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![]() You wake to a world of pain, splattered in blood, singed by flames, choking on smoke. A terrible cacophony of clanging metal, splintering wood, and a hundred different screams fills the air. A terrible battle rages, and you have woken in the middle of it! Your head pounds, your thoughts are muddled. You cannot recall who you are or how you came to be here. Your uniform is blood-soaked, torn, and burned. Whatever side you fought for is a mystery as well. The bodies of the slain sprawl in all directions. From a limp hand hangs a twisted staff set with a gemstone, from another a gleaming sword engraved with runes. Still attached to a severed arm, a shield bears a shining symbol. A fine bow and full quiver dangle from a headless corpse. ![]()
![]() Welcome to the Strange Aeons Campaign! All out of character discussions go here. The Campaign introduction is up, so head over and jump in! Note: we are using expanded Fear rules, which I have posted under a spoiler on the Campaign Info Tab. I might introduce Sanity rules, but I'd like to see how things go first. ![]()
![]() ~Strange Aeons~
You stand alone in the streets if a strange city. A wall of sickly yellow fog swirls about, tumbling through canyons of buildings made from crumbling, gray brick. A battered bridge arcs overhead, nearly blotting out a bruised twilight sky. From the silent swell of mist, approaching at a steady pace, echoes the sound of shuffling footsteps... Ssh-shuk ssh-shuk ssh-shuk The fog surges forward, cold and menacing, hungry and dangerous. You flee before it through cobblestone streets and narrow alleys. Racing between gaps in the ruins you glimpse a large yellow moon. You run, but the relentless sound of pursuit grows closer... Ssh-shuk ssh-shuk ssh-shuk From deeper within the mists a man cries out in a plea of tortured horror, or perhaps fanatic adulation. "Iä! Iä!" You run onward, but your limbs are clumsy and sluggish. Every step catches on cracks, or is snagged by dead vines stretching across your path. The cries and footsteps hound you relentlessly through the ancient city. Closer and closer, the footsteps come. Ssh-shuk ssh-shuk ssh-shuk Closer and closer, the voice cries out. "Iä! Iä!" You break from the ruins and nearly hurtle into a dark chasm ripped through the earth ahead. As wide as a river, and seemingly bottomless, the chasm yawns like a wound, as though a giant claw had torn across the city. Trapped, you turn helplessly to the billowing mists. The footsteps approach, and a humanoid silhouette begins to form in the mists. The voice cries out again, the sound stabbing painfully at your ears! "Iä! Iä!" *** You wake from the dream with a jarring start and find yourself in an unfamiliar room. Your head swims, your thoughts sluggish. A terrible exhaustion weighs upon you, as if you hadn't slept in days. The face of a middle aged man looms over you. Dressed in fine clothes with a heavy fur coat, his peppered hair and a long well-groomed beard frame eyes concealed behind dark circular spectacles. He speaks with a dark-haired woman in black bearing a detached clinical expression on her face. "You will honor our agreement, Dr. Losandro." He says, not quite asking.
As their voices fade, four sturdy men in off-white leather coats step into view. "Six new patients for the Asylum." Says a bald man with a short brown beard as he examines a stack of papers clipped to a small wooden board. "Hmm... not a single name among them."
*** York and his orderlies muscle you through a process that has you scrubbed clean and fitted into colorless simple clothes. You are then deposited into a large common hall illuminated by large barred windows set high on the walls. You are dimly aware of other figures here, milling about or slumped into battered furniture. Over the next few hours your strength and senses slowly return, but your memories remain a mystery. *** Looking around, you find yourself among other patients overseen by a handful of orderlies and the occasional nurse. The general population here seems crippled by madness or catatonia. Some stand as if paralyzed or sway like willows in a gentle breeze. A few babble at unseen figments of their imagination. An old man crouches near a wall, smashing invisible insects with a sturdy boot. Another old woman sits in a wheelchair staring up at the light streaming through the windows above. A man with a scar-stitched misshapen skull drools in a chair. Yet there are islands of apparent sanity among the patients, and some appear coherent enough to play at simple games and engage in conversation. Two young men, seemingly brothers, sit with a shadow lantern, turning it and watching a story it projects upon a wall. Two men, one young and one ancient, sit playing at cards. Across the hall, perched on a table near a window, a man sings softly in falsetto. Gathered around him is a small crowd - a handsome but painfully thin man, a balding man attempting to sing along but prevented by a powerful stutter, and a young woman sitting protectively close to a wide-eyed boy. ![]()
![]() Two years ago a group of brave explorers bearing a Land Charter arrived in the Greenbelt region of Enchanted Feralwood Forest. With courage and determination they fought and defeated the Stag Lord and his bandit henchmen, then claimed his stronghold as their own. Restoring the fort, they established a city and named it Knight's Keep, and from there they founded the Kingdom of Syradel. This campaign thread is meant mainly to assist in kingdom administration, but can also be used for roleplaying or in-game correspondence. First up, I need a Stability roll from someone! ![]()
![]() In the online PBP community games might take longer than the playtest period. Does someone playtesting an Occult character need to have finished a game and received a chronicle before the playtest is over in order to continue playing an Occult character, or will they be ok if they begin a game with an Occult character before the playtest ends? ![]()
![]() You arrive after a long journey to the Greenforest Inn of Thornkeep, summoned by a terse magical message delivered by Master of Spells Aram Zey. He and Venture Captain Ambrus Valsin await you in a private room of the inn. The Master of Spells sits at the head of the table studying a weathered tome, ignoring those that enter. Ambrus stands nearby with a mug resting comfortably in hand. "Welcome, Pathfinder." Ambrus nods as you enter. "Make yourself at home." He gestures to a tray of food and drink on the table. ![]()
![]() Scenario #3-10: The Immortal Conundrum (Levels 5–9). When the Pathfinder Society receives an invitation to a dinner party at the Thuvian Embassy, hosted by the guardian of this year's six doses of the infamous sun orchid elixir, the Decemvirate sends a team of Pathfinders to represent them and uncover the nature of the event. Can the PCs navigate the complex social landscape of Absalom's elite and gain access to the mysterious vault known as the Conundrum, or will they face public ridicule or worse in the face of the steepest competition in the Inner Sea? Roster:
Please check in here and declare purchases and prestige expenditure. I'd prefer to run with 6, but I might just run this with 7 if everyone is still in. Gameplay is also open for dotting. ![]()
![]() Scenario #35: Voice in the Void (Levels 1-7). Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it. Roster:
Please check in here and declare purchases and prestige expenditure. I'd prefer to run with 6, but I might just run this with 7 if everyone is still in. Gameplay is also open for dotting. ![]()
![]() The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.” The next morning... The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table. “Welcome! Welcome, my friends! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born." Shaine studies the room wistfully for a moment before continuing. “But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix,” he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, “Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.” Janira speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.” Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself, as Janira turns her attention to your group, waiting for any questions. ![]()
![]() Arriving at the Temple of the Shining Star in Absalom, you are immediately directed to Ollysta Zadrian, the leader of the Silver Crusade faction operating within the Pathfinder Society. Ollysta is a paladin of Sarenrae, and though young in her years, she holds herself with the poise of a queen and warrior simultaneously. Once the group is complete, she addresses you in a strong voice. "Greetings and welcome, blessed ones. I am overjoyed to witness such potential organized for this Confirmation. Though the challenge of that will be explained by others, I wished to arrange this meeting first and learn more about you." This is a pre-scenario scene. The actual scenario will begin once everyone has made an introduction here. ![]()
![]() Aasimars, amass! Hey everyone, here is the discussion thread for the all-aasimar Confirmation group. You don't necessarily need to be a part of the Silver Crusade faction, though I think it would be fun if you were. Also, because there are two groups going through the Confirmation, I would like to see two very different approaches to this scenario, so I thought it might be interesting for this group to be classic goody-two-shoes hero types, while the tieflings would be roguish anti-heroes. Keep in mind that whatever concept you come up with for this game, you can always rebuild before 2nd level, so I encourage everyone to experiment. Check in and discuss away. ![]()
![]() The furniture in Zarta Dralneen's luxurious sitting room is a mix of shiny leather and studded hardwood. An enormously tall gilt frame leans against one wall, occupied by an elaborate woodcutting depicting but a single nymph in a seductive pose, garbed in nothing but a necklace bearing an amulet shaped like the Asmodean star. Dominating the room is a long table topped by a series of cubbies full of papers and curios, and a small, framed portrait of Venture-Captain Ambrus Valsin with a lipstick kiss-mark on it. Stalking about the room like a cat is the Paracountess herself, wearing a smile and a barely-there negligee. "Hello, my lovelies. I am so excited that my summons has produced such delicious prospects for this Confirmation. The particulars of that task will be given by another, but I would love to know more about you fist." This is a pre-scenario scene. The actual scenario will begin once everyone has made an introduction here. ![]()
![]() Tieflings, assemble! Hey everyone, here is the discussion thread for the all-tiefling Confirmation group. You don't necessarily need to be a part of the Cheliax faction, though I think it would be fun. Also, because there are two groups going through the Confirmation, I would like to see two very different approaches to this scenario, so I thought it might be interesting for this group to be classic anti-hero types, while the aasimars would be goody-two-shoes. Keep in mind that whatever concept you come up with for this game, you can always rebuild before 2nd level, so I encourage everyone to experiment. Check in and discuss away. ![]()
![]() You have been called to the Grand Lodge of Absalom for a briefing. Seated in a small chamber around a darkwood table, various trophies gathered from across the face of Golarion hang from the walls. A monkey-shaped mask with a serpent’s tongue glares out from the center of one wall, a strange halberd with gold rings piercing its thick blade and dragons carved along its haft hangs opposite the monkey mask. You are alone save your fellow Pathfinders, who apparently have been called here for the same purpose. ![]()
![]() Greetings everyone! Let's get organized. Check in here and feel free to dot the Gameplay thread with a character introduction. Go ahead and post a hello with your character alias. Please have your character statblock information copied into the "About" area of your alias as well as basic stats into the "Class/Levels" field in a format something like this: Race Class | HP Max/Current | AC [Flat Touch ] CMD | F+ R+ W+ | Initiative + | Perception + | Sense Motive + We have 4 signed up, and 1 possible addition coming in the next couple days. Once everyone has checked in and checked out we'll get rolling. ![]()
![]() The Greenforest Inn has become almost like a second home to you in the time you've spent around Thornkeep, and you were ushered to your private room with smiles and greetings instantly upon your arrival. Waiting inside this time are three Venture Captains of the Pathfinder Society. Adril Hestram is one of the most prominent venture-captains operating out of the Pathfinder Society Grand Lodge in Absalom. A confident fighter and veteran Pathfinder, he has more dungeon delves under his belt than most can count. Rumors claim Adril hails from somewhere in the north, which would explain his light hair and beard, but he has never confirmed the identify his homeland. He is a bear of a man, standing well over six feet tall. While his large girth might be deceiving, his bulk is mostly muscle, and he can frequently be found sparring and arm-wrestling with other members of the Society to further develop his strength. Istivil Bosk, the Venture-Captain of the imposing Dryblade House in Daggermark, manages Pathfinders in the region of the River Kingdoms. Bosk has a pinched, weathered face, and graying hair, but he still bears the energy of a man half his age and has a reputation of being more forgiving than some venture-captains. As you enter he shakes your hand and greets you by name, displaying respect and a certain knowledge of your previous adventures. Master of Spells Aram Zey sits at the far side of the table, ignoring all else in the room while he quietly examines a wayfinder. A fourth man sits near Aram Zey. Slumped in a chair and disheveled like a beggar just in from the streets, he glances around the room with an nervous smile. Once you all present, Adril Hestram addresses the room. "Some years ago, a band of adventurers aligned with the Pathfinder Society found their way into the Sanctum of a Lost Age while exploring Thornkeep’s dungeons. It took some time, but Venture Captain Bosk was able to track down this man." Hestram gestures to the disheveled man. "His name is Rozimus of Tymon and he is the only survivor from that band to make it back out." Rozimus clears his throat and tells a short, tragic story. "We all passed easily from the Enigma Vaults through a misty corridor and into the Sanctum, but only I returned. I can only recall small moments, but everyone else was killed. Saw their deaths - burned by fire, frozen in ice, torn to pieces by tooth and claw, crushed by traps, poisoned by fang. Not completely sure how I got out, but I think that had something to do with it." Rozimus points to the wayfinder in Aram Zey's hands and the Master of Scrolls places it on the table for all to see - though the wayfinder itself seems not unusual, it is set with a valuable item - a clear spindle ioun stone. "Take it and the stone. My passion for adventure's gone, and I won’t have any further need of them." Aram Zey points to the ioun stone set within the wayfinder. "I have have found nothing special about the wayfinder, but I believe the stone is another key to the Sanctum, similar to the one you recovered on your last expedition. Perhaps it is a copy made by a wizard some time in the ancient past, or perhaps a duplicate crafted by Nhur Athemon himself. Whatever the case may be, with two stones you should be able to arrange entrance and exit for more then one person. I would suggest not losing them." "So, Pathfinders." Adril says with a grin. "Are you ready for another expedition under Thornkeep?"
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