Cruel Instructor

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*** Pathfinder Society GM. 451 posts (5,844 including aliases). 1 review. No lists. No wishlists. 26 Organized Play characters. 34 aliases.



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|Absalom Initiation Slides

Discuss things here!

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Starting once we have six players.

Player Name:
Character Name:
Faction:
PFS #:
Dayjob:
Level:

When you get a chance, please add your information to this slide. (Typical marching order, initiative, perception.)

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|Absalom Initiation Slides

You are invited to a celebratory gathering at the Grand Lodge to recognize the successful completion of the new Pathfinder initiates’ training and confirmation trials. Each of you has received an invitation from Head Initiate Janira Gavix encouraging them to attend the celebration.

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This is for my Role Gate run of Quest 2.

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1. Forum Name
2. Character Name
3. PFS #
4. Roll for Day Job
5. Unbuffed Initiative
6. Typical Buffed Initiative
7. Perception
8. Faction
9. Slow or standard speed

Remember that if you want to get to level 20, you need to play Race for the Runecarved Key at level 19.2 and other than Passing the Torch, everything at this level is worth 1&1/2xp or 3xp

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|Absalom Initiation Slides

Discussion Thread

Things I need to know!
Definitely any constant effects your PC has
Any immediate action things they could do in response to an enemies actions
Immunities
Other things you think I should know to make running faster

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|Absalom Initiation Slides

Dot in here!

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Hey everyone, I just wrote my first 3pp! Its all about giving classes some more unarmed options, having style feats apply various effects to spellcasting, and a new prestige class called Eldritch Ascetic, which is like Eldritch Knight, but for a monk/spellcaster rather than a fighter-type/spellcaster. It contains 9 New Archetypes and Sorcerer Bloodlines, 1 New Prestige Class, 14 New Feats, 16 Spell Style Feats, and 3 Magic Items.

You can download a preview on the store page as well if you like, but if you want some more information, I revealed some content on this reddit thread!

Store Page!

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core rulebook wrote:


You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it.

Attempt an Athletics check against the foe’s Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.

Critical Success You throw the creature the desired distance and it lands prone.
Success You throw the creature the desired distance.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.

So, does this count as an "unarmed attack" to gain the benefits of weapon specialization or mystic strikes? I'm pretty sure it doesn't based on RAW, but I definitely think it's weird if you can't treat the damage as the various monk damage types or add the bonus damage from weapon specialization. I think it's already generally suboptimal compared to striking, so it could use the minor damage buff from these two things.

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I believe the witch class has trap feats, which, by this I mean, they have options that might look appealing or neat, but are really, really bad to pick and overall make your character weaker, rather than stronger. I think 2e has done an amazing job so far avoiding trap options, so I really want to talk about the following two feats.

Living Hair and Nails.

Playtest PDF wrote:


Living Hair
You can instantly grow or shrink your hair, eyebrows, beard, or mustache up to several feet long and manipulate your hair for use as a weapon, though your control isn’t fine enough for more dexterous tasks. Your gain a hair unarmed attack that deals 1d4 bludgeoning damage, is in the brawling group, and has the agile, disarm, grapple, parry, and trip traits.
Playest PDF wrote:


Nails
Your nails are supernaturally long and sharp. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group and have the agile and unarmed traits. You can etch your claws with runes with the same cost and restrictions as etching runes onto handwraps of mighty blows; runes etched onto your claws apply to both hands but not to other unarmed attacks.
Your nails have a strong connection to your hexes, allowing you to deliver hexes through your nails. When you successfully cast a hex that requires two actions or more to cast and that would normally target one foe with a range of at least 30 feet, if your target is within your reach, you can make a nails Strike against the foe before applying any effects of the hex. If the nails Strike misses, the hex has no effect against the foe.

Lets start with the problems that apply to both of these options before focusing on each one separately. First, neither has the finesse trait, so you'll need strength to hit with your hair (muscle hair?) or your nails. The witch's primary stat is intelligence and they have very little in the way of armor training, even their unarmored only goes to expert, and only at level 13. If a witch wants to use either of these attacks they will need to put a lot of effort into keeping their strength up to hit with their trained/expert attacks and they will need almost maximum dexterity to actually stand on the front line even remotely safely with their trained/expert defense, not to mention they need intelligence to land their spells and hexes, and that is all ignoring constitution on a front line build, plus wisdom for saves and perception. Would making both of these attacks finesse solve the issue? Probably not as their training level is pretty low, but it would definitely help. I still don't know if I'd want to be in melee with the witches defensive stats.

On to living hair. Is there much of a reason to select this feat instead of nails? Sure the hair has more traits, but disarm is bad, parry is ok but a shield would be better and guess what, hair doesn't take up any hands, so why would you need to parry instead of casting shield or raising a shield. The best option here is actually grapple, because unlike normal attack rolls, a witch can get to legendary with athletics to grapple, but again, I'm not sure if I would want my witch on the front line to grapple enemies instead of casting spells with their legendary spellcasting.

Nails. Man, I love the nails feat. It has awesome flavor and a really cool "hexstrike" ability. The problem with nails is mostly the general problems; you need strength to hit, dexterity to survive, and intelligence to actually land your hexes, and that is totally ignoring constitution for a front-liner and wisdom for saves and perception. As for the "hexstrike", its really cool until you realize you spent a focus point to deliver a hex, missed because you're only trained/expert with a strength weapon, and then lost your focus point and two actions for absolutely no effect. This ability would work a lot better under a couple of different options.
1) Leave the ability alone, but make the weapon finesse, although this isn't a great solution.
2) Create "hex cantrips" similar to composition cantrips for bard that would let you try to deliver some form of weak hex nearly every turn with your nails so you're only losing actions on a missed attack instead of focus points as well.
3) Make it so that when the nails are used in combination with a hex, the witch can use their spellcasting training level to make the attack. I'm not really sure how I feel about this, it would make the witch temporarily legendary with their attacks, although only once per turn, without being a martial and while monks only have master training. Overall, it means less damage than firing a cantrip, so if you think about it as a melee cantrip, it actually doesn't seem too bad.

As of right now, my best build idea to use either of these abilities is to make a witch with champion dedication to become trained in full-plate and carrying a shield. Should a witch using nails look like a heavily armored champion slashing at people with their nails or hair? I don't think so, but its probably their best option to use either feat.

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I think it would be awesome for Gymnast Swashbuckler to be able to select some finisher feats that function off of a grapple.

I'd compare them to things like the Monk's Whirling Throw or the Barbarian's thrash. They could be things like a Hurricana, a "rope/wall bounce", or something like savage slam from the Lifting Hand 1e monk.

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My first comment is the spells per day, it seems really strange to me that Oracle has no option to get 4 spells per level per day as a spellcasting heavy class. I get divine sorcerer is there for that, but I definitely thought Oracle would still get that extra spell slot a day compared to cleric, especially when...

It has no "divine font" option, even for Life Oracle. So the life oracle has the same number of spontaneous spells as the prepared cleric, except it doesn't get all those sweet bonus heal spells. I'm not sure if this is necessarily bad, but it definitely seems odd to me that a life oracle might be a worse healer than a charisma cleric.

The whole focus point pool thing seems strange to me too. I'm totally on board for how their revelation stuff works for their own mechanics, but I think it heavily discourages multiclassing for any class that has cool focus powers. I don't think an oracle/monk picking up ki rush or ki strike should be fueling these powers off of their curse instead of focus points. Just let oracle's thing be independent and isolated, but any ability that would give you a focus pool does so and just doesn't interact with the oracle curse at all.

Finally, if you just decide you don't really want to use revelation powers, you can have an oracle never experience any stage of their curse, which seems...strange. There should probably be at least a lesser minor curse effect that an oracle always has or their curse stages should be tied to casting any divine spells in general as well. I mean, their divine magic is what they get in exchange for a curse, being able to go from 1-20 spamming diving magic without ever experiencing their curse seems a little strange. Maybe they always start with minor curse and need to expend some of their magical build up, their curse can go down too? Or it can go the other way, whenever they exhaust all their spell slots of some scaling level, they push their curse stage up.

Examples:
Starting at 1st level, you begin each day suffering from the effects of your minor curse. However, if you ever expend a number of spell slots equal to half of your total spell slots, you no longer suffer from your minor curse/your curse stage goes down by 1 unless you cast a revelation spell as normal.

Or the opposite design direction
If you ever expend a number of spell slots equal to half of your total spell slots and are not currently suffering from the effects of your minor curse, your curse stage increased by 1 to Minor Curse.

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I was building an investigator to replace my dead character in Age of Ashes for book 3, but when I finished the build, I noticed something that I think is worth discussing; combat options.

What I mean by this is, the investigator has some really cool class feats, but almost nothing interesting to do in combat. Their turn is going to almost always be some combination of striding, studying, and striking with nothing really interesting happening. Sure they get to Clue In as a reaction sometimes, but I think they need a little more spice to their combat options for a turn.

Things I'm thinking of are something like the following:

Sickening Offensive:
When you succeed at a check to Study a Suspect, instead of the usual benefit, you can choose to gain the following benefit.

Success: On your next attack against the target this turn, you gain a +1 circumstance bonus to your attack roll and can choose to make the target sickened with a value equal to the number of die of Studied Strike you have. Unlike the normal sickened condition, the duration is only until the start of your next turn.

This might only be for Forensic Medicine based around pressure points. It might also allow a save vs investigator class DC to make use of their intelligence.

Unsettling Deduction:
Reaction/Free Action Not really sure which to use for balance.
Trigger You critically succeed at a check to Study a Suspect

You accurately predict and describe an opponents next action to them, unnerving them. You attempt to demoralize the target of your Study a Suspect, adding your circumstance bonus from Study a Suspect. As normal, this demoralize has the auditory trait and the target must be able to understand you even if you have abilities that say otherwise.

Next you'll say, "This ability sounds really cool and I want to use it on my investigator." GASP.

Studied Snag:
Requirements You have one hand free, and your target is within reach of that hand. You succeeded at a Study Suspect check against the target this turn or they are the subject of your Case.

You refuse to let your suspect escape. You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first. Alternatively, it can't move away from your reach, but that sounds a little too strong. Might want to consider the checks from Tangled Forest Stance to do something like that.

Predictive Reversal:
Requirements You are flanked by at least two enemies. At least one of them is the subject of your Case or you succeeded at a Study Suspect against one of them this turn.

You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies that meets the requirements and attempt a Shove. This Shove has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty. If you succeed at the Shove, instead of pushing the enemy back, you swap places with them.

Confounding Avoidance:
Reaction
Trigger You are being flanked and targeted by an attack. One of them is the subject of your Case or you succeeded at a check to Study a Suspect against one of them this round.

You cleverly play your opponents positioning against them, attempt a reflex save against their attack roll. If you succeed, you avoid the attack and they compare their attack roll against the AC of the other creature flanking you, dealing damage as normal if they hit.

Basically, I think Investigator has a lot of really cool "skill" class feats, but not a lot of combat ones that let you do interesting or exciting things. I think looking at fighter feats, but adding in some study restrictions allows the investigator to do some neat martial tricks without becoming the "better fighter" or anything.

On a side note, I think the Ongoing Investigation feat should add the line to the effect of:
When you would roll initiative while investigating, you may make an applicable knowledge or lore check for initiative and can compare the result to the Recall Knowledge DC of one creature you can see to immediately learn something about it as combat begins.

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|Absalom Initiation Slides

This is a PFS Cottonseed recruited game. This is the for the horror version of the Mosquito Witch

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Player Name:
Character Name:
Faction:
PFS #:
Dayjob:
Level:

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|Absalom Initiation Slides

You are in the gladiator city of Tymon, at Smine’s Weaponworks, famed smithy and clandestine Pathfinder lodge run by the friendly dwarven Venture-Captain Holgarin Smine.

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I've been working on a 1e pathfinder book, about the size of a player companion and it is nearing completion. However, I'm trying to add the OGL and I'm unsure of what exactly it needs to include.

If I so much as mention a Paizo feat as a requirement for one of mine, do I need to add the source product to the OGL? For example, if I had a feat called pummeling master class that requires pummeling style, do I need to cite the book pummeling style is from in the OGL?

Also, is there an easy way to add the OGL for any products your referencing? I saw there was a generator online, but it doesn't have all the books I might need depending on how the above statement works and it doesn't seem to work in general anymore.

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So, I was looking over swarms and I don't see anything stopping you from grappling them, at least not mechanically.

Swarm: "A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons)."

I even checked some swarm creatures to see if they had common entries about it, but came up empty. Rat Swarm (276) has immunity to precision and swarm mind, but not grapple?

If you look at Incorporeal, they have this line "An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects."

This is an oversight right? I'm not supposed to be able to roll around on a pile of spiders, keeping them in place or throw the entire swarm with whirling throw? Can we just add a similar line from incorporeal creatures to swarms so you can't grapple or trip them?

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|Absalom Initiation Slides

Discussion thread

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I need the following info for chronicle sheets:
1) Player Name:
2) Character Name:
3) PFS #
4) Faction
5) Normal or slow
6) Dayjob roll

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|Absalom Initiation Slides

After a hurried summons to the Grand Lodge in Absalom, a quick conversation with Venture-Captain Alissa Moldreserva, and a wet, stormy trip across the Inner Sea to Andoran, the small, warm Pathfinder Lodge in Augustana is a welcome break from travel. “I can’t believe we are wasting our time on this matter,” says Caudron Wallace, the venture-captain of Augustana as he paces the main hall “Frankly, I want as little to do with it as possible, so I’m passing it on to you.”

Wallace nods toward a door at the back of the room. “The vagrant through there was found collapsed on our front steps gripping a wayfinder of all things. We still don’t know who he is. Talk to him, for the tale he tells is amazing if true, and then come back here."

When you enter the room at the back of the main hall, you find a small sitting room with six comfortable chairs and a few bookshelves filled with the latest Pathfinder Chronicles. An old, withered man sits in one of the chairs, half-dozing when you enter. His skin is shockingly pale and his features are sharp with high cheekbones and a jutting chin.

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I'm trying to find an archetype or prestige class that is based around the PC drawing power from a specific enemy. Kind of like a demon hunter in warcraft lore uses their demon blood powers to hunt demons effectively.

I've come across flesheater barbarian and sin eater inquisitor as being kind of close, but neither is what I'm looking for. I'm also hoping to find something that is a little better than a favored enemy type bonus of a flat +x to hit/damage as that's a little boring. Also hoping for something more martial than magical, but I imagine some sorcerer bloodlines would be semi-appropiate.

Thanks to anyone that has some ideas!

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1. Forum Name
2. Character Name
3. PFS #
4. Dayjob:
5. Faction

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Dicussion Thread

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|Absalom Initiation Slides

Venture-Captain Adril Hestram sits behind his desk in the Grand Lodge of Absalom, waiting for his team of pathfinders to arrive and take a seat in one of the seven sofa-like chairs in his office. While he waits, he reviews the mission details and briefings on his desk, only stopping for a moment to say, "Greetings Pathfinder, once everyone is here, we can get started." or something to a similar effect.

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Just need a PFS # and a faction for the PC that's getting credit

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|Absalom Initiation Slides

Discussion thread

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|Absalom Initiation Slides

Gameplay thread for dotting in.

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|Absalom Initiation Slides

Discussion thread

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1. Forum Name
2. Character Name
3. PFS #
4. Roll for day job
5. Initiative +x
6. Perception +x
7. Faction

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|Absalom Initiation Slides

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

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Hey guys, I was hoping I could get some help creating a paladin code of Korada. I'm thinking always dealing non-lethal damage when I can could be a good core tenet and possibly fighting with words before turning to violence. Anyone have any good ideas?

Korada's wiki page

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|Absalom Initiation Slides

1. Forum Name
2. Character Name
3. PFS #
4. Roll for Day Job
5. Initiative
6. Perception
7. Faction

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|Absalom Initiation Slides

The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.”

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|Absalom Initiation Slides

1. Forum Name
2. Character Name
3. PFS #
4. Roll for Day Job
5. Initiative
6. Perception
7. Faction

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|Absalom Initiation Slides

The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.”

Grand Archive 3/5

Renown:

Renown (Ex) (Ultimate Intrigue pg. 12): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

Masked Renown Feat:

Masked Renown
Source Inner Sea Intrigue pg. 13
Your masked persona is especially well known.

Prerequisites: Cha 13, Disguise 2 ranks.

Benefit: You gain the vigilante’s renown social talent (Ultimate Intrigue 12), allowing you to gather and maintain a reputation in a community.

Special: Beginning at 9th level, you can select this feat a second time to gain the great renown vigilante social talent.

So the point of this thread is to ideally be a list of scenarios by location and what level tier they are to see what locations would be good to select renown for. I'd love for people to add information to this thread for the benefit of vigilante players. My first post on Absalom adventures is information only gathered from the Wiki that lists the location, I have no idea how accurate these are or how much of the adventure takes place there. Other than Absalom, it seems like locations are pretty scattered, so if you think another place hosts a lot of scenarios, please suggest it be added to the list.

What do I need from you? Crowdsourced information! If you've played or run these adventures and know that any locations are not accurate, please update the list or let me know so I can update it.

The google doc link to comment on the list is here!

Absalom, Tiers 1-2
The Confirmation
The Consortium Compact
In Service to Lore (Retired)
The Rose Street Revenge
To Delve the Dungeon Deep (Retired)
A Vision of Betrayal (Retired)
The Wounded Wisp
Absalom, Tiers 1-5
Black Waters
Delirium's Tangle
The Disappeared
Echoes of the Overwatched
Eye of the Crocodile King
The Frozen Fingers of Midnight
The God's Market Gamble
The Hydra's Fang Incident
The Overflow Archives
The Penumbral Accords
School of Spirits
Silent Tide (scenario)
Slave Pits of Absalom
Slave Ships of Absalom
Trial by Machine
Absalom, Tiers 3-7
The Blakros Matrimony
Call of the Copper Gate
Mists of Mwangi (doesn't sound like you do much IN Absalom based on the name)
The Paths We Choose
Ruins of Bonekeep Level 1: The Silent Grave
Ruins of Bonekeep Level 2: Maze of the Mind Slave
Sewer Dragons of Absalom
The Silver Mount Collection
Song of the Sea Witch
Absalom, Tiers 5-9
The Blakros Connection
Fires of Karamoss
The Golden Serpent
Hands of the Muted God
The Hellknight's Feast
The Immortal Conundrum
Oath of the Overwatched
Ruins of Bonekeep Level 3: The Wakening Tomb
Sniper in the Deep
Absalom, 1-7
The Infernal Vault
Skeleton Moon
Voice in the Void
Absalom, Tiers 7-11
Abducted in Aether
Hall of Drunken Heroes
King Xeros of Old Azlant
The Kortos Envoy
The Mantis's Prey
Shadows Fall on Absalom
Absalom, Specials 1-11
Assault on Absalom
Blood Under Absalom
Grand Convocation 4712
Siege of Serpents
The Sky Key Solution
The Solstice Scar (Mostly Retired and mostly not in Absalom)
Year of the Shadow Lodge (scenario)
Absalom, Seeker Tier 12
Nothing Ventured, Nothing Gained (Eyes of the Ten Arc, Part 4)

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|Absalom Initiation Slides

1. Forum Name
2. Character Name
3. PFS #
4. Roll for Day Job
5. Initiative
6. Perception
7. Faction

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|Absalom Initiation Slides

The scenario begins at the Grand Lodge in Absalom, where Venture-Captain Drandle Dreng informs all of you about the recent attacks on Sczarni caravans passing through the Chitterwood. Thankfully, since most of you have been working closely together for some time, he finds you all in the Grand Lodge at the same time while you were taking a break from your last mission in Senghor.

Venture-Captain Drandle Dreng's appearance in the middle of the night is surprising only due to his unfamiliar accomplice, a burly man dressed in full lsgeri military trappings. "Pardon the intrusion," Drandle says as he juggles the numerous scrolls and writing materials precariously balanced in his arms, "but I have a request that is of utmost importance to ask of all you. I'm afraid we have something of a situation on our hands. It is perhaps well known among the Pathfinder Society that trade is vital to our organization. Not for any monetary gain, of course, but because we rely heavily on overland caravan routes and trading lanes at sea to get important documents, treasures, and personnel from central Avistan to the Inner Sea. When such materials are of particular import, we have even been known to use more illicit modes of transportation, such as caravans operated by the Sczarni organized crime syndicate."

"It appears that a number of such Sczarni caravans, carrying important cargo for delivery to the Pathfinder Society, have recently begun to go missing along their more discreet trade routes from Cheliax to Druma, a little-known path that runs through the Chitterwood in lsger. Of course, the route along the Conerica River would be viable for more legitimate operations, but oftentimes we can't afford to be forestalled with matters such as customs, tariffs, and inspectors, especially when such hindrances could also potentially result in the arrest of our business partners. Alas, I digress. I have agreed to work with the local Sczarni leader, Guaril Karela, in order to reclaim the caravan route through lsger's Chitterwood. That's where you come in. I have made all the arrangements necessary to ship you to lsger in the morning, where you'll meet the caravan you are tasked with escorting through the goblinoid-infested woods. In the meantime, I have summoned the honored lsgeri war hero Gaspar Desime to help answer any questions you might have about your upcoming visit to the Chitterwood. Guaril Karela is also available and can answer any questions you have about the caravan you'll be guarding, though I believe he is currently stationed at his shop in the Docks district."

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1. Forum Name
2. Character Name
3. PFS #
4. Roll for Day Job
5. Initiative
6. Perception
7. Faction

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|Absalom Initiation Slides

Your time in Trollheim ended quickly when you discovered clues leading to Whitethrone, the capital of Irrisen and home of Baba Yaga’s white witch daughters, where you hoped to find the kidnapped historian Rognvald Skagni.

Traveling across the border from the Lands of the Linnorm Kings into Irrisen is no small feat, but you managed it by joining a mixed caravan of hunters and merchants headed for Whitethrone on a diplomatic mission. The merchants warned you that Whitethrone has been up in arms against Pathfinders recently, and they would likely need to sneak into the city. Things were going well until terrifying ice trolls and soldiers of Whitethrone’s Iron Guard who, it seems, were not interested in speaking to a diplomatic mission, ambushed the caravan. You barely escaped with your lives, though most of their caravan did not.

A biting wind blows from the north and snow blows in blinding drifts amid numbing fog. The bone-white walls of Whitethrone, capital of Irrisen and home of Baba Yaga’s white witch daughters, rises into the frigid northern night. Somewhere within is the Shadow Lodge headquarters hinted at in Trollheim where the poor historian Rognvald Skagni is being held. Reaching this point was a difficult challenge, but gaining entry into the city itself presents the greatest obstacle yet.

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|Absalom Initiation Slides

Discuss the brutal lands of The Linnorm Kings here

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|Absalom Initiation Slides

Discuss the legal loopholes of this contract here.

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1. Forum Name
2. Character Name
3. PFS #
4. Roll for Day Job
5. Initiative
6. Perception
7. Faction

Will take the first 4 that post and are ready to play. If more than 4 post before I wrap up recruitment, selection will be lottery decided. There are 2 reserved seats, so expect to see 6 players post.

- Expectation is that you post around 1-2 times per day from Monday to Friday. Posting on Weekends at least once a day isn't required, but nice and if a single player is the only person we are waiting on, they will be botted to keep the game moving.

- If you know that you will not be able post for a while please inform all of us in advance.

- We will be using Google Slides for maps.

- We play by the Rule of 2 (or 3, if playing with 6 PCs): if two party members agree on a particular action, that will drive the narrative forward. The exception to this rule would be if there is a crucial plot point or important decision - in which case, the entire party should have a say in what happens.

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|Absalom Initiation Slides

Venture-Captain Drandle Drang looks tired as he calls an emergency meeting in the middle of night at his chambers in the Grand Lodge. "I’m sorry to call you in on such short notice and on such a dark night, but a friend of the Society needs your help immediately".

From an adjoining chamber, an elegantly dressed woman of middle age with olive skin and long, straight black hair and piercing eyes steps into the room, "Allow me to introduce to you to Hamaria Blakros, of the esteemed Blakros family, whose name I’m sure you all know".

Hamaria sits at Dreng’s side, smooths her satin dress over her knees, and speaks in a clear though pained voice. "I’m afraid my forebears made a terrible mistake, and I need you to help remedy the situation. When the Blakroses were first gaining a financial and social foothold centuries ago, my ancestors made a pact called the Penumbral Accords with a strange organization on the Shadow Plane called the Onyx Alliance, which granted us trade routes through its dark realm to avoid unpleasant searches, tariffs, and questions among the many parties with whom we traded. At the time, this was an invaluable service, but as our wealth and influence grew, the benefits became less pronounced. Now, almost five centuries later, we no longer want to pay the ongoing price of this agreement. Since that time, we’ve been providing a steady stream of slaves to the Onyx Alliance... including the eldest of our daughters each generation. This year we have two eldest daughters—my twins Eleanir and Michellia—and I refuse to let them be taken!"

"But we can’t actively break the Penumbral Accords ourselves. We don’t know all the details other than our end of the bargain, which requires us to deliver slaves to our very own Blakros Museum on the night of each new moon—and to deliver the eldest Blackros daughter of each generation on the new moon
after her 21st birthday. We are told to stay away until dawn, and have honored this command thus far. In every instance for generations, we’ve returned to find no sign of the slaves or our own heirs left in the building. They’ve got some device that lets them take our daughters to their plane, something that only functions one night a month, and only until dawn. That night is tonight, and my Eleanir and Michellia are already there! I need you to get in before the sun rises and deactivate or destroy whatever allows them to keep stealing our people. If that prevents them from ever threatening us and holding the Penumbral Accords over our heads again, even better."

Dreng leans forward, “You understand, I’m sure, how valuable our relationship with the Blakros family is to the Decemvirate. Their assets at the museum are immense, and assisting the Lady Hamaria tonight will go along way to ensuring that both her family and our organization can form a long-lasting alliance that will benefit all parties.” He glances at Hamaria, who nods once in agreement. “Hurry to Blakros Museum, friends. There isn’t much time!”

Dark Archive

|Absalom Initiation Slides

Discuss anything you'd like to here.

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1. Forum Name
2. Character Name
3. PFS #
4. Roll for Day Job
5. Initiative
6. Perception
7. Faction

Will take the first 5 that post and are ready to play. If more than 5 post before I wrap up recruitment, selection will be lottery decided. There is one reserved seat, so expect to see 6 players post.

- Expectation is that you post around 1-2 times per day from Monday to Friday. Posting on Weekends at least once a day isn't required, but nice and if a single player is the only person we are waiting on, they will be botted to keep the game moving.

- If you know that you will not be able post for a while please inform all of us in advance.

- We will be using Google Slides for maps.

- We play by the Rule of 2 (or 3, if playing with 6 PCs): if two party members agree on a particular action, that will drive the narrative forward. The exception to this rule would be if there is a crucial plot point or important decision - in which case, the entire party should have a say in what happens.

Dark Archive

|Absalom Initiation Slides

In one of the guest houses of Skyreach, Venture Captain Ambrus Valsin has requested the most mysterious of meetings. Just yesterday you got a letter that you were declined graduation from the Pathfinder Society Academy, just a
fortnight from your Confirmation. Now, he wants to meet… tonight. He requested that you come at night, alone, and to make sure that no one followed you from the Skyreach gate to the abandoned guest house. You walked through the harsh, cold rain until you got to the door. Inside, you found a few other agents, fresh out of the academy, like you.

Go ahead and describe your characters to each other. Feel free to introduce yourself or otherwise RP with each other for a bit.

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1 person marked this as a favorite.

Three goblins cooking around a fire, "Goblins cook and goblins eat, skin the horse and devour its meat. Steal the baby, fry it up, people die and fill us up. Goblins bubble and goblins brew, stir it up, we get the stew, we be goblins, you be food!"

I don't think it is quite as good as my previous goblin song post, but I still enjoy it. Feel free to add, edit, or use my goblin song for your games!

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