Mad Scientist

Jhaeman's page

Starfinder Charter Superscriber. ***** Pathfinder Society GM. Starfinder Society GM. 1,502 posts (12,734 including aliases). 617 reviews. No lists. No wishlists. 14 Organized Play characters. 20 aliases.


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Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Ha, I was hoping the social stuff was the big climax :) I apologise for the timing, but I'm going to be away (sans Internet) for three weeks starting day after tomorrow. Would someone mind botting me for the battle against Ouidda? Sorry for rushing out everyone--it's been a really fun game!

And GM, if it gets wrapped up quickly and you (understandably) don't want to keep an inactive campaign thread open for weeks, could you send me a PM with the link to the Chronicles? Thanks!


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Session has been reported, Chronicles coming tomorrow.


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Ok folks, I can wait another 24 hours or so and then I'm going to have to put in a final post to wrap up Chapter 4 before I go away for three weeks, sans computer--if you have any last posts, now's the time :)

As always, it's been great playing with you! You've completed your commitment and can depart without shame and with my deep thanks. For those of you wanting to see what happens next, I've done a lot of prep into Chapter 5, which will kick off in early April. Please let me know if you'd like to stay on for it.

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"Yeah! We got the pirate captain, and the doppelganger, and this sneaky money-lender named Jarovair or something as proof along with all these papers. Face it Doriana, your sneaky scheming days are over!" Jilla ends her speech with a face-pump, her face gleaming with sweat and cherubic in joy.

Diplomacy (Eagle's Splendor+note bonus): 1d20 + 8 + 2 + 3 ⇒ (2) + 8 + 2 + 3 = 15

Using my shirt reroll with 3 GM stars; don't let me down shirt!

Diplomacy (Eagle's Splendor+note bonus+shirt): 1d20 + 8 + 2 + 3 + 3 ⇒ (14) + 8 + 2 + 3 + 3 = 30

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Jilla starts to look a little nervous as she sees how packed the hall is. She rubs her sweaty palms on her trousers before placing two fingers in her mouth to whistle loudly and gather everyone's attention. "Oy! I'm Jilla. And these are my friends--we're Pathfinders! And we've got big, big news. Dorianna Ouidda is secretly a bad guy called The Spider! She's been doing all sorts of nasty stuff like slavery and smuggling and trying to smear the Pathfinder Society!" Before Dorianna or anyone else can interject, Jilla holds up a pair of documents. Slide # 5."And we've got proof! Look, this one's to the captain of a slaveship called the Sailswift and has the Spider's symbol on the bottom. And this one's to a bad guy gnome who's actually dead because he's been replaced by a doppelganger, and the symbol on the bottom is the same but if you look real close you see the initials "D.O."--for Doriana Ouidda! And, we've got these bad guys captured and a boatload of freed slaves as witnesses!" Jilla's really getting into it as she points a finger at Dorianna. "You're going down, lady!"

Diplomacy (w/ Eagle's Splendor): 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

Aid Anothers very welcome :)


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I'm just flagging that, as per the Recruitment thread, I'll be gone for three weeks starting 7 March. We won't finish the scenario by then, but we are making speedy progress.


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Just regarding the discussion in Gameplay about what to do next, you don't need to worry that the "wrong" decision (whichever one that is) will break the AP. Decisions have consequences, but the PCs taking a left turn at the fork instead of a right turn is something every good adventure writer (and GM) should be able to handle.


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Xylian's armor-sheathed arm reaches into the singularity, grabs on to someone, and pulls them free . . . Tulgram!

As Xylian did a move action to get next to the singularity, I allowed his other move action to be spent on one Strength check. It was successful, and I rolled randomly to determine who got pulled free.

Zharis, Tulgram, and Hani are up.

GM Dice:

tulgram1,Jin2,Zharis3: 1d3 ⇒ 1

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Away for 48 hours--please bot until Sunday. Thanks!


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Obozaya tears away one of the badges, looks at it, and tosses it aside.
"'Skyshatters'? Dumb name for dumb pirates. Criminals around the galaxy never learn . . ."


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Away for the weekend--back in 48 hours.


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Initiative (Round 1)

Jin
Ilvatri
Zharis
Xylian
Tulgram
Hani

Bold should go!

This encounter is on Slide # 2, in Room C8.

GM Dice:

Initiative (Zharis): 1d20 + 3 ⇒ (12) + 3 = 15
Initiative (Xylian): 1d20 + 6 ⇒ (8) + 6 = 14
Initiative (Hani): 1d20 + 5 ⇒ (7) + 5 = 12
Initiative (Jin): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Tulgram): 1d20 + 1 ⇒ (13) + 1 = 14
Initiative (Ilvatri): 1d20 + 5 ⇒ (10) + 5 = 15


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The expedition team is only minutes into serious study of the amazing scientific-magic secrets of Ezorod when Ilvatri storms into the chamber. "So, you choose to defy me! Perhaps I have been too merciful. Lest you think my desires are to be satisfied at your whim, a lesson in pain must be delivered!" Arcane symbols manifest as the blackened corpse begins a lesson that could prove fatal!

Ilvatri's patience has run out. We will proceed to Initiative in my next post (I can't get the map to load for some reason, so I'll wait a bit).


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Starfinder Charter Superscriber

Recap # 64:

[Moonday, 27 Erastus 4708 A.R.]

This summer has proven to be a rainy, windy one in Korvosa. Ralph and Goldcape brave the elements to talk to Xoza, their dandasuka spy. Xoza says he asked around about Trifaccia, as requested, and heard there was a (probably staged) altercation in the Shingles the night before. The little gnome-like rakshasa says working as a double agent is a lot more fun than watching Anorak craft all day, and that he wishes “that dwarf” would do something really exciting like open the mysterious box! Ralph asks Xoza how he’s been getting across to the main part of the city from Endrin’s Isle since the only bridge is blockaded, a question that’s answered by the dandasuka transforming into a gillman (and then back) with a snap of his fingers! Xoza is sent to see if he can find out anything else about Trifaccia.

Goldcape and Ralph decide to visit Hedge Wizardry. Ralph, as The Reckoner, uses his usual trick of having Plate turn them invisible and then quickly scaling the barrier on the lone bridge out of Old Korvosa. Goldcape, however, first tries flying Rocky on a long circuitous route to come into the city from the south. She sees the massive statue of Queen Ileosa built on Jeggare Isle, and notices that, perhaps oddly, it’s facing about 285 degrees to the northwest. The sight of a few Gray Maidens guarding the southern gate and walls of Korvosa lead the vanara to believe that it’d be too risky to come into the city from that direction. She makes the long circuitous trip back to Trail’s End, leaves Rocky with one of the ever-dwindling Varisians there, and then swims across the Jeggare, using her nature magic to draw upon the mystical aspect of the frog! When Goldcape and (a disguised) Ralph finally meet up, several hours have passed. Goldcape purchases several magical scrolls from Phaeton that will allow her to turn Rocky into a handheld statue and back. At Goldcape’s suggestion, the two then hurry to the University of Korvosa in the hopes of doing some research, but find, with it operating under summer hours, the Jeggare Library has already closed for the day.

Trying to make the most of their remaining time in the city as they wait for Anorak to finish his days-long magical ritual, the pair decide to see if they can talk with Grau Soldado. Ascending to the Shingles, they find a community celebrating its freedom—no Gray Maiden patrol has dared set foot in the sprawling rooftop shantytown for days. The Reckoner discreetly asks if anyone knows the whereabouts of the “Burned Man”, and ends up talking to the aptly named “Skeevy Jay.” Skeevy Jay, knowing The Reckoner’s reputation for keeping his promises (and utter fearlessness when it comes to fighting the Gray Maidens guarding the bridges and gates around the city), asks the vigilante if he could arrange safe passage out of Korvosa. Skeevy Jay is frank that he and his pals (“Hal Five-Coins” and “Mr. Forget-Me-Not”) have been stealing from nobles and are on the run from the Cerulean Society for “unauthorised theft.” The Reckoner replies that he’ll think about it, but first he wants to meet with the Burned Man.

As the sun sets, Grau makes an appearance. A completely-changed man from the drunken sad-sack he was when they first met him, Grau’s grim, battle-scarred demeanour has earned him a place as leader of the resistance in the Shingles. He talks with Goldcape and The Reckoner about Trifaccia, acknowledging that the new vigilante is likely a fake working for the Queen—but that his deceptions have been effective in stirring up discontent against the rebels. When asked to throw his support behind Kroft, Grau is dismissive, saying the former leader of the Korvosan Guard is too cautious and careful—people are dying in the streets! He compliments his visitors on their raids on High Bridge and North Bridge, saying that striking fear in the Queen’s minions is one sure way to get them to loosen their grip on the city, just like he did in the Shingles. Grau asks again for the Harrowed Heroes to throw their support behind him instead of Kroft, saying “Who do you want at your side? Someone who gets the job done, or someone who looks pretty in a skirt?” Realising that it’s unlikely they’ll persuade Grau to join up with Kroft anytime soon, the two steer the conversation to how dangerous Glorio Arkona is. After explaining that Glorio is really a rakshasa, The Reckoner manages to convince Grau not to ally himself with the aristocrat, despite whatever semblance of order he’s managed to bring to Old Korvosa. Before Grau leaves, Goldcape asks him where he got the burn scars that cover part of his face. He explains that in the last battle for control of the Shingles, the Queen’s new “seneschal” teleported in, and the bloatmage unleashed some terrible fire magic. It was fortunate, Grau explains, that after he was blasted off a catwalk, he was found and hidden in the Temple of Sarenrae to recover.

The Reckoner finds Skeevy Jay and his friends, and they negotiate a price for safe passage out of the city. Hal Five-Coins hints that he’d happily throw in with “Goldcape’s Gang” over in Old Korvosa, but the vanara flatly refuses. The thieves are told to wait nearby, and The Reckoner returns to his safehouse to talk a plan over with Anorak. The dwarf says he could simply teleport them out of the city, but they’d have to wait until tomorrow. The prospect of a magical escape from the city sounds ideal to the thieves, and they quickly agree.

[Toilday, 28 Erastus 4708 A.R.]

In the morning, Anorak tries to teleport the thieves to Kaer Maga, but they end up in the workshop of a very-surprised cobbler in Janderhoff! Fortunately, no harm was done. A second casting works as intended, as the group appear in Kaer Maga in the dimly-lit, cluttered shop of esoterica run by a vampire! The undead proprietor doesn’t blink as the group’s sudden arrival, and remembers Anorak perfectly. As the thieves slip away into the City of Strangers, Anorak politely refuses an untoward proposition from the vampire and teleports back to Korvosa in order to get back to work on his mysterious magical ritual.

Meanwhile, Goldcape and Ralph Blackfeather spend the morning in the Jeggare Library, finding it largely empty of students and patrons. The librarian looks extremely nervous when Goldcape asks if the library has any blueprints of Castle Korvosa, and explains that they were all removed some months ago. But Ralph has a hunch she’s keeping something back, and he and Goldcape look through the stacks just in case. There, in a collection of books on local Korvosan history, Goldcape finds a dusty tome containing sketches of the castle’s layout! She tries to copy the sketches onto a sheet of papyrus, but the results are nearly incomprehensible. Ralph suggests either stealing or hiding the book. Goldcape utters a simple spell that reveals abjuration magic on the windows and doors of the library, leading her to suspect that an attempt to steal a book could set off some sort of alarm. The two agree to hide the book on an out-of-the-way shelf (“Fungi of the Mwangi Expanse”) so they can look at it again later. As they leave the library, the idea of seeing if Bookmaker’s would have maps for sale comes to them. The proprietor does indeed have some hidden away, but only for a dear cost: 900 gold pieces. Unable to come up with the money on the spot, Goldcape and Ralph offer 200 gold pieces as a deposit.

On a lunchtime break from his lengthy ritual, Anorak heads down to Eodred’s Walk and sees one of the shops is a smouldering ruin. He soon learns the location was Trapper’s Hole, bowyer and fletcher Jope Chantsmo’s shop. Jope is sitting behind the wreckage, staring despondently, his livelihood destroyed in the space of minutes. Anorak is able to glean that the shop burned sometime in the middle of the night, and was surely arson—probably from the scattered rioting that has erupted now that the Gray Maidens have lost day-to-day control over the city’s streets. Anorak tries to console Jope and offers help, but the man only mumbles about it being time to start over elsewhere as he starts trudging toward High Bridge. Anorak finds Phaeton Skoda and they commiserate over the tragedy. Not long after, Goldcape hears what happened and also tries to comfort Jope.

Over supper in the Burnt Honey Inn, Goldcape, Ralph, and Anorak are surprised when a small creature flies through the window and lands on Anorak’s shoulder! Looking like a cross between a bird and a reptile, the leathery-winged creature has needle-like teeth and a long tail ending in a diamond-shaped vane. Anorak’s magical ritual was to gain a familiar! But unlike Plate (The Reckoner’s excitable sapient armor), only Anorak can hear what his familiar is saying. The dwarf magus names his new friend Eldritch, and quickly learns that the little creature has a foul mouth and homicidal tendencies! Goldcape is outraged that this was what the group spent days waiting for when thousands of lives are suffering every day under Ileosa’s reign! Everyone commits to leaving for Scarwall the very next day.

That night, The Reckoner and Blackjack (Goldcape) carry out a plan to appear together in the Shingles. Their goals are twofold: first, to try and lure Trifaccia into attacking; second, to provide plausible evidence to House Arkona that The Reckoner is trying to persuade Blackjack into supporting it. Trifaccia never shows up, but the residents of the Shingles are enthusiastic to see two of the city’s greatest heroes teaming up.

[Wealday, 29 Erastus 4708 A.R.]

In the early morning hours, just before dawn, Ralph and Anorak awaken to screaming outside The Reckoner’s safehouse!

If Cressida Kroft is correct, Ileosa’s recent reclusiveness is a sign she is planning something big. But days have now passed since the Harrowed Heroes originally planned to depart for Scarwall. Has the delay allowed for better preparation for the mission, or simply brought the people of Korvosa closer and closer to utter ruin?

GM Commentary:

The building of the giant Ileosa statue is foreshadowing for some really fun stuff in Chapter Six.

I was happy with Grau's evolution, and how he presented a plausible alternative to Field Marshall Kroft (he could be Wolverine to her Cyclops!). The role-playing also revealed more about the Queen's new bloatmage seneschal, Togomor.

Goldcape's player was (I think justifiably) outraged that so much time had been spent (in terms of sessions and in-game days when the city is suffering) just for Anorak to get a familiar. The delay had major consequences, and I don't remember the familiar being particularly valuable. I did have some fun role-playing Eldritch and his desire to murder the other PCs.


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Hop's voice comes back through the comms. "Well pard, I've battened down the hatches, but this here giant crispy feller sure looks keen ta get inside! I reckon I can hold him off a mite longer, though. There's nuthin he can do that the sun can't!"

Yes, a 10 minute rest is possible; please feel free to mark off an RP to regain full SP.


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Calabaza races and slides between Dargo's legs to attack from an unexpected direction! A second later, Malachi finishes the fight, destroying both foes with utter abandon!

Per their most recent post in Discussion, I'll bot Calabaza as tumbling into a foe's (Dargo's) square and then attacking. The movement provokes an AoO but it misses.

Calabaza's attack hits and, with sneak attack,does a total of 27 damage. With Mouser, she provides flanking as long as she's in his square.

Malachi's first two attacks hit the ghost and destroy it. His next three attacks hit Dargo and take him down (with three tentacles left to spare, jeez!)

We are off Initiative.

GM Dice:

Calabaza Acrobatics: 1d20 + 17 ⇒ (3) + 17 = 20
Calabaza attack (flanking) vs Dargo: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
damage (+sneak attack): 1d4 + 7 + 4d6 ⇒ (4) + 7 + (5, 4, 1, 6) = 27
Dargo AoO: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Grand Lodge

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Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

"Ha! All is chaos, perfect for the ends of days!" Reveling in his once-again validated certainty that every plan falls apart, Makras trudges after the charging knight, no longer bother trying to hide himself.

@GM: Like Makras, I'm not really sure what's going on, so please place Makras' token wherever seems appropriate.


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Although barely affected by Kitoro's sonic spell, the giant moray eel is torn into bloody pieces when Malachi turns the tables on it!

Black makes the save and takes half-damage from the sonic scream (I rolled 4d6 below and ended up with less than the 4d4 :)

Malachi's first two claws and gore attack hit, destroying Black.

@Malachi: You're absolutely right, apologies! I've gotten used to a lot of players not having bot instructions, and I wasn't sure about whether or not the desire to see the effects of the confusion should be followed through.

@The Rock: It's an interesting question, but I'm going to allow it. I can't really see a principled distinction between a grappled high-level fighter getting multiple (iterative) attacks and a grappled creature getting multiple (natural) attacks.

The Rock+Ginger and Calabaza are up.

GM Dice:

Fort save vs sonic: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 4d6 ⇒ (2, 2, 3, 1) = 8


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Xylian ponders how best to convey information about solar distances.

Xylian:
Feel free to make up some techno-jargon!

Grand Lodge

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Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

"Consumed by hellwasps in the Worldwound with flames licking at my feet! I dreamed of this night!" Makras hurls the alchemist's fire straight down, laughing uproariously.

Throwing the alchemist's fire at the swarm around me. I'll take 1 point of splash if it hits.

Looks like I failed the Fort save vs poison and take 1 Dex damage.

Fort save vs poison: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Fort save vs distraction: 1d20 + 7 ⇒ (11) + 7 = 18

Alchemist Fire (ranged touch attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 ⇒ 5 (+50%)


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Thanks folks, back on deck!

@Malachi re: ioun stone: I can see sound arguments for both interpretations. My rule of thumb with rules ambiguity like that in PFS is to decide in favor of the players (if it won't create any immediate disruptions). So for the purposes of this particular session, you can recharge with the wand. If we were doing something longer like a module or an adventure path, I would research the question more carefully and try to reach a more robust conclusion one way or the other.


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This were-croc is back on duty! Thanks for your patience.


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Starfinder Charter Superscriber

I’ve gone through the PF1 books I have, and here’s a list of references I’ve found to the places and NPCs in Second Darkness. Please note that, to avoid spoilers, I haven’t gone through any future adventure paths (but I have looked at prior ones, since I’ve run them) and I haven't looked at anything from PF2. If you know of other useful things to add, please go for it!

SPOILERS THROUGHOUT!

WHOLE CAMPAIGN

# The campaign setting book Inner Sea World Guide has entries on the Darklands, Kyonin, and Varisia (including a picture of the Cyphergate).

# The Second Darkness Map Folio has maps of Zirnakaynin, Rygirnan, Edrissil, Riddleport, the Gold Goblin, and several more.

# The player companion Pathfinder Society Primer on page 27 says a Pathfinder published proof of the existence of drow in 4707 A.R. (which contradicts the timeline of the A.P. which starts in 4708 A.R. and drow are still secret).

# Pathfinder Adventure Path # 3 has a gazetteer on Varisia with bits on Celwynvian, Calphiak Mountains, the Mierani Forest, Riddleport, and Roderic’s Cove.

CHAPTER ONE (Riddleport)

# According to Pathfinder Adventure Path # 10 page 73, the Tamiir-Quah occasionally attacks travellers on the road from Riddleport to Roderic’s Cove, forcing much trade via sea.

# The novel Winter Witch has an interesting “in universe” map of the area around Riddleport, and there’s a couple of pages at the beginning of Chapter Nine that take place on the outskirts of the city.

# The campaign setting book Darklands Revisited on pages 56-57 has a write-up and stats for a CR 7 urdefhan cult leader who abducts travellers around Riddleport.

# The campaign setting book Inner Sea Temples on page 2 has a sample temple priest with alterations for Cayden Cailean and Calistria.

# The campaign setting book Mystery Monsters Revisited says bunyips are a known problem in Riddleport (page 8), that there’s a famous sasquatch in Churlwood (page 45), and that the Serpentine Lodge (a group devoted to slaying sea serpents) has a base in Riddleport (page 49).

# The Rise of the Runelords Map Folio has a close map of Varisia include the area around Riddleport.

# The player companion Second Darkness Player’s Guide has lots of information on Riddleport.

# The player companion Varisia, Birthplace of Legends has information on Riddleport and surrounding areas, and a couple of new campaign traits for Second Darkness.

# The player companion Pirates of the Inner Sea has two pages on Riddleport, highlighting notable pirates and ships. It also features two pages on Besmara.

# Pathfinder Adventure Path # 10 on page 69 says the Shadde-Quah of the western Calphiaks protect the northern approach to the Varisian Gulf from raiders of the Land of Linnorm Kings.

# Pathfinder Society Scenario # 4-07 (‘Severing Ties) is set in Riddleport and includes visits to the city’s three temples.

# Pathfinder Society Scenario # 4-15 (‘The Cyphermage Dilemma’) is set in Riddleport and has some useful description of the city Cyphermage NPCs.

CHAPTER TWO (Devil’s Elbow)

# In the campaign setting book Inner Sea Bestiary on page 18, it says that once noqual is discovered, a cabal of Cyphermages start work on building a noqual golem.

CHAPTER THREE (Celwynvian/Mierani Forest)

# The campaign setting book Into the Darklands references Celwynvian on page 4.

# The player companion Elves of Golarionp has some information on Celwynvian.

# Pathfinder Society Scenario # 4-17 (‘Tower of the Ironwood Watch’) takes place in the eastern regions of the Mierani Forest and involves drow from Zirnakaynin.

CHAPTER FOUR (Zirnakaynin)

# The campaign setting book Darklands Revisited on page 8 has brief bits on Zirnakaynin and House Azrinae.

# The campaign setting book Into the Darklands has a table of wandering monsters (inside front cover), a random hazard chart (page 9), and a discussion of travel times and challenges (page 10) in the Darklands in general. Drow are discussed on page 31 and Zirnakaynin is on page 43.

# Pathfinder Adventure Path # 100 has a special gallery of new NPCs for previous adventure paths. For Second Darkness, the new NPC is the drow Chessadril Odranata, a resident of Zirnakaynin who is a potential ally for the PCs.

# Pathfinder Adventure Pathp # 13 on page 81 mentions some fungi specific to the Darklands.

CHAPTER FIVE (Kyonin/Iadara)

# The novel Queen of Thorns has a lot of information on Kyonin as well as a map not reproduced elsewhere.

# The campaign setting book Book of the Damned Volume 2: Lords of Chaos has a paragraph on Tanglebriar on page 63.

# The campaign setting book Inner Sea Bestiary on page 13 references a fungus queen commanding vegepygmies in Tanglebriar.

# The campaign setting book Inner Sea Races has a lot of information on elves, elf gates, and drow.

# The campaign setting book Inner Sea Temples on page 54 references a temple of Calistria in Kyonin.

# The campaign setting book NPC Guide has a useful NPC who lives in Kyonin named Vendlara Alderane (page 15), and stat blocks for the following: Kyonin Greenscout (page 42) and Kyonin Nightfall Sniper (page 42).

# The campaign setting book Occult Realms has a ritual to activate dormant elf gates on page 54.

# The campaign setting book Undead Revisited on page 56 says banshees plague Kyonin.

# The Pathfinder Chronicles Gazetteer on page 37 has a page on Kyonin and a picture of an elf gate.

# The campaign setting book Fey Revisited on page 63 discusses Druellian, an enormous village of sprites in the Fierani Forest in Kyonin.

# The campaign setting book Dungeon Denizens Revisited on page 62 notes that hundreds of shambling mounds serve Treerazer in southern Kyonin.

# The player companion Inner Sea Primer on page 10 has a useful brief on Kyonin.

# The player companion Elves of Golarion has some information on Kyonin and a stat block for the queen.

# The bestiary in the back of Pathfinder Adventure Path # 5 mentions Lukarazyl, a shemhazian demon who serves Treerazer as an assassin and general in Kyonin.

# Pathfinder Society Scenario # 5-05 (‘The Elven Entanglement’) is set in Kyonin.

CHAPTER SIX (Land of Black Blood)

# The campaign setting book Into the Darklands has a table of wandering monsters (inside front cover), a random hazard chart (page 9), and a discussion of travel times and challenges (page 10) in the Darklands in general. The Land of the Black Blood is mentioned on page 51.

# The novel Called to Darkness includes Orv (but not the Land of Black Blood specifically).

# The campaign setting book Darklands Revisited on page 44 has a brief mention of the neothelid Midnight Emperor who lives in the Land of Black Blood.

# The campaign setting book Dungeon Denizens Revisited on page 14 notes that cloakers serve the Moldering Emperor in the Land of Black Blood.

# Pathfinder Adventure Path # 13 on page 81 mentions some fungi specific to the Darklands.

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Having a great time! I have to be away for the week (camping), so please bot me as needed.


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As mentioned, I'm off camping for the week. Feel free to discuss in-character or out how what other information you'd like or approach you'd like to take toward this NPC.

Grand Lodge

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Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

Apologies in advance for the inconvenience, but I've off camping for the week. Please bot me as needed. I'm enjoying the game, and really curious to see how this one shakes out!


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@Malachi: Yes, I think that would work. Please check the box on the Chronicle and feel free to reference the backstory in Gameplay.


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Folks, just an early heads-up that next week, I'll be away for the week trying to survive the great Aussie wilderness! (a.k.a., camping from the 15th to the 20th)


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@Zharis: Yes, any fusions of whatever type allow the weapon to be treated as magic. I'll give folks another 12 hours or so real-time for any adjustments and then we had better get going again.


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After what seemed like an endless day exploring the gloomy and spatially uncanny location, the expedition from Near Space is finally able to rest comfortably under the protection of the Sun Diver's bulkheads and Hop's sensors.

Your night's sleep is uninterrupted and everyone can restore stamina, resolve, daily use abilities, and heal hit points equal to your level. Ability drain does not heal naturally.

Hani's player will be putting up a special post soon.


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"Whoo-eeee, good ta see ya, pards! Sure was gettin' a wee bit lonesome with only sleepin' beauty here ta keep me company!" says Hop, as the expedition members trudge wearily back to the Sun Diver.


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@Zharis: Whew, glad that worked!

@Xylian: Yes, the corridor continues south around the corner and turns west.

@All: You can assume Tulgram and Hani have no strong opinions on whether to continue on or return to the ship.

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"Captain Jilla will take the helm!" Jilla takes the captain's hat and dons it before rushing to her new quarters.

Jilla will search Area # 1. (she doesn't really know that, aboard ship, "the helm" isn't headwear)

Perception: 1d20 + 8 ⇒ (8) + 8 = 16 extra +2 if listen-based


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While the group decides what to do next, Hani and Tulgram catch their breath. Afterwards, Tulgram adjusts the chem-load in his injector and again shoots Zharis full of drugs. "Let's see if this gets you back on your feet!"

Botting Hani and Tulgram as spending 1 RP each to reclaim their SP. This allows Tulgram to try again with his neurochemistry breakthrough on Zharis--Zharis, you get a new Will save with a +2 bonus vs the lassitude effect (but factor in the -4 penalty from the effect as well).

Jin & Xylian, what do you think the group should do next?


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Neither Jin's crackling doshko or Xylian's icy blasts strike home, and Hani comes out of his shell and takes a wild swing but can't connect! Simultaneously, Tulgram tries to crush the creature between the twin prongs of his enchanted capture pole, but the fire monster is desperate to survive and forces the duergar back! It rears back for a powerful two-handed attempt to slam him into the dust, but before it can bring the blow down, it suddenly collapses with an agonized yell of pain and despair. In an instant, the solar elemental disintegrates into bits of charred snow that proceed to melt!

Jin's attacks missed.

Xylian's attack missed.

Okay, did the math. Hani is still standing at 0 SP and 33 HP (the fire resistance helped). Botting Hani as doing a melee attack. Result: Attack misses.

Botting Tulgram as doing a melee attack. Result: Attack misses

At the beginning of its turn, the fire monster is destroyed by the cold "burning" of Tulgram's inhibitor. We are off Initiative!

GM Dice:

Hani Gauntlet vs KAC: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d6 + 7 ⇒ (4) + 7 = 11
Tulgram capture pole vs KAC: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 1d8 + 16 ⇒ (5) + 16 = 21
burn: 2d6 ⇒ (6, 3) = 9

Grand Lodge

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Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

Makras nods as if carts of dead soldiers and demons was exactly what he was expecting to see. For wasn't the Worldwound the clearest indication of the end times made manifest? "Aye, there it is!" he shouts to the other Pathfinders, pointing. "Deaf to my words ye may be, but do your eyes lie? Cast off all doubts, and know that you too shall soon be taking the final ride to a cold tomb or a pauper's ditch, there to repose for all eternity until even the maggots tire of your bone-dust!"


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Yes, exactly as Rogarch said. Very sorry to hear that and no worries at all re: posting.

Grand Lodge

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Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

Having a blast! GM: I have to step away for a few days--could you please bot me? (it's easy: spout nonsense and hit stuff with a miner's pick!)


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Ok folks, we're getting into the long holiday weekend for a lot of people, so we'll pause and come back a couple of days after Christmas with the beginning of Round 7. There's doom and gloom in Ezorod, but I hope you have a frosty and festive break!


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The solar monster dodges Tulgram's capture pole, but Jin works with Hani to land a powerful blow from his doshko!

Tulgram's attack missed.

Jin's second attack hit and all the damage went through.

Botting Hani as attacking. Result: Attack missed.

@Zharis: No worries. I'm hoping the others can make short work of this elemental and then we'll all take a little break.

Xylian is up.

GM Dice:

Hani attack: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
damage: 1d6 + 7 ⇒ (6) + 7 = 13

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Barely-contained cries of "Whee!" sound over the waves as Jilla jumps gleefully from lily pad to lily pad. This is what being a Pathfinder's all about!

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"Walking across the harbor on giant lily pads? Definitely absolutely!" shouts Jilla, hopping up and down and clapping her hands.

Grand Lodge

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Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

I'm here! (sorry everyone, I also hadn't realised we started)


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I'm going to be away travelling for 72 hours or so. Anyone who's not Zharis, please go ahead and post your next action in Gameplay and I'll resolve when I get back.

Liberty's Edge

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Great! Thanks GM, I'm excited and grateful to get a chance to play Part II. My character is now Level 6, which means I'll need to level her up and update her tagline accordingly. (in between playing Part 1 and this, she played a live tabletop scenario that was disastrous (# 37: The Beggar's Pearl) and ended up having to sell multiple pieces of gear to clear conditions for herself and two other party members! Jilla the Gorilla will be cranky when this one starts . . .

Player: Jhaeman
Character: Jilla
Pathfinder Society Number: 238544-7
This Chronicle #: 15
Starting XP: 15
Initial Prestige: 24
Initial Fame:24
Starting Gold: 524.5
Faction: Liberty's Edge


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Zharis rockets down the hallway and disappears into the infinite distance point! But when Tulgram tries to follow, he suddenly disappears and reappears at the beginning of the corridor!

Per Tulgram's action, could whoever's doing the equipment management please add three serums of enhancement (sensate) to the list? Thanks.

Zharis:
To keep the Gameplay thread streamlined and non-spoilery, I'm going to wait to describe what happens to you until the others join you, but I'll keep track of how many rounds separate each PC's arrival.

GM Dice:

Zharis: 1d20 + 6 ⇒ (14) + 6 = 20
Tulgram: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15


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Yes, the map is confusing, and is purposefully meant to reflect the impossible geometry of Ezorod. If you wish to keep exploring, would you like me to assume you backtrack until you reach the closest unexplored branch?


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Starfinder Charter Superscriber

Recap # 61:

[Starday, 25 Erastus 4708 A.R.]

It’s barely an hour after midnight when, having narrowly escaped a nightime attack by strange extradimensional predators known as xill, Anorak races into the slums of Old Korvosa. Panting with exertion, he finds an alley to hide in and waits to see if there are any sounds of pursuit. Hearing none, he cautiously returns to his workshop to find his assailants have gone but that the place is in shambles. After ensuring that the dandasuka is still bound tightly in a chest, the dwarf takes the box that Mortimont gave him and heads for the safety of Goldcape’s new resistance base. Goldcape opens the door with a rapier levelled at Anorak’s throat, but Anorak’s fresh wounds lend proof to his words that he was just attacked by “monstrosities from another plane”. Goldcape lets him enter, and wakes up Mishimia, the self-proclaimed “Acolyte of Razmir” to help tend to Anorak’s wounds. Goldcape’s magic seems to do all of the real healing work, however. She reluctantly agrees to let the dwarf stay the night, little realising that in the morning, he’ll ask to stay for the next four days!

Across town, Ralph Blackfeather slips out of his own safehouse in North Point. He signals for Majenko, the house drake who swore service for a year, and asks him to look out for the city’s mysterious new vigilante, Trifaccia. Afterwards, Ralph visits The Bookmaker and learns that Costa has completed his task as promised: the magical contract is ready for signing. Soon after, Ralph changes into The Reckoner in a secluded alleyway, uses a wand to turn himself invisible, and heads towards the single bridge still spanning the channel that separates Old Korvosa from the rest of the city. The Reckoner spots the moving blurs that indicate imp devils are about, and as he’s unsure whether they can also see invisible creatures, he asks Plate to teleport him across. Plate reiterates his views that instead of all this dithering, they should just go attack the Queen, but he does as The Reckoner asks.

The Reckoner heads over to Anorak’s workshop, picks the lock to get inside when no one answers, and seems unconcerned by the destruction and heavy sprays of blood throughout. He shows the dandasuka, who gives its name as “Xoza”, the contract and the two negotiate a price of ten gold pieces a month for the shameless creature to spy on its former master. Xoza rushes to the palace to report to Glorio Arkona’s majordomo that nothing of interest happened the previous night, and then returns to tell The Reckoner that there was a big battle in the workshop but that the dwarf ran away surprisingly fast on his little stumpy legs. Xoza agrees to keep learning what he can about Glorio’s plans for The Reckoner and his allies.

Later, on the way to Goldcape’s resistance base, the masked vigilante notices at least a couple of the houses in the area have stylised “B”s written in tar on their doors. Although one old woman slams a door in his face, another resident explains that it means “Blackjack is back, and I’m on his side!” When The Reckoner arrives at Goldcape’s new residence, she explains what apparently happened at Anorak’s workshop overnight. He asks for her help in gathering clues about Trifaccia. While they’re talking, Anorak is in an adjacent room performing some sort of intense magical ritual and is reluctant to be interrupted, but acknowledges the news about Xoza signing the contract—something they now share with Goldcape.

Leaving Anorak to his ritual, Goldcape and The Reckoner talk about the best way to get across to the main section of the city. They decide to fly on Rocky’s back to Trail’s End, where the predominantly Varisian population has been friendly towards them since they provided assistance in the blood veil crisis. There, the two leave Rocky in good hands and disguise themselves as ordinary Korvosans before crossing the bridge into the city without incident. Goldcape stops at the Bank of Abadar to obtain one of the newly minted coins and shows it to Ralph, explaining that they now know exactly what the Queen’s crown looks like. Plate is excited to see it, and proposes a dazzling array of ideas involving smashing, swiping, sundering, or otherwise getting it off of Ileosa’s head so they can win a fair fight against her and depose her and then make The Reckoner King of Korvosa! Ralph appreciates the enthusiasm, but has to tamp down Plate’s confidence in their abilities for now. The two warriors split up briefly, as Goldcape makes some purchases at Hedge Wizardry and Ralph tries but fails to find anything new on Trifaccia. It seems like the new vigilante has appeared for a few days, and gossip on the street hasn’t added anything credible since then.

When the two reunite, Ralph proposes a bold plan. He tells Goldcape that they need to do something visible to assure Kroft they weren’t captured and turned during the raid on Deathhead Vault. Ralph suggests a frontal attack to wipe out the entire Gray Maiden contingent guarding one of the bridges into the city would surely suffice. Goldcape agrees and sneaks out of the city with Ralph to fetch Rocky. Ralph pulls on the fearsome raiment of The Reckoner while Goldcape checks Rocky’s barding for the upcoming battle. Turning them all invisible with a wand, the three get into position on the Trail’s End side of North Bridge and then attack! The Reckoner’s sudden appearance from nowhere terrifies hardened Gray Maidens and innocent bystanders alike, while Goldcape uses ice magic on her foes. The Reckoner has a brief argument with Plate over whether the sapient armor should cast strength-enhancing magic, but the fight goes so well and so quickly that in the end, it doesn’t matter. Eight Gray Maidens are slain within thirty seconds, and none of the victors are even scratched! One of the Gray Maidens did manage to ring an alarm bell for reinforcements, so Goldcape and The Reckoner decide to split up and get back into hiding.

Back in disguise, Ralph makes his way to the Grand Cathedral of Pharasma--the largest building in the Gray District. Intent on speaking with Bishop d’Bear, he turns himself invisible and tries to sneak in the fortress-like structure, only to be covered in sparkling glitter at the entryway! Retreating quickly, Ralph hires a messenger to deliver a scroll that’s to be personally delivered to the Bishop: “I believe I’ve demonstrated my loyalty, it would be good if you and our associates get back in contact.”

When Goldcape returns on Rocky to the safehouse, she tells Anorak what just happened on the bridge. The dwarf is irked that he missed out on the excitement.

[Sunday, 26 Erastus 4708 A.R.]

Shortly after three bells in the morning, the warm night air in Goldcape’s base is disturbed by a faint shimmering. Appearing out of thin air over the course of a few seconds, what can only be described as monsters with insect-like mandibles and four arms ending in claws take shape. The xill have returned for the box, and the gods have mercy on anyone who stands in their way!

GM Commentary:

I was glad Goldcape went to the bank to get one of the new coins, as it was a great chance to show off the actual Korvosan coin that Paizo had minted. They make great souvenirs from the campaign.

With everything going on, I often forgot to role-play The Reckoner's intelligent armor, Plate, but in this session at least, I remembered and had a lot of fun with it.

At this stage in the campaign, the PCs are tough enough that even a couple of them can devastate several ordinary Gray Maidens without suffering a scratch.


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Zharis' mind is so deep within the black pit of ennui that even Tulgram's chemical accelerants can't pull her free!

@Zharis: Yes, you can recover your SP.


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@Kitoro: Just to clarify, I think Malachi is whispering to you that he's spotted the amulet, but not on who he was expecting.

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