
GM BPChocobo TK2 |

Bah work business!
1d6 ⇒ 6
Nodding to each other in agreement, the more mentally aware Julian opens the door.
The curved western wall of the room depicts a vast field of stars with such realism that one feels perched at the edge of an infinite gulf.
The surreal view is enchanting to behold and Julian, Ki, Ears, and Jostrum stare directly, looking for threats...
Jostrum Will: 1d20 + 3 ⇒ (18) + 3 = 21
Julian Will: 1d20 + 1 ⇒ (6) + 1 = 7
Ki Will: 1d20 + 3 ⇒ (5) + 3 = 8
Ears Will: 1d20 + 3 ⇒ (3) + 3 = 6
Jostrum is far enough back that he cannot focus, but Julian, Ki, and even Ears just stare in awe of the celestial beauty.
Julian, Ki, and Ears are all fascinated.

GM BPChocobo TK2 |

Nothing truly of interest catches your eye outside of the spiraling stars. It's beauty and awe is reaching your more muscular comrades as they gaze wantonly at the display.

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Elindriel, seeing Ki and Julian standing slack-jawed, turns and looks to the end of the corridor to see what has them so dumbfounded.
Will: 1d20 + 4 ⇒ (17) + 4 = 21

GM BPChocobo TK2 |

@Elindriel: Staring off into the back wall, you see what can only be described as a distant galaxy, although which one will require some study and perhaps some star charts.

GM BPChocobo TK2 |

When the door closes, the fascinated party members snap out of their daze, now back in full control of their faculties.
Only one unexplored area left! I assume the party will head that direction.

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When the door closes, the fascinated party members snap out of their daze, now back in full control of their faculties.
Only one unexplored area left! I assume the party will head that direction.
Ah, the part the graverobbers had explored! Almost forgot all about that!

GM BPChocobo TK2 |

Going to the other passage, it opens to a hallway with slots for many trinkets that holds nothing, but recently disturbed dust. A large pair of doors on the other side is open and shows a ten-foot-wide hallway to the east that exhibits a glowing fog. A black wind howls from that passageway.
This is the entrance to the Sanctum of a Lost Age, so we'll go back to this hallway later.
Past that, a damp, moist cavern opens to a wide pool of murky brown water, and a narrow tunnel that looks like it was dug with picks leads off to the northwest.
There is supposed to be a battle here... but it is against an ooze and I don't see it getting past one round of combat.
The dungeon is fully explored!
I'll send out chronicle sheets on Monday, but you guys may level up now! 3XP, 4PP, and a total of 4800 gold.
Furthermore, here are is the boon and chronicle sheet items.
Noqual Ore: Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal.
Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic used while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.
Noqual has 30 hit points per inch of thickness and hardness 10. A suit of noqual light armor costs +4,000 gp, medium armor +8,000 gp, and heavy armor +12,000 gp. A shield costs +2,000 gp, and a weapon or other item +500 gp.
+1 keen three-fingered spiked gauntlet (8,305 gp; imparts a –2 penalty on attack rolls)
amulet of natural armor +1 (2,000 gp)
bloodstone of Gultariix (200 gp; when this dark crystal is dissolved into a potion, the potion is enhanced as if by the Extend Spell metamagic feat)
elemental gem (fire) (2,250 gp)
goggles of minute seeing (2,500 gp)
Medium spider venom (150 gp, limit 2)
scroll of summon monster III (375 gp)
scroll of summon monster IV (700 gp)
wand of charm monster (10 charges; 4,200 gp, limit 1)
wand of invisibility (15 charges; 1,350 gp, limit 1)
wand of sound burst (15 charges; 1,350 gp, limit 1)

GM BPChocobo TK2 |

As a minor note... in the dungeon, you guys actually found 3 cursed items, but never used them :( Oh shucks.
They are a cursed backbiter spear, a cursed bag of tricks that summons insectoid versions of animals that attack the thrower, and a bag of devouring. All of the other items are legit and most of 'em are available as noted above.
It is assumed that there will be a significant amount of time between heading deeper into the Dark Menagerie. This'll cover the retaining for Elindriel, getting supplies for purchases, and anything else with leveling up.

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As for "The Dark Menangerie", I've already played it with a different character, so I really don't want to (try to) act as the party leader.
I'd suggest that to keep things going in the next part we elect Elindriel as our leader.
This post has some really good tips about PBPs:
http://paizo.com/threads/rzs2qciy?Building-a-Better-Doomed-Hero-Painlords
"Elindriel, you are my star pupil. Please show me what you've learned and take charge of this school excursion. Remember: you will be graded on your performance!"

GM BPChocobo TK2 |

Yeah, I apologize for dropping the last battle, but with the melee abilities of this group... it wouldn't last one round and we got some Thornkeeping to do, especially with the PbP Game Day!
And yes, as Ki has done, gimme your day job rolls!

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Elindriel will get an additional 2nd-level spell this level. I've never played a PFS character this high, and am not sure what will likely be most helpful to the group.
I was considering:
- Blistering Invective (+10 Intimidate, might do some good, but only for a round or two)
- Blur (single-target, and she can get Displacement at 7th level (though probably 9th, after haste and good hope))
- Cure Moderate Wounds (Can use CLW out of combat)
- Gallant Inspiration (more powerful Timely Inspiration)
- Ghostbane Dirge (might be helpful, might not)
- Honeyed Tongue (don't know how often she'll use Diplomacy)
- Mirror Image (perhaps not as good as Blur?)
Also, 5th level is when she can trade out spells. Right now, she has:
0-level (unlimited/day, DC 12):
Detect Magic: Detects spells and magic items within 60 ft. (60' cone)
Light: Object shines like a torch (Touch, 1 object, 10 minutes/level)
Lullaby: Makes subject drowsy (Medium range, 10' radius burst, concentration + 1 round/level)
Mage Hand: 5-pound telekinesis. (Close range)
Message: Whisper conversation at distance. (Medium range, 1 target/level, 10 minutes/level)
Prestidigitation: Performs minor tricks. (10' range, 1 hour)
1st-level (4/day, DC 13):
Liberating Command: Allow an Escape Artist check with +2/level competence bonus (Close range, 1 creature, immediate)
Saving Finale: End bardic performance to allow one target to reroll a saving throw. (Close range, 1 creature, immediate)
Timely Inspiration: Gives bonus on failed check/attack (Close range, one creature, immediate)
Vanish: As invisibility, but shorter duration. (Touch, 1 creature, 1 round/level)
2nd-level (1/day, DC 14):
Glitterdust: Blinds creatures (Will neg.), outlines invisible creatures (-40 to Stealth) (Medium range, 10' radius, 1 round/level)
...anything seem like it's outgrown its usefulness?
My goal with Elindriel is to be helpful to the party as a whole, because her spell DC's are atrocious. I fully plan on getting Haste, Good Hope, etc. for 3rd-level spells when that time comes, I'm just not sure what the best course is right now.

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Another question: Elindriel gets the Arcane Bond ability with a weapon because of her archetype. She's also getting a new weapon this level, because of her retraining.
Does she a) get the weapon for free, and/or b) have to pay the 1000 gp fee to bond with a "replacement" item?

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Hmm. I am no expert on bard spells, and have never played a bard. But I have played with a few very good bards and recall some of their spells that impressed me. And since you asked for my thoughts I wanted to try to offer some items.
First, I have to comment that your DCs are not super impressive so it might be better for focus on Buffs than de-Buffs. Perhaps you can consider a charisma enhancement item with your newly acquired gold. That would help some. What are you doing with your 5th level feat?
Second, Second Level spell ideas:
I really like Soundburst, even though the DC is not that high. When used against a group of enemy some will fail their save and do nothing for a round. This is quite nice.
Silence is always nice to have in the party.
I think Mirror Image is much better than Blur by the way. And would be great for you since you are often in melee.
Cure Mod is always nice.
But I have to say that Gallant Inspiration is likely your best choice. I have seen it turn failure into great success more than once. Its bard only, so its something only you can bring to the table. Its an immediate action so takes no combat actions away from you. Almost confirm that crit? Add 2d4 to the roll and do double, or even triple damage. Almost make the skill check? Add 2d4 and do not fall in the pit. Etc.
Also, Allegro seems like a must have for you at some point. Haste for you for your level in rounds. Yes please.
For first level spells I would always recommend Liberating Command, but you have it. Hideous Laughter is nice because its an early entry for you (second level for a wizard) but the DC will be even lower because of this. Feather Fall can be nice for the same reason Liberating Command is. You seldom need to cast it but its always there for you as a spontaneous caster. And Ear Piercing Scream does some damage AND can daze, so that is good. Again your DC will not be great.
Also consider getting a few scrolls of handy spells like Borrow Skill. Heck, that one might should even be a wand for you. Hmm Wand or scrolls of Moment of Greatness? For the next minute each party member can double their morale bonus for a round. Nice thing to offer the party.
I hope these ideas are useful to you.

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Furthermore, here are is the boon and chronicle sheet items.Noqual Ore: Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal.
Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus...
Question - Reading this, to enchant a set of full plate made from Noqual would cost 12000 for the armor, 1000 for the +1 enchant AND 5000 to be able to enchant it?

GM BPChocobo TK2 |

@Ki: That's correct. It's expensive stuff, but darn if it isn't powerful. Sorta like cold iron combined with mithral. Waiting a few more levels to get masterwork noqual full plate for my guntank, then save up to make it magical later.

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If I could wear full plate without the proficiency in Heavy Armor with this it would be worth it, but I am not sure it works that way. I think you still have to have the proficiency. Thoughts?
If you are proficient with only light armor you can wear Celestial Armor, which is chain mail (medium armor). The key works seem to be "it is considered light armor". Wherein this armor says "is treated as one category lighter than normal for the purposes of movement and other limitations".

GM BPChocobo TK2 |

@Ki: Correct, unless the armor says otherwise (like Celestial Armor or Elven Chain), even if it counts as one categories lower, it still takes the original proficiency.

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Hmm. I am no expert on bard spells, and have never played a bard. But I have played with a few very good bards and recall some of their spells that impressed me. And since you asked for my thoughts I wanted to try to offer some items.
Thanks, that's all I was asking :-)
First, I have to comment that your DCs are not super impressive so it might be better for focus on Buffs than de-Buffs.
Exactly - that's precisely what the majority of my spells are focused on, for exactly that reason.
Perhaps you can consider a charisma enhancement item with your newly acquired gold. That would help some.
Actually, she's going with a strength enhancement item with her money from this level. Next level, it might be worth it, or she might continue to not need good spell DCs.
What are you doing with your 5th level feat?
I retrained Dodge -> Power Attack and EWP(Katana) -> EWP(Falcata), and got WF(Falcata) this level, in preparation for her to get the Duelist feat at 7th level.
Second, Second Level spell ideas:
I really like Soundburst, even though the DC is not that high. When used against a group of enemy some will fail their save and do nothing for a round. This is quite nice.Silence is always nice to have in the party.
I think Mirror Image is much better than Blur by the way. And would be great for you since you are often in melee.
Right, I realized that later.
Cure Mod is always nice.
But I have to say that Gallant Inspiration is likely your best choice. I have seen it turn failure into great success more than once. Its bard only, so its something only you can bring to the table. Its an immediate action so takes no combat actions away from you. Almost confirm that crit? Add 2d4 to the roll and do double, or even triple damage. Almost make the skill check? Add 2d4 and do not fall in the pit. Etc.
My main concern with taking it is that she's already got a spell that does it - Timely Inspiration. Granted, it's not +2d4, but it's the same idea. Maybe if she dropped Timely Inspiration and got Feather Fall instead?
Also, Allegro seems like a must have for you at some point. Haste for you for your level in rounds. Yes please.
Right, but she's also got access to Haste at level 6...wouldn't that be just horribly inefficient?
For first level spells I would always recommend Liberating Command, but you have it. Hideous Laughter is nice because its an early entry for you (second level for a wizard) but the DC will be even lower because of this. Feather Fall can be nice for the same reason Liberating Command is. You seldom need to cast it but its always there for you as a spontaneous caster. And Ear Piercing Scream does some damage AND can daze, so that is good. Again your DC will not be great.
Yeah, the DC is low enough for these spells I'm going to generally be better off attacking rather than chance wasting an action.
Also consider getting a few scrolls of handy spells like Borrow Skill. Heck, that one might should even be a wand for you. Hmm Wand or scrolls of Moment of Greatness? For the next minute each party member can double their morale bonus for a round. Nice thing to offer the party.
Right, but what morale bonuses are floating around that it might double?
I hope these ideas are useful to you.
It definitely reassured me that I was on the right track as far as concentrating on buffing and helping out party members, as opposed to direct damage spells or debuffs, and gave me some other stuff to think about, too. Thanks again. :-)

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Another question: Elindriel gets the Arcane Bond ability with a weapon because of her archetype. She's also getting a new weapon this level, because of her retraining.
Does she a) get the weapon for free, and/or b) have to pay the 1000 gp fee to bond with a "replacement" item?
GMBPC - do you have a ruling for this?

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Elindriel Firesong wrote:GMBPC - do you have a ruling for this?Another question: Elindriel gets the Arcane Bond ability with a weapon because of her archetype. She's also getting a new weapon this level, because of her retraining.
Does she a) get the weapon for free, and/or b) have to pay the 1000 gp fee to bond with a "replacement" item?
If it helps, I came across this thread, which seems to suggest that Elindriel will get the weapon for free and not have to pay the fee, because it's her first bonded item.

GM BPChocobo TK2 |

@Elindriel: I'm ok with that. I'll mark it on your chronicle sheet as a level up free item. A MW Falcata, correct?

GM BPChocobo TK2 |

@Julian: Just mark it on your chronicle/ITS :)
Speaking of which, I sent everyone's chronicle sheets out. Please let me know if I missed anyone.

GM BPChocobo TK2 |

Just checking... what's everyone's status? If everyone's leveled up (and marked so on their online character sheets), we can get started now :)

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Elindriel has leveled, feats retrained, spells chosen, equipment updated, and is generally a bit more badass than before...:-P

GM BPChocobo TK2 |

Battle pig, battle pig
Battle pig charges wherever Ki wants to go.
Charging enemies tall and wide.
Will continue until they've died.
Watch out!
Here comes the battle pig.

GM BPChocobo TK2 |

Cool! We'll get started tomorrow... and I agree, Dominique, but figured it'd be best to get it all out now :)

GM BPChocobo TK2 |

As before, the hospitality of the Green Forest Inn keeps everyone comfortable as everyone awaits news from the Grand Lodge on their next task. However, the time is not spent idly as everyone uses the break to reflect on the themselves after surviving the horrors on the Enigma Vault.
Brother Eldrast of the Shrine of Battle offers new tactics, advice, and training to Elindriel, who wishes to hone and focus her martial prowess. The dwarf cleric of Gorum is simply pleased to have a regular visitor that isn't his acolyte. She even picks up a few dwarven warchants and beer drinking songs as well, adding and improving her repertoire of musical ballads.
Julian maintains control long enough to go to the Goldenfire Tower and gain more alchemical understanding. While the mages there do not use alchemy themselves, their insight and natural intelligence only aids Julian in expanding his art to a new level.
Jostrum and Ki, meanwhile, keep themselves busy chit-chatting and doing business with Iozef Nevski, owner of Echo Wood Arms. The pair also spend time hunting in the Echo Woods, keeping Shandar in fresh supply of deer and pig. However, one excursion into the forest depths leads to chasing the most rambunctious pig the duo have come across. Eventually, Ears manages to trip the thing, wounding himself in the process. With Ears needing time to heal, the wayang sought the challenge of taming the beast, whom he affectionately named 'Sty', to be his replacement mount.
Miss Dominique, however, has the hardest time keeping things interesting; the majority populace of Thornkeep doesn't care for education, although a few people do ask for prayers and guidance due to her reverence of Shelyn. Otherwise, she prepares her next bit of curriculum and to let her newest pupil take the reins on the next adventure.
As before, the missive is direct. It states that due to the time involved, another Pathfinder team is being sent to help clear out the ruins. Your team is to engage down the floor while another team, with more arcane expertise, is going to explore the enchanted fog-ridden area past the Vaults. You are to then regroup and return back to the Lodge.
Prepared for new adventure, everyone heads back in once more to further explore the ruins of Thornkeep!