Sheriff Hemlock

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104 posts. Organized Play character for mechaedd.




Male Bear Burglar 1

Discus


Male Bear Burglar 1

Calling VC: Norden Balentiir, to his lodge is Sothis, the capital of Osirion, for a "cooperative group request based on past experience." Excludes Aakif, who is investigating the son of Proconsul DuMarc, Tobyn DuMarc (whom while serving abroad in Sothis from his home nation of Taldor, has been seen and reported to have started worshiping Sarenrae.)


Male Bear Burglar 1
1920's Cinema Poster wrote:
Shadow Lodge! Mystery! Olde tyme shock thriller!


Male Bear Burglar 1

Let's do the time warp again!

Mission location: Absalom
Meeting Letter: None, yet


Male Bear Burglar 1

Discuss turkey or new games I'm going to play for at least 72 hours next week!


Male Bear Burglar 1

Getting this up now, regardless of start date.

Mission briefing is in the exotic lands of Katapesh, Katapesh: the city of Pactmasters where anything may be sold and bought under guidance of the followers of the First Vault's keymaster. Calling VC is "Lady Only-Appearing-in-This-Film" Wulessa Yuul, known faithful of Abadar.


Male Bear Burglar 1

Back from the graaaaaave.


Male Bear Burglar 1
Quote:

A Pathfinder Society scenario designed for levels 5–9.

When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, a team of Pathfinder agents is dispatched to the Green Market to assist. What they find there is more than simple strong-arming and intimidation, however. What mysterious forces bring the popular market its unlikely success, and can the PCs stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization?

Written by Jim Groves.

No briefing; mission is by missive from Amara Li (of all people.) Starts in Korvosa, Varisia, but allows Absalom buying (should it be relevant for folks.) Faction missions are disappointingly arbitrary and will be ignored.


Male Bear Burglar 1

Hodor! Taldor!


Male Bear Burglar 1
Store Page wrote:

A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

Life in Taldor is fraught with peril, especially for the crumbling noble houses of the Taldan countryside. One such house, the Bourtze Family, has fallen on hard times and they've informed the Pathfinder Society that, in exchange for a small sum of money, they'd be willing to part with a treasure trove of lore about Qadira's Grand Campaign, the 300-year invasion of Taldor. On your arrival, things quickly turn for the worse and instead of evaluating the worth of a few scraps of historical paper, you must instead retrieve one of the most dangerous artifacts in the empire.

Written by James F. MacKenzie

More Taldor! All the Taldor! (Somehow, everyone keeps requesting scenarios in the region. Last one was 00-23.)

Starting Region is Absalom. Calling VC is the ever-cuddly Aram Zey.


Male Bear Burglar 1

Discuss, hopefully in Hallit!


Male Bear Burglar 1
Store Page wrote:

A Pathfinder Society Scenario designed for levels 7–11.

Despite several promising developments on the front lines, it’s increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead—all without falling prey to the area’s powerful megafauna, savage demons, and relentless barbarian tribes.

Written by Jerall Toi.

Starting Location: Absalom

Calling VCs: Marcos Farabellus and Aram Zey.

Definitely not starting until tomorrow, other than maybe intro stuff, since I have no maps set up.


Male Bear Burglar 1

Discus! Wait, no! I'm bad at sports!


Male Bear Burglar 1
Page Description wrote:

A Pathfinder Society Scenario designed for levels 3–7.

As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society’s ambitions to the north.

Content in "You Have What You Hold" also contributes directly to the ongoing storyline of the Sczarni faction.

Written by Sean McGowan.

Calling VC: Venture-Captain Holgarin Smine.

Lodge: Tymon, River Kingdoms.


Male Bear Burglar 1

I'm back (na na na na na na na na na na)


Male Bear Burglar 1
Its product page wrote:

A Pathfinder Society Scenario for characters of 3rd to 7th level (Tier 3–7).

All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.

Written by Alex Greenshields.

Faction Stories to be progressed: Cheliax, Silver Crusade, Sczarni. Starting location is Nerosyan, calling VC is Jorsal of Lauterbury.


Male Bear Burglar 1

Oh man, I was kinda hoping to start this earlier than this, but I think we can chug through this before the 14th. I think we've got 4 with Tektite if he's not played this yet. If you want more, get 'em in here whenever, but note I'm not Red-speed DMing though I'm getting all my maps made up now for my two games I'm running right now.

EDIT: No Tektite, he's already played it, so that mildly alters potential plans.


Male Bear Burglar 1

Activate scenario speed mode.

Starting location is Ramparassad, the capital city of Dtang Ma.


Male Bear Burglar 1

To discuss things, like my presentation of Tide of Morning!


Male Bear Burglar 1

Intro is in Absalom, should you decide for some prefacing.

Additionally, anyone with easy access to Citadel of Flame / Seeker of Secrets (or reliable memories of said products,) does Dennel Hamshanks have a definitive race? A brief search only showed he existed definitely in the first one, and possibly in the second since that's my go-to for esoteric VC knowledge.


Male Bear Burglar 1

DISCUSS


Male Bear Burglar 1

Briefing Location: Cayden's Hall in Absalom, Absalom

Cayden's Hall, being the center of worship for for the Accidental God, Cayden Cailen. It's a huge bar that's burnt down at least 3 times in the past year, with a HUGE fireplace in the center (with a detachable roof, since they learned the first time that smoke inhalation is bad.) It is also the only bar in Abaslom whose name I can remember, and that's always where your contact for this one gives his missions.


Male Bear Burglar 1

Words are for nerds. Discuss.


Male Bear Burglar 1

Starting Location: Heidmarch Manor

Sovereign Court

I like, I like. Much easier to press from my smartphone.


Male Bear Burglar 1

Discussions?!?


Male Bear Burglar 1

Starting point is "Small tenement outside Korvosa, Varisia."


Male Bear Burglar 1

Discussions?!?


Male Bear Burglar 1

Citadel Vraid, in scenic Korvosa, with a cell for each and everyone one of you.

Calling location is Korvosa’ Shoreline Drinkhall, from Sir Canayven Heidmarch, if you guys want to make your way there IC.

Sovereign Court 3/5

A random thought: If these scenarios come out a week late, does that give us one less week to achieve "Mission Complete Points" for our faction/overall goal or does it just push the tracking period a week longer?

Silver Crusade

Down in the Puddles district stands an old Tien man whose incredibly long hair wavers gently above the waterline. He wears a waterlogged set of clothes, seemingly pieced together from refuse bins. In behind him sits a large basket, containing priced baskets and as a sign with a number of foreign scripts, that all read the same phase he yells as he peddles his wares, "BASKETS FOR SALE." The languages on the sign include Aklo, Tien-Shu, and Taldane. The only metal object he appears to own is a bucket, upon whose edge hangs a crab.

The man, if spoken with, pauses briefly and intently observes the individual. He then joins the conversation, believing himself to be one of a number of individuals. On occasion, he thinks himself to be the person with whom he speaks and denies all accusations of identity theft. Pathfinders who keep abreast of others would know he is registered as Tsusuko, agent of the Silver Crusade.

The purpose of this topic is for my dissociative identity disorder White-Haired Witch, Tsusuko, to gain more personalities. He is almost exclusively played at conventions, where I play with random folks to garner up more people for him to "be." As of current, he has adopted three personalities; a Sarenrae cleric, an AC fighter, and a greatsword Paladin.


Male Bear Burglar 1

Discuss how horrible I am at running things in here!


Male Bear Burglar 1

Bear with me as I muddle this mess together.

Sovereign Court 3/5

I will be attending Dragon*con this year and will be playing in 10 slots over the weekend. I would like to plan my characters for the weekend, as I DM PFS locally and have to decide where my DM credit will go this week so that my levels match up to the tiers. Which leads me to this question about the module, Crypt of the Everflame:

By description, it is a "coming of age" ceremony. How is this handled in PFS, where an individual is unlikely to be of an appropriate age for this? I ask because my planned character is to be 2nd level (which is allowed by the ticket description), but also in the later stages of the middle-aged (which has no rules mentioned.) Do I need a character who should be in a younger tier of ages (most likely minimum for current PFS rules?) Unless there is only one individual running this table at the convention, I doubt I'll get an answer-all-questions answer, but I would like to know if there is some sort of rules or general consensus for this. Thanks!

Not Explosive Runes:
There was no obvious forum for this, as I am not going to be the GM and want to avoid spoilers, but would like PFS-specific input. Forum deities, if this is in an incorrect place, please move it to its most appropriate of planes. Thanks!

Also, not Explosive Runes:
My favourite answer will probably be "Your character is fine, and he uses Numerian Virtual Reality Technology for this scenario. The problem being, if he dies in the game, he dies for real. Gameception." I do not expect this to be the answer to any question I will ask EVER.

Sovereign Court 3/5

I am offended at the implication that the Baron is having me steal tea sets and relics, like some kind of criminal! There were Taldor's at one point, and merely requires them to be returned.

Race

Chelaxian Human ***INACTIVE***

Classes/Levels

Life Oracle/1

Gender

HP 10/10, 0 NL, AC

About Dragolan Canario

Male Chelaxian human oracle of life 1
N Medium humanoid (human)
Init +1 Perception +1

Daily Expendables
Channel Energy (4/day) [ ] [ ] [ ] [ ]
1st-level Spells (4/day) [ ] [ ] [ ] [ ]

DEFENSE
AC 15 (+3 armor/+1 shield/+1 Dex), touch 11, flat-footed 14
hp 10 (1d8+2)
Current hp 10
Fort +4, Ref +1, Will +3
Weaknesses Oracle's curse (haunted)

OFFENSE
Speed 30 ft.
Melee morningstar +1 (1d8+1/x2) or dagger +1 (1d4+1/19-20/x2))
Ranged light crossbow +1 (1d8/19-20/x2)
Special Attacks Channel energy (4/day) Used

Spells Known (CL 1st)
1st (4/day)-doom (Will DC 14), cure light wounds, bless
0 (at will)-detect poison, purify food & drink, light, stabilize, ghost sound, mage hand

STATISTICS
Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB +1; CMD 12
Feats
Endurance +4 on Swim checks to resist nonlethal damage from exhaustion, CON checks to continue running, CON checks to avoid nonlethal damage from forced marches, CON checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation.
Great Fortitude +2 on Fortitude saves

Skills
Healing +5/+7 (1 ranks, +1 WIS, +3 class skill, +2 healer's kit)
Knowledge (Nature) +6 (1 ranks, +1 INT, +3 class skill, +1 trait)
Knowledge (Geography) +6/+8 in Mwangi Expanse (1 ranks, +1 INT, +3 class skill, +1 trait, +2 for map)
Survival +5 (1 ranks, +1 WIS, +3 class skill)
Swim +2 (1 ranks, +1 STR) (+1 in armor)
Climb +2 (1 ranks, +1 STR) (+1 in armor)
Profession (Cook/Wine Snob) +6 (1 ranks, +1 WIS, +3 class skill, +1 trait)
Racial Modifiers +1 skill rank/level

Traits
Boarded in Cheliax-Pezzack: While you aren’t necessarily a native of Cheliax, you boarded the Jenivere at one of that country’s port cities. As the people of Cheliax generally know the Mwangi Expanse as a near legendary land home to strange beasts and exotic treasures, your views of the region have a distinctly romantic tinge, and the desire for fame, wealth, and adventure likely motivate your travels. You begin the campaign with a detailed map of the Mwangi Expanse (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle.
Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (Knowledge (geography)) is always a class skill for you.
Mentored: A tutor or private instructor guided you in learning your art, profession, or trade, and through your education, you became capable of teaching and guiding others. Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill. (Profession (cook))

Languages Common (Taldane), Infernal

SQ

Combat Gear leather armor, light wooden shield, morningstar, light crossbow & 20 cold iron quarrels, dagger, mw backpack, healer's kit, bedroll, belt pouch (2), traveler's outfit, flint and steel, iron pot, sack (3), torch (5), twine (50 ft.), silk rope (50 ft.), survival kit, spices, antiplague (1) 5 pp, 10 gp, 2 sp, 4 cp Encumbrance #79; encumbrance w/o backpack & contents #41

SPECIAL ABILITIES

Favored Class Oracle; +1 skill rank at L1

Spells

Mystery Life

Oracle's Curse Haunted. It takes at least one standard action to remove anything from a backpack, and objects dropped land 10' away in a random direction. Add ghost sound and mage hand to spells known at first level.

Revelations
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. (4x/day, 1d6 heal or damage, DC 13 Will save)

Dragolan is a large man in his early twenties, 6'2" and #240. He has curly reddish-brown hair (worn long) and a full beard. He dresses in serviceable but well-cut clothing with a tendency to have food and drink stains on the sleeves and front.[/spoiler]

Background:
Dragolan is journeying to Sargava mainly because of what he's heard about the fecundity of the jungle. As an Oracle of Life, this attracts him strongly

History:
The younger son of a moderately well-to-do Chelaxian family, Dragolan's oracular calling manifested itself when he was in his early teens. This was something of a shock to his family. They had aspired to become more influential in the new Cheliax, and were raising their children with that in mind (hence, Dragolan is fluent in Infernal). By that time he was already something of a gourmand, a tendency only amplified by his calling. He has a considerable zest for life, particularly wine and good food, and is an accomplished cook. His calling has also driven him into the wilderness before, to experience Life as it manifests in nature. (This last was also convenient for his family, who might otherwise have been persecuted for associating with an oracle of a non-diabolical Mystery.) Now (with the tacit encouragement of his parents) his Mystery calls him to the jungles of Sargava and the Mwangi Expanse.

Old Version:
HP 24/24, AC 17/T11/FF16, F: +5/R: +2/W: +4; Init: +1, Perc: +1
Current XP 6760/9000
Male Chelaxian human oracle of life 3
N Medium humanoid (human)
Init +1 Perception +1

Daily Expendables
Channel Energy (4/day) [ ] [ ] [ ] [ ]
1st-level Spells (6/day) [ ] [ ] [ ] [ ] [ ] [ ]

DEFENSE
AC 17 (+3 armor/+3 shield/+1 Dex), touch 11, flat-footed 16
hp 24 (3d8+6)
Current hp 24
Fort +5, Ref +2, Will +4
Weaknesses Oracle's curse (haunted)

OFFENSE
Speed 30 ft.
Melee mace +3 (1d8+1/x2) or dagger +3 (1d4+1/19-20/x2))
Ranged light crossbow +3 (1d8/19-20/x2)
Special Attacks Channel energy (4/day) Used
Spells Known (CL 3rd)
1st (6/day)-doom (Will DC 14), detect undead, cure light wounds, bless, shield of faith Used
0 (at will)-detect poison, purify food & drink, light, stabilize, ghost sound, mage hand

STATISTICS
Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 17
Base Atk +2; CMB +3; CMD 14
Feats
Endurance +4 on Swim checks to resist nonlethal damage from exhaustion, CON checks to continue running, CON checks to avoid nonlethal damage from forced marches, CON checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation.
Great Fortitude +2 on Fortitude saves
Diehard: Automatically stabilize if below 0 HP but not dead, can choose to act as if disabled rather than dying. In the latter case, can take move actions w/o further injury, but standard actions or other strenuous actions (GM's discretion) will inflict 1 HP of damage after the action is completed.
Skills
Healing +11/+13 (3 ranks, +1 WIS, +3 class skill, +4 revelation, +2 healer's kit)
Spellcraft +6 (2 ranks, +1 INT, +3 class skill)
Knowledge (Nature) +7 (2 ranks, +1 INT, +3 class skill, +1 trait)
Knowledge (Geography) +7 (2 ranks, +1 INT, +3 class skill, +1 trait)
Survival +7 (3 ranks, +1 WIS, +3 class skill)
Swim +4 (3 ranks, +1 STR) (+3 in armor/+2 in armor with shield)
Climb +4 (3 ranks, +1 STR) (+3 in armor/+2 in armor with shield)
Profession (Cook/Wine Snob) +7 (3 ranks, +1 WIS, +3 class skill)
Racial Modifiers none
Note: +1 skill rank for favored class (oracle)

Languages Common (Taldane), Infernal
SQ Oracle of Life, revelation (channeling) (1d6 healing or damage to undead 4/day, DC 13 save), traits (Boarded in Cheliax-Pezzack (map of the Mwangi Expanse, +2 on Knowledge (Geography) skill checks regarding the area), Devotee of the Green (+1 on Knowledge (Nature) & (Geography) skill checks; Knowledge (Geography) is a class skill))
Combat Gear studded leather armor, +1 heavy darkwood shield, heavy mace, light crossbow & 20 quarrels, dagger (2, 1 silvered), feather step slippers, backpack, healer's kit, bedroll, belt pouch (2), explorer's outfit, flint and steel, iron spike (2), sack (3), torch (2), pint oil (2), hooded lantern, twine (50 ft.), silk rope (50 ft.), whetstone, 0 pp, 133 gp, 15 sp, 0 cp

SPECIAL ABILITIES

Concentration exercises: +2 on all concentration checks

Abednego Cantos: +1 on Will saves vs. compulsions

Spells

Mystery Life

Oracle's Curse Haunted. It takes at least one standard action to remove anything from a backpack, and objects dropped land 10' away in a random direction. Add ghost sound and mage hand to spells known at first level.

Revelation Channeling

Revelation Healing Hands: +4 on heal checks, etc.

Dragolan is a large man in his early twenties, 6'2" and #240. He has curly reddish-brown hair (worn long) and a full beard. He dresses in serviceable but well-cut clothing with a tendency to have food and drink stains on the sleeves and front.

Background (old):
Dragolan is journeying to Sargava mainly because of what he's heard about the fecundity of the jungle. As an Oracle of Life, this attracts him strongly

History (old):
The younger son of a moderately well-to-do Chelaxian family, Dragolan's oracular calling manifested itself when he was in his early teens. This was something of a shock to his family. They had aspired to become more influential in the new Cheliax, and were raising their children with that in mind (hence, Dragolan is fluent in Infernal). By that time he was already something of a gourmand, a tendency only amplified by his calling. He has a considerable zest for life, particularly wine and good food, and is an accomplished cook. His calling has also driven him into the wilderness before, to experience Life as it manifests in nature. (This last was also convenient for his family, who might otherwise have been persecuted for associating with an oracle of a non-diabolical Mystery.) Now (with the tacit encouragement of his parents) his Mystery calls him to the jungles of Sargava and the Mwangi Expanse.

Notes: