GM Endless Forms' PFS The Harrowing (Inactive)

Game Master Mike Tuholski

A level 8-10 module.

Harrow Deck | Combat Map | The Harrowed Realm


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The Flaxseed Pathfinder Lodge

Hello everyone! Welcome to the game! Before we start, please post the following:

PFS #
Day Job roll
Initiative
Perception

And remember to check in to the Gameplay thread if you haven't done so already. Thanks! We'll start as soon as I'm back in the States and everyone is ready! I had a lot of fun playing this one and it's a truly unique module so I'm looking forward to running it. I will be using the optional Harrow-card rules because they're a lot of fun, I just haven't decided yet the best way to implement it.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

PFS # 79644-12
Faction : Grand Lodge
No Day Job

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

PFS # 9884-3
Day Job roll Trapper : 1d20 + 9 ⇒ (10) + 9 = 19
Initiative +4
Perception +14

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

PFS #: 73433-4
Scarab Sages
Take 10 on Perform(Rock Your Face Off) = 34
Initiative/Perception: +11/+12


I have a couple available PCs, and am curious who you guys think I should bring.

Hawkwren- Lvl 8 Urban Ranger
Ryster- Lvl 8 (Musket Master 5, Grenadier 3)
Anrthoth- Lvl 8 Barbarian (Mad Dog)

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Hawkwren!

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

I think any of them could be useful for this group to be honest. I was actually thinking of bringing Bizzle instead of the Magus but I think we need the melee of the magus.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Don't worry guys! I got scale mail. I can take the front!

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Keep in mind there are two large animals as well. They can form the second rank behind Ace of the Front Row. :-)

Dark Archive

1 person marked this as a favorite.
Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

My back-up singers. I guess you could call them 'cat'erwaulers.


Ace of the Flesh Puppets wrote:
My back-up singers. I guess you could call them 'cat'erwaulers.

Lol!

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

Hi everyone Ilmakis here

I will play with my sorcerer/bloat mage 10

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Hawkwren it is!

I need to level him up to 8, but that won't take long.

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Hawk is leveled.


The Flaxseed Pathfinder Lodge

Regarding the Harrow deck subsystem in this module: it's really cool and definitely added a unique element when I played so I'm set on using it.

Just googling a few of them, it looks like it's not too hard to find images of all the cards online. I'll copy them all into a google pic and post it later. Then you'll be able to see all of the pictures of the cards and just tell me in the Gameplay when you want to use a card.

That'll take a while and I've got a busy day today but once I get it done, we'll move into the Harrowed Realm!

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

Thanks EF !

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

EF, do you have the Harrow Handbook (Player Companion)? There are graphics of all the cards in there.

Actually, here is a link to them. LINK


The Flaxseed Pathfinder Lodge

Oh awesome! I do have that pdf but forgot about it. I'll just add your link later if you don't mind. If you open it up for editing you guys can just put an X on it as you 'hand it to me' or something like that.

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

It should be set to be edited
I'll double check when I get home


The Flaxseed Pathfinder Lodge

It might be; I was on my phone earlier. Added to the top!

I'll update in a few hours when I get home. Study the cards (and especially the pictures) and don't hesitate to throw one down if you think it applies. Most of them are fairly obvious. And if you screw one up, it's only a minor bonus so it's not the end of the world. I think we missed a couple when I played.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Quick question about the magus. If using Spellstrike, would an 8th level magus have 3 attacks on a full-round action? The original attack, the "spellstrike touch attack", then the iterative?


The Flaxseed Pathfinder Lodge

@Maldoc: That is correct. My suggestion when using Spellstrike/Spell Combat is to cast your spell first and then make your attacks. That way if your "free" touch attack from the offensive spell misses, you can still discharge it on your "normal" attacks. Or if you are using a spell like frostbite that has multiple discharges, you could potentially discharge it more than once in a round.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Yeah, I took the surprise round to cast the spell for that reason. I still have that link to the post you gave me about the magus around here somewhere, too. However, I used the Dragon Demand chronicles on this guy so I haven't played him as a higher tier PC yet.

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

PFS #22523-9
Day Job roll Caravan (Intimidate): 1d20 + 27 ⇒ (18) + 27 = 45
Initiative +2
Perception +20

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Bellweather "Fletch" Ninefarthing
PFS #2405-6
Day Job roll: (Farmstead - Handle Animals): 1d20 + 11 ⇒ (13) + 11 = 24
Initiative: +3
Perception: +14

Romulus's (wolf's) Perception: low-light vision, scent; Perception +10

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Holy carp! Go to bed, wake up and everything's gone to heck.

Does anyone think we had a chance of -not- fighting her?


The Flaxseed Pathfinder Lodge

Oh, you didn't have to fight her at all. She was legitimate in her deal about Bernaditi's tongue and whatnot. If you had brought that stuff to her she would have handed her token over. Of course, then you would have had to go back and fight Bernaditi and it would guarantee you'd have to fight those other Conspirators too. So it's a toss up.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Most definitely. She was asking us to do something for her.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Well, I'm damned sorry about people's PC's dying. But there was no way Fletch was going to go cut out some guy's tongue.


The Flaxseed Pathfinder Lodge

Oh yeah, it's meant to be a tough decision. She's evil and asking you to do something pretty ghastly and quite a few characters are going to have trouble dealing with her. But then again Bernaditi (and the others) are evil too, so it was a choice between the lesser of two evils and the module makes no assumptions about whether you take her up on her offer or if you just outright kill her. It can go either way.

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Except, we could have made some knowledge checks, agreed to her deal, went away, and come back more prepared, rather than jumping into conflict without anyone being ready for it.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

To be fair, is it evil to take something that Bernaditi and the others stole from her in the first place? That is what the Conspirators did right? They each took different parts of her body?

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Is it evil to hold someone down and cut out their tongue? Yeah. Yeah it is.


The Flaxseed Pathfinder Lodge

I don't think you can make a clear case either way.

No one is saying you should have cut out Bernaditi's tongue while he was still alive. He is evil; you could have killed him first. In fact, some parties might not have negotiated with him at all and played along with his game the way you guys did.

Were the Conspirators evil in taking down Sonnorae however long ago? I don't know that your PCs are in a position to judge. Surely some of the Conspirators are evil but don't forget that Brambleson participated and he seems innocent enough. And you don't really know what drove them to oust her and whether their cause was just or not.

Would it have been better to agree to Sonnorae's demands or to throw them in her face? I think that's an equally hard problem and that's kind of the point. You can make arguments for both directions.

And this is one of the toughest encounters in the module. You guys made the knowledge check before and knew what she was. I'm not sure a little more prep would have made a huge difference.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4
Hawkwren Agricola wrote:
Except, we could have made some knowledge checks, agreed to her deal, went away, and come back more prepared, rather than jumping into conflict without anyone being ready for it.

Fair Point. And for not thinking of that, mea culpa.

Honestly, I had no idea she would be this tough.

Endless Forms wrote:
I'm not sure a little more prep would have made a huge difference.

Maybe not. But I think those who just lost a character would feel better about it if they didn't feel dragged into the fight. Sorry guys!

I've lost a character (Fletch, actually) and had to spend PP to get him back (I had just enough). I wasn't happy. Not angry, just not happy.

So, I really am sorry.

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

With preparation Tolgarov will have made his saves and will have hit the creature.
With preparation Tolgarov will have give the party buff that will have help a lot this fight.
With preparation Tolgarov will have negate, on the first round of combat, the creature invisibility.

Death is not important, it's part of the game, initiate a combat without asking the other for it, is important.

under estimate your opponent is always a mistake and if the possibility to prepare is given to you always take it, that's one of my rule as a player.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

As a GM who has caused many deaths, I knew this day would come. I honestly didn't think it would be Ace, but rather one of the Bold Striders.

Ace regrets nothing.

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Yeah, I think preparation could have made a difference, and honestly, Hawk dying isn't that big of a deal, he has plenty of Prestige. (Even if he doesn't, I have a Shdow Lodge boon that would let me Raise him an pay back the PP, that I have saved for him). I have had a couple PCs die. Yeah it sucks, but really, after the first one, its not a big deal.

Tolgarov has beat me to it, but I share the sympathy. What does bother me is being pulled into a situation without my consent, that resulted in my PC dying, and now not being able to enjoy the rest of the module. (One I was really digging). Based on the map, I'll be missing out on over half of the module.

It gulls me sometimes, that we drive so hard to finish these PbP games in a timely manner, that no one takes the time to make an ooc comment or post in Discussion, about what their thinking of doing. I admit to being guilty of it myself, and one of the contributors of the beast we made, fast paced PbPs. (In a F2F game, there is enough table talk, that the someone can be talked down before taking an potentially disasterous action.)

As far as whether or not acts are evil, or that's what my PC would do, I find those to be red herrings, steering the conversation away from the real point, someone who composes 20% of the team, taking away a decision from the other 80% of the team. This is supposed to be a cooperative, collaborative game, with the players making the decisions, not the PCs.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

My only regret is now I can't finish the module. I'm fairly sure I have enough PPs to get Maldoc back.


The Flaxseed Pathfinder Lodge

I think Hawk makes very good points. I hope it didn't seem like I was pushing you guys into combat but Fletch drawing his weapon on the hag would signal to me that initiative needs to be rolled as she would obviously take that as a threat. I don't think too much of the blame should be lumped on any one person though, it's also partly a fault of the PbP medium, as Hawk says.

Anyways, I would also hate to end this module prematurely as it is probably my favorite and I have really been enjoying running it. Unfortunately, the nature of this module doesn't lend itself well to just running back to the city for some quick Raises. I've actually been thinking about this problem all day.

No matter how this combat ends, you're stuck in this pocket dimension. The only way out written in the module is to finish and you obviously find a way out in Zassrion's castle. Obviously this can't happen in the current state. So the only way out is to pay 5 PP each to have a rescue team come in and extract you, at which point you can pay for Raises and Restorations and whatnot.

The trouble is the module doesn't expect you to leave and the scholar Meloigne Garracy is still a prisoner of Zassrion and is going to be sacrificed. So leaving the realm seems to fail in the mission.

But then I thought on it more and the vagueness of the module can actually work to our advantage here. The module makes no mention of how long this procedure/sacrifice/ritual takes or if Zassrion intends to do it immediately or whether you are expected to do everything in one day. My bet is that since there is some travel involved in the Realm you are expected to take a while to reach Zassrion.

Sooooo I see no reason why you can't pay your PP to get rescued and leave the Realm and then come back in to finish after everyone is raised. That way we can keep going and finish the module after getting everyone fixed up.

Sound good to everyone?

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Sounds like a very kind assessment, GM.

Hawk has 26 PP, which will cover a recovery, Raise, and one Restoration. He still has around 3000 gp, so he can pay for the other Restore. I also have the Shadow Lodge boon allowing for discounted healing costs, that I contribute to. (He'd have enough to cover someone's Restoration, maybe two. I need to dig up the boon).

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

If this is a ruling you are comfortable with then yes, of course I want to finish and get XP and gold and some PPs back and such-and-such. However you need to do it. I have 30 PPs so we'll use whatever we need to use.


The Flaxseed Pathfinder Lodge

If the module said explicitly the PCs have four days before Zassrion sacrifices Meloigne or something to that effect, I would just have to declare that you failed and leave it at that but this module is extremely loosely written to allow for a lot of interpretation so I see no reason why you can't go back in.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Finally home from work to post, but will agree that at a F2F table there may have been a chance to stop premature combat we were not prepared to start.

Although, in hindsight, I was not expecting the Hag to have been as tough as she is/was. I will venture to say we would have likely lost at least one PC in that combat even if prepared, but we will never know.

I am having a great time with the module and GM is doing a great job and really enjoy the group. So would like to continue in any way possible. With the pocket dimension constraint, we could easily be forever stranded here, so I appreciate the GM's proposal.

Fendahl is more than happy to pay the PP for a recovery mission. However, not having died (yet), I believe Fendahl would not need a raise dead or restoration. He is happy to contribute to others recovery if they are strapped for cash.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace:
Recover Body: 5 PP
Raise Dead: 5,450 GP [(CL [9] x SL [5] x 10) + 5,000]
Restoration (x2): 8 PP

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

Only one restoration could be used, unless more than one week pass between our raise dead and the second restoration before we go back.

Restoration wrote:
[...]This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.

Tolgarov :

Recover Body : 5PP
Raise Dead : 16PP
Restoration x1 : 4PP


The Flaxseed Pathfinder Lodge

Good catch Tolgarov.

More than one week would be excessive. You also have to consider that you were at a carnival/caravan so aren't in immediate access of a high-level cleric. You'll need to pay to get gentle repose cast on you so you can make it to a bigger city.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

I just meant for total costs for when EF does up the chronicles.

Also, Raise Dead works for up to nine days after death (at CL 9). Would that not be long enough and we would require Gentle Repose?


The Flaxseed Pathfinder Lodge

Oh, you're right. That's plenty of time. I thought it was 24 hours for some reason.

It was a big issue for my Jade Regent group since they just had two deaths weeks away from civilization (essentially at the north pole of Golarion). Luckily there was a cleric in their caravan who was able to provide them with gentle repose (and make a scroll for the witch to learn it and continue to cast it during the journey back). Otherwise they would have been really screwed. I mean, it was still a bad situation but at least they didn't have to roll new characters.

Liberty's Edge

1 person marked this as a favorite.
AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

rub it in......

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