’s structure has been gradually fraying, causing the artificial ecosystems to meld and degrade.

In her will, Hao Jin awarded her greatest treasures as prizes for an annual contest of martial arts held in her honor every decade, the famous Ruby Phoenix Tournament. Seven years ago, a guild of explorers, scholars, and archeologists known as the Pathfinder Society won this tournament, and with it the right to select a single item from Hao Jin’s collection. Stunning onlookers, they passed over gilded treasures and imposing artifacts, instead choosing a small and ugly tapestry covered in clashing patterns. What the onlookers did not realize was that this weathered fabric was the gateway to Hao Jin’s fantastical realm.

With the tapestry in hand, Pathfinder agents eagerly explored and catalogued the wonders of the demiplane within. They discovered a method to use the tapestry to open gateways to places across Golarion, allowing them to send groups of agents across the world in record time. Yet this discovery came at a cost. In using these portals, the Pathfinders were unknowingly accelerating the tapestry’s natural decline. Some portions of the tapestry now face crippling droughts, while others are plagued with flooding and erratic tides.

And the worst has just begun. The Society’s foremost scholar of the tapestry, Venture-Captain Aram Zey, has just learned that it is collapsing. If the Pathfinder Society does not intervene quickly and decisively, the demiplane and everyone within will be lost forever. As the waterways are the source of some of the most dramatic changes, the first Pathfinders to investigate the collapse should be those who know their way around a ship. Zey has called upon you to launch the investigation. Your mission is to sail into these uncharted waters and uncover the extent of the tapestry’s decline. With luck, you will return home safely...though luck is not necessarily on your side.


Here's the discussion thread for discussing piraty things.


It begins...

Shamelessly stolen from EmpTyger
Character Selection
Once you finalize your choice, please register your new character at the OrgPlayOnline database site. Be sure to include a link to the deck handler in your profile.
Also, if you haven't already, please verify your deck ownership. Take a photo of something that indicates ownership (the box, the character card, a receipt, etc) and include your Paizo username. Send the photo to morkXII@orgplayonline.com and he'll add you to the verified users.
(If instead you decide to play an existing character, please provide a link to the most recent table you played them at.)

Party Communication
Some parties like to strategize via discord or google hangouts; some parties just use it to alert when someone’s turn is up. Others parties prefer to communicate entirely via the discussion tab. It’s up to you!
Using offsite chat is completely optional. Send me a Private Message indicating which platforms you would be willing to use, if any. This is entirely voluntary, and the decision is anonymous. If anyone, for any reason, indicates that they would rather not communicate offsite, it will not be set up.

Posting Expectations
What time zone are you in?
Please try to take your turn within 24 hours. Obviously, let real-life take priority, but out of courtesy to the other players, try to let us know if something does come up.
Use a posting style that works best for you, with as much or as little flavor as you feel comfortable with. It’s your game! The one thing that I would request is that you label your dice rolls with at least the difficulty and type of check.


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.


The manor welcomes adventurers to wait in the lobby and discuss, boast, plan, and kibitz.


Welcome to A Night at Bloodthorne Manor a standalone adventure by Kieth Richmond. Signups are here!


We are going into Adventure 2 of Season of Goblins!
We have a Poog, a Mogmurch, and a Siathorn so far.
This is a casual game. Players update whenever convenient. We have space for 3 more!


We have space for at least one more PACG player at this table! I plan to set things up in the next 6 hours! So respond to this post or PM soon if you are interested!


Welcome one and all!

Dot and what not. Introduce yourselves either in Gameplay or here or both. Looking forward to traveling the high seas with you.


And so...

It begins.

Dot and what not. Introduce yourselves either in Discussion or here or both. Looking forward to traveling the high seas with you.


With a number of us playing Specials-only characters, advancement (namely upgrades), works really well for characters on Tier 1,2,4,5. But characters on 3 or 6 cannot get cards of their tier. For a not, Specials-only character, no biggie. But if this is your only source of upgrades, it's less cool especially once you hit 6.

So the question is Can there be space to run a tier 3 or a tier 6 group during a special? (with Tiers 3/6 cards populating the table) From what I've seen so far, the Hench/Vills are mostly veteraned and the changes beyond deck composition between Tier 2 or 5 are minimal if any.


Dot this baby so we can chat!


Welcome you dastardly goblins to my fledgling flight into the wild world of Box Running.


Everyone knows the tales of those stupid longshanks adventurers from the town of Sandpoint. But have you heard the exploits of the heroic goblins Reta, Poog, Mogmurch, and Chuffy? These names will go down in history (or until we forget them). These brave Licktoad goblins ventured far and wide… well, not too far… and actually kind of close by. They have fought giant creatures and evil longshanks. Their adventures are stuff of legend and awe. Before we tell you of these undertakings, let us pray to Lamashtu and see if she’ll bless us with some mutations or other exciting things.

Nah, let’s just sing.

Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!

Obsidian Entertainment

I know that some of you are on the Obsidian forums from time to time, but many of you aren't. We are having a short story and card creation competition over there!

Cheers!
Nathan