Extinction Curse Adventure Path - GM Erik

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Extinction Curse Adventure Path - GM Erik

Post by lochinvar_1971 » Sat Nov 19, 2022 6:50 pm

Come one, come all! Humble performers become leaders of the Circus of Wayward Wonders when tragedy strikes. But as these heroes lead their motley band of performers and roustabouts around the Isle of Kortos, they uncover a sinister plot to exterminate life from the Starstone Isle. The dead god Aroden may be gone, but his legacy lives on, as do his old enemies who would destroy the wonders he raised from the sea. Spectacle meets savagery as the heroes strive to stop the Extinction Curse!

The Show Must Go On (1 of 6):
The Extinction Curse Adventure Path begins! The Circus of Wayward Wonders has just arrived in the remote town of Abberton, and the player characters are the stars of the show! When the ringmaster turns up dead, the fate of the traveling circus and its entertainers hangs in the balance, and the heroes must scramble to put on a successful show and find the killer—all at the same time! Investigations only lead to more questions, and the heroes find themselves center stage in a dangerous, prehistoric plot that threatens not just Abberton, but every inhabitant of the Starstone Isles!

Legacy of the Lost God (2 of 6):
The heroes bring their Circus of Wayward Wonders to the city of Escadar to capitalize on their newfound fame and skills. But old enemies lurk in the city, including the cruel Mistress Dusklight and her Celestial Menagerie. Investigating the looming xulgath threat in a shuttered temple to Aroden, the dead god of humanity, the heroes learn that all their foes are working together. The revelation forces them to enter the Celestial Menagerie to bring the evil ringmaster to justice.

Life's Long Shadows (3 of 6):
Fresh from their successes in Escadar, the heroes bring their traveling circus to the Isle of Kortos—the so-called Starstone Isle at the heart of the Inner Sea. As their circus tours the farming communities in the breadbasket known as the Swardlands, the heroes get a chance to explore the three aeon towers that impart enchanted bounty to the land. Yet all is not well in the Swardlands, as ecological damage and raiding beasts threaten the hardworking farmers and loggers. The heroes must overcome the aeon towers' stony guardians, entrenched xulgath hordes, and a zealous dero murderer before they can confront the xulgaths' alchemist leader and disrupt his disastrous scheme to use the aeon towers to bring ruin to everyone on the island!

Siege of the Dinosaurs (4 of 6):
The heroes and their circus arrive in Willowside, a swamp community in dire need of diversion from the relentless expansion of the blighted land known as the Welt. Willowside soon experiences a problem of a different sort, as dinosaur-riding xulgaths blockade the town. The heroes mount a defense of the village and learn what has brought the xulgaths to this isolated settlement. When the heroes break the siege, they learn that the xulgaths follow a monstrous ex-slave and have forsaken their directive to assault a nearby aeon tower. The tower's current occupants know more, and put the heroes on the path to reach the fifth and final aeon orb.

Lord of the Black Sands (5 of 6):
On the hunt for a life-giving aeon orb far below the surface world, the heroes venture into a blighted Darklands waste known as the Vault of the Black Desert. Facing off against lurking, vampire-like urdefhan and even stranger subterranean beasts, the heroes track the lost artifact to an enclave of undead dark elves in the twisted city at the vault's blackened heart, where they must confront the malevolent mummy who strives to become the desert's eternal sovereign!

The Apocalypse Prophet (6 of 6):
The heroes have at last earned the magical energies drawn from the life-giving aeon orbs. They must now scale the highest peaks of the Starstone Isle, outwitting wily demons and facing the mightiest xulgath invaders from deep beneath the earth. In a trap-laden vault constructed by Aroden himself, the cunning high priest of the xulgaths labors to unlock the secrets of the dreaded extinction curse. If the heroes cannot stop him, an apocalyptic devastation will wipe out all life in Absalom and beyond!


Wait until Erik and Mitch post their ruleset to decide which game you wish to play. Erik will need to be the next person to post. I will delete all ather posts until he is able to provide his rulest.

This forum will be used in lieu of Session 0. The game will begin in January.

Player 1: Mitch
Player 2: Anne
Player 3: Richard
Plyaer 4: Blair
Plyaer 5: James F
Last edited by lochinvar_1971 on Fri Dec 23, 2022 9:37 am, edited 4 times in total.
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Re: Extinction Curse Adventure Path - GM Erik

Post by Mellysande » Mon Nov 21, 2022 12:05 am

For extinction curse, use society rules to build your character. Exception: any pathfinder heritage is available for choice. You may make a single exception to society rules, be it a rare skill or a unique weapon. Please consult with me if you are making a choice outside of society rules.

Any background choice or option from the extinction curse players guide is available for your character build.

Erik H.

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