Goblin

Pizazz - Rhynn's page

117 posts. Alias of Rhynn Davrie.




Kicking this off!


Adventure 1 - Attack of the Twice Born

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

Between the disparate groups and powers within Kaer Maga, a strange balance exists; a somewhat anarchical understanding between its residents that one’s business remains one’s own. This principle of personal freedom and privacy lies at the fragile heart of Kaer Maga.

Its lifeblood pulses with merchants of exotic goods, troll fortune-tellers gazing into their own viscera, and corpulent bloatmages replete with lymph-balancing leeches.

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

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


Should the second line in this Returning Totem Spear be freely? It's adding to a check, which would tick the box if I was converting it from a different set.

Returning Totem Spear
Weapon 4 (CotCT)
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.

If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.

After playing this weapon, you may not play an Offhand boon this encounter.

Looking at similar weapons it's definitely missing that second line about using when previously revealed...so maybe not.

Returning Throwing Knife
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card this check.

Returning Throwing Axe
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card this check.

Thoughts?


One step closer!


Adventure 0: Captains of Your Fate - Summary

There’s no life like the pirate’s life—or so you’ve been told. Months ago, you signed up on the Truewind under Captain Scourge, swayed by his frightful moniker and grandiose claims of plunder. But “Master Scourge”—you won’t deign to call him Captain—is timid and indecisive. He avoids risky exploits and all but the slowest and least-defended targets. He hardly qualifies to call himself a pirate.

You’ve chafed under his leadership long enough—it’s time to take over! Scourge is wily, so your first action was to carefully eliminate the riffraff that were most loyal to him. With that done, you were easily able to overpower Scourge and leave him on one of the sparsely-inhabited islands in the area. The Truewind is yours!

With promises of increased booty, you were able to sway the crew of the Truewind to your side and knowing the temperament of pirates you set about to quickly provide it. After hunting down and collecting on a bounty against a ferocious sea-goblin known as the Whale, and defeating the undead pirate Arron Ivy and gathering all the treasure of the Razor Reefs for your crew, you have earned their trust.

However you quickly realized to go after larger fish, required a bigger boat and you had your eye set on the Sea Chanty. Knowing you and your crew were no match for a confrontation on the open water you practiced some skullduggery and waited for the ship and it's captain, Caulky Tarron, to put to port for resupply and repairs. Getting the jump on Tarroon while she's out on the town, you were able to persuade her crew to your banner and take over the ship.

Despite rallying the Pirate's Council against you and enlisting their aid in an attempt to take back her ship by force, you were able to fight off Tarron's allies, finish repairs to the Sea Chanty and set sail for adventure.


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Nok-Nok is mightiest of knife wielding heroes and on this day has defeated the worst that the Runelord of Wrath could throw at us! Nok-Nok claims title of Vicious Blade, and Slashing Blade having bested them one on one in combat...couldn't find the last one, but party mates took that one down too. Join me in proclaiming your victories brave Pathfinders!

The full thrilling tale!

Just finished up our run on Season of the Runelords today which we started as part of the first PbP online PACS convention, Cards Against Gnomanity. Took us a long time but we got there. Party was Arik/Red Raven, Mother Myrtle, Grazzle, and Nok-Nok. I had so much fun with Nok-Nok and my build leaned heavily into his second chance and soaking damage. Anyway, with us wrapping up, wanted a place of honor for him.

Nok-Nok, Head Drum wrote:

Hand: Adamantine Sai +2, Stormrune Knife, Venomous Dagger +2, Dagger of Doubling, Razorglass Knife, Galvanic Chakram +1, Burglar's Buckler, Boots of Alacrity, Chaos Stone, Tears of Death, Mighty Steed, Wayfarer, Forensic Physician, Kupmuk, Old Salt,

Displayed: Blessing of Kofusachi, Blessing of Lamashtu, Blessing of the Quartermaster 1, Blessing of the Demon Queen, Blessing of the Savored Sting, Blessing of Abadar,
Deck: 0 Discard: 0 Buried: 0
Hero Points: 7
Box Reroll Used: N
NOTES:
Available Support: Use Blessings as needed!
Movement: Move step - skip to heal 1!

Card Feats:

Weapon 4 ☑5 ☑6
Spell 0
Armor 1
Item 3
Ally 3 ☑4 ☑5
Blessing 4 ☑5 ☑6

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☑ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (■ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.



Usually I'll collect upgrades and HP spend over here to keep it separate from the game.


Still setting up around here, but feel free to dot in we'll be running at Adv 4.


Pathfinder Roleplaying Game Superscriber
Chad wrote:
...and if, like me, you all correctly believe that clerics are the best.

So, did you change your mind?

Anyway, great article, and I love the extra depth.


Discussions and upgrade choices will go here.


Please dot in if you'll be participating in Outpost III.


Easiest way to explain this is to look here's a few examples:

Example 1

Example 2

At the start of a new page we'll have full functioning ability to format text using the standard code:

This is bold and italics and strikethrough.
This is out-of-character commentary for play-by-post threads.

But part of the way through the 50 posts it will break and everything will have the code to make it have formatting but will just display as standard text or bold. While editing the post it functions fine and all the formatting is there, but as soon as you post it breaks.

Once you start a new page it seems to work again...however we just had it break again on one of those boards. Not a major concern, but I miss the colors to distinguish different action types.


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In the next version of the guide would it be possible to include the link to the living document for conversion.

I just had a vague recollection for how old locations didn't banish and allow characters to move in non-core/curse sets but had to dig around to find the conversion living document to confirm that. It would be nice to have something in the official PACS Guide that referenced the web address to handle all the various conversion nuances.

https://paizo.com/pacg/conversion

Thanks!


Discussion here.


Gameplay Thread


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Just because I like to document my character after the fact, here's a tread for it. Just finished up our run at Factions Favor. I played Radovan out of Tales, and was joined mostly by Talitha (Magus), Brielle (Barbarian) and at the start of the season Ukuja (Hunter).

Rodavan was interesting, loved all the allies, especially the early allies from Tales that allowed him to recharge their friends. I added Intrigue for the ultimate deck which paired really well. Overall I'll miss him, he definitely had an interesting shtick with the various demon forms although all the undead put a bit of a crimp in his gameplay. Still a lot of fun!

Character Name: Radovan
Role Card: Pitbound BodyGuard
Skill Feats: Strength+4, Dexterity+3, Wisdom+1
Power Feats: +6 hand size, 3 Devil froms, 1d6 to combat checks not having the 2-handed trait, add 1d12 if no weapon, Reduce damage to a character at your location, (by 2 if 4-7P), When a monster is undefeated by another character or when I defeat a monster display a monster next to a devil form.
Card Feats: Weapon+1, Item+1, Ally+3, Blessing+2
Weapons: Hrym, Sawtooth Saber+2, Shadowless Sword, Corrosive Backsword+4
Spells: Remove Curse(trader-subbed out Blessing of the Ancients each game)
Armors: Gravewatcher Chainmail
Items: Shadow Victim Ring, Ring of Regeneration, Boots of Teleportation, Deadened Shadows Cloak
Allies: Zae, Rodrick, Keren Rhinn, Vizier, Zealot, Heister, Thrune Agent
Blessings: Runewell's Echo, Blessing of Zon-Kuthon, Blessing of the Midnight Lord, Blessing of the Vaultmaster, Blessing of Anubis

And now onward to the next season!


Welcome guys! Still working my way around in here, but I think I've mostly got things set up.

This thread can be used for any discussion about the game or really anything. Feel free to drop your random questions on how does this work here.

As soon as I get a copy of the adventure I'll get the locations posted for the first scenario so you can start thinking about where you want to start.

In the meantime, I'd recommend getting your decks/characters in order for some online play, we'll hopefully be starting this up on 7/9!

Oh also here's a nice write up of some instructions to help you get ready: Instructions for Cards Against Gnomanity


Chasing Yellow Sails
Still recovering from the fierce battle for Absalom, the Pathfinder Society was appalled to hear reports that a former ally—onetime faction leader Pasha Muhlia al-Jakri—helped coordinate the betrayal and subsequent two-pronged attack that had threatened the city. Though citizens, soldiers, and Pathfinders alike rose up to thwart the foul plot, the assassin al-Jakri managed a narrow escape. Not only is the Pathfinder Society embarrassed to have trusted a betrayer for so many years, but it is horrified that she used Society connections to nearly bring Absalom to its knees. Uncertain whether she may possess other secrets or allies, the Pathfinder Society desperately needs to track down and capture al-Jakri before she can hatch any other sinister plots. You have been set the task of bringing her to justice.

After some preliminary investigation, it becomes clear that most of al-Jakri’s lieutenants perished in the battle. There is one who was seen escaping, however: a Keleshite man named Satyar Siddique. He was last seen boarding a ship that was then intercepted by a large galley bearing the infamous yellow sails of an Okeno slaving ship. Siddique is now undoubtedly being ferried to Stonespine Island off the coast of Katapesh to be auctioned off at Okeno’s notorious Fleshfairs—markets where slaves of all races and nationalities are sold like chattel. If the Society wants any chance of stopping anything al-Jakri may be setting in motion, you must track down Siddique and convince him to share what he knows. Every moment you delay brings him a greater risk of being traded, tortured, or killed by slavers who are unaware how valuable he is.

Venture-Captain Roderus of the Winding Road Lodge, one of the Pathfinder Society’s local headquarters in Katapesh, has done all he can to equip you for your mission and warn you of the cruel gnolls that are seen as villains elsewhere yet are welcome in Okeno. You’ll cross to Stonespine Island on a merchant ship, and from there you must keep a low profile to avoid unwanted attention. Into the Yellow City of Okeno you must go, with hopes you will not fall to a slaver’s noose.

DURING THIS ADVENTURE:

The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor (proxy with Defensive Stance).

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

REWARD:

Each player unlocks the ability to play Crowe from the Wrath of the Righteous Character Add-On Deck using the Magus Class Deck.


We finished up a couple weeks back, but I'm curious what everyone who's made it through looked like.

Character Name: Enora
Role Card: Eldritch Savant

Skill Feats: Dex +2, Con +1, Int +4, Wis +1, Cha +1

Power Feats: +3 hand size (total of 9), Check to acquire a Spell or Item may use Knowledge, Recharge or shuffle random spell from discard after playing a spell, Discard a spell to reduce Cold, Fire, Acid, Electrical, or Force to you or any character at your location to 0, When you play a spell with Cold, Fire, Acid, Electricity, or Force you may replace any one of those traits with another of those traits.

Card Feats: Spell +3, Item +1, Ally +1, Blessing +2

Weapons: N/A
Spells: Transmogrify!, Augury, Scry, Safe Harbor, Icy Prison, Frost Ray, Disintegrate, Blizzard, Corrosive Storm
Armors: N/A
Items: Black Robe, Sapphire of Int, Staff of Heaven and Earth, Robes of the Rift
Allies: Clockwork Owl, Lizard, Incanter
Blessings: Abadar, Nocticula, Pharasma, Sivanah, of the Gods
Mythic Path: Mythic Archmage

Cards Redeemed: Black Robe!, Robes of the Rift, Soulshear, Amulet of the Abyss

Might be a few more cards redeemed, but they aren't showing up in my records since I wasn't using them.

Our group for most of the season was, Enora, Raz, Valeros, and Athnul. The start was a little rocky but we all came into our own and had a blast. Even got through 1-P with all adventurers in one piece. And now back to Sandpoint to see about those pesky Runelords!