Lady Andaisin

Pavanna al-Azario's page

240 posts. Organized Play character for Zizazat.



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For the Glory of the Veskarium! Docking Bay 3-3

For the last several years, Jioh's Station has been on a 72 week resupply schedule. With each resupply cycle crew members rotate in and out, chief among them are the First Field graduates. Jioh's Station is located deep in what used to be enemy space, within the core system of the Pact Worlds. The Veskarium and the Packlings agreed to a cessation of hostility in order to combat the greater threat of The Swarm. The Council of Elder Generals have established a significant field training regimen that utilizes the Packling's drift beacon network to the advantage of the Veskarium. First Field graduates area assigned to a field training crew, under the tutelage of an experienced ship captain and are sent on missions of glory, honor, and victory!

Each of you have been assigned to crew the Jioh's Spine, under the command of Captain Zumanka. Zumanka is a stern but fair captain. He has shown you many things about the medium transport ship that you've called home for the last five weeks, teaching your practical ways to conserve limited resources while accomplishing your tasks. Each of you have rotated through different disciplines of the ship, gaining basic familiarity with communications, navigations, weapons, sensors, shields, life support, engines, and such.

The Jioh's Spine is the only ship currently berthed in docking bay 3-3. You've been keeping the ship in ready to depart status as you await your first field assignment. The time you've spent with Zumanka, you know that he is nearly as excited for you as you are to receive your first assignment. This tradition is known as Jioh's Journey. Over the centuries, the Journey has come to mark the true start of a Vesk warrior's career.

As you each stand aboard the Jioh's Spine, ready to join Captain Zumanka for the 0400 daily duty briefing please take a moment to introduce yourself to your shipmates. You've known each other for at least the last five weeks, possibly longer if you wish. You know better than to be late for Zumanka's daily briefing, nobody wants to perform inverted septic line maintenance again.


For the Glory of the Veskarium! Docking Bay 3-3

Here I have listed some of the canon information we will be using for our proud vesk cadets. This has been built upon with each run of the adventure, and you will each have a chance to add something to it as well. Please roll 1d6 and we can discuss and elaborate on your addition.

1. The Veskarium


  • Glory! Honor! Victory! - These are the foundational pillars of the vesk society. Glory is achieved through honor. Honor is achieved through victory.
  • Power means plunder! - If you have the power, you may take the plunder. The spoils go to the strong. Another interpretation is if something is powered it is likely worth taking.
  • Theft is death, earn what you take! - Taking something you have not earned can be punished by death. Stealing is an affront to honor. If you want something, take it like a vesk!
  • Dereliction is death! - Any vesk found to be derelict in their duties will be put to death.

2. Damoritosh


  • Conquest! Duty! War! - These are the areas of which Damoritosh has dominion. Devout vesk aspire to light all three of these flames on their doshkos.
  • Three pillars of faith: Hand (Deeds), Mind (Plans), Mouth (Words) - The Hands of Damoritosh can carry out Deeds. The Minds of Damoritosh can conceive brilliant plans. The Mouths of Damoritosh can carry the words of faith and power across the stars!

3. The Great Houses


  • The Great Houses of the Veskarium form the High Council.
  • It is an open secret that the Great Houses have access to a secret armory for their greatest warriors.

4. Name a Great House


  • House Vaskren

5. Name a Great Hero


  • Grackrom of House Vaskren.
  • Parteck of House Vaskren

6. Player’s choice


Join the vesk crew of the VHS Jioh's Spine and climb into a orbital dropsled headed planetside for a mission to boost your personal honor and fight for the glory of the Veskarium!

Recruiting for up to 6 players! No prior Starfinder experience required! There is no planned starship combat in this adventure.

I have previously run this event at conventions, including Gen Con 2019. It was designed to be run in a 4 hour convention slot, to give you an idea of the length. I have 1st level pregens available. There are 1 female and 1 male for each core class, and each build takes different options. You are also welcome to furnish your own character so long as it is a vesk, and follows some minimal requirements (basically Core Rulebook only). Starting characters have a fairly decent gear loadout provided by the glorious Veskarium!

Posting schedule should be 1-2 times a day at minimum. I will be using Google Drawings for maps as needed. I will recruit for a few days. Links to the pregens are below, when expressing interest please indicate if you plan to use a pregen or build your own (and submit for review). I have taken some liberties to start creating my own vesk canon material, but if you like klingons or the jem'hadar you'll understand my take on the vesk. This is not a Starfinder Society game.

Vesk Pregen PDFs

Are you ready to take your place and fight for your honor and for the glory of your house, and Damoritosh?

Grand Lodge

Can an official Pazio employee provide clear authorization that it is ok for professional printing of the Bestiary PDF by organizations such as FedEx, Kinkos, Staples, etc?

If it has already been covered somewhere, sorry my search foo must failed this morning.

Thank you :)

Grand Lodge 2/5

I am going to be running a 5 session engagement of SFS for my gaming group. I am looking for recommendations from the community out of the 11 available scenarios which 4 should I add to #1-01 to give the group a great taste of what SFS is about. Give the 5 session length, we are likely using pre-gens so playing the level 3-6 scenarios is absolutely an option.

The group has a wide spectrum across the 3.5/Pathfinder/PFS experience going from total n00b to retired Venture-Captain. None of us have actually played Starfinder though.

Even if you don't have 4 (or 5 if you can convince me why I shouldn't run #1-01) recommendations I'll gladly take individual scenario recommendations. I would also appreciate it very much if you are clear about why you are recommending a given scenario. Was is the overall story? A great personal character moment? A fantastic, viscerally satisfying combat? Your favorite faction shined? Was it the Strawberry Machine Cake?

I realize I am sort of overlooking #1-00 because it is not part of my subscription. Is that a good move or a bad move?

Thanks for taking the time!


For the Glory of the Veskarium! Docking Bay 3-3

You have all booked a trip from Eleder to Zelkor’s Ferry on a supply ship, the Trader Mage. The journey takes several days to cross Desperation Bay before it meets up with a riverboat called the Yellow Dagger. You, and several crates of cargo transfer to the riverboat which takes you another day upriver to Zelkor’s Ferry. The riverboat small crew make sparse small talk with you during the trip. The Mwangi captain, Riko Jaskin, probes a little here and there about the goings on in Eleder.

When you arrive at the long, wooden dock of Zelkor’s Ferry, there is a Mwangi man fishing off the far end and another man, Chelish perhaps, waiting on the dry dirt. He introduces himself as Captain Skorma. He casually inspects the cargo as it is moved by two young Mwangi men into a small cart. After he nods approvingly they head towards one of the few buildings in the Ferry and quickly disappear inside.
Adventurers and sellswords by the look of ya.” the Captain says. He wears a very serious looking mustache, waxed in a fashion that was popular in Cheliax years ago. “Zelkor’s Ferry is a tiny place, as you can see. Tiny, but orderly. No thieven and no killin. Plenty o that going on out there,” he sort of gestures behind himself to the northeast. “Me and my men got no problems with your type. You be good guests and we’ll be good hosts, if you take my meaning. I expect you’ll be wantin a bed, head on over to Bristleback’s and Amelia’ll get ya cosy.

You head across the small peninsula toward the gate and the only two story building out of the eight in town, Bristleback Inn.

Welcome to Zelkor’s Ferry. I hope the captain didn’t question you too hard at the dock. You may be a person bent on finding an adventure, but you don’t look like a troublemaker to me.” The woman’s blue eyes seem to twinkle as she smiles at you. Her light brown hair is beginning to show some grey, but her arms look strong where she has pushed up the sleeves of her brown dress. “If it’s adventure you want, let me tell you, you’ve come to the right place. Although we hold our own here, this area can by no means be considered safe and there’s plenty for a brave soul to find and do. I’m Amelia, and my husband and I are the proprietors of Bristleback Inn. It’s been in my husband’s family for several generations.” She leads you into the building’s common room and continues. “A room with your board is one gold piece a night... Thank you very much. The stable is just next door and stabling for a horse or mule is one silver piece. Anything more exotic than that and you’ll have to ask Odo; we own the stable, too. The two fellows out there, Vort and Igor, are both decent folk and will take good care of any of your animals.
Amelia turns to survey the room, and you take a look around also. The inn’s low-ceilinged common room is really nothing special, but out here so far from civilization it seems to have all the comforts of home. The tables are well-worn, but also well-scrubbed. In fact, a teen-aged girl with hair the color of honey is engaged in scrubbing one right now. “Don’t forget the sides, Ysbel,” Amelia says to her. The slender girl looks up at the comment, flashes a shy smile when she sees you looking at her, and then goes back to her work.

The shutters are open to let in some fresh air, and at the far end of the room a small fire burns in the fireplace as an old man snoozes in a chair nearby. Lamps are set into brackets high on the walls, to provide the most light in the evenings and also keep them out of the way of clumsy patrons. The bar is on the other side of you, before the stairs; it is supplied with a couple of kegs, and a row of pottery mugs hung on pegs on the wall. The treads on the stairs are worn in the centers.

Amelia gives one last satisfied look at the room, then turns to you. “I need to get out back and weed the vegetables or pretty soon we aren’t going to be able to find the food for the weeds. The privies are around back to the left; the kitchen garden is to the right. If you end up around that way by mistake, watch your step because I don’t want anyone trampling on my garden. You ought to take a look around and chat with some of the people here; I’m sure several of them have things to tell you about their own experiences in this area, things that might help keep you alive when you head out looking for your destiny.” With that parting remark, Amelia also disappears through the door to the kitchen.

After a moment a soft voice interrupts your thoughts. “Pardon me.” It’s the young maid; Ysbel, that was her name. She’s now working on a table nearer you, and lays down her small scrubbing brush when you turn.

I couldn’t help but hear what Amelia said about people having things to tell you. I know someone who tells amazing stories! Some of them may even be true.” She gestures to the old man sitting in the corner by the fireplace and continues. “That’s old Russ. He’s Amelia’s grandpappy, and to hear him tell it, he may have tamed this whole area single-handedly when he was young. There’s no doubt his stories are interesting, though they might not be helpful to you. Let me just get his attention.

Ysbel steps to the fireplace and touches the old man on the shoulder, then raises her voice a little. “Pappy! Here’s someone who wants to hear all about how you cleared out that dungeon when you were young.

The old man starts out of his snooze and looks up at the girl, then squints at you. He uses his arms to straighten himself in his seat and squirms back and forth a little bit to get more comfortable. When you step closer, you see a pair of crutches lying next to him and note that he has a peg on his right leg. At a second glance, though, you realize that his other leg isn’t folded underneath him; it’s missing completely, cut off at mid-thigh. A small lute lies along the left side of his chair, and one of the pottery mugs stands close by on his right, placed on the broad hearth surrounding the fireplace.

So yer interested in an adventure, eh?” Pappy begins. “I can tell ye about some adventures. I’m a bit dry though; bring me a beer, if ye’d be so kind, girlie.” He passes his mug to Ysbel, who shakes her head at him, smiling.

Pappy, it’s way too early in the day for you to start on the beer. I’ll get you a mug of water from the rainbarrel, though; it’ll be cool.” Ysbel starts off on her errand and Pappy smacks his mouth a few times experimentally, then turns to you.

Did ye know that we’ve a dungeon practically in sight of our watchtowers? The Mouth of Doom, they call it, out in the middle of the forest to the south of us. Oh, my friends and I found it right enough, nigh onto fifty years ago now. I suppose it was a nice enough little dungeon, and it gave us a thrill or two, but it was nothing compared to the granddaddy of all dungeons!

Ysbel returns just then with the mug of water. Pappy takes a small sip, then downs a larger swallow with a grimace and sets the mug carefully on the hearth. Ysbel takes up her scrubbing again at the other end of the room but appears to be listening in to Pappy’s story as well.

Pappy’s voice is raised, and he shakes his fist in the air. “Rappan Athuk – now that was a dungeon! My friends and I were well known at one time, though not the stuff of bards’ tales. We were powerful, and we made our presence felt. We fought malicious specters down there, and nasty creatures with big mouths that lived in heaps of trash. We battled an undead king to a standstill, though there were no winners that day and both sides crept away to lick our wounds. In fact, we got further below that dungeon than anyone else I’ve ever known. You wouldn’t know it to look at me now but I was a powerful wizard once, back before I lost my legs – and half my mind.

Pappy reaches for his mug and takes another drink, then sets it back down. “I’m afraid I’m worn out with all this talkin’. Though it’s nice to have an audience, I don’t usually talk this much in a week. Thank ye for listening to my adventures, but I’m in need of a little rest now.” The old man settles himself in his chair, then leans his head on one hand and his eyes drift closed. You start to turn away when you hear him mumble softly, “And whatever ye do, don’t go down the well.


For the Glory of the Veskarium! Docking Bay 3-3

Congrats to the Original Four!

Please check in here and make sure you've finalized your character sheets.

I would like to ask if everyone could standardize on using the same format for their sheet please. Have a look at Lysander's sheet. The only thing it is missing is Racial Features. This will allow me to quickly find all the information I need without having to search over 4 different layouts.

I will be opening the game play thread tomorrow. It is up to you guys if you want to role play a lot or a little in Zelkor's Ferry where the adventure begins before you set off for the Mouth of Doom. If you want to work out some reasons why your characters know each other already that is fine, or if you are all showing up in Zelkor's Ferry to find your fortunes that is fine as well :)

Good luck and good gaming!


Greetings adventurers!

I have been running a Pathfinder version of Rappan Athuk for nearly 2 years now, and have been having a great time doing so! I am also enjoying the D&D 5e rules quite a bit, and have run several in person games. I am offering to run a 5e version of Rappan Athuk for a party of 4 interested individuals!

Hundreds of years ago, the Chelish imperial forces of Haliad the First moved to destroy the main Temple of Orcus which was taking root in the Eleder in Sargava. With their temple in ruins, the surviving high priests of this accursed demon lord fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill south of the Kaava Lands, a sylvan woodland on the northwest coast of Desperation Bay. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For years, they carried on in secret, hidden from the light and from the knowledge of men.
Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Aroden, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.
For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits, slavers and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

Character Creation Guidelines:
* Legal material will be restricted to the Dungeons & Dragons 5e Player’s Handbook (or the free Player’s D&D Basic Rules PDF). I will not be using any options from the free Player’s Companions or Unearthed Arcana articles.
* All characters will be created using the standard stat array (15, 14, 13, 12, 10, 8, PHB, pg. 13).
* All races and all classes in the PHB are valid choices. Variant Humans will not be used.
* You must either take the equipment choices for your class or roll for starting gold and purchase your equipment.
* You must choose a Background, complete with Personality Trait, Ideal, Bond and Flaw. You may randomly determine these, or choose specific items that match your character concept.
* Because we are using the 5e Background system, I do not expect a long, involved backstory. If that is part of your process for coming up with a character, by all means go for it! Just know that I do not expect them.
* Profile aliases will need to be setup for chosen characters, but are not required for submission.
* If you are unsure about any aspect of character creation (especially anything labeled variant or optional), please ask.

Bullpen Queue:
* There is a limit of 1 character per person in the Bullpen Queue at all times.
* All approved applicants will be added to the Bullpen Queue, in the order submitted and approved.
* The Original Four Characters will be selected from the bullpen queue. All remaining approved characters will remain in the Bullpen Queue.
* If a character is killed, the replacement offer will be made to the first character in the Bullpen. Replacement offers expire after 48 hours, and the next character in the Queue will get an offer to join the party.
* Active party members may submit additional characters to the Bullpen Queue. Such submissions automatically move ahead a number of places in the queue equal to 1+ the level of their current character.

To be clear:
* 4 characters will be chosen.
* This is very likely to be a lethal game. I will not DM in an overly bloodthirsty way, neither will I pull my punches.
* I expect that you are able to post once per day minimum. I expect that you provide a heads up when you know you are going to be away or without reasonable access.
* Every approved submission will end up in the Bullpen Queue with a chance to get into the game eventually.
* I will be using Roll20.net for tactical maps, tokens, player handouts etc.
* Submissions for Original Four Characters will close at 9 pm EST on October 5th 2015.
* Submissions for the Bullpen will be open after that indefinitely.


Interest check only, not an full recruitment thread.

I have been running a Pathfinder Rappan Athuk game set in the Mwangi for coming up on 2 years, and it has been a blast!

I am looking to add a second table, building off of what has taken place and allowing the second game to flourish in it's own right.

This would be a game of Rappan Athuk adapted on the fly to 5e, set in the world of Golarion, specifically in the Mwangi Expanse near Eleder. Character creation rules would be very straightforward, using the standard stat array and all races and classes in the PHB (without using varient humans). I would pick a party of 4-5 PCs and put others into an alternate rotation should someone drop out or get killed. Starting at 1st level and going, well...who can say? I would certainly want to see just how far things go, so up to 20 isn't out of the question. The game could certianly be quite leathal, though in the Pathfinder version I am running with 6 players (3 martial!) it hasn't really been an issue.

Hundreds of years ago, the Chelish imperial forces of Haliad the First moved to destroy the main Temple of Orcus which was taking root in the Eleder in Sargava. With their temple in ruins, the surviving high priests of this accursed demon lord fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill south of the Kaava Lands, a sylvan woodland on the northwest coast of Desperation Bay. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Aroden, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.

For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits, slavers and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

Would you play this?


1 person marked this as a favorite.
For the Glory of the Veskarium! Docking Bay 3-3

You will be starting in the town of Quintas in Seshar. Quintas is a mid-sized river town. It is the last city on the Welbyway River which runs from the northwest out of the mountains know as the Garl Nave. Further east of Quintas the naturally flowing, winding river changes to a bizarre, mazelike series of artificially created canals. The canals are all deep and regular, with smooth, 50-foot escarpments on either side.

For your various reasons, you are each ready to leave Quintas and have hired on with a sailing merchant Deymish. Deymish is taking a load of supplies to a small village along the canal maze called Redstone. The journey should take about 5 days on the 18-foot snyth-sail boat. Deymish is looking for some extra muscle to protect his boat, as well as physical labor to move the supplies. He never shies away from throwing in on the work though, even though he's paying for the labor.

You will load the cargo and leave in the morning...


For the Glory of the Veskarium! Docking Bay 3-3

Welcome players!

I will be finalizing random bits for your characters tomorrow as well as getting the gameplay thread going. Please create your profile alias for your character and ensure your information is there for easy access. You can PM me here with questions or email me directly: zizazat@gmail.com


I am looking for 4 players who are interested in a Play by Post game, in which I will run The Nightmare Switch under the Numenera rule system.

This will be my first time running something under the Cypher system, and The Nightmare Switch is a short adventure written by Monte Cook basically for convention demos and the like.

I will be accepting characters through Sunday evening (Eastern time), at which time I will select the four which I find the most interesting. You do not have to worry about connections, we will handle that after selection is complete. You do not have to have a huge background. I am not looking for the most min/max builds either. Numenera is a game about exploration, not combat. You do not earn XP for fighting things.

I have the Core Rulebook, and I will need all characters created to come only from that source (or from the Player's Guide). I know there are lots of interesting glimmers that have been published etc, but I do not have any of them so I will be limiting this to the resources I have.

It is entirely possible that these characters will continue to explore the Ninth World after we complete The Nightmare Switch.

What you need to know is you are in an area of the Beyond known as Seshar. It is a dry desert crisscrossed with artificial waterways created in days long past. You have hired on with a man named Deymish as a hired hand or guard (1 shin/day or 3 shins/day) to help him move (or protect) cargo he is transporting via his boat from Quintas to Redstone along the canals. There is a growing presence of abhuman Margr raiders in the region which has Deymish looking for additional support for this growing merchant endeavors.

My expectations of players are pretty straightforward. Post once a day, more if possible. Do not be overly antagonistic of other players or characters. Let me know if you are going to be away for a few days or more.

I am happy to answer additional questions.


For the Glory of the Veskarium! Docking Bay 3-3

Your boots squash with fetid water as you plod through the Puddles. A thick fog hangs in the air, seeming almost to caress the flesh with an unnatural chill. As you stand outside the Soggy Piper in a foot and a half of brackish brine, you try to recall what was so damned important to demand your presence in the half-flooded slum during Absalom’s rainy season. You remember your meeting at the Lodge just a few hours earlier with your Venture-Captain, Ambrus Valsin.

A bear of a man with the sides of his head freshly shaven, he motioned you into the meeting hall with a casual wave of his grizzled hand. The human captain outweighs most of Absalom’s half-orcs, and though a layer of beefy blubber coats his frame, those of you who have tangled with him in the Lodge sparring ring know that beneath this thin veneer of fat lies nothing but solid, steely sinew. Ambrus’ shakes his massive head as he examines a scrap of ancient parchment on the table before raising his eyes to greet your gaze and speaking:

"Come in then, friends, and thank you for answering my summons so swiftly. The Society is in need. An old and quite penniless historian, a bespectacled wag-beard by the name of Yargos Gill has recently made a discovery in an old archive that we have a great interest in obtaining: an ancient codebook, left behind in the wake of one of Taldor’s many failed attempts at invasion. This several-hundred-year-old text would prove an excellent addition to our collection, and must be preserved.

"Yargos makes his home in The Puddles, Absalom’s poorest district, suffering from a well-known reputation as a haven for lowlifes. Following an earthquake ten years ago, parts of the Puddles now rest below sea level, resulting in frequent and untimely flooding. Those who can afford not to live there—don’t.

"The district is the stomping ground of pimps, harlots, addicts, knifers, and hoards of unseemly derelicts. It’s never been a kind place, but recent reports reveal some new nameless terror on her waterlogged streets. Several persons claim to have seen cloaked, skeletal-like figures marching through an unnatural fog. Ill tidings indeed. Tracking down Yargos is now a priority—--lest some yellow-toothed thug cut him down, or one of these strange wraiths carry him beyond the pale. Find him, fellow Pathfinders, and find the codebook. Your exploits will be recorded in the Chronicles if you succeed."

The memory fades as a fresh deluge of cold seawater rounds a bend in the lane and assaults your knees. After searching for Yargos at his favorite eatery, the Soggy Piper, you learned you just missed him. According to the Piper’s staff, a gang of dangerous young tattooed toughs arrived ahead of you. They grabbed Yargos and several of his friends from their dinner table and dragged them to a nearby cliff at the edge of the Puddle District. The watch was called, but they will arrive too late, as they often do in the Puddles, when they bother to venture there at all.

It is early evening, the first Wealday of the month of Desnus, an old man is about to face some awful fate at the sea cliff known as Torsen’s Maw, and you are no closer to finding the codebook Ambrus sent you for.

Any retroactive questions etc you want to ask, also please take a moment to introduce your characters. More to come later today!


For the Glory of the Veskarium! Docking Bay 3-3

Welcome of my very first Core Campaign Mode game! Some how over the years I have never managed to play or GM this scenario. After watching for about a week on the recruitment threads to see if someone else was going to run one, I figured that I would go ahead and run it myself.

I will be taking some minor creative license with the scenario in terms of making things reto-fit into more of what the current understand of the Pathfinder Society looks like in game.

Please kindly post your PFS number here, and also just for my own edification weather you have previously received credit for this scenario as either a player or GM. Thanks!


I am looking to run a PFS Core table of Silent Tide at tier 1-2.

Due to the dynamics of Season 0 encounters I am going to accept only 4 legal characters to make this table.

Please post under (or link) a profile which has your current Core character sheet to be accepted. I will be running this using Google Docs for maps and combat.

Please be able to check and post regularly (once a day). I understand life gets in the way of games, and I get pulled into work and life just like anyone else.


For the Glory of the Veskarium! Docking Bay 3-3

I am opening Discussion and Gameplay threads ahead of the start date of Nov. 1st. Please ask any questions, update character sheets and general what-have-you.

Also as a friendly reminder, if you see something behind a spoiler that says 'GM Rolls' please do not read it. ;)

This is the discussion thread for the subtier 1-2 table 3.

Subtier 4-5 APL = 4 (4+4+4+4+4+5/6=4.2)

1. Samuel Deland - Fighter 4
2. Shang Li - Swashbuckler / Wizard / Eldritch Knight 4
3. Sad Rock - Pathfinder 4
4. Pethwen - Cleric 4
5. Shazzara Grymholdt - Summoner 4
6. Kujo - Barbarian 5

Some minor stuff before we begin:

1. If you need to contact me directly for any reason PM here or zizazat@gmail.com.
2. Please post your PFS number on your profile if you haven't already done so.
3. Please add a line to your profile under the Classes/Levels section like this: Race Class Level HP: Cur/Max | AC: | T: | FF: | CMD: | Fort: | Ref: | Will: | Init: | Perc: | Sense Motive:

Example: Nagaji Monk 1 HP: 9/9 | AC: 17 | T: 16 | FF: 14 | CMD: 16 (18 vs. grapple) | Fort: +3 | Ref: +5| Will: +5 | Init: +5 | Perc: +9 | Sense Motive: +7

Feel free to add any other skills or consumable uses/charges/daily abilities you feel make it easier for you to track as well.

4. In the Gameplay thread there will be a link to the current maps or resources under my name. As I'm running several games there may be other links/maps listed there as well. The Campaign info will also have links to the maps. I will be using google docs as it seems to give me the best overall flexibility for quickly managing stuff. Your links will show up as Table 4.
5. As previously noted, I also happen to be the author of this particular scenario. It is my pleasure to run it for you and I hope you enjoy it. Any feedback you have for me about how I ran the game or the scenario itself is very welcome be it praise or constructive feedback. I try to go for a cinematic style, I am not out for blood or trying to screw players over. Expect intelligent beings to respond in intelligent ways.
6. I hope you enjoy yourselves!

Characters not yet marked as accepted are because I have yet to have time to review. If I have questions or problems I will PM directly about them. Thanks!


For the Glory of the Veskarium! Docking Bay 3-3

Attending to various matters around the grounds of Grand Lodge, the sunlight wanes as the day nears its end. Returning to the Grand Lodge of Absalom is usually a flurry of activity catching up on the latest news and reports from all over the Inner Sea and across Golarion, catching up with other Pathfinders, and occasionally visiting the Wall to remember those who will never return.

Returning to the dormitory halls for the evening, you are approached by a small, wiry grey-skinned woman dressed in studded leather and a hat adorned with several brightly colored feathers. Her long, slender fingers holds out a flat envelope, its wax seal bearing the Glyph of the Open Road. "Chào buổi tối, xin vui lòng chấp nhận thông báo này từ Ambrus Valsin.*"

Wayang:

"Good evening, please accept this message from esteemed Chamberlain of the Grand Lodge Ambrus Valsin."

After a moment she shakes her head, slapin herself on the forehead, and in broken common says, "Well eve Pathfinder fellows. Venture Valsin has message to you."

Letter:

Pathfinder, I hope this message finds you well. Please join me at my office in Skyreach Tower following breakfast the morning of Oathday 26 Rova, 4714, I have an important opportunity to discuss with you.
--Venture-Captain Ambrus Valsin

Please take a moment to introduce yourself and/or dot the thread before we start the mission briefing.


For the Glory of the Veskarium! Docking Bay 3-3

I am opening Discussion and Gameplay threads ahead of the start date of Nov. 1st. Please ask any questions, update character sheets and general what-have-you.

Also as a friendly reminder, if you see something behind a spoiler that says 'GM Rolls' please do not read it. ;)

This is the discussion thread for the subtier 1-2 table 3.

Subtier 1-2 APL = 2 (1+1+1+1+1+4/6=1.5)

1. Hrothgar Mountain Heart - druid 1 accepted
2. Mathurin Berkouchard - swashbuckler 1
3. Kaylee Sharpston - bard 1 accepted
4. XenoCide78 - fighter 1
5. Gor Delsorami - arcanist 4 accepted
6. Ragnar Skarr - barbarian 1

Some minor stuff before we begin:

1. If you need to contact me directly for any reason PM here or zizazat@gmail.com.
2. Please post your PFS number on your profile if you haven't already done so.
3. Please add a line to your profile under the Classes/Levels section like this: Race Class Level HP: Cur/Max | AC: | T: | FF: | CMD: | Fort: | Ref: | Will: | Init: | Perc: | Sense Motive:

Example: Nagaji Monk 1 HP: 9/9 | AC: 17 | T: 16 | FF: 14 | CMD: 16 (18 vs. grapple) | Fort: +3 | Ref: +5| Will: +5 | Init: +5 | Perc: +9 | Sense Motive: +7

Feel free to add any other skills or consumable uses/charges/daily abilities you feel make it easier for you to track as well.

4. In the Gameplay thread there will be a link to the current maps or resources under my name. As I'm running several games there may be other links/maps listed there as well. The Campaign info will also have links to the maps. I will be using google docs as it seems to give me the best overall flexibility for quickly managing stuff. Your links will show up as Table 3.
5. As previously noted, I also happen to be the author of this particular scenario. It is my pleasure to run it for you and I hope you enjoy it. Any feedback you have for me about how I ran the game or the scenario itself is very welcome be it praise or constructive feedback. I try to go for a cinematic style, I am not out for blood or trying to screw players over. Expect intelligent beings to respond in intelligent ways.
6. I hope you enjoy yourselves!

Characters not yet marked as accepted are because I have yet to have time to review. If I have questions or problems I will PM directly about them. Thanks!


For the Glory of the Veskarium! Docking Bay 3-3

Attending to various matters around the grounds of Grand Lodge, the sunlight wanes as the day nears its end. Returning to the Grand Lodge of Absalom is usually a flurry of activity catching up on the latest news and reports from all over the Inner Sea and across Golarion, catching up with other Pathfinders, and occasionally visiting the Wall to remember those who will never return.

Returning to the dormitory halls for the evening, you are approached by a small, wiry grey-skinned woman dressed in studded leather and a hat adorned with several brightly colored feathers. Her long, slender fingers holds out a flat envelope, its wax seal bearing the Glyph of the Open Road. "Chào buổi tối, xin vui lòng chấp nhận thông báo này từ Ambrus Valsin.*"

Wayang:

"Good evening, please accept this message from esteemed Chamberlain of the Grand Lodge Ambrus Valsin."

After a moment she shakes her head, slapin herself on the forehead, and in broken common says, "Well eve Pathfinder fellows. Venture Valsin has message to you."

Letter:

Pathfinder, I hope this message finds you well. Please join me at my office in Skyreach Tower following breakfast the morning of Oathday 26 Rova, 4714, I have an important opportunity to discuss with you.
--Venture-Captain Ambrus Valsin

Please take a moment to introduce yourself and/or dot the thread before we start the mission briefing.

Grand Lodge

A Pathfinder Society Scenario designed for levels 1-5.

The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom’s darkest industries.

Content in “Slave Ships of Absalom” also contributes directly to the ongoing story lines of the Liberty’s Edge and Sovereign Court factions.

Written by Mark Garringer.

---------

This is for the 3th PBP Gameday, which officially beings November 1st.

You'll be expected to be able to post at least once per day. This is a game for Pathfinder Society Organized play and players are required to have a legal PFS character and PFS number.

---------

This table is being spun off of my prior recruiting thread which already has a full subtier 1-2 table ready and waiting.

Waiting Table 1

Subtier 4-5


  • 1. Stemboy
  • 2. ThreeEyedSloth
  • 3. Yakima
  • 4.
  • 5.
  • 6.

Alternates


  • A1.
  • A2.


A Pathfinder Society Scenario designed for levels 1-5.

The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom’s darkest industries.

Content in “Slave Ships of Absalom” also contributes directly to the ongoing story lines of the Liberty’s Edge and Sovereign Court factions.

Written by Mark Garringer.

---------

This is for the 3th PBP Gameday, which officially beings November 1st.

You'll be expected to be able to post at least once per day. This is a game for Pathfinder Society Organized play and players are required to have a legal PFS character and PFS number.

---------

This table is being spun off of my prior recruiting thread which already has a full subtier 1-2 table ready and waiting.

Waiting Table 1

Subtier 1-2


  • 1. Hrothgar Mountain Heart - druid 1 accepted
  • 2. Arknight
  • 3. Kaylee Sharpston - bard 1 accepted
  • 4. XenoCide78
  • 5. nightdeath
  • 6. Gor Delsorami - arcanist 3 accepted

Alternates


  • A1. Badslacker
  • A2. Eben TheQuiet


For the Glory of the Veskarium! Docking Bay 3-3

Attending to various matters around the grounds of Grand Lodge, the sunlight wanes as the day nears its end. The Grand Lodge of Absalom is usually a flurry of activity catching up on the latest news and reports from all over the Inner Sea and across Golarion, catching up with other Pathfinders, and occasionally visiting the Wall to remember those who will never return.

Returning to the dormitory halls for the evening, you are approached by a small, wiry grey-skinned woman dressed in studded leather and a hat adorned with several brightly colored feathers. Her long, slender fingers holds out a flat envelope, its wax seal bearing the Glyph of the Open Road. "Chào buổi tối, xin vui lòng chấp nhận thông báo này từ Ambrus Valsin.*"

Wayang:

"Good evening, please accept this message from esteemed Chamberlain of the Grand Lodge Ambrus Valsin."

After a moment she shakes her head, slaping herself on the forehead, and in broken common says, "Well eve Pathfinder fellows. Venture Valsin has message to you."

Letter:

Pathfinder, I hope this message finds you well. Please join me at my office in Skyreach Tower following breakfast the morning of Oathday 26 Rova, 4714, I have an important opportunity to discuss with you.
--Venture-Captain Ambrus Valsin

Please take a moment to check in and/or dot the thread before we start the mission briefing.


For the Glory of the Veskarium! Docking Bay 3-3

Attending to various matters around the grounds of Grand Lodge, the sunlight wanes as the day nears its end. Returning to the Grand Lodge of Absalom is usually a flurry of activity catching up on the latest news and reports from all over the Inner Sea and across Golarion, catching up with other Pathfinders, and occasionally visiting the Wall to remember those who will never return.

Returning to the dormitory halls for the evening, you are approached by a small, wiry grey-skinned woman dressed in studded leather and a hat adorned with several brightly colored feathers. Her long, slender fingers holds out a flat envelope, its wax seal bearing the Glyph of the Open Road. "Chào buổi tối, xin vui lòng chấp nhận thông báo này từ Ambrus Valsin.*"

Wayang:

"Good evening, please accept this message from esteemed Chamberlain of the Grand Lodge Ambrus Valsin."

After a moment she shakes her head, slapin herself on the forehead, and in broken common says, "Well eve Pathfinder fellows. Venture Valsin has message to you."

Letter:

Pathfinder, I hope this message finds you well. Please join me at my office in Skyreach Tower following breakfast the morning of Oathday 26 Rova, 4714, I have an important opportunity to discuss with you.
--Venture-Captain Ambrus Valsin
That would be tomorrow morning.

Please take a moment to introduce yourself and/or dot the thread before we start the mission briefing.


For the Glory of the Veskarium! Docking Bay 3-3

This is the discussion thread for the subtier 4-5 table 2.

1. Ozymandias - bard/barbarian/monk 5
2. Zynep Revana - cleric 4
3. Thaddaeus Hawke - fighter 4
4. Iason Blaise - summoner 5
5. Malus Tenebrae - arcanist 3
6. Koemi Rainbowfizzle - oracle 3

Some minor stuff before we begin:

1. If you need to contact me directly for any reason PM here or zizazat@gmail.com.
2. Please post your PFS number on your profile if you haven't already done so.
3. Please add a line to your profile under the Classes/Levels section like this: Race Class Level HP: Cur/Max | AC: | T: | FF: | CMD: | Fort: | Ref: | Will: | Init: | Perc: | Sense Motive:

Example: Nagaji Monk 1 HP: 9/9 | AC: 17 | T: 16 | FF: 14 | CMD: 16 (18 vs. grapple) | Fort: +3 | Ref: +5| Will: +5 | Init: +5 | Perc: +9 | Sense Motive: +7

Feel free to add any other skills or consumable uses/charges/daily abilities you feel make it easier for you to track as well.

4. I will be using google docs as it seems to give me the best overall flexibility for quickly managing stuff. Map links will be posted under the Campaign Info for easy access.
5. As previously noted, I also happen to be the author of this particular scenario. It is my pleasure to run it for you and I hope you enjoy it. I will adlib additional dialog or scenes as required. Any feedback you have for me about how I ran the game or the scenario itself is very welcome be it praise or constructive feedback.
6. If anyone Sovereign Court character has played #05-03 The Hellknight's Feast even with a different CHARACTER please let me know.
7. I hope you enjoy yourselves!


For the Glory of the Veskarium! Docking Bay 3-3

Attending to various matters around the grounds of Grand Lodge, the sunlight wanes as the day nears its end. Returning to the Grand Lodge of Absalom is usually a flurry of activity catching up on the latest news and reports from all over the Inner Sea and across Golarion, catching up with other Pathfinders, and occasionally visiting the Wall to remember those who will never return.

Returning to the dormitory halls for the evening, you are approached by a small, wiry grey-skinned woman dressed in studded leather and a hat adorned with several brightly colored feathers. Her long, slender fingers holds out a flat envelope, its wax seal bearing the Glyph of the Open Road. "Chào buổi tối, xin vui lòng chấp nhận thông báo này từ Ambrus Valsin.*"

*Wayang:
"Good evening, please accept this message from esteemed Chamberlain of the Grand Lodge Ambrus Valsin."

After a moment she shakes her head, slapin herself on the forehead, and in broken common says, "Well eve Pathfinder fellows. Venture Valsin has message to you."

Letter:

Pathfinder, I hope this message finds you well. Please join me at my office in Skyreach Tower following breakfast the morning of Oathday 26 Rova, 4714, I have an important opportunity to discuss with you.
--Venture-Captain Ambrus Valsin
That would be tomorrow morning.

Please take a moment to introduce yourself and/or dot the thread before we start the mission briefing.


For the Glory of the Veskarium! Docking Bay 3-3

This is the discussion thread for the subtier 1-2 table 1.

1. Aria Tamber - bard 1
2. Lucia Deedlit - fighter 1/wizard 1 accepted
3. Tori Petrana- fighter 2 accepted
4. Eryndir - monk 1
5. Lysassa - wizard 2 accepted
6. Benjamin Kuyper - cleric 1 accepted

Some minor stuff before we begin:

1. If you need to contact me directly for any reason PM here or zizazat@gmail.com.
2. Please post your PFS number on your profile if you haven't already done so.
3. Please add a line to your profile under the Classes/Levels section like this: Race Class Level HP: Cur/Max | AC: | T: | FF: | CMD: | Fort: | Ref: | Will: | Init: | Perc: | Sense Motive:

Example: Nagaji Monk 1 HP: 9/9 | AC: 17 | T: 16 | FF: 14 | CMD: 16 (18 vs. grapple) | Fort: +3 | Ref: +5| Will: +5 | Init: +5 | Perc: +9 | Sense Motive: +7

Feel free to add any other skills or consumable uses/charges/daily abilities you feel make it easier for you to track as well.

4. In the Gameplay thread there will be a link to the current maps or resources under my name. As I'm running several games there may be other links/maps listed there as well. The Campaign info will also have links to the maps. I will be using google docs as it seems to give me the best overall flexibility for quickly managing stuff. If you want to come up with an Adventuring Party name or Team name I can more easily identify your maps under my name.
5. As previously noted, I also happen to be the author of this particular scenario. It is my pleasure to run it for you and I hope you enjoy it. Any feedback you have for me about how I ran the game or the scenario itself is very welcome be it praise or constructive feedback.
6. I hope you enjoy yourselves!


A Pathfinder Society Scenario designed for levels 1-5.

The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom’s darkest industries.

Content in “Slave Ships of Absalom” also contributes directly to the ongoing storylines of the Liberty’s Edge and Sovereign Court factions.

Written by Mark Garringer.

----

So I wrote a thing. This is in fact that thing. I am going to run the thing via PbP. I may even take on more than one table if there is enough interest. I've got a unique perspective on the scenario and feel comfortable running it a lot. :)

PFS legal characters only, table of 6. Please be able to post at least 1/day.

Normal PbP stuff, make sure you have an alias to post under and your character is updated under said alias. Be able to provide all documentation if requested, etc. If you have Hero Lab great, you can email me your .por file, if not no worries.

Examples: Pavanna al-Azario, Cutter Wolfrider, and Gert.


For the Glory of the Veskarium! Docking Bay 3-3

Seated behind a large, antique desk in his wood-paneled office, Venture-Captain Ambrus Valsin looks up from the pile of papers before him and shuffles them to one side. “Perfect timing! Welcome Pathfinders!

I had an interesting conversation with the Master of Spells Aram Zey yesterday. An old friend—Lady Darchana, Archdean of the Arcanamirium here in Absalom—contacted Master Zey. She’s a councilmember on the Low Council, too. It seems her dinner party last week had an unexpected guest: a handmaiden of her fancy guest’s had picked up a scrying sensor somewhere. When Lady Darchana learned that someone was attempting to eavesdrop on her party, she used her magic to trace the sensor back to its source. It sounds as though she didn’t learn anything conclusive, and she’s interested in bringing in an independent party to try and learn more. Master Zey agrees.

Make no mistake, this is an excellent opportunity for you to impress a well-connected friend of the Society. Lady Darchana requested that the Pathfinders call upon her at her estate in the Petal District once they learn something of the origins of this servant. The owner of the handmaiden is named Lady Silviana Dimora. Lady Silviana isn’t a councilmember or the like—at least not yet. From what I understand, though, she is an up- and-comer who is rubbing elbows with all of the right people, and she likely has little knowledge of where the slave was purchased. I recommend speaking to her majordomo Milana about the handmaiden, or you can pay a visit to her solicitor, a Chelish fellow named Salbus over in the Coins. Questions?


For the Glory of the Veskarium! Docking Bay 3-3

Author's table for 06-05 - Slave Ships of Absalom Discussion tread.

Scenario is due to be released 9/24/14; Gameplay thread will open then, or when we finish The Prenumbral Accords, whichever is first.


For the Glory of the Veskarium! Docking Bay 3-3

Author's table for 06-05 - Slave Ships of Absalom Discussion thread.

Scenario is due to be released 9/24/14, Gameplay thread will open then.

Do we want to play with 6 players, or keep it at 4?


For the Glory of the Veskarium! Docking Bay 3-3

Discussion thread for discussion of the important issues of the day!


For the Glory of the Veskarium! Docking Bay 3-3

The air grew still as Venture-Captain Dennel Hamshanks rolled into a meeting room deep inside the Skyreach, his jowls flowing and his enormous axe clanking against his thigh. The man’s black eyes scanned the room. “You lot? The Orphans?” Hamshanks chuckles. “Well, maybe you’ll surprise me."

Your boat leaves in an hour, so I’ll be brief. I'm sending you back to Andoran. One of the Society’s contacts sent us an interesting little nugget this morning. A druid named Hemzel swept into Augustana’s Civic Library last week, demanding his right of research. Our contact learned that Hemzel acquired a lorestone from somewhere in the Verduran Forest. Heard of such a thing?” Hamshanks paused expectantly and spat again. “Of course not. I suppose you've heard of druids, at least?" He looks pointedly at Gert. "And their crazy stone circles? Well thank Gorum for that. Lorestones are somehow connected to them—supposedly they can bestow you with all of the knowledge of the druids. We’d like to know how, so we want that stone and you’re going to get it for us." Hamshanks points at Gert, "'Cept for you sweetheart. You're staying here."

Confused Gert looks at Ana and Liam shrugging a little as her hands turn upward with confusion. "So, the Society wants this druid artifact, but you aren't going to send a druid along?" She puts her right hand to her forehead, dragging it down her face as she sighs.

"That's right girlie. You're staying here. Hemzel's already no fan of the Society. A Society druid showing up and asking him about his little find?" Hamshanks whistles and then motions his thumb across his throat. “Unfortunately, the Society is not a friend to Hemzel. He’s the self-declared protector of the Verduran Forest inside Andoran’s borders and some of our more eager explorers have angered him and his little band of gnomes. He’s sworn a blood feud with the Pathfinders."

Break out your skills of persuasion and get me that lorestone. Do what you need to—sweep the floors or plant some trees for the old man. Something nice—let him know we’re there to study and not to slash and burn.

"Well? Scoot!" he waves his hands at the Orphans.


For the Glory of the Veskarium! Docking Bay 3-3

“Welcome to Zelkor’s Ferry. I hope the captain didn’t question you too hard at the gate. You may be a person bent on finding an adventure, but you don’t look like a troublemaker to me.” The woman’s blue eyes seem to twinkle as she smiles at you. Her light brown hair is beginning to show some grey, but her arms look strong where she has pushed up the sleeves of her brown dress. “If it’s adventure you want, let me tell you, you’ve come to the right place. Although we hold our own here, this area can by no means be considered safe and there’s plenty for a brave soul to find and do.

“I’m Amelia, and my husband and I are the proprietors of Bristleback Inn. It’s been in my husband’s family for several generations.” She leads you into the building’s common room and continues. “A room with your board is one gold piece a night... Thank you very much. The stable is just next door and stabling for a horse or mule is one silver piece. Anything more exotic than that and you’ll have to ask Bristleback; we own the stable, too. The two fellows out there, Vort and Igor, are both decent folk and will take good care of any of your animals.”

Amelia turns to survey the room, and you take a look around also. The inn’s low-ceilinged common room is really nothing special, but out here so far from civilization it seems to have all the comforts of home. The tables are well-worn, but also well-scrubbed. In fact, a teen-aged girl with hair the color of honey is engaged in scrubbing one right now. “Don’t forget the sides, Ysbel,” Amelia says to her. The slender girl looks up at the comment, flashes a shy smile when she sees you looking at her, and then goes back to her work.

The shutters are open to let in some fresh air, and at the far end of the room a small fire burns in the fireplace as an old man snoozes in a chair nearby. Sitting at one of the tables is a female halfling, wearing chainmail, finishing up her breakfast. Her eyes scan you each in turn, while she continues to eat. Lamps are set into brackets high on the walls, to provide the most light in the evenings and also keep them out of the way of clumsy patrons. The bar is on the other side of you, before the stairs; it is supplied with a couple of kegs, and a row of pottery mugs hung on pegs on the wall. The treads on the stairs are worn in the centers.

Amelia gives one last satisfied look at the room, then turns to you. “I need to get out back and weed the vegetables or pretty soon we aren’t going to be able to find the food for the weeds. The privies are around back to the left; the kitchen garden is to the right. If you end up around that way by mistake, watch your step because I don’t want anyone trampling on my garden. You ought to take a look around and chat with some of the people here; I’m sure several of them have things to tell you about their own experiences in this area, things that might help keep you alive when you head out looking for your destiny.” With that parting remark, Amelia also disappears through the door to the kitchen and leaves you alone.

You’re not quite alone, though, as you realize when a soft voice interrupts your thoughts. “Pardon me.” It’s the young maid; Ysbel, that was her name. She’s now working on a table nearer you, and lays down her small scrubbing brush when you turn.

“I couldn’t help but hear what Amelia said about people having things to tell you. I know someone who tells amazing stories! Some of them may even be true.” She gestures to the old man sitting in the corner by the fireplace and continues. “That’s old Russ. He’s Amelia’s grandpappy, and to hear him tell it, he may have tamed this whole area single-handedly when he was young. There’s no doubt his stories are interesting, though they might not be helpful to you. Let me just get his attention.”


For the Glory of the Veskarium! Docking Bay 3-3

The discussion thread is now open! I will probably be getting the Gameplay Thread open tomorrow.

Welcome to the Original Six Players!

As we get started, I need alternate characters for Lucenda and Tazo.

Original Six Character - Rappan Athuk


  • Human Fighter - Dobin Cur - Daniel Stewart
  • Half-Orc Barbarian - Parfin Groud - RyckyRych
  • Human Fighter - Jericho Greywind - Lucendar
  • Human Investigator - Felix Nin - Ryveg
  • Elven Wizard (conjurer) - Kwin Avassar - markofbane
  • Halfling Cleric (Calistra) - Rose Silversting - Tazo

    Cast of Characters - Rappan Athuk On-deck Characters

  • Dwarf Cleric - Hama - Daniel Stewart
  • Dwarf Inquisitor - Relkan Grait - RyckyRych
  • Unknown Class - Lucendar's 2nd - Lucendar
  • Half-Orc Bloodrager - Zugthugula - Ryveg
  • Ratfolk Bard (archaeologist) - Jawn Swiftrun - markofbane
  • Unknown Class - Tazo's 2nd - Tazo

I intentionally requested background lite versions of the characters submitted, and I want to keep things fairly generic at this point. You've heard rumors and the allure of Rappan Athuk and are adventurers looking to make a name for yourselves. Any (optional) connections you want to establish or throw around here in the discussion thread is fine by me. I am also going to spot you guys 1000 XP and 500 gp. The game will start in Zelkor's Ferry, a hamlet with about 20 residents. Feel free to spend the 500 gp however you see fit prior to your arrival in Zelkor's Ferry. Or hold on to as much of as you'd like and spend it when you arrive (though you may have less selection of gear in Zelkor's Ferry. Any of your starting gear may be sold at 50% the cost.


Hundreds of years ago, the Chelish imperial forces of Haliad the First moved to destroy the main Temple of Orcus which was taking root in the Eleder in Sargava. With their temple in ruins, the surviving high priests of this accursed demon lord fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill south of the Kaava Lands, a sylvan woodland on the northwest coast of Desperation Bay. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Aroden, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.

For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits, slavers and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

Character Creation Guidelines:
* 15 point buy.
* No score below 10 before racial adjustment.
* 2 traits as explained in the Advanced Players Guide and found in many, many Pazio products.
* 1st level, full HP for your HD.
* Any non-evil alignment.
* All Paizo material is fine; any class (and any archetypes). Yes that includes the Advanced Class Guide playtest material. Unless you specifically ask me if you can use the ACG playtest material, in which case you cannot because you did not read.
* 3PP books are going to be spotty, but it does not hurt to ask
* Any Core or Featured race from the Advanced Race Guide. Not all choices are equal, and if you pick a goblin, do not be surprised when you are killed for it. Think it through.
* Maximum starting gold for your class.
* This is a dungeon crawl, perhaps THE dungeon crawl. Not all choices are equal. Your 25 CHA Diplomancer build is going to die with a spear in the face. Think it through.
* A long character background is not required.
* Profile aliases will need to be setup for active characters after chosen, but not required for submission.
* If you are selected you must also submit a 2nd character which must be of a different race/class combination than your first. This does not mean a different archetype, this means a different class. This will be your on-deck character should your active character one die.

House Rules:
* All characters gain the following:
Healing Surge (Su): As a move action you many heal yourself an amount equal to 1 class level HD + Con Bonus. In the case of multi-class characters, you use your largest HD size. You may use this ability a number of times per day equal to your character level.
* HP gain after 1st level will be 1/2 HD + 1.
* Most skill check rolls will be made in private by the GM.
* The medium XP Track will be used for this campaign.
* XP earned will be carried by the player, not the character.
* Wealth accumulated will be carried by the character, not the player.
* No players will control move than one active character at a time.

On-deck Characters:
* The on-deck circle will be maintained with 6 characters at all times.
* If an active character is unable to be revived to the land of the living, an on-deck replacement will be activated at the next appropriate point.
* Your on-deck character build will start at the same XP value that the active player has earned.
* Your on-deck character will likely be under the WBL curve when she joins the game.
* When a character is removed from the on-deck circle, the first character from the bullpen queue will be moved forward to replace it.

Bullpen Queue:
* Active players who have no character in the on-deck circle may submit a new character to the bullpen. Bullpen submissions from an active players automatically advance a number of places equal to the earned level of the player in the bullpen queue. Example: If there are 10 characters in the bullpen queue and Bob's level 2 primary and on-deck characters are both killed, his new bullpen submission would go to slot 8, not slot 11.
* All approved applicants will be added to the bullpen queue, even if they were not selected for the Original Six Players.

To be clear:
* 6 players will be chosen. Those 6 players will have 1 primary active character and 1 secondary character in the on-deck queue.
* It would be helpful if submitted characters were wrapped in spoiler blocks:

Primary Name: Character Race/Class:
Your full stat block goes here.

* Every approved submission will end up in the Bullpen queue with a chance to get into the game eventually.
* If you happen to use Hero Lab, it would be awesome if you sent me your .por file, but it is not required.
* I will be using Roll20.net for tactical maps, tokens, player handouts etc.
* Submissions for Original Six Players will close at 9 pm EST on December 12th 2013.
* Submissions for the Bullpen will we open after that indefinitely.


This will be a Pathfinder Society legal play by post game using the paizo.com forums and roll20.net for mapping. This means you need a Pathfinder Society legal character, if you are unfamiliar with these guidelines please download the Guide to Pathfinder Society Organized Play. If you have questions, please ask I'm happy to help.

A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). We are playing at sub-tier 1-2.

With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone.

The Rescue at Azlant Ridge is the second scenario in the two-part Before the Dawn campaign arc. Pathfinder Society Scenario #2-01: Before the Dawn—Part II: The Bloodcove Disguise is part one.

Before being approved to play, you must have a valid character and profile for that character.

The current party which carried over from Part 1 is:
Alafair Stormborn - Human F Sorcerer 1
Batah ibn Abbala - Human M Cleric (Sarenrae) 1
Mareck Bolthune - Human M Fighter 1

I'm looking for 2 more players for this sub-tier 1-2 table.


For the Glory of the Veskarium! Docking Bay 3-3

You are several days northwest of Bloodcove—days of dusty, dirty running and riding as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind you, no more than an hour by horse now, ride dozens of Aspis mercenaries. Your activities in Bloodcove, it seems, were not as secret as you hoped.

A sudden cry goes up among the wagons, and all eyes look back the way you came. The days-old familiar sight of pursuing horseman has vanished. “They’ve given up the chase!” Raimondo declares and a tired cheer erupts from his caravan.


For the Glory of the Veskarium! Docking Bay 3-3

This is the discussion thread for PFS scenario 02-02 Rescue at Azlant Ridge.

I have put up the first game play post, but I'm sure it'll be a few days before we are really ready to start :)

If I need to recruit I'll do that, but I'd like to keep it to 5 players again.

Grand Lodge

Many cards have a 'If you aren't proficient with' clause. Does this apply to both the Check to Acquire and the combat check? I waffle a little on this because any schmoe could 'acquire' it, but only a trained schmore could 'use' it.

IE: Merisiel tries to acquire a Longsword (Strength/Melee 6 to acquire) and rolls a 7 on her 1d8 STRENGTH. Should her check to acquire really be 10 because she isn't proficient or would the subsequent combat check to defeat she used the longsword for be at a +4?

Thanks :)

Grand Lodge

I'm still a little unclear and there seems to be a lot of good people helping make clarifications already so...

Example A: Both characters in the same location, both characters have reveal weapon cards of some type. Player 1 encounters a bane monster of some stripe. Both character may reveal weapon cards to complete this check. True/False?

Example B: Both characters in the same location, Player 1 has a reveal weapon and encounters a bane monster of some stripe. Player 2 may not assist with their melee or ranged 'basic' (IE: non-card) attack. True/False?

Example C: Both characters in different locations, both characters have reveal weapon cards of some type. Player 1 encounters a bane monster of some stripe. Both character may reveal weapon cards to complete this check. True/False?

Thanks :)


For the Glory of the Veskarium! Docking Bay 3-3

Out of character and general discussion and questions go here.

I will be using Roll20 for this going forward and post the link tomorrow after I get it setup. It's nice for managing the maps and tokens etc for the combat of the PbP.

Roll20 link is now in the Campaign Info and here for your records: https://app.roll20.net/join/184552/WM1Exg

Create an account for Roll20 if you need to, then join the campaign. Once you do, change your display settings so that your name is your charcter's name. You can do this by clicking on the gear on the far right side, upper corner. 'Display Name' should be changed to your character's name and then 'Save Name.'

You don't have to use the dice roller there, we can post actions and dice rolls here. It should default your display to a map of the Isle of Kortos. I'll setup tokens and assign them once you've created your account etc. Let me know if you have any questions. Thanks!


For the Glory of the Veskarium! Docking Bay 3-3

In the heart of the Pathfinder Society’s headquarters at Skyreach, Venture-Captain Drandle Dreng, a wiry old man with a wild gray beard and glinting eyes, sits on a large plush bench next to a finely dressed, full-figured woman who looks as though this entire meeting isn’t worth her time. Dreng warmly greets the PCs and introduces them to the woman, Lady Gloriana Morilla; the Taldan woman tilts her head slightly in acknowledgement of the introduction, but otherwise makes no move to greet anyone.

Oblivious to any social slight on the lady’s part, Dreng goes on:

Recently, a contact from the Low Azlanti embassy in Escadar approached us with an offer. It seems they have discovered a unique relic of Azlanti origin on the Inner Sea’s floor that we have a unique opportunity to add to our collection for study. In return, however, we must deliver one of our catalogued items to Escadar in exchange. The Low Azlanti drive a hard bargain, so we need you to escort a relics broker to Escadar so he can authenticate the Azlanti item and mediate a fair deal on the Ten’s behalf."

Dreng continues, "The Pathfinders are not the only group that looks to acquire this relic. It seems the Aspis Consortium has also tendered an offer, and the gillmen have decided to accept the Consortium’s deal if the Society cannot finalize its agreement within 30 days. An Aspis-funded warship patrols the waters just beyond Absalom’s harbor, preventing Pathfinder agents from sailing to Escadar unmolested. Luckily, Lady Gloriana has come up with a brilliant solution..."

Lady Morilla stirs from her silence and speaks in a strong, demanding voice. “I have used some of the Empire of Taldor’s most skilled operatives to plant a false crew manifest and course plans with the harbormaster, ensuring that the Aspis Consortium spies who certainly keep an eye on such matters believe we are moving our relic to Escadar on a ship tomorrow morning. This decoy should occupy the Consortium sufficiently for you to travel overland to Escadar with plenty of time to make the final agreement with the gillmen before the Society’s window of opportunity runs out.

Dreng laughs to himself absently, "Go to the Siphons in the Puddles and meet with the Pathfinder Society’s ally, information broker Grandmaster Torch. He’ll give you a map for a smugglers’ trail through the isle’s center that should allow for relatively easy and secret travel overland to Escadar. The Society has hired an appraiser and relics broker named Nester Rees to verify the authenticity of the gillmen’s relic; Rees will meet up with you after meeting with Grandmaster Torch."

Dreng explains he has arranged lodgings at an Escadar tavern called the Grindylow’s Goblet, where the gillmen have agreed to meet with them. "Once you arrive, you only need to send word to the Low Azlanti embassy, then have Master Rees conduct the negotiations at the tavern on the Society’s behalf." Dreng points sternly Galia, "You are responsible for Rees’ safety and for the success of his negotiations. All of you!"

Dreng chuckles at his own seriousness, "Questions?"

Grand Lodge

Please feel free to introduce your characters and role play with each other while awaiting the Master of Spells.

Grand Lodge

Welcome everyone! Please try to remember to 'Post As' the PFS character name you are playing as. I'd like to create your roll20 player tokens based on your message board avatar, so please make sure you have something close to your character selected.

I will be opening up the Gameplay tread later tonight, and linking the roll20 campaign. This is my first PFS PBP as GM. This is my first time using roll20 as a GM, but I think we'll manage.

At the present time I am a 1 Star GM and the retired Venture-Captain for Indianapolis. I make rules mistakes just like anyone else, all I ask is that you be polite when making your point (or correcting mine). Please make sure you have private messages enabled on your profile, and I'll be getting faction missions sent probably via roll20 as well. You can PM me here if you have questions or concerns, or email me directly at zizazat@gmail.com. Please don't read spoilers that don't have your name on them.

Enjoy the game and feel free to role play your character! :D

If you want to finalize any last minute purchases please do so now...you've all been summoned to Skyreach in Absalom and await an audience with Aram Zey, the Master of Spells!

Grand Lodge 2/5

Recruitment thread here. Play by Post with roll20.net for maps.

Grand Lodge

This will be a Pathfinder Society legal play by post game using the paizo.com forums and roll20.net for mapping. This means you need a Pathfinder Society legal character, if you are unfamiliar with these guidelines please download the Guide to Pathfinder Society Organized Play. If you have questions, please ask I'm happy to help.

A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.

The Bloodcove Disguise is the first scenario in the two-part Before the Dawn campaign arc. Pathfinder Society Scenario #2-02: Before the Dawn—Part II: Rescue at Azlant Ridge is the sequel.

This scenario can play at 3 different sub-tiers (1-2, 3-4 or 6-7) I will start the sub-tier that musters first with 5 seats. Before claiming a 'virtual' seat at the table, please ensure that the character posted to your profile is up to date. I also plan to run Part II after we finish Part I, and will give preferential seating in Part II for players from Part I. This is my first time running a PBP via roll20.net, but I expect things to be fairly smooth. I would like players who can post at least one time a day, and give me a heads up if you are going to be unable to post for a few days (going out of town, etc etc).

Grand Lodge

For those looking for more Beginner Box adventures, check out Wayfinder #9! It's a free download with 3 new adventures ready to lead your players into the Darklands! Deverin's Folly, Into the Dark, and The Gateway to Nar-Voth are included in the PDF. If the content is a hit with the fans they may try to make it a recurring feature!

Seriously, free. Enjoy! :)

Grand Lodge

You have all been called forth to the Bloodspeaker Toka's tent. Garra and Yanick have been inside the tent many times and know the array of fetishes and charms Toka has, using them to understand the will of Gorum as well as the wishes of the honored dead. The acrid smell of fermenting pesh milk greets you as the tent flaps are pulled open. There are 6 small wooden cages stacked just inside the tent flap on the right side and Toka stands up from tending a small pot of something foul smelling he was stirring. "Yes, yes you have arrived. Come closer children, I have a great honor to share with you."

Toka has been the Bloodspeaker for Gul'Furom for as long as you have been alive. He is a strong man, but also a very engaging speaker. The will and the wisdom of Gorum flow from his mouth, and his knowledge of the tribal history is second to none. He is a man approaching middle age, and while his time as Bloodspeaker has softened him none would dare call him soft. He burns with the warrior spirit of Gul'Farom and his words hold a strong sway over Elder Kora'Mol.

He smiles widely, his eyes bright "As you know the Trial of the Lightbringer is at hand, and the Ritual of Stardust is but 15 days away." He gestures to the wooden cages, "You will honor Elder Kora'Mol and the entire Gul'Farom tribe by completing part of our contribution to the Trial. You are tasked with capturing six badgers from the nearby woods. Alive of course." he looks at Josi as he says that last bit. "It will take the tribe 3 days to reach the Ritual site, and you should reasonably be able to track and capture the badgers within 7 days. Of course any dire badgers you manage to capture instead will only reflect greater honor on the warriors of Gul'Farom."

Nodding his head, his eyes glaze over lost in thought as he finishes speaking. He shakes his head and snaps back into this moment with you, "I will answer any questions you may have, otherwise I look forward to your success!"

Grand Lodge

Welcome "Little" Josi, Bok, Yanick and Garra! You will be my Lords of Light!

Here is some more background to get your mood set before we start:

You are all part of the Gul'Farom tribe, living in the 'hamlet' sized location also know as Gul'Farom. There are about 60 people who live in the tribal area. Goods for sale are limited, but everything a Kellid could need to survive can be found in the valley. Life in the valley is tough, but good. Gul'Farom prizes strength and victory in battle. They are some of the strongest warriors in any of the 4 tribes. Elder Kora'Mol has chosen Marigara to represent Gul'Farom in the upcoming Trials. Marigara is big and powerful and loud. He is very close to the ideal of what it means to be Gul'Farom and has been since he was old enough to walk. It's no wonder that Kora'Mol treats him as his own son. Josi and Bok both mentioned 'teasing' or otherwise being picked on or bullied, Marigara would be one of the main instigators of this kind of behavior. Not exactly in a cruel way, but there is a pecking order and he's at the top, so he makes sure those at the bottom know it. He has friends he is close with, Kartos and Feldryn. Yanick and Garra are both students of the tribal Bloodspeaker Toka, along with another druid female named Nox.

Any other specific questions or thoughts before we get started I can answer?

Grand Lodge

Background
The Vixis valley is located in eastern Numeria, and is home to 4 related Kellid tribes The plains are good, the woods are very light and the mountains can be quite dangerous. Many of the strongest warriors leave the valley to make their way to Starfall to become bodyguards of the Black Sovereign and the Technic League. Rumors from outside the valley suggest that the Technic League has been hunting Kellid warriors for sport, but at least in the Vixis, that rumor appears false. The inhabitants of the valley believe the legends of their own martial prowess to be a strong deterrent.
The four tribes of the Vixis are each descend from a proud Kellid warrior and take their name from him. They are collectively referred to as the Sons of Brelar or the Sons of the Valley. Their father, Brelar Darheek is regarded as the Founder and Progenitor of the Vixis, brining his sons and the tribes to live in this land over a hundred years ago. When the Vixis was first settled there were many Orc tribes who lived here. Brelar and his sons lead a genocidal cleansing, and in the span of 8 years the valley was theirs.
Today each tribe has an Elder (a bloodline descendant from their tribal progenitor) who serves as the leader, and passes that responsibility on to his son. The Elders respect and council each other, while still maintaining a warrior's comradery. A leadership problem has been brewing over the last several years as none of the current Elders have sons. Elder Kori'Meka has sired a daughter, much to his disappointment. Elder Kybor's (of Tekar) son was killed while hunting a grizzly bear at the age of 14. Each tribe has determined their successor to the Elder, and come the next Ritual of Stardust these 4 warriors (and any other men who wish to compete) will face a series of tests to determine who will be anointed the Lightbringer and the right to the hand of the barbarian princess Nirra.

The ideas explored in this campaign require a fairly specific player/character buy-in. I'm sure there are plenty of people who are creative enough to enjoy such a game even though it starts off on a fairly narrow focus. I am more than happy to answer questions or expand on details as required to dial in a character concept.

I will choose 4 characters on Friday 3/29/2013.

The following are the Campaign Rules for the Lords of Light Play by Post:

Campaign Rules:

Materials allowed
Any Paizo published book for the Pathfinder RPG system.
Any third party published material may be included on a case by case basis with GM approval. Such approved items will be added to this list.
Psionics Unleashed by Dreamscarred Press
Psionics Expanded: Advanced Psionics Guide by Dreamscarred Press

Character creation method
The Lords of Light Campaign will use the High Fantasy 20 point purchase as per page 15 of the Pathfinder Roleplaying Game Core Rulebook.
Characters begin at 1st level.
Starting gold for 1st level character creation is 100 gp.
Starting characters base Hit Points equal their full Hit Die for their class. Additional HP are added as normal after that (Con bonus, Toughness, Favored Class etc).
Starting characters must select 2 traits as per the Traits system rules presented on page 326 of the Advanced Players Guide. These traits can come from any legal source.
Because of the unique ecology of the Vixis valley, strong preference will be given to Human (Kellid) characters. Non-Kellid characters will be considered, provided they have a reasonable back-story which explains their presence in the middle of the xenophobic, Kellid controlled Vixis.
Characters will be members of the Gul'Farom tribe.

Character leveling
The Lords of Light Campaign uses the Medium XP track as per the Pathfinder Roleplaying Game Core Rulebook.
Whenever a character gains a level beyond 1st they will gain Hit Points equal 1/2 their Hit Die rounded down, plus 1.

Healing consumables
Healing consumables will be calculated for each die at 1/2 rounded down, plus 1 with any other static bonuses added on after that. IE: A CL1 potion of cure light wounds would restore 1d8+1 or 6 hp.


Tribes:

Dewur - The hamlet of Dewur follow an aspect of Desna represented by an elk riding huntress. Water and access to it is quite important in the valley, and the Lords of Dewur understand where to travel to gain access to that which is needed most. They are also plagued by the Witch of the Shiftless Mire who dwells in the nearby swamps. Tribal Elder is G'Vada.
Gul'Farom - The hamlet of Gul'Farom are the most warrior-like of the tribes, following the will of Gorum. They fight for the glory of battle and personal honor. Believing that fire best represents the soul of the faithful of Gorum, they are very ritual based having somewhat cooped the Ritual of Stardust into a grand celebration for the four tribes. Gul'Farom is also known throughout the valley for their harvesting of the pesh cactus which grows east of the hamlet. Consumption of pesh milk is common place, as is the use of refined pesh. Tribal Elder is Kora'Mol.
Irog - The village of Irog have the most civilized encampment in the Vixis valley. It is a walled compound which has been build, improved and expanded over the years by the followers of Irori. The compound includes a small market area for sale and barter of goods. Located in the mountains north of the compound is the tomb of the last Lord of Light - Brelar Darheek. Tribal Elder is Kori'Meka.
Tekar - The descendants of Tekar have long ago learned to work with the forge, trading with Dwarven merchants from under the nearby mountains. Many of the metal weapons and armor in the valley come from the great forge-tent of the hamlet of Tekar. Tribal Elder is Kybor.

Map can be viewed here.