
Your GM, Black Powder Chocobo |

Pelkin and Amarthecthel have been secured! So we'll have a fairly martially aggressive party, Qilfobber notwithstanding.
So other things: I typically roll saves and generally combine Animal Companion initatives with the owner unless the AC has the tricks where a situation would have it act on its own (AC in a surprise round for example). I'll bold who's up on initiative and go from and I'll try to play intelligently as possible when actions from one PC invalidate another; if it is too much I'll let the PC choose again.
I aim to post every weekday, although as some of you know, I often won't post over the weekend, but I will if I have the time.
Finally, I use Google Drawing for maps, so there shouldn't be any problem accessing the map for anyone barring mobile devices.
Any questions? :)

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Yes, I'm not cruel.
No, we haven't started the journey yet!
PFS # 79644-11
Faction : Grand Lodge
No Day Job

Your GM, Black Powder Chocobo |

Sorry, you're going on one of Absalom's finest, not the 'S.S. Shoot n' Scoot' :)
Oh yes, since it will come up... have any of you played Serpent's Rise as Shohiraj on ANY of your PCs?

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Oh, I have, yes!

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I forgot I had a chronicle to add to Pelkin, he'll actually be 11th now.

Your GM, Black Powder Chocobo |

Following Rogar and Pelkin's lead, if you all would post your PFS reporting info, that would be swell!
Also, I email out chronicles, so I'll need your email addresses, too. Please post or PM that to me if you would.

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Player Name: Dartanian
Character: Declyn
PFS #: 96227-4
Faction: Grand Lodge
Day Job: Profession Sailor: 1d20 + 13 ⇒ (3) + 13 = 16
Day Job Reroll if it has not been used by the end of the scenario Profession Sailor: 10 + 15 = 25

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Player Name: Gayel Nord
Character: Lamare
PFS # 43907-3
Faction: liberty edge
Day job:Priest: (take 10) 20 gp
Link for why heighten continual flamme work. Look at the exemple

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Player Name: Scott Nolan (Tarondor)
Character Name: Amarthecthel
PFS Number: 2405-2
Faction: Silver Crusade
Day Job: Craft (Weapons): 1d20 + 13 ⇒ (7) + 13 = 20

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Interesting article, Lamare. Thanks for the link.
So... Does PFS permit us to take an object with a permanent spell cast upon it from adventure to adventure without paying for it?

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The following spells found in the Core Rulebook are not
legal for play and may never be used, found, purchased,
or learned in any form by characters of the Pathfinder
Society Roleplaying Guild: awaken, permanency, and
reincarnate. All spells and effects end at the end of an
adventure with the following exceptions.
• Spells and effects with permanent or instantaneous
duration that heal damage, repair damage, or remove
harmful conditions remain in effect at the end of
the adventure.
• Afflictions and harmful conditions obtained during
an adventure remain until healed and carry over
from adventure to adventure (except as noted under
Conditions, Death, and Expendables on page 18).
• A character can have one each of the following spells
on an item or items that carries over from adventure
to adventure: continual flame, masterwork transformation
(Pathfinder RPG Ultimate Magic 228), secret chest, and
secret page.
Bolding mine. So yes, one is allowed to do that, it just needs to be properly marked on the chronicle sheet/ITS, it can only be one instance of that spell on the character, and only the listed spells.

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re: Heightened continual flame. Okay, sounds great!
GM BPC, can you put those on our chronicle sheets?

Your GM, Black Powder Chocobo |

Yup! May need a reminder later, but I can do that!
-Posted with Wayfinder

Your GM, Black Powder Chocobo |

I will admit, this area right here does suck, especially if you enter polittely as you guys did as they ambush you and quite violently, too. Mostly, I'm surprised at the somewhat well-built NPCs'; they aren't standard NPC Codex faire and it shows. Just thank goodness that Improved Vital Strike attack missed!
Start communicating now on how you'll survive the first real turn; I know you guys can pull through, but you have to play smart this first turn or PCs will start dropping!
Also, in response to Rogar's comment, anyone else going slow track for the scenario?

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Seems I've run into a lot of well thought out NPCs lately!

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I was planning on using the total defense action to give me a fighting chance, closing the door as a swift action, and getting behind you guys. The hope is that the guy will miss me with his AOO (cause it'd be at least a 50% chance to miss by that point), and that he'd have to take a move action to open the door again, ruining his full attack.
Though looking at the map it looks like Pelkin would have to a least 5-foot over as well for that to fully work, unless only one of the double doors are open on that side.
What are everyone else's thoughts?

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Yeah, at least is isn't a melee wizard in a bottleneck :P
Hey, I remember that scenario :-P

Your GM, Black Powder Chocobo |

Well he'd have to 5' step to reach you and even then the door would provide some partial cover.

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Right, but I was also planning on moving back behind the party after that because I can't afford to be hit by him again :-P But I wasn't wanting to leave Pelkin out to dry either.

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Pelkin is willing to get into the fray, in fact he has Swap Places if that helps you.

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I don't believe so, cause then I'd be too close to the blue guard. But if you're fine entering the fray, I'll go ahead and enact my original plan

Your GM, Black Powder Chocobo |

Lamare, you are up for a single standard action! Make it awesome! I will bot you for a channel to heal if I don't get a response in 4 hours.

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Lamare seems to post in the evening hours and has stated the intent to teleport away with Declyn and Rogar. Can you bot him to do that instead?

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Are the cell are closed? Because I could use the dimension hop in remplacement of dimension door.

Your GM, Black Powder Chocobo |

The cell door to the left is indeed closed, as well as the prisoner cell doors of course :) You do have line of sight though, being barred cell doors and all.
You could use dimensional hop; it would just about use all of it to do so and it would put you just on the other side of the cell door if you wish to go that route.
If you want to hop instead of door, go ahead and change your locatons.