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Day Job "Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check" - Intelligence check: 1d20 + 4 ⇒ (6) + 4 = 10
:(

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Chronicles are uploaded here. And I changed both Chronicles and the reported sessions to Bernard #6. Sorry about that, I don't know how that happened.

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Thanks for another great scenario GM and way to go guys we have a great group keep it up!

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@GM Baerlie, Tûrak is out of subtier and the gold in the chronicle sheet is of subtier 1-2. Can you fix it, please?
Monday will be a good day to start the part III! =)

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Ok I am done - just took a different archetype and went for a more strength based build based around intimidation rather than my long-shot disarms and trips idea I began with.
I also swapped out Cure Light Wounds for Touch of Gracelessness - I was told that having a spell on your POSSIBLE list qualifies you for using the wand without UMD, as opposed to what I thought it was where it had to be a spell you character could actually cast.

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For part III:
Player SirPeter
Character Tûrak Kavendarth
PFS # 113139-1
Faction Grand Lodge
Day Job "Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check" Intelligence check: 1d20 + 4 ⇒ (10) + 4 = 14 :(

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Internet and pretty much everything else has been down since this weekend. I'll try to get caught up tonight.

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"We are not sure where to find the tengus. They are called the Thundering Eclipse. In past seasons, they always arrive soon after a harvest. After all, there is no point in milking a cow before she calves. The barley crop is ripe; we need to bring it in this week or lose it. Soon after, the crows will descend upon us." Je Tsun answers.
"Don't look for them, they will come once time is right and in the meantime we can set up a defense like barricades, train our villagers and bring in the harvest."
You are offered the use of the Xien family hut for yourselves to rest and draw up plans. In addition, the council provides you with the small supply of four healing potions they have. potions of CLW
This portion of the adventure is a matter of resource management; each day, you choose how best to use the workforce you have at your disposal. There are 50 able-bodied villagers, men and women, available to you daily (all of the other villagers are too young, old, or infirm to be of any use). You can supervise or oversee specific preparations; doing so adds you own abilities to the workers’ and results in a stronger defense.
These are the tasks:
- Bringin in the harvest (takes 6 days with 20 villagers, -1 day for each additional 10 villagers, one PC counts as 5 farmers/10 farmers with a kn. nature or prof. farmer check DC15)
- Archery training (takes 1+ days, 10 villagers are potential archers and are a unit, if 1 villager is missing from this unit there is no archery activity for this day, training requires one PC with at least +1 BAB and proficiency with crossbows)
- Combat training (takes 1+ days, up to 40 persons in 10-person units, training requires one PC with at least +1 BAB for each unit)
- Constructing the barricades (takes 6 days with 30 villagers, -2 days for each additional 10 villagers, fewer villagers increases the time, PCs aiding in the consctruction speeds it up, Kn. engineering or prof. woodcutter DC15 allows 10 villagers to assigned...
Huh? Was this adventure meant for a party size of seven?

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I don't see a winky face so I am guessing that is not meant to be ironic. It does make me a little sad on the inside. This is why. You should really see it (if you haven't)... and Yojimbo... and Sanjurō.

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Kurosawa films get remade all the time. From cinematic elements like those that George Lucas used in Star Wars, to wholesale remakes (by some pretty good directors) like: A Fist Full of Dollars, The Magnificent Seven and Last Man Standing. I think I have found a scenario version of it in every RPG I've ever played.
Most are actually quite good, a sort of reverse of that old saying: crap in crap out. You should watch it before we continue. I'll give you three-and-a-half hours. ;)

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Side note: Before we wrap up chapter three and Kraww hits level 2, I want it known that I'm changing his archetype to divine tracker. Just so you know. WARK!
PS: Baerlie, don't forget these guys.

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No problem! Have a nice vacation! :)

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For part III:
Player SirPeter
Character Tûrak Kavendarth
PFS # 113139-1
Faction Grand Lodge
Day Job "Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check" [dice=Intelligence check]1d20 + 4 :(
Already done. =)

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Player Great Green God
Character Devil-Hunter Kraww
PFS # 139009-19
Faction Silver Crusade
Day Job Devil-Hunter (pays less than a job in education)
But...
Kraww's war journal. Day forty-seven: 1d20 + 1 ⇒ (2) + 1 = 3 Met a girl with beautiful plumage. She tried to kill me.
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Looks good to me. Thanks for running and thanks everyone else for playing and thanks for the nifty animal companion Kraww might be riding in days to come in his endless quest to slay demons, devils, oni, undead and other evil spirits.
Might feather Kraww's nest with the braid too.