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Posting from my phone, sorry for the short and brief. Keeping things rolling
1d20 + 14 ⇒ (8) + 14 = 22
unrolled acid splash damage: 1d3 ⇒ 3
Full attack Ragnar
You guys are up and he looks like he is on deaths door.
Still looking for 1 or 2. Newcomers welcome. I only ask that at some point you buy the core book. Doesn't have to be immediate or anything just down the road.
I will be looking over the characters submitted this long weekend. Also it seems as though cthulhutech gives a little more lee way in sanctioned material.
Dark Folk 1 (64 damage)
Junchiro lands a strike with a katana, misses with his wakazashi or merely baits him so that he may land a deadly blow with the katana once again lobbing it's head off which rolls to junchiro's feet. He thinks he sees a smile across the severed head as the body violently imblodes into nothingness, leaving all gear in a heap on the ground. sonic damage: 1d8 ⇒ 4 FORT DC 14 save or be deafened for 2d4 ⇒ (2, 3) = 5 rounds.
Ceric sends the ball of flame rolling to the denizen previously behind statue 1d20 + 14 ⇒ (7) + 14 = 21 then sends bolts of magical energy hurling into his chest.
Ragnar moves up.
I previously stated Awveyen's actions
The Dark Folk attacks the bow wielding adversary charging forth with his short sword that has been covered in some sort of toxin.
You guys are up
Thanks for clearing that up. The shot does not miss. You are in dim light and normal light thanks to Ceric's necklace. Dark Folk 2's touch vs. Junchiro 1d20 + 10 ⇒ (13) + 10 = 23 If save fails 1d6 + 2 ⇒ (4) + 2 = 6 penalty to strength for 6 rounds.
They suffer light blindness, and it's body will implode on the moment of death. They also have the supernatural ability to see in darkness and many can cast minor spells at will.
Dark Folk 1 (50 damage)
Map At the beginning you were centered at the middle passage way.
Dark Folk 1 (17) Stays behind the statue and touches the podium in front of him sinking the entire room into a pitch black abyss of darkness.
Dark Folk 2 (16) is unseen and actions will be spoilered
1d20 + 17 ⇒ (5) + 17 = 22 he moves to the north to engage the party and is now within 20'
Ceric (14) casts a flaming sphere in the direction he previously saw the darkfolk but it only seems to give off a dim light. 1d20 + 14 ⇒ (9) + 14 = 23 the shadows seem to indicate that he moved and you can see his sillouette closing to attack seemed like as good a reason as anything to state why the one to the south avoided the damage
Awyeven (11) aligns himself with the dark stalkers and takes a shot. I will be a nice GM and since a flaming sphere has been cast will give you dim light. That means there is a miss chance of 20% (1-20 will be bad for you) 1d100 ⇒ 7 and misses his shot.
Ragnar (9) speaks in celestial and casts a spell
Junchiro (7) (assuming) is informed of the enemy movement and moves 20' south to engage. [ooc] Same rules as for Awyeven. 1d100 ⇒ 43 And expertly slashes the dark folk across the abdomen as he raises his hands. 11 damage
Dark Folk 1 (0 damage) moves to engage Awyeven 1d20 + 12 ⇒ (12) + 12 = 241d6 + 4 ⇒ (1) + 4 = 5 DC15 fort save or 1d2 ⇒ 1 STR damage
Dark Folk 2 (11 damage) takes a step back and then casts a ray of enfeeblement (DC17) on Junchiro.
You guys are up
The statue in the center of the room to be a representation of Lao Shu Po, the Tian goddess of night, rats, and thieves.
The fungi throughout both caverns provide just enough illumination to cause dim lighting conditions beyond the lit torches. The cavern ceiling extends to a height of 20 feet at its highest points; large stalactites cling to its surface throughout.
A pair of dark folk worshipers are in the western chamber. One behind th e statue which lies 25' in front of you, and providing partial caover. The other lies 50' south with no direct path.
I apologize for the lack of map. I am posting from my phone as I am out of town working at the moment.
Dark Folk Initiative
Go ahead an post initiative and state your actions and I will order everything, then we will follow posting in the initiative order.
The ratfolk captain looks at you in surprise with the eloquence and tact displayed in this manner. So much so that he not only unlocks the door to go deeper into the sundered path but asks you to wait for a moment in order to provide you with a note stating his permission for you to enter.
The Sundered Path has seen heavy traffic by the ratfolk who now inhabit Round Mountain’s central chamber, and as such its primary tunnels are generally wide and clear of obstacles. The tunnel runs steadily downward at varying inclines, twisting and turning as it descends. Tunnel segments range from 10 to 25 feet in width, with ceilings from 15 to 30 feet in height. The spacious caverns they connect can stretch to as much as 50 feet in height and with lengths and widths of over 100 feet. There are no light sources in the tunnels.
After you travel to your best guess 2 miles down the Sundered Path, along a number of snaking, switchback tunnels greatly extending the length of the passage the winding tunnels of rough-hewn rock open to a large cavern painted blue by the soft glow of bioluminescent fungi. Flickering in the distance, the warm light of eight lit torches stands in stark contrast to the endless darkness of the Sundered Path as they line a narrow passage through the cavern wall.
After you approach the tertiary tunnel and can see the area beyound you can see rising from a natural ledge in the center of the room is a four- foot-tall, six-legged rat carved from a single piece of obsidian.
If you want to identify the statue a knowledge religion roll is necessary. Please let me know if you go into the room with the statue/shrine.
so it looks like so far we have
Seth86: White Nazzadi (It was my understanding that white nazzadi where parapsychic from birth that makes them unable to be tagers or sorcerers)
cirle: expressed interests would like to see a concept
Remnant: expressed interests would like to see a concept
Dirge of Hubris: expressed interests would like to see a concept
Chris Kenney: possible ex-mecha. (I am fine with you being a pilot but you should know that you necessarily won't get a lot of time in the spot light)
With some well placed flattery Ragnar is able to turn the hostile situation and turn a battle to merely unfriendly and terse words. Junchiro is able to improve the mood further to where they agree to let you speak to their captain. The heavy, iron barred doors open to greet you to 6 ratfolk armed with bows. While they still hold them in their hands they are not at the ready to attack. You are escorted immediately into an office.
This austere room sports little decoration aside from a single wool tapestry on its east wall. The only furniture here is a simple wooden desk and chair, and a pair of chairs opposite the desk for visitors.
The man in charge seems to be in a meeting with three of his more senior officers. He turns and address the group, Yes, what is so important that you mess in the affairs of folk that are none of your concern?
Well that's two. I'd like to have two more.
If you two would like go ahead and create a character using the standard rules in the book. So that means your character is either going to be a tager, sorcerer, or para psychic. There are other choices but no mecha for this game.
You will need to create an alias eventually. But for now you can PM me and I'll give you my email to send it to.
So with the new organized play out for cthulhutech I was wondering if any one wanted to give it a go. This is an Eldritch Society focused campaign they have going so far. With the first three adventures and it seems as though some material is assumed to have been carried over from the adventures in the rulebooks earlier. With that said I would gladly run you through these if there is enough interest (i.e. 4-6 people interested)
You finally approach the end of the switchback stairs, some of you aching to breathe will others breathe easy. Where the entrance to the Sundered Path should be stands a thirty-foot-tall stone fortress. Its black granite exterior is covered with a dozen arrow slits, and two looming iron doors bar entry into the tunnels beyond. The heavy portcullis that normally blocks access to the doors stands open allowing you to approach the heavy wooden doors.
A small unpleasant voice calls through in common followed immediately by tian, Who goes there? What do you want? Friend or Foe? It sounds as though he is upset and even more irritated that he has to repeat himself in two languages.
Having made your preparations and returned to the basement where the Tapestry of Hao Jin is stored, Aram Zey says some words of power and gestures in Non-Euclidian geometric forms until the fabric of reality splits. One by one at the request of Master Zey you push your way through. Not through the tapestry but as if you are ripping into time and space folding upon itself and emerge out the other side. The queasy feeling lasts for but a moment and before you lies a massive hemisphere of stone rises out of a wide lake, as though a ball had been dropped from a great height and the dent left in the ground had filled with water over time. A set of wide switchback stairs has been carved into the mountain’s face, climbing the impossibly steep slope in a dizzying series of twists, turns, and reversals. A blur of green far above indicates that vegetation thrives atop the dome, where it finally levels out enough to hold their roots.
You face no challenge save for the weariness during your ascent up the stairs. The climb takes you nearly 10,000 feet above the lake's surface, and the view down to the ground is dizzying. A glance at the horizon shows a vast stretch of land spreading out in all directions. Despite the altitude acquired the air is temperate and plentiful, further evidence that the atmosphere here is not the same as that of Golarion.
Sorry, I added a little more to the text to try and convey more atmosphere to the game. If this is a problem let me know and I will stick to the straight text. I am also leaving it off here for a chance for you to get to know one another over the 10,000 ft. ascent.
Knowledge History (19) gives you that Round Mountain was created over 500 years ago as an attempt to stop a ratfolk invasion of the Tian empire of Lung Wa
Knowledge Geography (28)Nar-Voth is the uppermost layer of the Darklands and consists of countless caverns connected by winding secondary and tertiary tunnels. The stone that makes up Round Mountain is likely to have come from this layer of the Darklands.
The Master of Spells, Aram Zey addresses the Ulfen in a matter-of-fact tone, The Soceity seems to have provided for you well enough, I am sure the spoils you collect from this mission will more than cover any out of pocket expenses on your part prior to your departure into the Tapestry.
Turning to Junchiro he says It is your mount and companion you may take the beast wherever you wish. Know that the quarters will be cramped going through the cavern tunnels but ultimately it is your decision.
There is more History available to those learned in the subject.
The Sundered Path
Pathfinder Society Master of Spells Aram Zey stands impatiently in front of the Hao Jin Tapestry in the bowels of the Grand Lodge in Absalom. The extraplanar realm within the frayed cloth has been the talk of the Society since it was recovered as a prize at the Ruby Phoenix Tournament earlier in the year, and the fact that the Pathfinder leader waits here to deliver the assignment implies the mission will take place within the tapestry. Once the entire party is assembled before him, Zey begins speaking in a terse, no-nonsense tone.
“Behind me is one of the greatest treasures to come into the Society’s hands in decades—an entire demiplane containing some of Golarion’s greatest treasures, whisked away from the Material Plane by the legendary Tian sorceress Hao Jin. It should be ours alone to explore, but the Aspis Consortium has found another way into the isolated pocket dimension, and they’ve already begun plundering the treasures within with reckless abandon for the secrets they might contain.
“A recent expedition to observe one of the Consortium’s encampments uncovered a fact we must act upon quickly. Aspis Consortium agents within the tapestry are currently, or will shortly be, meeting with a tribe of ratfolk in a place called Round Mountain in order to form some sort of alliance. These ratfolk are incredibly powerful within the tapestry, and their influence stretches far beyond the mountain itself. If the Consortium allies themselves with such a dominant organization within the tapestry, our efforts to rid the demiplane of their encroaching filth will be all that much more difficult.
“Thus, you must stop them. Get to the ratfolk stronghold—a place known as the Pagoda of the Rat in a cavern at the center of the mountai —and prevent the Consortium from negotiating an alliance with the ratfolk there. Form such an alliance yourselves if you can, but your priority is preventing official cooperation between the ratfolk and the Aspis Consortium within the Hao Jin Tapestry. Prepare yourselves for a long journey, Pathfinders, because I fear you will not be able to easily return here until your entire mission is complete. I trust you will take the necessary precautions, but if you must return early, simply step back into the extraplanar eddy that will appear behind you when you arrive.”
Character list so far:
That brings the APL to 8.33 on the Low End. Which would be the Low Tier of play unless everyone agrees to play up I will run it as so.
In the mean time I am going to give JD Ashelmen and the friend of Ceric-Eric de Vries time to post with their characters. I intend to start the game on Monday sometime around 8 p.m. EST.
Dragonflyer1243. It is indeed as Evan Whitefield explained. All you need in order to create a character for a game is the core rules and a copy of the Guide to Organized play (Which is a free download) and register to get a Pathfinder Society Number. Since you will just be starting out you will need to create a character who starts at level one. So as Evan said you would need to play a level 7 pregen which are the iconics you cannot change anything about the character though you can purchase stuff with the gold they have left over. Upon completion you have two options, you can either apply the scenario once they reach an appropriate level or you can choose to only take 500 gp and apply it immediately.
Evan Whitefield are you indicating that you would like to play or merely answering the question?
Hello all, I find myself in an opportunity to open up recruitment for the Pathfinder Society Scenarios #3-20 and 3-22 the Rats of Round Mountain. This will be a pbp game for tiers 7-11. Each chapter should take between 3 and 4 weeks to finish and all characters should be pathfinder society legal. Posting on my part will mainly occur monday thru thursday after 4 p.m. EST. I can post multiple times during the evenings. I am looking for a table of up to six. I would like to start the game as soon as possible. I am readily available to answer questions.
Upon being freed and ensuring Koth’Vaul’s banishment,
Make it up since she granted you a spell-like ability, just tell me you want to banish the demon. And only you, Zarunkumar, may banish it.
This circular alcove buds off from the larger cavern to the north. An elaborate set of concentric circles inscribed in dull metal of different colors occupies much of the space within the room. Inside the summoning circle you see a helpless gnome in need of rescue. The gnome is dressed in threadbare clothes and has an unkempt mane of fuchsia hair. He continues to call for aid.
When approached he relates a story of who he was imprisoned here centuries ago by an organization known as the Thrallkeepers, who bound him here in the keep known as the Black Edifice to use his fey essence to power their magic. His captors have all long since died, but the wards that bind him have kept him young. All he wants now is to be free so that he can taste fresh air once again, die at last, and perhaps travel back in spirit to the First World from whence he came.
sense motive dc 37:
[dice-bluff]1d20+28[/dice]he is lying
Scattered along the bottom of the pool are the remnants of what was once
One more thing to do and we will be finished.
Buri, yes you can move and flank without provoking AoO.
Gilthanis steps back and fires another arrow 23 damage
The black dragon zombie hisses in pain and lashes out at buri..