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It is a nice thought to want to help out your players, however this causes a problem. The cronicles are ment to be uniform so that everyone gets the same stuff. By adding in items that were in the adventure, but not on the chronicle, you have now made that chronicle better. This would be considered by some an unfair advantage or even a custom chronicle that could cause your players problems down the road. While this isn't the exact same situation here are Mike Brock's thoughts on custom chronicles.
I've always considered myself a product of my local community so you have to share those stars with a lot of people, but I'd say Verdis gets more credit then Painlord.
If that cucumber card keeps coming up in our CAH games I might get desensitized enough to stop having those red moments.
Thank you everyone for the kind words. It's been a great journey with tons of fun and happy memories.
Looks like we will probably end up with Wounded Wisp. I will try and get the thread up sometime over the weekend. With an official start early next week as this is a big con weekend coming up.
@Gossamar4: looks like there is room for you as well.
@Pirate Rob: Thanks, it feels good to have it finally finished.
I've been fighting the urge for a while, but I am caving in and looking to start a PFS Core PbP. If you do not know what Core is please read this post. I already have one yahoo on board and I am looking for 4 others. I am looking for regular posters ready to RP and post productively with lots of pushes and hooks. I am also open for suggestions on what to run. Spots will given given to the first ones interested, but those who have GM'd for me get priority.
The gate was rather rickety and Zilchus was able to smash through on his second attempt. Candrana looks at the ruined door and pulls out the large key Zilchus found on the chief's corpse and opens the lock with it. "Maybe we should try the key first next time Zilchus? I'll let you explain to Nighttail why you felt to the need to break her armory door."
Almost everything here is sized for a kobold. 12 Spears, 4 slings, 3 suits of leather armor, 3 wooden shields and 2 bows. There is however one weapon that is much to big for a kobold and well made. It looks like this long sword is made out of cold iron as well.
Your travels through the nation of Taldor have brought you to the town of Belhaim. The small hamlet is a common resting point for people traveling through the Verduran forest. As you acquire lodging for evening at the towns inn you start to here rumors about some of the recent events in town. How the old tower fell and some adventures hired by the local baroness linked the collapse to the local wizard Hunclay. Turns out Hunclay was working with a local kobold tribe and was killed in the collapse. Fearing there might be trouble from the kobold the Baroness sent the adventures out to deal with these kobolds and they have not yet returned. Fearing the worst the baroness is hiring guards to help protect the town incase the adventures fail. Not wanting to see innocent town folk slaughtered by kobolds you go to see the baroness about protecting the town. As she is filling in the details the group of adventures return.
That is more of what I had in mind for you Eugene so they should be meeting up with you soon.
This is the final encounter and there is a huge chunk of options for everyone. I don't want to spoil to much about how you get these powers yet, but I want you to look them over in advance so we can jump into the last scenario quickly. You will get a chronicle with this info on it as well at the end of the adventure.
You have received a blessing so that you might find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain the following abilities for the duration of the scenario. Alternatively, as long as you have a copy of Pathfinder RPG Mythic Adventures, you may apply 3 mythic tiers to your character when playing that scenario; all character options in Chapters 1, 2, and 3 are legal for play, as are the character options in Pathfinder Player Companion: Mythic Origins.
Mythic: You are considered a mythic creature, which may affect how some spells and abilities affect you.
Pick 2 so I can note them on the campagin page:
Absorb Blow: As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 points (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Beast’s Fury: As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.
Fleet Charge: As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding 3 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Legendary Magic: As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Rally: As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Surprise Strike: As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add 3 to the attack roll. Damage from this attack bypasses damage reduction.
The bald man chuckles,"Polite, funny and resourceful. Since there is no weapon and you can help me get one I think we can come to an arrangement." He nods as he appears to ponder something. "Well now that we are partners we'll be working together to explore the rest of this.." The man's words are cut off as the room begins to tremble. The brazier behind Dylara bursts to life with green flame giving the poor half-elf a bit of a scare. Shadows arise from the table forming an emerald skeletal face cloaked with shadows. It's skeletal jaw babbling as it's shadowy arms grow claws. As if this wasn't bad enough a pile of corpses fuses together through some sort of dark magics and rises to face the adventures.
Vincent: 1d20 + 5 ⇒ (16) + 5 = 21
Khismia: 1d20 + 2 ⇒ (6) + 2 = 8
Vyk: 1d20 + 6 ⇒ (17) + 6 = 23
Tuich: 1d20 + 4 ⇒ (13) + 4 = 17
Dylara: 1d20 + 5 ⇒ (20) + 5 = 25
Miko: 1d20 + 2 ⇒ (19) + 2 = 21
Shadow creature: 1d20 + 5 ⇒ (7) + 5 = 12
Corpse monster: 1d20 + 1 ⇒ (10) + 1 = 11
Yjalk: 1d20 + 1 ⇒ (9) + 1 = 10
Signe: 1d20 + 1 ⇒ (11) + 1 = 12
Crew: 1d20 + 1 ⇒ (3) + 1 = 4
Will save everyone:
DC 15 or you are fascinated for 2d4 rounds.
Bold is up. Make sure you start your turn with that will save.
"My instructions are only to prevent tampering with the door. Since you were able to open it correctly you have free access to what is inside. As I am bound to this room I have no idea what lies in the rest of this place. Perhaps there may be a way to release me else where."
Inside the sarcophagus are the mummified remains of what looks to be a man. There is a small shrine next to the sarcophagus which have some notes that Miko can probably read.
Miko Linguistics DC 18:
These notes seem to detail some question and answer sessions with the remains in the sarcophagus. The questions concern the preservation of memory in magical jewels and the crafting and repair of such jewels. The notes also explain the magical nature of the sarcophagus, which allows a creature touching it to commune with any corpse placed inside. This is a once per day speak with dead.
Anyone else Linguistics DC 23:
These notes seem to detail some question and answer sessions with the remains in the sarcophagus. The questions concern the preservation of memory in magical jewels and the crafting and repair of such jewels.The notes also explain the magical nature of the sarcophagus, which allows a creature touching it to commune with any corpse placed inside. This is a once per day speak with dead.
There is also a chest up on the walk way.
Opening the chest:
Five bottles of holy water, a stack of ancient platinum coins, fiver spell component pouches and three scholar's outfits in red, yellow and green.
With no objections from the group Dylara places the destructive tiles on the burnt side of Nethys and the creative ones on the whole side of Nethys. There is a loud click and the wall slowly swings out revealing a hidden chamber.
The puzzle is super easy with a good bard roll ;)
She isn't doing anything but watching what the others are doing with the wall carvings. She does seem a little grouchy though.
The rich scent of palm wine, cinnamon, and myrrh fills this magically illuminated storehouse. Each wall has deep slots filled with papyrus scrolls. A white-and-black marble altar enveloped in faint wisps of faerie fire sits squarely in the center of the room. A ladder to the south leads up to a walkway, with more shelves and a golden sarcophagus
@Vincent you can't really get into a flank without provoking as the creature is standing in the gate way. @Vyk don't feel to bad you weren't the only one to hit it and I was purposely being vague about what that zombie was doing. Not really to be tricky, but to allow you as the players to choose how to explain or represent your powers.
Vincent's blade bites into the construct leaving a nasty wound while Tuich's scarf lashes out and strikes the creatures leg.
Bold still have actions.
Pulling everyone back as Khismia would have warned you before you stepped foot in the court yard.
As if in answer to Dylara's question to of the bodies rise up along with a third creature that looks cobbled together from various other bodies. The wind kicks up through the open gates obscuring the pathfinders view as the three creatures start moving.
Vincent: 1d20 + 5 ⇒ (20) + 5 = 25
Khismia: 1d20 + 2 ⇒ (17) + 2 = 19
Vyk: 1d20 + 6 ⇒ (16) + 6 = 22
Tuich: 1d20 + 4 ⇒ (9) + 4 = 13
Dylara: 1d20 + 5 ⇒ (11) + 5 = 16
Miko: 1d20 + 2 ⇒ (10) + 2 = 12
Zombie: 1d20 ⇒ 19
Other thing: 1d20 + 1 ⇒ (9) + 1 = 10
Somthing off about those Zombies Religion DC 10:
These are plague zombies and carry a disease known as zombie rot. They also have a nasty habit of bursting on death to spread this disease.
This is a carrion golem. For every every 5 you beat the DC by you get a question.
Any creature more then 10 feet away has concealment due to the swirling sand. Bold is up.
So after reading the new guide to PbP GMing I have found myself motivated and enjoying PbP more. It has also envigorated the old creative juices and I have started trying a few new ideas (well new to me). First is the perception spoiler after you clear an area like the one you recently saw. If there is no DC feel free to click on it without rolling as the scenario or myself have not given it a DC other then just looking. Another thing to keep in mind is there isn't always going to be something important. Sometimes it just might be snarky text about not finding anything.
Second difference is how I post saves. There are a lot of abilities out there that require the player to use them on saves before they know the results. This has been difficult in PbP as we have the practice of putting the DC in the spoiler title. Here is an example of how I will be doing my saves.
DC 12 or take 1d3 ⇒ 3 Dex damage.
By putting the DC in the spoiler this allows you as the player to roll the saves first and make any adjustments from abilities then checking the results by clicking the spoiler. This is by no means a way of preventing cheating, but hopefully a way to create better game immersion by allowing some of your character abilities to function more like they do F2F.
Between Tuich and one of Melon's talon's the mighty sand beast collapses releasing Vyk. I hope your happy, you ruined his chances of dying like Bobba Fett. Feel free to heal up as I transition to the next part.
Searching the gnolls only turns up basic spears and leather armor. Though they do have some strange scars on them.
Know Religion 15:
The scars are ritualistic markings from worshiping Lamuashtu.
You found a small cache of stolen goods containing the following items. A silver cup, various coins, an alchemy crafting kit, a vial of anti toxin, 2 flasks of alchemist fire, 2 flasks of liquid ice, a potion and another potion.
Looking around the group finds a weathered partially buried marker about 100 feet west of the oasis. During the hour before dusk, the setting sun's light causes a weathered hieroglyph depicting an arch to glow. Even as the sun sets, the long shadow cast by the stone never shifts, always pointing to the northwest with the exact same bearing.
Following the marker the remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door.
Again feel free to heal up or cast log term buffs before entering.
Candrana can stop adding the -2 to her attacks as this room has a high ceiling.
Aodan continues to soften up one the Kobold that Davros hit with his magic. Candrana attempts to finish it off but has a little trouble hitting the mark. Zilchus moves to the other ledge and has no problems dispatching one of the kobolds there.
It takes both hits, but Vyk is able to drop one of the thugs. Khismia moves forward shouting at thug being attacked by Melon. "Flee now before we feed your innards to our bird!"
Intimidate: 1d20 + 7 ⇒ (20) + 7 = 27
It definitely had an effect on him as he seems really nervous about having this bird in his face.
Bold is up!
Sorry hyper posting so the GM failed his perception. I would have given that to you well played.
"Ahhh, well I best be seeing him before my dream customer gets away. Thank you for your time and may the gods bless you with long life."
Sense motive DC 15:
It seems she is sparing you in exchange for this information.
As the merchant hurries off there is a commotion at the other end of alley. Three men that look like they had a rough night on the town start banging on the hovels and shouting. "Come out little rats or we'll drag you out kicking and screaming."
Vincent: 1d20 + 5 ⇒ (4) + 5 = 9
Khismia: 1d20 + 2 ⇒ (11) + 2 = 13
Vyk: 1d20 + 6 ⇒ (17) + 6 = 23
Tuich: 1d20 + 4 ⇒ (15) + 4 = 19
Dylara: 1d20 + 5 ⇒ (7) + 5 = 12
Miko: 1d20 + 2 ⇒ (9) + 2 = 11
Thugs: 1d20 + 5 ⇒ (7) + 5 = 12
Dylara: 1d20 ⇒ 2
Thugs: 1d20 ⇒ 19
Bold is up.
The sprawling Bazzar at the heart of Eto is a riot of colorful tents, ramshackled stalls and haphazardly parked carts and wagons surrounding the only permanent struction, the tall stone Government House. With the recent boom of foreign explores the markets are packed with anything a person would need to start an expedition.
If you would like you can ask around to gather local info. With either Diplomacy or Knowledge Local. I've seen other GM do this differently but if you get high you get all the ones lower as well. For example you roll a 21 you get look at 20+, 15+ and 10+.
Madame Zelekhati recently began hiring more
workers at the Dancing Dunes, though she sends away
most who don’t have at least some elven blood. Also, most
merchants recommend avoiding Beggar’s Alley, which is
home to a gang of pickpockets known as the Hundredfingers.
The Osirionologist Ionacu Lozar is in a terrible
rush to get his expedition underway, but he is exceedingly
stingy and has no patience for haggling. As a result, the
few merchants who are willing to do business with him are taking their time delivering supplies to his caravan’s
Something has the Hundredfingers gang spooked.
The normally ubiquitous thieves have been avoiding the
bazaar for a few days.
Mistress Zelekhati of the Dancing Dunes is a
collector of magical dusts and always accepts them as
payment for her house’s services or her artwork. Some say
that’s the secret of her magnificent tranquility garden. It
may even have given the sand life as one customer claims
he saw the patterns shift of their own accord.
An upcoming holy day of Sarenrae has people
remembering how a cleric of the goddess tried to purge
the land of evil over a hundred years ago; however, the
ruins of the old city beyond the cliff walls still hide
shrines to the old faiths, especially the serpent cult of
Apep. The serpent god’s slithering children are blessed
with the ability to go unnoticed by eyes accustomed to the
As the lights move about and Vyk goes to inspect one of the statues a low hiss comes from the north west corner as a serpent with a snake head on both ends slithers out from behind the alter.
Vincent: 1d20 + 5 ⇒ (7) + 5 = 12
Khismia: 1d20 + 2 ⇒ (18) + 2 = 20
Vyk: 1d20 + 6 ⇒ (1) + 6 = 7
Tuich: 1d20 + 4 ⇒ (17) + 4 = 21
Dylara: 1d20 + 5 ⇒ (4) + 5 = 9
Miko: 1d20 + 2 ⇒ (12) + 2 = 14
Snake thing: 1d20 + 4 ⇒ (3) + 4 = 7
Everyone can go.
I can't make up my mind between my Tengu who thinks he is a Phoenix and my haunted Oracle.
EF I am copying this from Herolab.
This ability will only add available slots to the spells known. It does yet allow the selection of spells for those slots from other lists. Specific spells can be created using the editor - create a copy of the spell you wish to allow, uncheck all the existing "Classes/Domains" entries, and select "Magician" as a new "Classes/Domains" entry, and save and test the spell.
I have had issues with my card caster Magus where I have to list a javelin to get the stats for my harrowing card.
Bram's swing is wide missing the cloaked man. Bram's opponent takes a step back and with a few gestures causes one of his hands to crackle with electricity. He beckons Bram to come at him again.
Difficult terrain continues
Tod (-2 + Shaken)
Bold is up
Where does the recruiting for the PBS day take place? I've been thinking about playing in a PBS since I check the forums on a very regular basis and would enjoy playing pathfinder.
Here is the thread you are looking for. If you want an official game day thread you are going to need to keep an eye out for PFS PbP Game Day 3 threads as Beckett already pointed out.