Descending to Greatness

August 17, 2015 under Roleplay, The Rifleman

Well met, Pathfinders!

As many of you know, the Emerald Spire saga has been a long-running staple at the Rifleman. On September 13th, 2015, a day shy of the one-year anniversary of our first delve, I will be running Level 12: The Automaton Forge, the first of five Emerald Spire levels which could potentially take your character to, or beyond, Eyes of the Ten and Seeker eligibility. These adventures are as follows:

  • Automaton Forge (9-11)
  • Pleasure Gardens (9-11)
  • Throne of Azlant (10-12)
  • Order and Chaos (10-12)
  • Emerald Root (11-13)

You will notice a considerable amount of overlap; for those interested in playing the remainder of the Emerald Spire, a 9th level character could play at full progression all the way to 14 (as long as they didn’t want to do Eyes). Any other level, or characters who want to participate in Eyes, will either need to utilize slow progression or speak with me concerning partial credit on module-length adventures. The last level, Emerald Root, is scheduled to be run sometime late November and constitutes seeker-level material for those who have completed Eyes of the Ten or have a character that has progressed beyond level 12 without participating in Eyes.

With (at least) 36 characters at the Rifleman waiting for Eyes, or having completed Eyes and beyond, expect support for high-level play to expand soon.

comments: Comments Off on Descending to Greatness tags: , , , ,

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.

comments: Comments Off on Pathfinder Adventure Card Guild tags: , , , ,

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.

comments: Comments Off on These Snakes Don’t Hibernate tags: , , ,

Hail Hydra

July 15, 2014 under The Rifleman
We want YOU for the Mendevian Crusade!

We want YOU for the Mendevian Crusade!

Are you ready for some dungeon-delving, slave-liberating, demon-crusading good times?  Make your way to The Rifleman this Sunday at 1:00 PM to enjoy a selection of adventures that will satisfy all of your bloodthirsty, gold-hungry cravings.  Our newer Pathfinders may enjoy furthering the cause in Mendev in #5-22 Scars of the Third Crusade, or tackle some political intrigue in the Inner Sea with #2 The Hydra’s Fang Incident, both for levels 1-5.  Those level 3-7 may be interested in furthering research of the Rune Lords, making #4-02 In Wrath’s Shadow a perfect fit.  Last, our most experienced Pathfinders level 7-11 are tasked with entering #2-14 The Chasm of Screams — will theirs add to the cacophony?  Find out this Sunday!

About Scars of the Third Crusade: The fiery inquisitions that raged through Mendev during the Third Mendevian Crusade may have been damped but never truly extinguished. Fanatics have reignited the witch-hunts in eastern Mendev, and in doing so they have captured and accused allies of the Pathfinder Society. Unless the PCs intercede and put a stop to this mob justice, their allies’ deaths will spark a new wave of internecine executions throughout the crusader nation.  Content in “Scars of the Third Crusade” also contributes directly to the ongoing storyline of the Silver Crusade faction.

About The Hydra’s Fang Incident: After an Andoren village is razed by the Hydra’s Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.

About In Wrath’s Shadow: In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.

About The Chasm of Screams: When the Decemvirate sends the PCs on a mission into the desolate Mindspin Mountains to retrieve a much-needed alchemical reagent from a hermitic ex-Pathfinder known as the Phitoness of Axioms, the players soon find themselves deep in the mythical howling caves commonly referred to as the Chasm of Screams. Can the brave adventurers survive the harsh environment and defeat the demented thralls of the powerful, icy master of the oft-avoided cavern? Or will their cries of pain join the chorus of tormented voices that already echoes from the Chasm of Screams?

Cold Weather, War-torn Nations, Broken Promises, and Godless Heathens

February 1, 2014 under Events, The Rifleman
The Goblinblood Dead

Spoiler: He’s not friendly.

Join us this Sunday at 1:00 PM at The Rifleman in South Charleston! Along with the continuation of the Reign of Winter adventure path, we will have three additional scenarios available for your enjoyment.  For low-level fare, we will be offering #3-23: The Goblinblood Dead, as well as #2-11: The Penumbral Accords, both tailored for characters level 1-5.  We will also be offering #2-06: The Heresy of Man, Part 1: The First Heresy, the first of a three-part series that will be continued on February 16th and March 2nd, all designed for characters level 5-9.

About 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 Penumbral Accords: The daughters of Absalom’s mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family’s matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society’s ties to the powerful Blakroses.

About The Hersey of Man, Part 1: The First Heresy: For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed “let no man be beholden to a god.” While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum’s defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.

comments: Comments Off on Cold Weather, War-torn Nations, Broken Promises, and Godless Heathens tags: , , ,