Please dot and delete to get yourself added to the game. We will be using Google Slides for maps and RPG Chronicle for tracking, and these will be shared as we get closer to the game’s start date.
You may post your player name, character name, PFS number, and faction here if you wish. Since that information will also be entered into the RPG Chronicle and game listing Google Sheet, I think an out-of-character introduction to what your character can do would help everyone get more familiar with their teammates.
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During its campaign in the Worldwound, the Society has sent agents far and wide to recruit additional aid in capturing Jormurdun. and their effort will be paid off in the form of many unique armies that you may unlocked. If ANY of your character (yes, not just the character you pick for this mission, ALL your characters count for this) have the chronicle sheets for the following adventures, you can unlock a unique armies for your march toward Jormurdun. Please check your chronicle sheets and let me know what armies are unlocked for you to command.
Pathfinder Society Scenario #5–05: The Elven Entanglement: Elven Uprooters
Loaned to the Society by a combination of favors collected by Venture-Captain Varian Jeggare and the heroic efforts of Pathfinder agents, the Elven Uprooters carry specially crafted demon-slaying weapons and are capable of confounding and disrupting enemies in myriad ways.
Requirement: Accumulating an Army (Elven Uprooters) boon
Granted Army Boon: Hit and Run
Pathfinder Society Scenario #5–17: Fate of the Fiend: Jistkan Stone Golems
Recovered from the ruins of Rachikan, these stone golems are few in number but incredibly powerful. Although they are immune to magic and resistant to damage, the constructs are difficult to control in the midst of battle.
Requirement: The character must have received both prestige in 5–17
Granted Army Boon: None
Pathfinder Society Scenario #5–10: Where Mammoths Dare Not Tread: Mammoth Riders
The Kellids of the Red Winter tribe have allied with the Pathfinder Society, sending strong berserkers astride towering mammoths to aid the Army of the Open Road.
Requirement: Accumulating an Army (Mammoth Riders) boon
Granted Army Boon: Bloodied but Unbroken
Pathfinder Society Scenario #5–07: Port Godless: Riftwardens
Upon rescuing a group of Riftwardens in the city of Azir, the Pathfinder Society earned the organization’s promise of aid in securing Jormurdun. Several dozen Riftwardens have volunteered their services in the upcoming march, pledging their planar sealing abilities and devastating magic to the cause of the Society.
Requirement: Accumulating an Army (Riftwardens) boon
Granted Army Boon: Hold the Line
For Taldor / Sovereign Court faction PCs only: Army of Exploration
Lady Gloriana Morilla has mustered a modest but proud army of aristocrats, retainers, duelists, bravos, and thrill-seekers to carry Taldor’s banner.
Requirement: Must belong to the Taldor/Sovereign Court faction
Granted Army Boon: None
The Army of Exploration becomes stronger if any of your characters have earned boons from other Taldor-related missions during the Year of the Demon.
If you have the Driven By Glory boon (5-03 The Hellknight’s Feast), this army’s Morale modifier increases by +2, and its OM modifier increases by +1.
If you have the Allies from Andoran boon (5-04 The Stolen Heir), increase the army’s hit points by 5.
If you have the Bound for Brevoy boon (5-11 Library of the Lion), increase the army’s DV by +1.
If you have the Horn of Aroden boon (5-19 The Horn of Aroden), the army gains the inspire courage special ability.
I believe other characters' boon count for unlocking, but your PC for this game has to be Sovereign Court to command the Army of Exploration
After spending the entire year (of Season 5) gathering supplies and allies, the time has finally come for the Pathfinder Society to march toward the lost dwarven Sky Citadel of Jormurdun, across the demonic wasteland known as the Worldwound. Terrible timing, some might say, as the Fifth Mendevian Crusade began not long ago and demons are already pouring into the Worldwound. Unfortunately, time is not on our side——the Society’s enemies are also searching for Jormurdun and had a head start.
The good news is that an elite Pathfinder hit squad has been dispatched to deal with those enemies. The bad news is that you have been selected——drafted, voluntold, or otherwise——to join the Army of the Open Road, which must fight its way through the demon-infested wasteland to reach the Sky Citadel. A beachhead base has already been established in the Realm of the Mammoth Lords, and you have been transported there via the Hao Jin Tapestry, along with many other Pathfinders. and the logistics team supporting you all.
Please dot and delete to get yourself added to the game. We will be using Google Slides for maps and RPG Chronicle for tracking, and these will be shared as we get closer to the game’s start date.
You may post your player name, character name, PFS number, and faction here if you wish. Since that information will also be entered into the RPG Chronicle and game listing Google Sheet, I think an out-of-character introduction to what your character can do would help everyone get more familiar with their teammates.
And after you have decided which character you would like to use for this multi-table special, PLEASE check that character’s chronicle sheets to see if they have participated in any of the following Hao Jin Tapestry related adventures:
#3–12: Wonders in the Weave—Part I: The Dog Pharaoh’s Tomb
#3–14: Wonders in the Weave—Part II: Snakes in the Fold
#3–20: The Rats of Round Mountain—Part I: The Sundered Path
#3–21: The Temple of Empyreal Enlightenment
#3–22: The Rats of Round Mountain—Part II: Pagoda of the Rat
#6–21: Tapestry’s Toil
#6–97: Siege of Serpents
You are summoned to the Grand Lodge in Absalom by an urgent call from the former Master of Spells, Aram Zey. A chill runs down your spine as you wonder what dire news he carries this time...
Please dot and delete to get yourself added to the game. We will be using Google Slides as maps and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle /game listing Google Sheet anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
This time, you are summoned and assigned a mission in Thuvia, specifically in Merab, the largest of Thuvia’s city-states and the region from which the Pharaoh of Forgotten Plagues once waged war against the Jistka Imperium in ancient times. The society has arranged ferries to carry you across the Inner Sea, with the rendezvous point set at the Twisting Garden Lodge in Merab, an expansive garden maze surrounded by a few small buildings that house caretakers, residents, and visitors.
The Hellknights of Fort Inevitable have once again turned to the Professional Field Specialists——that is, the Pathfinder Society——to assist with their continued push into the Emerald Spire. The Pathfinder Society has already proven its worth, having cleared the first four levels through a mix of skill, strategy, and sacrifices.
Now, the work continues.
Initial reports suggest that Level 5 is flooded, but how or why remains unclear. The Hellknights require a secure path downward, and they’re counting on you to make that happen.
Objectives:
-Investigate the flooding and determine its source.
-Neutralize any threats that compromise the area.
-Ensure the level is secure for reinforcements and continued exploration.
Each of you shall be rewarded 4,800 gp plus 3xp and 4pp as usual for completion.
You’ve faced the unknown before. This time, it just happens to be underwater. So be prepared.
Discuss!
And as the name suggest, there will be aquatic actions, so please be prepared for that.
Here's the excerpt from a guide, written by Venture-Captain Colin Rosenthal, for Pathfinders and his local game store folks on how to prepared consumables to help with various situation you might encounter during the missions. This is not mean to be a "you need to buy everything that's on it' list, but to provide options for those who might not be aware of them so you can purchase/prepared them as you see fit, and saved us time from looking all those options up.
Colin’s shopping list / checklist for safe and successful adventuring in Pathfinder Society wrote:
-Vs Water/Aquatic Terrain/Underwater Combat:
Potion of Touch of the Sea + Potion Sponge, 50gp+2gp. 1 min of 30ft Swim speed, helpful when you’re just accidentally falling in water and don’t swim well. Potion Sponge allows you to use the potion underwater.
Scroll of 5x Slipstream, 750gp or 2PP for a scroll of 5 copies. 30 mins of 20ft Swim speed. Longer duration Swim speed than above, cast it before going into the water. Also help with land speed.
Scroll/Potion of Water Breathing, 750gp or 2PP for 1 potion or a scroll of 2 copies. 6 hours per use, and can divide the duration to any number of creatures if you’re using scroll. Usually only comes up for underwater combat / exploration and you will probably have time to purchase the supply before.
Scroll of Ride The Waves, 700gp / 2PP for 1 scroll. 7 hours of 30ft swim speed and water breathing. Useful at higher levels when you need to go underwater for a long time.
Scroll of Freedom of Movement, 700gp / 2PP for 1 scroll. Allow you to move and melee attack without penalty underwater for 70 mins, in addition to many other benefits. One of the best spells in the game, always handy to have.
Potion/Oil of Waterproof, 50gp. Make everything you have waterproof for 24 hours so you can use your scrolls underwater.
Scroll of Life Bubble, 700gp / 2PP. Thanks again to our hardworking druid this is considered a 4th level spell when you purchase it in the Pathfinder Society. A total of 14 hours of guaranteed breathable air environment + immune to harmful gas attack + air conditioning. Can divide the duration in 2 hours increments to multiple targets. Always nice to have and a wizard can cast it.
Continuing my Play-by-Post Emerald Spire series, and we’re diving into Level 5, The Drowned Level! Skipping Level 4 because I freaking hate how it’s designed.
Looking for 6 players (standard PFS table size). This is a Pathfinder Society 1e game, so your character must be PFS legal. The level range for this floor of Emerald Spire is lv 3 ~ lv 5
Players/characters who completed or survived my previous Emerald Spire levels get priority. If you’re new, you’re still welcome to apply.
Check out my GM profile if you haven’t played with me before. It’ll give you a good idea of what I expect and how I run games. Leaving this level/floor of Emerald Spire will count as ending this adventure for your character, and the chronicle sheet will be generated based on your progress. You may rest in the dungeon if you think it's safe to do so. (I’ve had to tighten this up after someone pushed things too far.)
Please add your details in the following format if you wish to apply......
1) Player name:
2) Character name:
3) PFS#-Character#:
4) Character Class & Level:
5) Faction:
6) Regular or slow speed for chronicle:
7) Anything else I should know:
The Pathfinder Society has shipped you to Wati, where the Asp and Crook Rivers converge to form the River Sphinx in southeastern Osirion, to explore its necropolis, and even with the local official's approval this time! With the necropolis opened by royal decree, the priests of the local temple of Pharasma, the Grand Mausoleum, have been tasked with assigning sites ready for exploration to adventuring companies in a lottery. The Society has already registered your team for this lottery, and will be covering your room and board during your time in Wati. Thousands of years worth of history and treasures await!
Foreword: I will be honest with you, I want to run this because I got bored after most Outpost games have wind down, and my new PbP games are slow to start.....and instead of praying that someone is willing to GM something I need, I decided take matter into my own hand and run my own game! Level 1 of Emerald Spire has truly being done to death, so I figured I try out something less commonly run -- sanctioned lv1 AP portion, and here we are.
We will be playing only the sanctioned portion of this AP volume (part 1 & part 2) in standard/PFS mode, which means you have to bring a legal lvl 1~2 PFS character. This adventure is replayable for free for level 1 character. I do not have the GM capacity to start another full AP at the moment, sorry.
Player Expectation: This would be a extremely combat heavy adventure. There will be two 'dungeons' that you need to clear out, with time to rest and recover between. If you are looking for a lot of roleplaying between you and the NPCs, then this adventure is probably not for you, since whatever buried under Osirion sand are not very talkative and probably want to kill you.
Due to the comparatively high amount of encounters, I would prefer to maintain a decent, constant pace for the game. I would expect a minimum of 1 post daily during the weekday, and 1 post throughout the weekend. That being said, real life comes first. If you know you are expecting IRL busy time or is travelling, just let us know ahead of time so I can BOT you. And there will probably be some unexpected event that might hinder or delay your daily participation of the game(delayed international flight, vehicle-totalling traffic accident, getting attacked by bear while camping, etc etc). If 24h+ hours have passed since its your turn to act in combat and it's not an predetermined absence, I will either delay or BOT you to the best of my ability to help your team to success.
Being too tired from work/baby/saving the world IS a valid reason to ask for BOTTING and time off as well. We all have that kind of days sometime.
At the time of posting, ‘Eκάτη, Gerald, Pete H, and I'm Hiding In Your Closet expressed interest in playing in Flaxseed Lodge's recruitment thread, so you all got a seat! One seat will be reserved for my friend Evan, and hopefully we can get another player for a full team of six.
The game is part of Outpost VIII. Please check out my GM profile to see my GM philosophy and expectation, much of which are common sense I hope. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
As the battle against Eshimka escalates, the Pathfinders have faced trial after trial to stop the undead invasion. Their journey began at the Blakros Museum, uncovering a stolen relic and pledging to help the Twinhorn warriors return it. After securing passage through Belkzen, the Pathfinders arrived too late to prevent an undead onslaught but sealed the rift, delaying a greater invasion.
To prepare for the final battle, the Pathfinders sought the site of paladin Ivvora’s last stand, battling dragons and kobolds in hopes of forging a weapon to end Eshimka. Now, with the solstice approaching, the fate of the Twinhorns—and the world—rests on YOUR shoulders.
Please dot and delete to get yourself added to the game. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
Recruiting 2 players for our delve into the Emerald Spire! We're currently at Lvl3 the Splindterden.
3 players leave after Floor 2 due to already played this floor but one of them will come back for Floor 4. I had a friend that step in and fill that spot, so we need 2 more to be a complete 6 player team.
Prefer having the same team that venture through the Emerald Spire, but if you want to swap character/leave after playing a few floor that's ok as well. We foresee the Ship of Theseus situation long ago :)
Continuation of the Emerald Spire run that was started by GM Mike R from Outpost VII.
Current characters (assuming they don't change their character for the Emerald Spire run):
Tusk Arane
Tat Gnosor
Khon'Ur
(Mike will be back for lvl 4)
And I totally forgot to change the level number when I copy and paste the thread title, oops.
After dealing with the skeletons and spiders in the cellars, the Pathfinders regroup and resupply at Fort Inevitable before venturing into the next level of the Emerald Spire......
The game is part of Gameday XIII and will start at September 8th. Please check out my GM profile to see my GM philosophy and expectation, much of which are common sense I hope. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
After fifty days at sea, the Pathfinder lodge at Heidmarch Manor in Magnimar is a welcome place to spend the night on dry land. In the shade of the gazebo on the shore of the manor’s exotic carp pond, the resident venture-captain, Sheila Heidmarch, speaks to the assembled Pathfinders in a low, breathy voice.
“I hope you’ve found your brief stay here in the City of Monuments relaxing. The Pathfinder Society owes you a debt of gratitude for engaging in such an important and lengthy mission. When you set out from Absalom nearly two months ago, I’m sure you never anticipated the monotony of a life at sea, but I’m happy we can put you up as the ship restocks before the final leg of the journey to the Mordant Spire."
“Thus far, you have done an excellent job of representing the Society as the escorts of the Mordant Spire’s envoy, the distinguished Sephriel, whom we hope had a productive meeting with the Decemvirate regarding the Azlanti ruins over which the Mordant Spire elves hold such a protective position. If he was pleased with the meeting and doesn’t find you too reprehensible, perhaps we can launch full expeditions into the lost continent of Azlant from this very lodge in the near future.”
She winks, and her eyes glance around the assembled agents. With a wry smirk, she continues.
“Keep up the good work, and ensure that Sephriel’s final two weeks on the Throaty Mermaid are as pleasant and event-free as they can be on as disreputable a smugglers’ ship as it is. Thus far, it’s provided an unassuming cover for such an important dignitary. Let’s hope the unscrupulous crew delivers their current cargo on time and in pristine condition. When you arrive at Riddleport after dropping Sephriel at the Mordant Spire, a chartered boat will be waiting to take you back to Absalom. May Desna’s blessings be upon you.”
The game will start sometime after the PaizoCon Online 2024 / memorial day weekend (in US) are over. Please add your token to the Google Slide as usual and fill in the RPG Chronicle.
After dealing with the goblinoids in the tower ruins, the Pathfinders regroup and resupply at Fort Inevitable before venturing into the next level of the Emerald Spire......
The steep stair descends through solid bedrock for fifty feet before ending in a stone-lined room. A large stone door stands directly south of the stair, a small alcove lies to the east, and another door to the southeast is slightly ajar. An extinguished torch rests on the floor of the alcove.
Accompanying her notebook entry, Ulisha filled the next several pages with crude maps, complex equations, and further notes. She apparently returned to the Pathfinder’s cave mentioned in her previous entry. By observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location.
The last page on the matter includes a detailed map into Numeria with various landmarks and a destination. An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”
The game will start on the 4th of March. Please dot and delete to get yourself added to the game. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
Every year, the Grand Lodge hosts the Grand Convocation at its campus in Absalom. While the Grand Convocation is ostensibly not a party, it is an opportunity for the Decemvirate and Absalom’s resident venture-captains to express their gratitude to field agents and those venture-captains stationed abroad. The Grand Convocation also serves the practical purpose of encouraging networking, relationships, and shared intra-Society communication. The Twelve are well aware that some interaction between field agents will only ever occur informally, hence the festivities serve to provide an excuse for agents across the Inner Sea to meet and mingle, if only for a week.
The game will start on the 4th of March. Please dot and delete to get yourself added to the game. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
Exciting news! You've been selected to join the esteemed crew of Venture-Captain Calisro Benarry aboard the legendary Grinning Pixie, also heralded as the Arcadian Mariner’s Lodge, for the adventurous journey of Operation Outpost VII.
This session is part of Gameday XII. Please sign up on this spreadsheet. There're some important information about this module, about its length and reward, in my first post in the Discussion thread you should read before you sign up.
Welcome! My name is Colin and I will be your game master as you overcome the challenge of The Gauntlet. Although I've GMed quite a bit for PFS (mostly on Roll20), this will be my first time running game on PbP.
I think I will use Google Slide for the map on this one, as I have many pleasant experience playing game with it before.Shout out to GM Yours is mined for his amazing game on Google Slides
The Gauntlet is a sanctioned module that award 1xp, 2pp upon completion. It usually takes about 5~6 hours of in person/online play time to finish the whole module. It is designed for lv8 characters thus the 7~9 character level range. As normal, lv7 pregenerated character can be used instead of a player character. The Gauntlet is written as a challenging dungeon for a wider audience, and its depiction of the Pathfinder Society is not representative of the organization as a whole. Embark knowing that the Society will have your back in your future exploits, but today you delve into the merciless depths of The Gauntlet.
About the Gauntlet:
The Gauntlet is an annual board gaming tournament and fundraiser organized by ENGAGE (https://www. moxboardinghouse.com/engage/), the charitable giving branch of Mox Boarding House in Bellevue, Washington. To help raise funds for the 2015 Gauntlet challenge, team members Jason Bulmahn, Erik Mona, Jessica Price, and Stephen Radney-MacFarland offered to create an exciting dungeon adventure for the fans based on how much money Paizo’s team raised for Hopelink, a local nonprofit organization dedicated to combating poverty.
A courier runs up to you when you're in Absalom. "I've been looking for you. Got something I'm supposed to deliver - your hands only." He leaves you a letter.
Players who confirm their participation can dot in here