PACG Update 12/28/14 (Adventure 1 Table’s Choice)

December 27, 2014 under Card Guild, The Rifleman

The Pathfinder Adventure Card Guild will take place as scheduled this Sunday, December 28th at the Rifleman at the conclusion of regular Pathfinder Society play.  This week’s scenario is the Lost at Sea (Adventure 1) table’s choice!  Is your character missing a scenario or looking for that perfect reward prior to Adventure 2?  This is the session for you!

Please note, Jerad will not be among the organizers running the card game this week due to Eyes of the Ten.

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This week’s scenarios are Zho good!

November 19, 2014 under Card Guild, Events, The Rifleman, Uncategorized

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A bit of cold never stopped Pathfinders.  Join us this Sunday at 1 PM for a selection of 4 adventures sure to test your mettle.  First, for levels 1-5, we have Trevor Sacks running The Goblinblood Dead.  Pathfinders will be investigating attacks on caravans in war-torn Isger, the languishing vassal state of Cheliax.  Next, for levels 3-5, we have Jerad Bailey running the next level of the Emerald Spire: The Drowned Level.  Snorkels will be provided.  Third, we have one of the newest PFS scenarios.  Les James will be running Valley of the Veiled Flame for levels 5-9.  A team of Pathfinders will be dispatched on an expedition to the Zho mountains to recover missing allies and investigate a strange illusion. Finally, for levels 5-9, Trenten Samuel will be running the second part of the Glories of the Past arc: The Price of Friendship.  This adventure will take you to the Orc city of Urglin, where the Pathfinders must sniff out the trail of the mysterious Eando Kline.

Additionally, as scenarios wrap up, we will be doing Scenario 2 of the Pathfinder Adventure Card Game: The Lone Shark. Missed Scenario 1?  Don’t worry!  You can jump into the adventure at any point without missing anything.  We’ll also have pregenerated decks available.

About #3-23, The Goblinblood Dead:

More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county’s interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society’s operations.

 

About the Emerald Spire Superdungeon:

Different levels of the dungeons connect to extraplanar locales. Here, the Spire’s influence creates natural portals to the Plane of Water. Most of these are no larger than a coin, but their constant flow has left the level mostly flooded.

Originally, this level was a simple set of storerooms and guardrooms dating back to Nhur Athemon’s early expeditions. Two centuries ago, a clan of derros who occupied this level and the sixth level studied the Spire’s planar influence and tried to alter the local affinity for the Plane of Water to something more useful. Their experiments, however, ended up multiplying the portals to that plane and drowned this level in a flood that never receded.

The current inhabitants are aquatic animals and elemental creatures who like the level the way it is. These include a trio of undine spellcasters the serpentfolk of Vissk-Thar have secretly suborned, intending to turn them against their enemies.

About #6-07, The Valley of Veiled Flame:

For years a Pathfinder team has surveyed Qadira’s Zho Mountains in an attempt to reconcile its twisting valleys with a series of old maps recovered years ago on the Silken Way. When the team disappears soon after reporting a strange illusory effect in a mountain pass, the Society sends the PCs—funded by an unusual benefactor—to uncover whatever is hidden in those peaks and rescue the agents.

Content in “Valley of Veiled Flame” also contributes directly to the ongoing storylines of the Liberty’s Edge and Silver Crusade factions.

 

About #4-24, Glories of the Past Part 2: The Price of Friendship:

The Pathfinder Society has discovered the hint of a monumental revelation, but in order to confirm their find, they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn’t mind seeing them dead, or will the orcs’ Second Home be the site of their final mission?

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Better Late than Never

November 16, 2014 under Events, The Rifleman

ShacklesIt’s the weekly post in Turbo Mode! We will be playing on Sunday, November 16 at 1:00 at the Rifleman in South Charleston. We will have a great array of games featuring the following. Also note that we are starting Pathfinder Adventure Card Game play after the regular scenarios end. Bring your character deck, or pick one up at The Rifleman.   See you there!

Tier Scenario # Scenario Name GM
1-5 #4-18 The Veteran’s Vault Tommy Campbell
1-5 #6-06 Hall of the Flesh Eaters Donnie Morrow
5-9 #6-07 Valley of the Veiled Flame Les James
7-11 #34 Encounter at the Drowning Stones Andrew Shumate
PACG #1A Lost at Sea 1: Ghosts of the Deep (After PFS) Jerad Bailey
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Pathfinder Adventure Card Guild

November 14, 2014 under Card Guild, Charcon, The Rifleman

Good day ladies and gentlemen!

My name is Jerad Bailey, Pathfinder Society participant and GM for the past couple of years, and recently appointed Charleston-area Venture Lieutenant for the Pathfinder Adventure Card Guild (PACG).  I know that our Morgantown players have a little experience with the Card Guild, and we had the opportunity to introduce our local players at this year’s CharCon.

I am happy to announce that we will be beginning regular play in Charleston, West Virginia starting this Sunday, November 16th, at the Rifleman at the conclusion of our regularly-scheduled Pathfinder Society games (best estimate, 6:00 PM).

What is the Pathfinder Adventure Card Guild?

The Pathfinder Adventure Card Guild (PACG) is an organized-play option for the Pathfinder Adventure Card Games, more specifically the recently-released Skull & Shackles Card Game. The more you play, the more your character improves and the better your equipment becomes.  The scenarios for the PACG are completely independent of the actual home game, which means no spoilers.

What do I need to play the Pathfinder Adventure Card Guild?

Players will need to purchase their own Character Deck (MSRP $19.99) and construct a character to be used in the games.  The rules can be taught at the table for those not familiar with the Skull & Shackles Card Game.  Sessions can last anywhere from 45 minutes to two hours depending on the experience level of players at the table.

How will Pathfinder Adventure Card Guild scenarios be scheduled?

I intend to schedule the scenarios at the Rifleman for every Sunday at the conclusion of Pathfinder Society tables.  This seems to be the best solution for making the PACG available to as many players as possible.  Because table length is variable at the store, we will do our best to accommodate as many players as possible within reason (waiting a little while to allow more players to join, but not so long as to push our end time to an obscenely late hour).  For those who are not interested in Pathfinder Society but would like to play PACG at the store, the best estimate I can give at this time is 6:00 PM on Sundays.

New scenarios are released by Paizo at a rate of one every week.  Scenarios will be scheduled at the Rifleman in order, starting with those in Adventure 1, “Lost at Sea”.  Every week, we will progress until we have completed the Adventure.  Before we start the next Adventure, we will have a “Player’s Choice” session to allow players to catch up on a scenario they may have missed.  If, for any reason, the PACG is not played one week, the schedule will be shifted to accommodate.

If there is enough interest, independent game days may be scheduled at the Rifleman that will not conflict with Pathfinder Society play, and will allow for more than one scenario to be played during that time.

Who do I need to contact concerning the Pathfinder Adventure Card Guild?

Jerad Bailey is the Venture Lieutenant for the Charleston, West Virginia area.  He can be reached at JBailey.PFS at gmail dot com.  I have ties to the Huntington and Princeton areas as well; while I’m not officially responsible for those areas, I am more than happy to work with groups in those areas to at least introduce the PACG and hopefully get some momentum going.

For additional general information concerning the Pathfinder Adventure Card Guild, please visit http://paizo.com/pfsacg.

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Adventure and Glory Await!

November 6, 2014 under Events, The Rifleman

KyrilAt 1:00 PM this Sunday at The Rifleman find adventure and glory in these great Pathfinder Scenarios. First we journey to the Shackles in #6-06: Hall of the Flesh Eaters for pathfinders of level 1-5. The exploration of the Emerald Spire continues with The Emerald Spire, Level 4: Godhome for levels 3-5. Level 5-9 pathfinders get a rare opportunity to explore a dwarven sky citadel in eastern Varisia in #4-22: Glories of the Past – Part 1: Halls of Dwarven Lore. This is the first of a three part story arc. Finally our level 7-11 characters will seek out the mysteries of Osirion in #6-04: Beacon Below.

About Hall of the Flesh Eaters: Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

About The Emerald Spire Level 4 – Godhome: Long ago in another part of the universe, an autonomous probe designed to explore naturally occurring rifts in the fabric of space discovered one that led to a very unexpected place indeed—Golarion. Passing through the heightened magical fields surrounding Golarion transformed the probe’s artificial intelligence into an animating spirit and altered its internal systems while leaving parts of its original programming intact. The probe arrived near the Emerald Spire, pulled in by the planar energy. From its new vantage, it continues its centuries-old mission, peering through invisible and intangible planar rifts at countless weird and unexplored dimensions. Obeying its ancient imperative to nurture and protect sentient life, the probe uses its wondrous powers to provide for the local dungeon denizens, a tribe of very peculiar troglodytes who call their mysterious benefactor skraa-orm thagh in their own tongue, or “the Godbox.”

About Halls of Dwarven Lore: The dwarven sky citadel of Janderhoff in eastern Varisia is one of the least visited settlements in the land, at least by non-dwarves. Nevertheless, the Pathfinder Society has been invited to assist in the excavation of a forgotten ruin within the large underground complex. What the fearless adventurers stand to find within could be the greatest discovery of the Age of Lost Omens, something sure to immortalize all involved in the pages of the Pathfinder Chronicles for ever more. But the ruins under Janderhoff aren’t the end of the Pathfinders’ journey; rather they illuminate a treacherous path ahead, from the familiar land of Varisia into much more dangerous territory.

About Beacon Below: Thousands of years ago, a defeated order of Osirian sages sought refuge in the perilous Pillars of the Sun in central Osirian. Until recently they were presumed lost, but recent exploration has uncovered the fortress sanctum they left behind. When the PCs delve into one of its sealed halls, they find the sages’ millennia-old projects dormant but not dead. Content in “Beacon Below” also contributes directly to the ongoing storylines of the Dark Archive and Scarab Sages factions.

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The Eyes of the Ten are Watching You.

November 5, 2014 under Announcements, The Rifleman

Normal Pathfinder Society play ends when your characters reach 12th level, but by the time they reach that level they have accumulated quite a bit of fame and prestige. The ten masked leaders of the Society notice that kind of service and an agent’s life will change when they find the Eyes of the Ten upon them.  It is time for our veteran agents to find out if they are worthy. Eyes of the Ten is a four part scenario arc that gives your character a chance to find their place among the elite of the Pathfinder Society. It is designed for 12th level characters and can only be played by characters at exactly 12th level with no experience toward 13th level yet. Your character will earn 5 experience points if they complete it successfully, starting at 12.0 and ending at 13.2. Games will be held at The Rifleman at the normal time on Sundays, but we may make special arrangements for other dates and times depending on the schedules of the people involved.

We are putting together a 6-person group to play at least 5 sessions worth of content together, and will be starting in the next few weeks.  There are already a few characters ready, but if you want in, make your mark below.  This will not be the last opportunity, so add your name even if it looks full.

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Modules Modules Everywhere

October 30, 2014 under The Rifleman

Hall of the Flesh EatersOne of the often overlooked parts of Pathfinder Society play is the ability to play sanctioned modules. These are adventures that were created for home games but have been approved for PFS Organized Play. You can find the details on the additional resources page. You can find modules to play this Sundat at 1:00 PM at The Rifleman in South Charleston. Starting off we have the first module created for the Pathfinder RPG: Crypt of the Everflame for level 1 and 2 characters. It’s a great opportinity to start of that playtest character you’ve been thinking about*. Second we have the horror of Carrion Hill for levels 4-6. This is a perfect adventure for Halloween weekend and what you don’t know can kill you. Modules are longer than normal scenarios so plan to arrive early for muster and stay over a bit. The tradeoff is that they provide three XP – a full level for your character and access to items and situations that you won’t find in normal Society play.

That’ s not all!. We also have two great PFS scenarios. First we have the brand new scenario #6-06: Hall of the Flesh Eaters where level 1-5 pathfinders set sail from the ship based based lodge in the shackles to explore one of Golarion’s oldest mysteries. At the same time our level 7-11 agents journey to the Storval Plateau in Varisia to engage with the King of the Storval Stairs (#4-04). We’ve got a lot of great adventure for you, so join us on Sunday in South Charleston.

*there will be more about the playtest in a seperate post.

About Crypt of the Everflame: The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town’s founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people.

About Carrion Hill: The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?

About Hall of the Flesh Eaters: Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

About King of the Storval Stairs: The PCs are sent to map the Storval Stairs and ensure the stairs provide a safe route to the Storval Rise from Magnimar, but upon their arrival, they find the ancient site claimed and “ruled” by the self-proclaimed King of the Storval Stairs. Only through guile, diplomacy, or cold steel will the Pathfinders ensure access to iconic Thassilonian location.

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These Snakes Don’t Hibernate

October 18, 2014 under The Rifleman
THIS WAY TO THE RED ONES!

THIS WAY TO THE RED ONES!

The leaves are turning and the weather is cooling down, but the Aspis Consortium never rests.  Join us at 1:00 PM this Sunday at the Rifleman for four tables of mystery, mayhem, and (un)friendly competition.  For newer pathfinders, #3-05 Tide of Twilight will take you deep into the Verduran Forest, but the fey will assure that this is no simple leaf-watching tour for characters level 1-5.  If the indoors are more your style, enjoy a relaxing tour of the Blackros Museum in #35 Voice in the Void, an adventure that will push characters level 1-7 (and their patience with a curtain curator) to their limits.  It’s never too early for holiday shopping, and #4-06 The Green Market will offer characters level 5-9 the opportunity to buy that special someone the perfect gift… if the Aspis Consortium hasn’t already stolen it or killed them first.  Last, I have it on good authority there are some amazing views, and you only have #16 To Scale the Dragon to savor them — if characters level 5-9 would kindly retrieve some bones while they’re up there before the Aspis Consortium does, that’d be swell.

About Tide of Twilight: In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.

About Voice in the Void: Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum’s basement, Aldain fears the worst. When strange sounds echo from below and several of the curator’s night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it.

About The Green Market: 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?

About To Scale the Dragon: The last remains of a sage from an age long past rests high atop the snow-covered tips of the Fog Peaks in Southern Galt and the Society wants his bones in order to study them and learn from them. They’ve sent you into a wintry wilderness of primordial beastmen and snow creatures not seen below the snow line to do just that. With the Aspis Consortium also seeking the bones, the race is on to beat them to the top and, once the bones are recovered, to make it back down alive.

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Teenage Mystery Mayhem

October 10, 2014 under Events, The Rifleman

scoobypathfindersTune in Sunday at 1:00 PM as our brave band of Pathfinders solve the spookiest mysteries on Golarion. In our first episode the gang heads to the darkest forests of Andoran to track down a criminal that wants to scare evenyone out of the forest in #23: Tide of Morning for levels 1-5. Another evil mastermind stands in the way of the level 2-4 pathfinders exploring the Emerald Spire. What lurks in the Splinterden? The god of secrets knows. Meanwhile the gang stops the van outside a shopping mall in Magnimar for a bite to eat where they find it was built on an ancient burial ground. Uncover the ghostly secrets in #4-06: The Green Market for levels 5-9. Finally for levels 7-11 there is an artifact that needs to be found, and snake-men are fighting snake-men all over the place in #3-17: Red Harvest. I wonder if the snake head is just a mask hiding Old Man Withers.

About Tide of Morning: Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel’s murderers from using it against the druids of Andoran.

About Splinterden: An ambitious servant of Norgorber, god of thieves and murder, the cleric Tarrin Dars offended her fellow priests and was declared a heretic. Hunted down by her former comrades, Tarrin was attacked as she fled through the Echo Wood—but she survived. Sorely wounded, she stumbled into an outlaw den not far from the Emerald Spire. Determined to prove herself in the eyes of the Gray Master, she quickly rose to become leader of the outlaws. She preached the virtues of secrecy, obedience, and loyalty to one another, and soon transformed the ragged band into a competent and dangerous guild—the Splinters of the Echo Wood. The Splinters discovered a convenient stream of victims—the beaten bands of adventurers returning from forays into the depths of the Emerald Spire. Tarrin Dars designed the secret stronghold within the Spire’s dungeons to keep the gang’s attacks away from the eyes of the Hellknights.

About The Green Market: 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?

About Red Harvest: In the naga-ruled nation of Nagajor in southern Tian Xia, the Pathfinder Society finds itself caught between feuding factions in a remote village. Forced to choose a side, the decisions of the agents involved could determine whether or not the Society gains access to a valuable religious artifact considered sacred by the village’s nagaji population.

...and I would have gotten away with it too if it wasn't for those meddling pathfinders and their animal companion!

…and I would have gotten away with it too if it wasn’t for those meddling pathfinders and their animal companion!

 

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October Arrives and It Brings More Pathfinder!

October 1, 2014 under Announcements, The Rifleman
This title keeps going.. and going... and going...

Longest Title Ever!

Sunday, October 5th at the Rifleman we have some great Pathfinder games to get you psyched up for the offerings at Charcon later this month. First, our rookie Pathfinders journey to democratic Andoran to investigate reports from a lost prince in #13: The Prince of Augustana for levels 1-5. Level 5-9 characters are visiting the forests of Varisia to explore the long lost Tower of the Ironwood Watch. Far across the Inner Sea, our level 7-11 pathfinders find themselves in Qadira exploring #2-18: The Forbidden Furnace of Forgotten Koor. (Say that one five times fast!) Finally we have our Adventure Path group taking the fight to the demons in Wrath of the Righteous.  It’s groing to be a great weekend for gaming!

About The Prince of Augustana: When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran’s one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?

About Tower of the Ironwood Watch: On the edge of Varisia’s Mierani Forest stand the ruins of an ancient guardtower that once served as the native elves’ first line of defense against the threat of invasion from the bordering Thassilonian realm of Envy. Just as the elves fled Golarion to avoid the destruction of Earthfall, so too did they leave behind the Tower of the Ironwood Watch, which the Pathfinder Society now hopes to explore—a task that could prove more dangerous than anyone anticipates.

About Forbidden Furnace of Forgotten Koor: When a Qadiran Pathfinder known for her knowledge of genie-kind fails to report back to the Katheer Lodge, the PCs are sent into the long-abandoned ruins of Koor, a former forge city high in the Zho Mountains. In their effort to find the lost agent, the Pathfinders may find themselves facing a foe long locked in a secure vault by the city’s former occupants—guardians whose departure weakened their defenses, paving the way for a terrible escape.

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