I'm running a Legacy of Fire campaign that I'm converting to use the Savage Worlds system. The characters are currently: Hashama al Baquir (male human) - big strong tough guy who likes to hit things with his fists. Na'elen (female elf) - a dual scimitar wielding dervish who's wanted by the law for killing an off-duty guard who was assaulting a young woman. Mahir Al Qadir Al Adawat (male human) - basically a fantasy arabian version of MacGyver. Pretty much no combat abilities, but could build a sand-ship out of paper clips and a stick of chewing gum. Badi Amjad (male human) - An ex-thieves guild member who left on not-so-friendly terms. So far the conversion is working amazingly well. The savage worlds system allows for much larger fights, which suits the AP really well. It also allows me to trim a lot of the fat from the AP (by removing encounters that only exist to give the PCs enough xp to gain a level). If anyone from Paizo reads this please, please, PLEASE make an AP for the savage worlds system. As good as the APs are for pathfinder, a paizo AP for savage worlds would be AMAZING.
You know, there are companies out there that are starting to make amazing plastic miniatures for very low prices. Mantic, for example, is able to sell plastic miniatures at about $1-$1.50 each. I have to assemble them, sure, and most of them will remain unpainted for a good long while, but with cheap plastic miniatures like these out there, why on earth would I shell out $4 for some random plastic miniature that I probably don't even want? The PF minis look really good, but paizo really dropped the ball on the whole random prepainted garbage. There's a lot of reasons why all the prepainted collectable miniature games failed horribly and died out.
In my opinion, The Impossible Eye seems to be a colossal waste of time. The heroes are desperate to get back to the prime material plane, they finally escape kakishon, and they end up stuck in the city of brass. I can see some of my players walking out at that point. I mean it really seems like the heroes should go right from The End of Eternity into The Final Wish. It's like the writers suddenly realized the campaign was ahead of schedule and needed to stick something in as book 5 to get the heroes their extra 3 levels (I so hate D&D's level system). So, what's the best way to remove The Impossible Eye? Should I just get rid of it and reduce the level of The Final Wish? Should I increase the level of The End of Eternity and find something that can go between it and The Jackal's Price? Is there something that can be done on the material plane that can be used as a direct replacement to The Impossible Eye, like maybe the heroes return home and find that they need to do something before they can face Jhavhul in The Final Wish?
hmm, instead of figuring out a way for the gnolls to get the death worm to the oasis, what about figuring out a way for the gnolls to trick the heroes into approaching an oasis that happens to be the current lair of a particularly old, large, and nasty death worm? What could the gnolls do in that situation? Maybe a simple "attack and then retreat towards the oasis" type of tactic?
James Jacobs wrote: This is sort of a damned if you do, damned if you don't type problem. There's a few other threads out there that are criticizing Pathfinder for being too "railroady," a claim I think is unfairly applied, since we do try to present a story with multiple options for resolutions. I think the problem is that D&D is railroady. It's a basic fact of any system that uses levels. You have two areas, one designed for level 5 characters, one for level 6 characters, so of course you're going to force players to do the level 5 area first then the level 6 area. If you want an adventure path that isn't railroady, paizo will have to start using a system like Savage Worlds.
There is one solution to the xp and advancement speed problem: get rid of xp, then you wont have to worry about things like whether there are enough encounters to get the heroes to level X so they can do the next part of the campaign. Just have the characters level up at the points suggested in the Advancement Track sections of each adventure. When doing something like an adventure path, getting rid of xp makes things so much easier. It also means you don't need to add extra encounters to feed xp to the characters, in fact it means you can actually remove tons of the pointless xp-feeder encounters that seem to populate the adventure paths.
I think I may have missed something. I was reading House of the Beast and got to Shirak's Crypt. I was expecting Shirak's body and belonging to just kind of be lying out in the open, but was very surprised to find they were all in a sarcophagus. How exactly did Shirak's body and belongings get into the sarcophagus? None of the gnolls ever made it down that far and so far I can't find anything that says who could have put her in there. Is there something somewhere that describes how Shirak got into the sarcophagus?
I actually prefer RotR over what I've read of CotCT (up to book 5 now, which looks like it would make an excellent stand-alone adventure actually). I think I'll check out Council of Thieves and see if I like it better than CotCT. I'm not opposed to the occasional side-quest, but when the majority of the campaign is side-quests I start to have a problem. I also don't like how the heroes just abandon the city half way through the campaign. If all those mini quests are meant to make the players/characters invested in the well-being of the city, why do the characters just leave after all that build-up? No, the main story behind CotCT is a really cool idea, but in my opinion it just wasn't executed very well.
I've finished reading the first two books and so far I'm not liking what I'm reading. The AP seems like nothing more than a series of disconnected "mini-quests" that have nothing to do with each other or the main plot of the campaign. In book two the only parts that are worth running are the very first and last parts. I'll try reading through the next book or two, but I don't think I'm going to be running this AP after all.
Part 4 is Ok enough because at least it has something to do with the chaos going on, but part 5 just seems so random and pointless. Since I don't need to worry about experience and levels I suppose I could do part 4 and skip part 5, or maybe find something to replace part 5 that's actually tied to the events of the adventure. I just hate how D&D always seems to have all this filler just to get the PCs to the next level.
I've just started reading through CotCT (thinking of converting it to Savage Worlds to run with my group). I was just wondering if parts 4 and 5 actually serve any purpose other than feeding the PCs some xp? They seem completely pointless, but I may be missing something that's important later in the campaign. Or can these parts be completely skipped over without causing any problems?
Here's the Celtic pantheon. Well, actually it's the Irish Tuatha de Danann with a few additions from Welsh, Pagan British, and mainland Celtic pantheons. This was not easy to put together. I'm still not sure I got all the portfolios correct, but all the domains have been covered (except Madness. I'm not sure if there were any Celtic deities that had madness/loss of control as part of their portfolio). The only D&D book I have that includes a Celtic pantheon is the AD&D 2nd edition version of Deities & Demigods, which doesn't include domains in it. So, this list is mostly based on my own opinions and some reference to the other pantheons. Hopefully I haven't made a complete mess of it. As always, suggestions and comments are very welcome. Aengus (god of love and beauty): Charm, Luck, Trickery
Coriat wrote: Artemis and (especially) Apollo were closely associated with plague-bringing and death as well as healing. Not sure which domain would be good for that, though - the death domain is more about undeath than anything, and I don't see anything else appropriate either. No domains that include diseasy stuff. Oh well, forget that one then. A plague domain would be great. Anyone want to take a stab at making it?
OK, here are the revised Greek and Egyptian pantheons. The Good and Evil alignment domains have been left off, but I added Chaos and Law to a few of the deities. I removed some of the deities from the Egyptian pantheon (Geb, Nut, Tefnut, and Shu) as their portfolios are already pretty well covered by the other deities. I also added a couple new deities to the Egyptian pantheon (Khonsu and Sekhmet). The Egyptian list is still missing the Community and Madness domains. Madness I may leave for Apep (the demon-god of chaos, darkness, and destruction. Today he's more well known as Apophis) but I'm not sure what to do with Community. Greek Pantheon
Egyptian Pantheon
OK, regarding alignment domains, how does this sound: It's always seemed strange that just because a deity is Lawful Good he should have Law and Good as domains. What if the deity's portfolio has nothing to do with law and order? I think that the Law and Chaos domains should be treated as ordinary domains. A deity of law and order should have the Law domain, a deity of chaos should have the Chaos domain. The actual alignment of the deity shouldn't have anything to do with it. The Good and Evil domains are a bit trickier. I don't think there were any deities that specifically have "good" or "evil" as part of their portfolio. Maybe it would be best to have the Good and Evil domains depends on the cleric and not the deity. A good cleric of Dionysus will have Charm, Chaos, Good, Madness, and Plant as domains. A neutral cleric of Dionysus will have Charm, Chaos, Madness, and Plant as domains. An evil cleric of Dionysus will have Charm, Chaos, Evil, Madness, and Plant as domains. Of course, alignment domains are optional, so a CE cleric of Dionysus could have neither Chaos or Evil as his domains, maybe choosing Charm and Madness as his two domains. The alignment domains in D&D are so confusing. It's difficult to tell exactly what they're supposed to represent. It would be really nice if the Good and Evil domains are just removed entirely, and the Law and Chaos domains had all alignment-specific rules removed so they better represent the actual concepts of law and chaos. I may think about doing this actually.
SirUrza wrote: Weren't the big pantheons covered in Deities and Demigods? I only have the 2nd edition version of Deities and Demigods. I've been using Testament and Lore of the Gods as reference, but both of them were made for D&D 3.0. Neither of them have the new domains that were added to Pathfinder, and they both have a bunch of new domains that aren't in Pathfinder.
Cartigan wrote: Demeter still needs Law. It is actually in her portfolio if you look around. I think I'm going to remove all alignment domains again. It would be better just to limit the alignments of the cults that worship each deity. So, for example, Dionysus can have cults with Chaotic, Good, and Evil domains, but not Lawful. So for now I think I'm just going to try and figure out 2-3 non-alignment domains for each deity.
OK, here is the updated Greek Pantheon and what I have for the Egyptian pantheon. Is there a Greek deity of writing? That seems to be the only kind of deity I can think of that would have the Rune domain. A couple of the Egyptian deities ended up being a bit too similar than I'd have liked. It's hard to figure out how to make, for example, Nut and Shu different when one is the goddess of the sky and the other is the god of air. Some suggestions on how to make the deities a bit more different would be appreciated, if they should even be made more different. Maybe having a couple similar deities is OK? There are some domains I wasn't able to find deities for in the Egyptian pantheon. I'm not sure if I should just leave them out, or if I should try to find other deities I could add, or there are deities already in the list the domains can be given to. The domains I wasn't able to place are: Community, Liberation, Luck, Madness, and Travel I'm working on the Celtic pantheon now. It's going to take a while as it is not an easy pantheon to put together. Greek Pantheon
Egyptian Pantheon
Cartigan wrote:
I included Hecate because she fills a hole in the pantheon and because she's fairly recognizable by people today. The other gods and goddesses are mostly just splinters of existing deities anyway, none of them fill a role not already covered by the deities on my list. They'll still exit in the campaign, but really they aren't worth including in the main pantheon lists.
One thing that I always try to keep in mind when working on a campaign like this is that it's just for fun, it's not supposed to be 100% historically accurate. If you were to make a Greek pantheon for a D&D campaign what would it look like? There are some things that have to be done because that's the way it works in D&D. You can't make every deity lawful good just because the people of the ancient world would have thought "God did it, so therefore it's OK." The historical stuff is a good starting point, but in the end you have to think of it more from a gamer point of view and not an historians point of view.
In pantheonic mythology no deity will have every domain. The whole point of the pantheon is that each deity has their specific areas of control. So, each deity should only have a handful of domains. I think I may add alignment domains to a couple of the deities. As Set points out, I don't think any cult of Hera will be anything but lawful. What are favoured weapons for exactly? They just give proficiencies right? Since clerics are already proficient with all simple weapons what's the point of having simple weapons as favoured weapons? Are there other effects that utilize favoured weapons, like certain spells or something? I'm reworking the Greek pantheon a bit. Hopefully I can get it and the Egyptian pantheon up soon.
Recently I've been messing with some ancient mythology pantheons for a campaign I'm working on. I've got the Greek pantheon sort of worked out and I'm working on Egyptian and Celtic pantheons. I may also throw in the Mesopotamian pantheon, although I don't know much about Mesopotamian mythology. I've left out the alignment domains on purpose. Each deity will have one or more cults and each cult will have it's own alignment. If a cleric belongs to a cult he/she/it will get access to that cult's alignment domains. This was a lot easier than trying to assign alignments to each deity, and seems to fit better with how deities worked in ancient mythology. Opinions, suggestions, alternate domain lists, etc are all very welcome. I'm not the best at coming up with things like this, so the more feedback I get the better. Anyway, here's the Greek pantheon I've come up with: Aphrodite (goddess of love and beauty): Charm, Trickery
I'm not sure what the Rune domain is supposed to represent. If it's supposed to be magic then it should go to Hecate. If it's more about crafting then it should go to Hephaestus.
The idea that rogues should be high dps combat monsters makes me laugh. If you want to play someone who's good at killing stuff play a fighter or a spellcaster. Rogues should be skill-based characters. They should be the ones sneaking around, disarming traps, picking locks, etc. They should not be front-line fighters. The whole idea behind rogues being able to sneak attack is silly. It's an ability more suited to assassins than rogues. In fact, the way rogues are going you might as well just call them assassins. But, I guess this is D&D, where anything not tweaked for combat is immediately deemed "useless".
Adding multiple d6s to all of a character's attacks seems pretty powerful. Even the most powerful of magic items rarely gives damage bonuses higher that +5 or maybe +4 and +1d6. Sneak attack is more limited than a magic enhancement bonus, but those limitations have shrunk to almost nothing in Pathfinder, and really, how hard is it to stay flanking an enemy. Maybe sneak attack should be changed so it's only added to the first attack made during the character's turn? Or maybe it should be changed to a flat, cumulative +1 or +2 bonus (each d6 of the sneak attack becomes +1 or +2)? It just gets a little annoying seeing characters built for combat rolling a single die and getting piddly flat damage bonuses when the rogue is carving up opponents with his 3-4 dice of damage (which becomes even more ridiculous when the rogue starts getting iterative attacks and follows the Two-Weapon Fighting feat tree). A rogue getting 4-5 attacks per turn with each attack rolling several dice of damage just seems absurd and way overpowered.
For a while now I've been wanting to make up some adventures and campaigns based on ancient mythology. Recently I decided to give it a try with Pathfinder. At first I was thinking about what I would need to modify and add to get Pathfinder to works with an ancient mythology setting. But really, apart from removing non-human races and limiting the equipment that's available, what else needs to be changed? Are there any classes, feats, spells, etc that really need to be changed or added? Or can everything be used as is? I've been looking at books like Testament and thinking "some this new stuff is good, but is any of it really necessary?" None of the new classes and prestige classes were really that different from the core ones, and none of the new feats and spells really screamed "ancient mythology". Has anyone here tried using Pathfinder for an ancient mythology setting? What changes did you make, if any?
When an ability possessed by a prestige class says something like "This ability functions as shadow conjuration, using the shadowdancer’s level as the caster level.", does it mean total character level, or just the levels of the prestige class? So would a Rogue 10/Shadowdancer 4 use the above ability at caster level 14, or 4?
Studpuffin wrote:
But, again, what happens when a ranger with Track takes this Prestige Class and gets Track again? Does the Track ability from the Prestige Class get ignored, or does it stack with the ranger's Track ability?
I'm converting some prestige classes in Testament to Pathfinder. I've come across one, the Desert Hermit, that has Track as a bonus feat at 2nd level. What would be a good replacement? The Skill Focus (Survival) feat, a flat bonus to Survival checks made to follow or identify tracks, or something else? I was thinking of replacing it with Favoured Terrain (Desert), like the Ranger ability, but how will that work is a Ranger takes this Prestige Class, particularly one that already has Favoured Terrain (Desert)?
PRD wrote:
What happens when a creature has both PC and NPC class levels, like an expert/rogue for example? Would that be -1 or -2?
I don't know how this would work, but I'd like to see undead get "fixed". Mindless undead, like skeletons and zombies, should not be templates. When you become a skeleton it doesn't matter what you were when you were alive, all skeletons should have the same stats (modified by size). Same goes for zombies. Intelligent undead like ghouls, mummies, wights, vampires, liches, skeleton champions, zombie lords, etc. should be templates because the person remains what he was in life and gains some new undead abilities.
I'm a little unsure about how Rake is supposed to work with the new Pathfinder grappling rules. Does it allow for two grapple checks with each doing claw damage? Or does it allow the creature to inflict claw damage twice with a single grapple check? Rake makes sense when used with pounce, but it doesn't seem to make sense when used in a grapple.
concerro wrote:
If you can spring attack while flying, why would any creature ever take fly-by attack? Fly-by attack does exactly the same thing as spring attack but provokes attacks of opportunity.
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Curse of the Crimson Throne | Loot
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For a millennium, Golarion rested safe in the knowledge that history's most infamous lich, the Whispering Tyrant, was securely locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more. But he didn’t simply abandon his prison. Deep beneath the ground, behind nearly impenetrable magical wards, he has set in motion a necromantic ritual of extraordinary power. It's up to the Pathfinders to battle the Tyrant's guardians, break the wards, and stop the ritual that could make him unstoppable. Along the way, they’ll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. Please dot in and delete your post to add your PC to your Campaign page.
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A Campaign Fit For a Queen! The kings and queens of Korvosa have long ruled under the shadow of the Curse of the Crimson Throne—an infamous superstition claiming that no monarch of the city of Korvosa shall ever die of old age or produce an heir. Whether or not there is any truth to the legend of the curse, Korvosa's current king is but the latest victim to succumb to this foul legacy. Now, the metropolis teeters on the edge of anarchy, and it falls to a band of new heroes to save Korvosa from the greatest threat it has ever known! This hardcover compilation updates the fan-favorite campaign for use with the Pathfinder Roleplaying Game, including new and revised content and nearly 500 pages packed with mayhem, excitement, and adventure! This hardcover edition of Curse of the Crimson Throne contains: All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.
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Fast-paced, action-driving classic role-play of PFS Special #10-00: The Hao Jin Cataclysm as part of PbP Gameday VIII. A Pathfinder Society Special designed for levels 1–11. This table is for PCs in Tier 5-6. Many centuries ago, the legendary sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. When she vanished without a trace, the demiplane began falling into disrepair. Ever since the Pathfinder Society gained access to this realm seven years ago, its agents have been gradually exploring the demiplane's wonders, meeting its people, and cataloging its preserved historical relics. Former Pathfinder Master of Spells Aram Zey has just made a terrible discovery—the demiplane's deterioration has reached a critical stage. Unless the Pathfinder Society intervenes, the entire demiplane will rip apart violently, ejecting most of its contents into the Astral Plane and killing everyone inside. Yet it isn't as simple as sewing the demiplane back together with some metaphysical thread. Powerful forces from both within the tapestry and outside of it seek to hasten the destruction or profit off the chaos, and the impending apocalypse has thrown the tapestry's civilizations into turmoil. Written by Mike Kimmel. ~*~ Instructions: Once you have been accepted into the party by the GM, please "ninja-dot" here in order to enter this scenario into the list of your campaign threads. PbP TIP: To "ninja-dot," post on this thread, and immediately afterword, delete the post. Why? To keep the campaign thread clear of unnecessary clutter. Clutter belongs on the Discussion thread, instead.
Curse of the Crimson Throne | Loot
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PFS Sanctioned Module: Gallows of Madness
The Abyss approaches! Something wicked—and monstrous—stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations! Gallows of Madness is a 64-page, highly versatile collection of three adventures for 1st-level characters. Each adventure also includes scaling information for parties of 2nd-level characters. Written with beginning Game Masters and players in mind while also providing challenging content for veterans, these adventures can be prepared quickly and run separately or in any order. For GMs who wish to run a deeper, more narrative game, this volume also offers an overarching timeline of events and detailed tips for running these adventures as a cohesive whole. Bonus content includes new monstrous foes and a gallery of NPCs to help easily connect the adventures, plus a gorgeous double-sided poster featuring an overview of Saringallow and a miniatures-scale battlemap! Players can expect to reach at least 4th level upon completion of this adventure. --- This is a closed campaign. Instructions: Once you have been accepted into the party by the GM, please "ninja-dot" here in order to enter this scenario into the list of your campaign threads. PbP TIP: To "ninja-dot," post on this thread, and immediately afterword, delete the post. Why? To keep the campaign thread clear of unnecessary clutter. Clutter belongs on the discussion thread, instead.
Curse of the Crimson Throne | Loot
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The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium. The story continues, first taking the Pathfinder Society to Lastwall's tangled Fangwood to earn the favor of a powerful celestial being and destroy a sinister curse. The PCs then return to the Solstice Scar itself for one final confrontation with the evil that dwells beyond—and a chance to end her villainy for good! "The Solstice Scar" is a multi-table interactive adventure in which each group's actions can affect neighboring groups and contribute to the entire room's success. This is the last installment of an ongoing adventure updated and rereleased incrementally several times since May 2017, collectively telling a longer story while also presenting exciting stand-alone chapters. Based on participant feedback, this final chapter features two slightly longer parts rather than three, providing a more focused and exciting experience. Written by Kalervo Oikarinen
Curse of the Crimson Throne | Loot
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Given the countless powerful relics the Pathfinder Society keeps in the vaults beneath the Grand Lodge, it should come as no surprise when there's the occasional magical outburst. However, the most recent incident involves a powerful talisman opening a portal the Hell, and the head curator Zarta Dralneen believes this event is no mere coincidence. Alongside a band of elite Pathfinders, she intends to travel through the portal to the infernal city Dis in order to close the gateway, in the process uncovering Cheliax's secret history, the follies of House Thrune, and what her role will be in the events to come.
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Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.
Curse of the Crimson Throne | Loot
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Curse of the Crimson Throne | Loot
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Scenario #7-15: The Deepmarket Deception (Subtier 6-7) When the Pathfinder Society claimed the Hao Jin Tapestry in Tian Xia, it seemed as though the Aspis Consortium's influence there had ended. An anonymous informant recently identified an Aspis resurgence in Goka's Deepmarket, and Venture-Captain Amara Li hopes that a small, well-trained team can ferret out the villains and prevent any greater atrocities. Can the PCs traverse the Deepmarket's treacherous politics and tunnels and neutralize the Consortium's local ringleader? Content in "The Deepmarket Deception" also contributes directly to the ongoing storyline of the retired Lantern Lodge faction. Content in this scenario also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise". Players who have completed that special event are encouraged to bring its Chronicle Sheet when playing this adventure. Written by Nathan King. ---
Curse of the Crimson Throne | Loot
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Curse of the Crimson Throne | Loot
Fast-paced, action-driving classic role-play of PFS Special #9-00: Assault on Absalom as part of PbP Gameday VII. A Pathfinder Society Special designed for levels 1–11. This table is for PCs in Tier 5-6. Glorious Absalom has stood strong against attackers for nearly 5,000 years, and the land around it remains littered with the siege castles of failed invaders. However, centuries have passed since Absalom last repelled a siege in earnest, and a new warlord has gathered a supernatural army and ghastly allies that will test the city—and perhaps be the first to conquer the so-called City at the Center of the World. When chaos erupts in the streets, the Pathfinder Society and its factions rally to the defense of their home, uncover the identity of the would-be conquerers, and seek a way to break the siege. Written by Mikko Kallio. --- This closed campaign is part of PbP Gameday VII. Instructions: Once you have been accepted into the party by the GM, please "ninja-dot" here in order to enter this scenario into the list of your campaign threads. PbP TIP: To "ninja-dot," post on this thread, and immediately afterword, delete the post. Why? To keep the campaign thread clear of unnecessary clutter. Clutter belongs on the discussion thread, instead.
Curse of the Crimson Throne | Loot
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When you're ready, use this thread to introduce your PC to the GM and to the party. Please do so in-character. Some Basic Rules of Engagement (ROE):
Curse of the Crimson Throne | Loot
Fast-paced, action-driving classic role-play of PFS Special #8-99C: The Solstice Scar as part of PbP Gameday VII. A Pathfinder Society Special designed for levels 1–11. This table is for PCs in Tier 7-8. The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium. The story continues, first taking the Pathfinder Society into the frozen north to complete a fallen hero's unfinished business and vanquish a powerful foe that rules from the icy Tusk Mountains. In order to earn the favor of a powerful celestial being and destroy a sinister curse, the Society's agents then travel to Lastwall's tangled Fangwood. "The Solstice Scar" is a multi-table interactive adventure in which each group's actions can affect neighboring groups and contribute to the entire room's success. This is an ongoing adventure that will be updated and rereleased incrementally several times each season, collectively telling a longer story while also presenting exciting stand-alone chapters. Written by Andrew Hoskins and Kalervo Oikarinen. --- This closed campaign is part of PbP Gameday VII. Instructions: Once you have been accepted into the party by the GM, please "ninja-dot" here in order to enter this scenario into the list of your campaign threads. PbP TIP: To "ninja-dot," post on this thread, and immediately afterword, delete the post. Why? To keep the campaign thread clear of unnecessary clutter. Clutter belongs on the discussion thread, instead.
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This is the discussion thread.
Please ensure you have an updated stat block associated with your PC and any companions or familiars.
When you're ready, use this thread to introduce your PC to the GM and to the party. Please do so in-character. Some Basic Rules of Engagement (ROE):
Curse of the Crimson Throne | Loot
Fast-paced, action-driving classic role-play of PFS Quest: Honor's Echo as part of Redelia's PbP GM Mentorship Program. A series of six Quests designed for 1st-level characters. The grand Taldan Empire once controlled half of Avistan, but during the Even-Tongued Conquest, it could not manage an ongoing war with both its neighbor Qadira and the secessionist rebels in its outer provinces. As Taldor struggled to control its crumbling territories, its monarchs sought scapegoats for its failures, including the righteous war hero Countess Honaria Alcasti. Stripped of its nobility, her family has survived in obscurity for seven hundred years. However, her descendant Remaio has identified evidence that might redeem the Alcasti name and his ancestor’s honor. Can the PCs help exonerate her name and bring glory to Taldor once more? "Honor’s Echo" takes the PCs from the verdant wilds of Andoran to the arid wastes of Qadira to the cultural heart of Taldor itself. Experience the adventures in any order to create a unique story. Written by Eleanor Ferron, Jenny Jarzabski, and Landon Winkler. --- This closed campaign is part of Redelia's PbP GM Mentorship Program. Instructions: Once you have been accepted into the party by the GM, please "ninja-dot" here in order to enter this scenario into the list of your campaign threads. PbP TIP: To "ninja-dot," post on this thread, and immediately afterword, delete the post. Why? To keep the campaign thread clear of unnecessary clutter. Clutter belongs on the discussion thread, instead.
Curse of the Crimson Throne | Loot
This is the discussion thread.
Please ensure you have an updated stat block associated with your PC and any companions or familiars.
When you're ready, use this thread to introduce your PC to the GM and to the party. Please do so in-character. Some Basic Rules of Engagement (ROE):
Curse of the Crimson Throne | Loot
The Goblinblood Wars that ravaged Isger more than a decade ago didn't just set fire to villages; it destroyed families. Among these was the wealthy Irrica family, all but one who perished during this tumultuous time. Now that Isger's government has begun declassifying reports, the Pathfinder Society has learned that the Irricas commanded some supernatural force that convinced even the mighty House Thrune to give them space. With these leads now public knowledge, the Society sends the PCs to piece together the broken family's history and recover this secret weapon before it falls into the wrong hands. Fallen Family, Broken Name includes five 1-hour adventures that take the PCs across Isger to uncover the Goblinblood Wars' forgotten events and a family's tragic past. The series includes a beginning adventure and a finale, but players can experience the other parts in any order. Written by Saif Ansari, Louis Manko Levite, Kendra Leigh Speedling, Kevin Willis, and Scott Young.
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This is the discussion thread.
Basic Rules of Engagement (ROE):
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Scenario #4-11: The Disappeared (Subtier 4-5) A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history? Written by Jonathan H. Keith
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This is the discussion thread.
Basic Rules of Engagement (ROE):
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Scenario #1: Silent Tide (Subtier 1-2)
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PFS Sanctioned Module: Daughters of Fury
When devils slay the knightly leader of Arwyll Stead and orcs from the Hell's Fury tribe attack the town, all hope seems lost for the brave people living on Lastwall's border. The coincidental arrival of the mysterious half-orc Vegazi also raises unsettling questions, and it's up to the heroes to make sense of these events and end the Hell's Fury tribe's threat to Arwyll Stead once and for all. What does Vegazi have to do with the raiders' diabolical plot? Who will rally Arwyll Stead now that the town's icon has been cut down? And who is the mastermind orchestrating the orc tribe's alliance with devils from beyond? Daughters of Fury is a deluxe adventure for 3rd-level characters, and includes 64 action-packed pages of exciting battles, enticing social encounters, and new monstrous foes, plus a gorgeous double-sided poster map featuring an overview of Arwyll Stead and a miniatures-scale battlemap! The author of this adventure, Victoria Jaczko, was the winner of the 2014 RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module, and in addition to her adventure, this book contains a host of new monsters and magic items designed by the contest's runners-up. Players can expect to reach 6th level upon completion of this adventure—if they can survive the onslaught of hell-tainted orcs and deadly devils! --- This is a closed campaign. Instructions: Once you have been accepted into the party by the GM, please "ninja-dot" here in order to enter this scenario into the list of your campaign threads. PbP TIP: To "ninja-dot," post on this thread, and immediately afterword, delete the post. Why? To keep the campaign thread clear of unnecessary clutter. Clutter belongs on the discussion thread, instead.
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This is the discussion thread. For players new to play-by-post PFS, please check out some time-tested resources: Doomed Hero's Guide to PbP Gaming GM Damo's user profile offers excellent additional guidance and tips. This Tagline Template offers a basic setup for your own PC's PbP tagline, providing vital information at a glance. Modify/adapt it to your own PC's crucial needs. Please ensure you have an updated stat block associated with your PC and any companions or familiars. For those using Hero Lab, it's quite simple.
Got some questions? Post them here in this thread. When you're ready, use this thread to introduce your PC to the GM and to the party. Please do so in-character.
I'm looking for constructive feedback and suggestions on a GM baby I'm building. He'll be level 6 when I finally introduce him to PFS play. Giovanni Frallino is a Sczarni 'merchant mariner' who fights with rapier and pistol. I'm not looking to make him the best at any one thing, but a better jack-of-all-trades supporting his companions in a myriad of ways, in and out of combat. How can I make him better? At Level 6: Swashbuckler (Picaroon)-2/Gunslinger (Mysterious Stranger)-1/Investigator (Sleuth)-1/Bard (Juggler)-2. From Level 6 onward, he'll advance as a Swashbuckler (Picaroon). This combination of classes provides a generous combined pool of panache/grit/luck, inspiration on knowledge/spellcraft/linguistics checks, a limited ability to buff the party with inspire courage. Combat Juggling: "As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Deflect Arrows, and so on)." (Ranged Tactics Toolbox) Rules Questions:
Combat Juggling, Rapid Reload and alchemical cartridges = I can reload as a free action. He'll always start fights with "normal" bullets/powder loaded, and only reload with alchemical cartridges when he needs to. Management of Swift Actions: A major challenge for the player. I need to develop a spreadsheet tool to remember all the options available. Abilities
Traits:
Feats/Special:
Vanities: ?? Magic Items at Level 6:
Magic Items to Consider Later:
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This is the discussion thread. For players new to play-by-post PFS, please check out some time-tested resources: Doomed Hero's Guide to PbP Gaming GM Damo's user profile offers excellent additional guidance and tips. This Tagline Template offers a basic setup for your own PC's PbP tagline, providing vital information at a glance. Modify/adapt it to your own PC's crucial needs. Please ensure you have an updated stat block associated with your PC and any companions or familiars. For those using Hero Lab, it's quite simple.
Got some questions? Post them here in this thread. When you're ready, use this thread to introduce your PC to the GM and to the party. Please do so in-character.
I'll be running #5-99 The Paths We Choose (Subtier 3-4) as part of Redelia's PbP GM Mentorship Program. I've reserved two spots for GMs from my local community. I will select four from among the GMs participating in Redelia's PbP GM Mentorship Program. Play will begin on or about November 20.
Curse of the Crimson Throne | Loot
Pathfinder Society Scenario #5-99 The Paths We Choose as part of Redelia's PbP GM Mentorship Program.
The failure of Mendev's wardstones set in motion not only a new crusade but also catalyzed a change in the Pathfinder Society's various factions. As the Pathfinders prepare to march on the Sky Citadel Jormurdun, members of the various factions scramble to consolidate their gains and neutralize their enemies.
Written by Tim Hitchcock --- This closed campaign is part of Redelia's PbP GM Mentorship Program. Instructions: Once you have been accepted into the party by the GM, please "ninja-dot" here in order to enter this scenario into the list of your campaign threads. PbP TIP: To "ninja-dot," post on this thread, and immediately afterword, delete the post. Why? To keep the campaign thread clear of unnecessary clutter. Clutter belongs on the discussion thread, instead.
Curse of the Crimson Throne | Loot
This is the discussion thread. For players new to play-by-post PFS, please check out some time-tested resources: Doomed Hero's Guide to PbP Gaming GM Damo's user profile offers excellent additional guidance and tips. This Tagline Template offers a basic setup for your own PC's PbP tagline, providing vital information at a glance. Modify/adapt it to your own PC's crucial needs. Please ensure you have an updated stat block associated with your PC and any companions or familiars. For those using Hero Lab, it's quite simple.
Got some questions? Post them here in this thread. When you're ready, use this thread to introduce your PC to the GM and to the party. Please do so in-character.
This is a semi-closed session. Play begins October 6, 2017. GMG/Magabeus, GM Red: Please report in at the discussion thread. To fill the remaining two spots in the party, we're looking for a couple of additional players, relatively new to PbP but with some experience in PFS. We want a fast-paced, action-packed and a lot of pithy role-playing. If you're interested, please respond in the Recruitment thread.
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