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You notice that the gem carvings in the floor represent old osiron style cuts for a sapphire, emerald, topaz and ruby (that order going from east to west). Looking at the statue with the lantern you can clearly see this one is not going to give you the angle you need. Same goes for the one on your right. I'll mark the colors on the map once you share this info.
Congrats Andrea! I knew you'd be just behind me ;). Andrea took me under her wing when I first started playing PFS. She showed me how rewarding it can be to give back to my PFS community and taught me how to be a better GM through her feed back and example. We've had a friendly race to see who could hit 5 stars first, but honestly I can never equal her impact on Northern California community.
Painlord should be along shortly. He got distracted counting all his kobold kills in our Dragon's Demand game.
Again I feel like I have to point this out. There is a strong online community that holds conventions for both VTT and PbP. These conventions give out the same race boons that the other conventions do. If you can post on these boards you have access to these boons if you put in the effort.
Paizo has no interest in selling boons for profit. Yes they do auction off a few every year, but those are for charity purposes. While it seems like a nice idea and there might be some strong feed back in favor of it. I do not see Pazio doing this to its players.
I see this complaint a lot still and I do not really see it as a valid one anymore. There is a very strong online community with 4 and 5 star gms and online conventions for both VTT and PbP, they even give out boons. The games are there you just need to look a little harder. Try reaching out to one of the Online VOs (yes there are specific VOs just for online play) who would love to show you how to get started.
This creature is beyond Miko's knowledge as she tries to identify it. Dylara lands a heavy blow, but the creature manages to instantly heal some of the damage she cause. Melon also lands a hit but the tiny wound disappears in the blink of an eye. Tuich is unable to strike the other skeleton with her weapon this time.
The skeletons finish advancing and begin attacking with their claws.
Blue vs Melon: 1d20 + 2 ⇒ (4) + 2 = 6
Yellow vs Tuich: 1d20 + 2 ⇒ (11) + 2 = 13
Green vs Vyk: 1d20 + 2 ⇒ (20) + 2 = 22
Melon manages to avoid all the attacks and Tuich has no trouble either. Vyk seems to have not noticed the skeleton move up next to him and its claws rake his arm.
Looked it up. It works like the Slayer ability which is a move action, so I just take one off the attack roll and the damage.
Dylara's long sword bites deep into the strange creatures flesh and Melon manages to sink a talon in as well, but it is not enough to finish the creature off.
Tuich summons up her reach weapon while the skeletons advance. Tuich gets an AoO.
::::::::Surprise Round :::::::::::
Miko gets a move or a standard in the Surprise round. Vincent you get regular actions in the first round of combat.
The blue lion like creatures rush forward into melee.
::::::::Surprise Round :::::::::::
Tuich and Dylara are up. Also if the mythic powers have changed your init modifier please update it in my init block I use to copy and paste from on the map.
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.