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  #1  
Old Nov 30th, 2020, 08:40 AM
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The Glass River Rescue

The Glass River Rescue
Game SystemPathfinder
ThemeHigh Fantasy, Search and rescue



THE GLASS RIVER RESCUE
An adventure for 4 brave heroes, at level 2.

It is the Year of the Demon. Named so due to the many factions bound together by the Pathfinder Society that have sworn allegiance to battle the demon uprising in the Worldwound. You are one of the newly recruited agents of the Pathfinder Society, sent by one of the eight factions in the alliance. Your curriculum within the Society only holds a few introductory quests and assignments, but the Society accepts a vast variety of men and women from different origins, races, and ages.

You have been contacted by one of the Society messengers and given a wax-sealed letter from Venture-Captain, Ambrose Valsin along with an invitation to meet at an exact address in Kerse, the Capital of Druma. The letter reads as follows:

Sealed letter from Venture-Captain, Ambrose Valsin
Pathfinders,

Society agents recently learned of a lost, previously undocumented Sky Citadel in what was once Sarkoris, the land now consumed by the Worldwound. As we cannot push into that demon-infested wasteland ourselves, we have recruited dwarven aid in the dangerous expedition. In exchange for military assistance and historical expertise, the dwarves will have the opportunity to reclaim this lost stronghold.

Two weeks ago, Highhelm sent an entourage of diplomats and tacticians north toward Mendev to meet with Venture-Captain Jorsal of Lauterbury to discuss terms and develop a plan of attack. When they failed to arrive in a timely fashion, Jorsal commissioned A spell that allows the caster to send a message of 25 words or less and receive one in return to someone the caster knows, with no distance requirementssending magic to contact Rakuska Ingardam, the mission’s leader. Rakuska’s return message - cut off due to the magic’s limit - was as follows: “Passed Xer, paid our way, but attacked and overcome. Razmiri priests hold us for unknown purpose. We are held somewhere near the Glass River at…”

One of several possible places they are held is the Gray Revelation Inn, about thirty miles east of Xer - we suspect the Razmiri priesthood uses the site to interrogate prisoners. You must investigate and liberate the three dwarven envoys - if indeed that is where they are imprisoned - and then escort them to Mendev.

Accompanying you are two other dwarves who will take the captured envoys’ places if you aren’t successful: Merchant Metella Raugar and respected Pahmet mystic Amauhak.

The Kalistocrat Temel Passad, a Druman with whom we have dealt in the past, has volunteered a boat to transport you north, and I see little reason why we should not take him up on this offer. Building a good working relationship with one or more influential merchants would be to everyone’s benefit.

Good luck!
Ambrose Valsin


The party of four agents has never met before, but have just arrived at the address when the game starts. It is time to save some dwarves and to balance three important things: Their own career and fame, the respect of the faction that they represent, and the Pathfinder Society that they have sworn their duty to.

InfoWhat am I looking for?
Please create an application with the following information:
Name: Self-explanatory
Race: Core or know that these races are uncommon in these lands and will often have a harder time being accepted outside the SocietyStandard
Class: Core, Base, Hybrid, Unchained, Ninja, Samurai.
Alignment: Any non-evil.
Appearance: You can post a picture, but I like the sound of words, too. A paragraph.
Personality: Keep it around a paragraph.
Background: A few choice words on the life your character lived before they joined the Society. One or two paragraphs.
Faction: Choose one of the eight that you will represent. You get to choose one trait from your faction.

 


At this point, no sheet is required, but I know that some people like to have a sheet this early in the process so here are the basics for creating one:

Level: 2
Stats: Point-buy = no score under 8 or above 18, before racial modifiers20 points
XP: Fast
Starting Wealth: 1000gp
HP: Max at 1st level. Average at 2nd level
Traits: 2 + the trait from your faction. You can take a drawback, but it yields no extra trait.
Hero Points: Not used.
Skills: No background skills.
Feats: Elephant in the Room feat tax is in effect.

Advice: Crafting feats will be hard to use in this game.


Lastly, I will say that I aim for this game to take between 5-8 months, with an option to jump to the next adventure afterward. I expect the characters to reach level 3 at the end of the adventure. I will award +1 level for those who complete the adventure from the beginning.
I aim to post twice per week and expect the same from my players. I will notify players if I am hindered in posting and expect the same from my players.

I am looking forward to seeing and reading your applications.

Last edited by Tales; Nov 30th, 2020 at 05:46 PM.
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  #2  
Old Nov 30th, 2020, 04:22 PM
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This is a good advertisement, Tales. How much do you intend the society rules to fill? I really don't like all the boons, fame and whatnot, but it seems like a perfect time frame for me. When do you intend to close the application?
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Old Nov 30th, 2020, 04:49 PM
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Quote:
Originally Posted by Norse View Post
This is a good advertisement, Tales. How much do you intend the society rules to fill? I really don't like all the boons, fame and whatnot, but it seems like a perfect time frame for me. When do you intend to close the application?
Thank you. I already started wondering why nobody reacted. I am new to this site.

Regarding the Society rules, they are left out. I only used the story and the factions and all the lore around the Society as a whole.

Regarding the application deadline, I think I will gauge interest here and see if there are enough players to make a team and then get going. I doubt there will be so many applications that I need to make a selection.
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Old Nov 30th, 2020, 04:58 PM
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Interested. Am I right to understand that characters need to be evil?
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Old Nov 30th, 2020, 05:48 PM
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Quote:
Originally Posted by Frederik View Post
Interested. Am I right to understand that characters need to be evil?
Good to hear. No, not evil. As a matter of fact, I took that phrase away. It was a leftover from my first write up. I hope you are okay with it?

Any non-evil, please.
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Old Nov 30th, 2020, 05:57 PM
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Sounds good, Tales. I am interested. I have no problem with the non-evil. Quite the contrary actually. I am thinking to apply with an unchained rogue.

Frederik. Then we meet again. I hope I don't die as much in this game, if I get accepted.
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Old Nov 30th, 2020, 06:03 PM
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Posting Interest.. will continue

Name: Betar Skytoucher
Race: Half orc
Class: Druid, Goliath Druid.
Alignment: Chaotic Good
Faction: Very likely, Andoran. Not sure yet.
 

 

 

 
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Old Nov 30th, 2020, 06:58 PM
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Ahh well I had a funny idea for an evil character, but I am cool with non-evil. Norse showing up, just gave me a good idea.

Hey Norse. Nice to see you again. I don’t know how I missed it was you on the first post.
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Old Nov 30th, 2020, 08:54 PM
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@Tales - Good that you're upfront with an estimate of game duration. I haven't seen many games with the "Elephant in the room" variants, but can think of past characters of mine that would have benefited from them. Have you much experience with those feat taxes?
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Old Nov 30th, 2020, 10:09 PM
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Argyle Delamber
Name: Argyle Delamber
right-aligned image

Race: Human
Class: Alchemist (Mindchemist)
Alignment: Neutral
Alternate Racial Trait: Comprehensive Education (in place of Skilled)
Faction: Andoran - Captain’s Blade.
Traits: Firebug, Focused Burn

Appearance: Brown haired, green eyed, 5'8, lightly armored in leather; cloaked and hooded for travel outdoors. Argyle bears bandoliers with the equipment of his alchemical trade. He is in his mid 20's bearded, on point, focused.

Personality: Hard headed and pragmatic, Argyle believes in large-scale social causes -- even if some people get overrun by the revolution of ground under the wheels of progress. Argyle values doing good, freeing captives and opposing tyranny, but he has come to believe that the ends justify the means. If the outcome is good for the many, then he does what he must. Argyle is meticulous and neat. He is no leader of men, nor is he a visionary. Rather, he is a swift witted intellectual, preferring to solve problems by wits before violence -- but using what tools he must. He values teamwork and the camaraderie of shared goals. While he uses magical tools, his fears and dislikes all forms of mind-influencing magic (beyond what he personally controls.) He distrusts appeals to emotion, preferring logic.

Background: Argyle Delamber was born on board a slaver’s ship to a female alchemist named Isselda. She served both as healer and minder of the ship’s guns and cannon’s black powder. Argyle’s father is unknown, some member of the ships company, or of the ports the slavers bought or sold from. Isselda had a cold, mercenary approach toward life: taking what she could, by any means, but the crews she sailed with her appreciated her talents, and she was frugal with money. Her son argyle was trained both in the ways of ships, and of bomb-making, from his early years.

Isselde Delamber bought her way out of that life, having acquired modest riches through plunder throughout the years. She doted on her son, but was distressed as the young lad picked up some of the coarse habits of sea-raiders. Now, escaping her past, she pledged to give her son the best education money could buy -- and that he would not need to be exposed to the life of violence she had led. Becoming a brilliant scholar and alchemist, Argyle felt guilty for his privileged upbringing, and the secret source of slaver wealth. He pledged his loyalty to the Andoran faction, and over several years as an alchemist he proved value both as an inspired researcher and as a bomber in support of the faction’s missions.
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Last edited by CatCanCook; Dec 1st, 2020 at 11:06 PM.
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Old Nov 30th, 2020, 10:18 PM
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Quote:
Originally Posted by zevonian View Post
@Tales - Good that you're upfront with an estimate of game duration. I haven't seen many games with the "Elephant in the room" variants, but can think of past characters of mine that would have benefited from them. Have you much experience with those feat taxes?
Granted, you didn't ask me, Zev, but that has never stopped me from butting in...

I think 3 of the last 4 PF games I have applied for have used the Feat Tax fix. it's becoming more common/popular.
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Old Dec 1st, 2020, 03:28 AM
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Quote:
Originally Posted by Frederik View Post
Ahh well I had a funny idea for an evil character, but I am cool with non-evil. Norse showing up, just gave me a good idea.
I am glad that it worked out anyway. Looking forward to seeing your idea.

Quote:
Originally Posted by zevonian View Post
@Tales - Good that you're upfront with an estimate of game duration. I haven't seen many games with the "Elephant in the room" variants, but can think of past characters of mine that would have benefited from them. Have you much experience with those feat taxes?
I do. While I discovered them a little late in my Pathfinder years, I have almost always applied them to the games that I have been narrating. I find that they help balance melee and archery better and deft/powerful maneuvers make the melee options a little more varied.

You are welcome to retry one of your past characters with feat taxes in my game.

CatCanCook + Admin Dirk: Thank you for applying. I think we might have a team soon. I like your concepts.
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Old Dec 1st, 2020, 06:29 AM
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Application
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Name: Mint Zhaminn

Race: Catfolk

Class: Unchained Rogue

Alignment: CN

Appearance: Cream grey fur and gold-speckled eyes under two sharp ears. A muscular, slender build that he takes pride in and keeps clean and groomed at all times. His leather suit with padded knees and elbows and little bamboo pieces sewn into the layers for spine protection looks like a black uniform. Even metal clasps and buckles have been burned and oiled black.
Being blessed with feline blood can make reality harsh at times. He wears a flowing silk cape with the crest of Taldor - a white lion under a golden crown on a field of green and blue - covering his back and shoulders. It is like a shield against the odd looks he gets from racist strangers.

Personality: Mint is a silent fellow, hanging back in the shadows rather than in the stage lighting. He speaks in low whispers and is prone to voice his approval or disapproval with cat-like sounds rather than words. His life in Taldor has taught him the ways of the nobles and despite his lacking wit and his erratic focus, he knows when to back off or when to address a lord or a lady properly. Mint is a friend to those he trusts.

Background: Mint has always been closely tied to the nobility in Oppara. His grandfather was a Lionguard to Carrius I, and Mintís father is still part of Grand Prince Stavian IIIís elite forces. It was natural for the strong and nimble Mint to apply for a post under the banners of Taldan royalty too, but he is still too young and untried, so a few years out and about will do him good. The Taldan agency for foreign affairs and allegiance with the Pathfinder Society was happy to aid him in the process.

Mint got to Absalon for initiation into the Pathfinder Society, then to Andoran and Five Kings Mountains (where he helped secure a stolen package of Torag-blessed minerals), and finally to Kerse in Druma.

Faction: Taldor
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Old Dec 1st, 2020, 07:11 AM
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I could not resist looking into the player mechanics. How do you feel, Tales, about this rogue talent that have been written by Legendary Games, in their Alien Codex?:

Quote:
Vicious Claws (Ex) A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat’s claws racial trait before taking this talent.
I see it as very close to the Sneak Stab ability you get with the Rogue archetype: Knifemaster

Quote:
Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

This ability is identical in all other ways to sneak attack, and supplements that ability
I think it is only reasonable to make the same adjustment, about d4s instead of d6s, for all other weapons than his claws.
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Old Dec 1st, 2020, 10:11 AM
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@Tales -

I drafted a character sheet here: https://www.rpgcrossing.com/profiler/view.php?id=86848 -- leaning into the librarian and bomber aspects of an alchemist.

You said using crafting feats will be difficult. An alchemist is a crafter class...

What are your rulings on pre-game crafting, for acid flasks & other alchemical creations? He can make the DC 25 tier using "take 10", but misses the DC 30 tier since his feats+traits are all going into bombs instead of skill buffs.

Next: would it be sensible or foolish in this scenario to buy a packmule? If you are willing to share a tip. :-). The scenario is setting the PCs as not having met until this mission, meaning the low Str guy doesn't start out trusting the high Str guy...
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