PFS The Waking Rune: Hard Mode (Inactive)

Game Master Matthais777

The Waking Rune Map


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Plunder and Peril Ship 1 Plunder and Peril Ship 2

Alright everybody, you know the drill!

Player:
Character:
PFS #
Faction:
Day Job:
Slow Track or Normal:
Played before or no?:

Things I should Know about ahead of time: AKA things like trap sense, weird automatic abilities, oddball saves I should be aware of, ect.

Your character isn't "Locked" until ya post a intro in the gameplay thread, so feel free to change up until we actually start.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

Player: Abraham Z.
Character: Sir Mr. Proudefeets
PFS #: 100198-4
Faction: Liberty's Edge
Day Job: no, but will check one box on a Treasure Map in lieu of day job roll.
Normal track
Have NOT played/GM'ed before

Things to know:
* Rallying armor gives allies within 30' a +6 morale bonus vs fear
* Always acts in the surprise round

I have some gold to spend and some updates to make to my profile, but should be ready in a day or two.

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Player: Steven Johnson
Character: Vos Alavane
PFS # 26225-10
Faction: Sovereign Court
Day Job: Never have, never will.
Slow Track or Normal: Normal
Played before or no?: Yes

I have well-versed, so I get a +4 bonus to saves vs. sonic-based effects.

I can make untrained skill checks on every skill.

I have lingering performance, so I will be activating my performance every third round.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Hi GM Starson and Team Pathfinder!

Looking forward to putting my life in your hands! ;)

I would like to purchase a second potion of fly (2 PP) and a scroll of freedom of movement before we begin if that’s OK, GM Starson.

I am tossing up a third purchase as well, that I will let you know about before we leave the briefing.

To business!

Character: Eadie Navhelan
PFS # 69095-3
Faction: Scarab Sages
Day Job: Take 10 Profession (scrivener): 10 + 6 = 16 (10 gp)
Slow Track or Normal: Normal
Played before or no?: Haven’t played, read or run.

Things to know: Nothing much really. Eadie is a vanilla two-handed fighter build, whose SOP is to hit things.

She has a four leaf clover which lets her add a +2 luck bonus to saves 3/day and is considering getting a lucky horseshoe which adds a continuous +1 luck bonus to saves, PLUS an additional +3 1/day.

(I realize the luck bonuses don’t stack between the items)

She is also fond of applying an oil of bless weapon to her blade to auto-confirm crits against evil things.

★ --- ★ --- ★

Unfinalized team appears to be:

Sir Mr. Proudefeets: Mounted melee 10
Vos Alavane: Bard 10
Yazdan Al-Ashraf: Necromancer 10
Rognak: Wizard 11
Jurin the Cold-blade: Archer 10
Eadie Navhelan: Melee 10

This line-up looks pretty solid on virtual paper.

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Player: Matt Hill
Character: Yazdan al-Ashraf
PFS # 103843-18
Faction: Scarab Sages
Day Job: none
Slow Track or Normal: Slow
Played before or no?: Played on normal, also GMed it. I'm using a GM* to replay this session.

Things I should Know about ahead of time: AKA things like trap sense, weird automatic abilities, oddball saves I should be aware of, ect.

If no one else in the party has trap sense I will probably be having Nancy, my Lyrakien Azata familiar UMD scrolls of Find Traps on herself, and I'll cast an extended Aram Zey's Focus on her. Nancy has constant Detect Magic, Detect Evil, and Freedom of Movement. She also has Truespeech. And two bandoliers full of wands and scrolls to UMD.

She and I both have ioun torches with Heightened Continual Flame (5th level, cast by me, which I can make for others if desired, BTW). I have blindsight at 10' (living and undead only).

I'll be good and ready to immediate-action-cast Emergency Force Sphere if I'm in an area of bad stuff happening.

I think that's about it re: things you should know.

Your character isn't "Locked" until ya post a intro in the gameplay thread, so feel free to change up until we actually start.

Good to know; I haven't played this guy in a while and he just got an AP chronicle, so I need to make a shopping list. Also I'd like to coordinate spells with Rognak, the other wizard in our party.

Dark Archive

Male Half-Orc Wizard (Spell Sage) 12. 82/82 HP AC 19 T19 FF18 F+10/R+9/W+12 init +7, Perception +12

Player:Ed Birnbryer
Character:Rognak (of the Quadruple deaths)
PFS #66136-3
Faction:Dark Archive
Day Job:Alchemy: 1d20 + 23 ⇒ (7) + 23 = 30
Slow Track or Normal:Normal
Played before or no?:No
Special:Rognak is a Spell Sage wizard so he has no school or arcane bond but at this point, twice a day he can cast a spell 4 caster levels higher and can also convert two of his spells of the same level to cast a Bard, Cleric or Druid spell of the same level. He has a Varsian tattoo (Evocation) so he cast those spells at +1 Cl, and has Spell specialization (Chain Lighting, +2 CL) so if need be, he can cast Chain Lightning at CL 18. I also have 9 uses of Amateur Investigator for Knowledge checks and a small sliver of Mythic power so if needed, my Initiative would be 27 for one battle.

I was thinking the same thing Yazdan and wanted to see your spell list to do some swapping.

Dark Archive

Male Half-Orc Wizard (Spell Sage) 12. 82/82 HP AC 19 T19 FF18 F+10/R+9/W+12 init +7, Perception +12

And I have the Service brand for this adventure.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

I have just played high tier Race for the Runecarved Key and Salvation of the Sages with Eadie, and found prior preparation to be a must for succeeding with both of them.

Eadie’s MO in Runecarved Key was keeping the enemy off the arcane casters/archers and then mopping them up once they’d been softened up/battlefield controlled/debuffed. I envisage a similar role for her with this group.

Yay! Yazdan’s heightened continual flames should fix any darkness problems we run into.

I have a scroll of anti-incorporeal shell for helping with incorp undead. Can anyone cast that spell from a scroll?

Vos, you appear to have quite the healing arsenal. Eadie has two CLW wands holding 41 charges total, which she is happy to contribute to the cause. Do you think we have enough?

Guys, do we have/need any restoration magic?

The other spell I have found useful is life bubble (great for dealing with cloudkills). Does anyone have/able to cast this spell?

Otherwise, I’m thinking saving throw boosts will be a must for this one. Thoughts?

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Okay, mine and Nancy's stat blocks on my profile are both current. I intend tomorrow to transfer many scrolls to Nancy's inventory, and also make a list of my "check this box/cross this off" chronicle boons (I have it in handwritten form but I'm new to [and enjoying] PbP).

EDIT: I need to triple-check all my passive situational bonuses from chronicles. I'll get those added ASAP as well.

Rognak, I've only chosen a few spells for the moment, based on my specialties. I oppose Abjuration and Enchantment. The biggie of those is Dispel Magic. Looks like our good Bard Vos can cover Dispel Magic and Haste. Show me what your preferred daily prep list looks like and I'll tailor mine around yours. I also have Fast Study, so I usually leave one slot of each level open. Here's my book, so we can trade later if you'd like (it's a copy/paste big wall of text from Hero Lab; I at least quickly cut out the cantrips):

Yazdan's Spell Book:
Yazdan al-Ashraf, Necromancer 10 – Spells in Spellbook

Burning Hands
School: evocation / fire elemental [fire]; Components: V, S; Casting Time: 1 action; Range: 15 ft.; Area: cone-shaped burst; Duration: instantaneous; Save: DC 18 Reflex half; Resistance: yes
1d4/level fire damage (max 5d4).
Color Spray
School: illusion (pattern) [mind-affecting]; Components: V, S, M (red, yellow, and blue powder or colored sand); Casting Time: 1 action; Range: 15 ft.; Area: cone-shaped burst; Duration: instantaneous; see text; Save: DC 18 Will negates; Resistance: yes
Knocks unconscious, blinds, and/or stuns weak creatures.
1
1
Heightened Awareness 1
School: divination; Components: V, M/DF (a coffee bean); Casting Time: 1 action; Range: personal; Target: you; Duration: 10 minutes/level (D)
Your recall and ability to process information improve.
Hydraulic Push 1
School: evocation / water elemental [water]; Components: V, S; Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one creature or object; Duration: instantaneous; Save: none; Resistance: yes
Wave of water bull rushes an enemy.
Mage Armor 1
School: conjuration (creation) [force]; Components: V, S, F (a piece of cured leather); Casting Time: 1 action; Range: touch; Target: creature touched; Duration: 1 hour/level (D); Save: Will negates (harmless); Resistance: no
Gives subject +4 armor bonus.
Magic Missile 1
School: evocation / aether elemental [force]; Components: V, S; Casting Time: 1 action; Range: medium (100 + 10 ft./level); Target: up to five creatures, no two of which can be more than 15 ft. apart; Duration: instantaneous; Save: none; Resistance: yes
1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mount 1
School: conjuration (summoning); Components: V, S, M (a bit of horse hair); Casting Time: 1 round; Range: close (25 + 5 ft./2 levels); Effect: one mount; Duration: 2 hours/level (D); Save: none; Resistance: no Summons riding horse for 2 hours/level.
Obscuring Mist 1
School: conjuration / water elemental (creation); Components: V, S; Casting Time: 1 action; Range: 20 ft.; Effect: cloud spreads in 20-ft. radius from you, 20 ft. high; Duration: 1 min./level (D); Save: none; Resistance: no
Fog surrounds you.
Ray of Enfeeblement 1
School: necromancy; Components: V, S; Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Effect: ray; Duration: 1 round/level; Save: DC 19 Fortitude half; Resistance: yes
Ray causes 1d6 Str penalty + 1 per 2 levels.
Vanish 1
School: illusion (glamer); Components: V, S; Casting Time: 1 action; Range: touch; Target: creature touched; Duration: 1 round/level (up to 5 rounds) (D); Save: DC 18 Will negates (harmless); Resistance: yes (harmless)
As invisibility for 1 round/level (5 max).
Aram Zey’s Focus 2
School: divination; Components: V, S, F (masterwork theives' tools worth 100 gp); Casting Time: 1 action; Range: personal; Target: you; Duration: 1 minute/level (D); Save: n/A; Resistance: no
Gain trapfinding or else add a bonus to disable device. Can reroll a check if fail.
Burning Gaze 2
School: evocation / fire elemental [fire]; Components: V, S, M/DF (eye of a mundane salamander); Casting Time: 1 action; Range: personal; Target: you; Duration: 1 round/level; Save: DC 19 Fortitude negates (see text); Resistance: yes
Inflict 1d6 fire damage to creature by looking at it.
Comprehend Languages 1
School: divination; Components: V, S, M/DF (pinch of soot and salt); Casting Time: 1 action; Range: personal; Target: you; Duration: 10 min. /level
You understand all spoken and written languages.
Disguise Self
School: illusion (glamer); Components: V, S; Casting Time: 1 action; Range: personal; Target: you; Duration: 10 min./level (D)
Changes your appearance.
Ear-Piercing Scream
School: evocation [sonic]; Components: V, S; Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one creature; Duration: instantaneous; see text; Save: DC 18 Fortitude partial (see text); Resistance: yes
Deal sonic damage and daze target.
1
1
Enlarge Person 1
School: transmutation; Components: V, S, M (powdered iron); Casting Time: 1 round; Range: close (25 + 5 ft./2 levels); Target: one humanoid creature; Duration: 1 min./level (D); Save: DC 18 Fortitude negates; Resistance: yes
Humanoid creature doubles in size.
Expeditious Retreat 1
School: transmutation; Components: V, S; Casting Time: 1 action; Range: personal; Target: you; Duration: 1 min./level (D)
Your base speed increases by 30 ft.
Feather Fall
1
School: transmutation / air elemental; Components: V; Casting Time: 1 immediate action; Range: close (25 + 5 ft./2 levels); Target: one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart; Duration: until landing or 1 round/level; Save: Will negates (harmless) or Will negates (object); Resistance: yes (object) Objects or creatures fall slowly.
Glue Seal 1
School: conjuration (creation); Components: V, S; Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one object or one 5-ft. square; Duration: 1 minute/level (D); Save: see text; Resistance: no Makes one 5-ft.-square or one object sticky.
Grease 1
School: conjuration / earth elemental (creation); Components: V, S, M (butter); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one object or 10-ft. square; Duration: 1 min./level (D); Save: see text; Resistance: no
Makes 10-ft. square or one object slippery.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

School: necromancy; Components: V, S, M (a drop of blood); Casting Time: 1 action; Range: personal; Target: you; Duration: 1 hour/level or until discharged; see text
Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch
2
Yazdan al-Ashraf, Necromancer 10 – Spells in Spellbook
Command Undead 2
School: necromancy; Components: V, S, M (a shred of raw meat and a splinter of bone); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one undead creature; Duration: 1 day/level; Save: DC 20 Will negates; see text; Resistance: yes
Undead creature obeys your commands.
Continual Flame 2
School: evocation / void elemental [light]; Components: V, S, M (ruby dust worth 50 gp); Casting Time: 1 action; Range: touch; Target: object touched; Effect: magical, heatless flame; Duration: permanent; Save: none; Resistance: no
Makes a permanent, heatless light.
Create Pit 2
School: conjuration / earth elemental (creation); Components: V, S, F (miniature shovel worth 10 gp); Casting Time: 1 action; Range: medium (100 + 10 ft./level); Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels; Duration: 1 round + 1 round/level; Save: DC 19 Reflex negates; Resistance: no
Creates an extradimensional pit.
False Life 2
Pyrotechnics 2
School: transmutation / fire elemental; Components: V, S, M (one fire source); Casting Time: 1 action; Range: long (400 + 40 ft./level); Target: one fire source, up to a 20-ft. cube; Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text; Save: DC 19 Will negates or Fortitude negates; see text; Resistance: yes or no; see text Turns fire into blinding light or thick smoke.
Stone Call 2
School: conjuration / earth elemental (creation) [earth]; Components: V, S, DF; Casting Time: 1 action; Range: medium (100 + 10 ft./level); Area: cylinder (40-ft. radius, 20 ft. high); Duration: 1 round/level; Save: none; Resistance: no
2d6 damage to all creatures in area.
Animate Dead, Lesser 3
School: necromancy [evil]; Components: V, S, M; Casting Time: 1 action; Range: touch; Target: one corpse; Duration: instantaneous; Save: none; Resistance: no
Create one skeleton or zombie.
Aqueous Orb 3
School: conjuration / water elemental (creation) [water]; Components: V, S, M (a drop of water and a glass bead); Casting Time: 1 action; Range: medium (100 + 10 ft./level); Effect: 10-ft.-diameter sphere; Duration: 1 round/level; Save: DC 20 Reflex negates; Resistance: no
Creates rolling sphere of water.
Daylight 3
School: evocation [light]; Components: V, S; Casting Time: 1 action; Range: touch; Target: object touched; Duration: 10 min./level (D); Save: none; Resistance: no
60-ft. radius of bright light.
Dispel Magic 3
School: abjuration / void elemental; Components: V, S; Casting Time: 1 action; Range: medium (100 + 10 ft./level); Target: one spellcaster, creature, or object; Duration: instantaneous; Save: none; Resistance: no Cancels one magical spell or effect.
Fly 3
School: transmutation / air elemental; Components: V, S, F (a wing feather); Casting Time: 1 action; Range: touch; Target: creature touched; Duration: 1 min./level; Save: Will negates (harmless); Resistance: yes (harmless)
Subject flies at speed of 60 ft.
Haste 3
School: transmutation; Components: V, S, M (a shaving of licorice root); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one creature/level, no two of which can be more than 30 ft. apart; Duration: 1 round/level; Save: Fortitude negates (harmless); Resistance: yes (harmless)
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Ray of Exhaustion 3
School: necromancy; Components: V, S, M (a drop of sweat); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Effect: ray; Duration: 1 min./level; Save: DC 21 Fortitude partial; see text; Resistance: yes
Ray makes subject exhausted.
Slow 3
School: transmutation; Components: V, S, M (a drop of molasses); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one creature/level, no two of which can be more than 30 ft. apart; Duration: 1 round/level; Save: DC 20 Will negates; Resistance: yes
One subject/level takes only one action/round, -1 to AC, Reflex saves, and attack rolls.
School: necromancy; Components: V, S, M (cloth from a ghoul or earth from a ghoul's lair); Casting Time: 1 action; Range: touch; Target: living humanoid touched; Duration: 1d6+2 rounds; Save: DC 20 Fortitude negates; Resistance: yes
Paralyzes one subject, which exudes stench that makes those nearby sickened.
Glitterdust 2
School: conjuration / earth elemental / metal elemental (creation); Components: V, S, M (ground mica); Casting Time: 1 action; Range: medium (100 + 10 ft./level); Area: creatures and objects within 10-ft.- radius spread; Duration: 1 round/level; Save: DC 19 Will negates (blinding only); Resistance: no; see text
Blinds creatures, outlines invisible creatures.
Invisibility 2
School: illusion / void elemental (glamer); Components: V, S, M/DF (an eyelash encased in gum arabic); Casting Time: 1 action; Range: personal or touch; Target: you or a creature or object weighing no more than 100 lbs./level; Duration: 1 min./level (D); Save: Will negates (harmless) or Will negates (harmless, object); Resistance: yes (harmless) or yes (harmless, object)
Subject is invisible for 1 min./level or until it attacks.
Levitate 2
School: transmutation / air elemental; Components: V, S, F (a leather loop or golden wire bent into a cup shape); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: you or one willing creature or one object (total weight up to 100 lbs./level); Duration: 1 min./level (D); Save: none; Resistance: no
Subject moves up and down at your direction.
Lipstitch 2
School: necromancy; Components: S, M (a bone needle and sinew thread); Casting Time: 1 action; Range: close (25 ft. + 5 ft./2 levels); Target: one creature; Duration: instantaneous; Save: DC 20 Fortitude negates; Resistance: yes
Sew target's mouth closed, preventing bite attacks and speech.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vampiric Touch 3
School: necromancy; Components: V, S; Casting Time: 1 action; Range: touch; Target: living creature touched; Duration: instantaneous/1 hour; see text; Save: none; Resistance: yes
Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Animate Dead 4
School: necromancy [evil]; Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead); Casting Time: 1 action; Range: touch; Target: one or more corpses touched; Duration: instantaneous; Save: none; Resistance: no
Creates undead skeletons and zombies out of corpses.
Bestow Curse 4
School: necromancy; Components: V, S; Casting Time: 1 action; Range: touch; Target: creature touched; Duration: permanent; Save: DC 22 Will negates; Resistance: yes
-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black Tentacles 4
School: conjuration (creation); Components: V, S, M (octopus or squid tentacle); Casting Time: 1 action; Range: medium (100 + 10 ft./level); Area: 20-ft.-radius spread; Duration: 1 round/level (D); Save: none; Resistance: no
Tentacles grapple all creatures within a 20-ft. spread.
Boneshatter 4
School: necromancy (necrophagy); Components: V, S, M (a broken bone); Casting Time: 1 action; Range: close (25 ft. + 5 ft./2 levels); Target: one corporeal creature or object; Duration: instantaneous and 1 minute/level (see text); Save: DC 22 Fortitude partial (see text); Resistance: yes
Target's bones splinter dealing 1d6 damage per caster level (max. 15d6). Target becomes exhausted. Successful save halves damage and causes fatigue instead. Objects made of bone, chitin, or similar material take +50% damage from this spell.
Death Knell Aura 4
School: necromancy [death, evil]; Components: V, S; Casting Time: 1 action; Range: 20 ft; Area: 20-ft.-radius emanation, centered on you; Duration: 1 round/level (D); Save: DC 22 Will negates; Resistance: yes Creatures in aura at negative hp die, granting you effects of death knell.
Dimension Door 4
School: conjuration (teleportation); Components: V; Casting Time: 1 action; Range: long (400 + 40 ft./level); Target: you and touched objects or other touched willing creatures; Duration: instantaneous; Save: none and Will negates (object); Resistance: no and yes (object)
Teleports you a short distance.
Emergency Force Sphere 4
School: evocation [force]; Components: V; Casting Time: Immediate; Range: 5 ft.; Effect: 5-ft.-radius hemisphere of force centered on you; Duration: 1 round/level (D); Save: none; Resistance: no
Quickly create dome to protect from incoming danger.
Enervation 4
School: necromancy; Components: V, S; Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Effect: ray of negative energy; Duration: instantaneous; Save: none; Resistance: yes
Subject gains 1d4 negative levels.
Fleshworm Infestation 4
School: conjuration (summoning) [evil]; Components: V, S; Casting Time: 1 action; Range: touch; Target: creature touched; Duration: 1 round/level (D); Save: DC 21 Fortitude partial (see text); Resistance: yes Worms deal hp and Dex damage.
Hero Lab and the Hero Lab logo are Registered Trademarks Pathfinder® and associated marks and logos are
Wall of Blindness/Deafness 4
School: necromancy; Components: V, S; Casting Time: 1 action; Range: medium (100 + 10 ft./level); Effect: translucent wall 20 ft. long/level or a translucent ring with a radius of up to 5 ft./two levels; either form 20 ft. high; Duration: concentration + 1 round/level; Save: DC 22 Fortitude negates; Resistance: yes
Creatures that pass through a translucent wall are blinded or deafened.
Cloudkill 5
School: conjuration / water elemental (creation); Components: V, S; Casting Time: 1 action; Range: medium (100 + 10 ft./level); Effect: cloud spreads in 20-ft. radius, 20 ft. high; Duration: 1 min./level; Save: DC 22 Fortitude partial; see text; Resistance: no
Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Dismissal 5
School: abjuration; Components: V, S, DF; Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one extraplanar creature; Duration: instantaneous; Save: DC 22 Will negates; see text; Resistance: yes
Forces a creature to return to its native plane.
Icy Prison 5
School: evocation / water elemental [cold]; Components: V, S; Casting Time: 1 action; Range: medium (100 + 10 ft./level); Target: one creature; Duration: 1 minute/level; see text; Save: DC 22 Reflex partial; Resistance: yes
Thick ice holds and damages the target.
Overland Flight 5
School: transmutation / air elemental; Components: V, S; Casting Time: 1 action; Range: personal; Target: you; Duration: 1 hour/level; Save: Will negates (harmless); Resistance: yes (harmless)
You fly at a speed of 40 ft. and can hustle over long distances.
Possession 5
School: necromancy; Components: V, S; Casting Time: 1 action; Range: medium (100 + 10 ft./level); Target: one creature; Duration: 1 hour/level (D); Save: DC 23 Will negates; Resistance: yes
You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.
If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.
As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead.
of LWD Technology, Inc. Free download at http://www.wolflair.com trademarks of Paizo Inc.®, and are used under license.
Yazdan al-Ashraf, Necromancer 10 – Spells in Spellbook

Yazdan al-Ashraf, Necromancer 10 – Spells in Spellbook
Suffocation 5
School: necromancy / air elemental; Components: V, S, M (a vial containing a bit of the caster's breath); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one living creature; Duration: 3 rounds; Save: DC 23 Fortitude partial; Resistance: yes
Target quickly suffocates to death.
Teleport 5
School: conjuration / void elemental (teleportation); Components: V; Casting Time: 1 action; Range: personal Touch; Target: you and touched objects or other touched willing creatures; Duration: instantaneous; Save: none and Will negates (object); Resistance: no and yes (object)
Instantly transports you as far as 100 miles per level.
Wall of Stone 5
School: conjuration / earth elemental (creation) [earth]; Components: V, S, M/DF (a small block of granite); Casting Time: 1 action; Range: medium (100 + 10 ft./level); Effect: stone wall whose area is up to one 5- ft. square/level (S); Duration: instantaneous; Save: see text; Resistance: no
Creates a stone wall that can be shaped.
Waves of Fatigue 5
School: necromancy; Components: V, S; Casting Time: 1 action; Range: 30 ft.; Area: cone-shaped burst; Duration: instantaneous; Save: none; Resistance: yes
Several targets become fatigued.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Eadie, any incorporeal undead should soon fall under my control, so save that nice scroll. Looks like Rognak has access to Cleric spells, which would include Restoration. Your Life Bubble scroll is on the wizard list. And if anyone else has scroll needs of a more urgent (1 round/level) nature, Nancy is no slouch at UMD.

OH and Nancy can commune with Desna before we go in. As I've played and GMed this adventure, I think it's most fair to ask the rest of the party if they have any questions that could be answered by the divine. 6 questions. We can RP those but I wanted to mention it here.

Dark Archive

Male Half-Orc Wizard (Spell Sage) 12. 82/82 HP AC 19 T19 FF18 F+10/R+9/W+12 init +7, Perception +12
Yazdan al-Ashraf wrote:


Rognak, I've only chosen a few spells for the moment, based on my specialties. I oppose Abjuration and Enchantment. The biggie of those is Dispel Magic. Looks like our good Bard Vos can cover Dispel Magic and Haste. Show me what your preferred daily prep list looks like and I'll tailor mine around yours. I also have Fast Study, so I usually leave one slot of each level open. Here's my book, so we can trade later if you'd like (it's a copy/paste big wall of text from Hero Lab; I at least quickly cut out the cantrips):
** spoiler omitted **...

No opposed schools here but tend to be heavy in Evocation spells and I also do the same with the Fast Study/Open slots trick. My daily spell list is pretty much what is posted on the character sheet. And yes, I would love to trade.

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

I have Glitterdust as my Preferred Spell choice if you'd rather prep something else. And I think Vos can cover Haste.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

I still need to update my PbP profile to level 10 and I've got some purchases to make - will post here again when I've done so.

Re strategy, Mr. P and Griff can do much more when they can charge and ride by, rather than standing on the frontlines (and with flying and wheeling charge they can do so reasonably often depending on terrain). For that reason, it may be helpful if some of the casters can add some summoned beasties to assist our fighter on the frontlines. Otherwise, it sounds like we really only have 1 character to stand toe to toe with the baddies.

Also, before I make my purchases it would be helpful to know if there are any particular buffs that the casters anticipate using. Haste actually isn't as useful to Mr. P as it is for many martials because he's at his best when he's making a single charge attack (but of course I won't say no if it's happening anyway, and I imagine it's very helpful to our fighter). My weapon, armor, and shield are all currently only +1 so I'm thinking about upgrading but may hold off if anyone has Greater Magic Weapon and/or Magic Vestment. Anything else that

Also, how are we set for in-combat healing/status removal? Although Mr. P can channel, it's only as a 6th level Paladin (i.e. only 3d6) and he doesn't have selective channel.

Do we have any archers? If so, Mr. P gives you 12 pheremone arrows to use if you can fit them into your routine (they're helpful for the Griffon's attacks).

Mr. P gives a continuous +6 morale bonus vs fear to anyone within 30 feet.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Mr. P, do what you need to do to keep that damage coming. ☺

While Eadie can do decent damage by standing her ground full attacking, I suspect she will be slashing and moving a fair bit in this game to keep the heavies away from the casters/archer.

This was kinda the case in her Runecarved Key game (played with 3 arcane casters + healer cleric + paladin archer). After the first fight, we worked out what everyone did and set about playing to the party’s strengths to smack around the enemy.

Worked out pretty well.

Yazdan, thanks for the note about incorporeal undead! I have decided to sell the anti-incorporeal shell scroll to afford:

• scroll of life bubble (handy spell and the duration can be shared equally amongst the entire party), and
lucky horeshoe, to boost the fighter’s saves

Dark Archive

Male Half-Orc Wizard (Spell Sage) 12. 82/82 HP AC 19 T19 FF18 F+10/R+9/W+12 init +7, Perception +12

Do you all think we might have an issue dealing with DR or Elementals? I have access to a +3 Keen Adamantine Heavy Pick that I can acquire for one adventure.

8-13:
Fossilbright

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

In Eadie’s case, she is pretty specialized for crit hitting and damage output with her +2 adamantine falchion, Rognak.

She has backup cold iron + silver weapons and access to oils of bless weapon, so should be OK with most DR.

Elementals are always painful because of their DR/-

Probably the best way to deal with them is with an Archer/Sir Mr. P/Eadie massive damage alpha strike.

Gotta admit, high level spell casters and failing saves is what I’m most concerned about. Any advice regarding that or ways of stopping them getting their spells off in the first place, would be welcome! :)

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Sir Mr, I am not at all specialized for summoning but I am very much specialized for animating recently-deceased beasties. I even have a cool item that'll allow me to add the advanced simple template to an undead creature I animate. So if we defeat something that looks like a good candidate, I'm sure I'll animate it (not sure how the Paladin in you feels about that but we can figure it out in RP. Mechanically, it'll be good for the party). If we have an opportunity to shop before we head to Krune's lair, maybe I'll buy a scroll of SMVI.

Nancy has a big pile of support scrolls to UMD. Greater Magic Weapon and Magic Vestment aren't among them but maybe I can afford them; I'll check. Nancy has all the important "Remove X condition" scrolls. Not as good as a real Cleric of course, but better than nothing. And as Rognak has noted, he can spontaneously cast Cleric spells. As far as in-combat healing... I went through my "cross this boon off when you use it" stuff today and I have access to a 6d6 channel. Other than that, we seem sparse. Nancy has First Aid Gloves. I have several chronicles with limit 1/partially charged wands of Cure Moderate; maybe I'll buy one of those for emergencies as well. I'll try to make sure Nancy has a scroll for every bad occurrence.

Regarding in-combat buffs: looks like Vos has all the good Bard usuals. I'm more of a debuffer and Rognak is mainly a blaster from what I can tell, but we wizards can be versatile. I'd say only count on the Bard buffs being up every fight. I have 2 scrolls of Displacement. Looks like we tentatively have an archer called Jurin who hasn't weighed in yet who could use your pheremone arrows. I hope they are with us because high-sub tier hard-mode with 5 PCs is like the hardest of hard modes.

Eadie, ranged PCs readying to hit casters with something really hard when they start casting is the best way to prevent enemy casters from getting spells off, so that's not in your area of expertise. Or a good counter-speller, but that's not me or Rognak. Hard-hitters who can ready a charge/pounce-type thing is nice and also very rare; doesn't look like we have that in our party make-up either. Let's all make sure our Cloaks of Resistance are up to our affordable max, and buy a Cracked Pale Green Prism Ioun Stone for the competence bonus, if we can afford that as well. Always a good choice between upgrading from +3 to +4 on the cloak.

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25
Eadie Navhelan wrote:
Vos, you appear to have quite the healing arsenal. Eadie has two CLW wands holding 41 charges total, which she is happy to contribute to the cause. Do you think we have enough?

I mostly have them because they were interesting short charge or increased caster wands I could get on the cheap. Vos has 2 wands of lesser restoration, but they aren't fully charged, so I would like to use those sparingly. That being said, This is likely going to be Vos' last adventure, so I would like him to go out with a bang!

As far as healing out of combat goes, I'm going to assume that everyone has wands of their own for me to use on them during downtime. If not, I would recommend at least a wand of cure light wounds, which is only 2 PA.

And yes, I will be hasting (probably in every combat).

I would not need lifebubble; I have a necklace of adaptation.

As far as adding to saves goes, your saves look pretty good Eadie; let me offer this piece of advice though:

make all your saves, and never get hit.

It's a lesson everyone can use.


The only down side with my casting cleric spells is that it takes a while so it is better doing those out of combat (1 full round per spell level).

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

If we all pitched in 483.34 gp we could get a scroll of Planar Ally and have a Movanic Deva join our cause in stopping Krune.

He was quite handy when another character of mine allied with him in All for Immortality pt 3 Hard Mode.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

I'm down with this idea, Yazdan.

Having a decoy second person to hold the frontline will help everyone.

If everyone agrees, I'll work out how to fit another 483.34gp under the salary cap ;)

Sovereign Court

Current Spells: Echolocation, Freedom of Movement, Heroism, Invisibility HP: 7 (100) | Fort: +13; Ref: +16; Will: +12 | AC: 30; T: 24; FF: 18 |Init +13 Spells/Day: 7 (8) / 5 (6) / 4 (6) / 0 (4) | Perform Rounds: 44 (50) | Bard Performance Save DC: 25

Unfortunately I don't have anything that I could contribute to either the scroll itself, or the summoned creature's payment.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

Mr. P is fine with contributing to a scroll/payment. @Yazdan, no need to buy scrolls of GMW or MV but thanks anyway.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'
Rognak wrote:

Do you all think we might have an issue dealing with DR or Elementals? I have access to a +3 Keen Adamantine Heavy Pick that I can acquire for one adventure.

** spoiler omitted **

This won't be helpful to me but thanks.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

Are we still waiting on one PC?

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

Mr. P picked up First Aid gloves.

Also, fyi, pretty sure you can’t ready to charge.

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

I'll have to double check my available funds, regarding the Deva. I forgot that the payment was in addition to the 1250 gp offering.

Yes, we haven't heard from Jurin the Cold Blade.

Normally you can't ready a charge, yes. But Rhino Charge gives you the ability to do so. There might be a few other weird ways. One of my buddies I play with locally was telling me about a game he was in where a PC animal companion and one of the baddies both had readied to charge each other.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

So what would the total charge be for the scroll and the payment? Mr. P is happy to contribute but his funds are getting a bit low so I should make sure I have enough.

That's interesting about Rhino Charge - hadn't seen that one. Raises an interesting rules question about whether, in the case of a mounted rider, do both the rider and the mount need the feat, or can you do it if either of them has it? I can imagine a lot of table variation on this one. In any case, it'll be a long time before either Mr. P or Griff can fit it in.

If there's no word from Jurin, I wonder if we should try to recruit a different sixth PC? Besides the ranged option that he would have brought, it seems like we could benefit especially from some divine caster type. Has anyone heard anything from him?

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Total cost for the Deva to join us is 4100. I have 5815 available. I'm willing to pitch in on the Deva, but I also want to triple-check that I've got all the consumables I want before we go in.

I definitely do not want to do this without a 6th. I agree a divine caster would round out this party.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

I'll send another message to Jurin. If not, we can try and recruit a 6th.


Female CG Lyrakien (Azata) familiar | HP 32/32 | AC 23 T 18 FF 17 | F: +6, R: +11, W: +12 | Perc: +23, SM: +5 | Speed 80' fly (perfect) | constant: detect evil, detect magic, freedom of movement, truespeech | Active: Cat's Grace, Heroism, Eagle's Splendor, Tap Inner Beauty 4/6

Got this profile set up; should help avoid confusion.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Hi guys, I have no character in tier but could play Shardra Shaman (Life) Iconic Level 7 with you if no one else signs up.

Liberty's Edge

Female NG Human Shaman 10 | HP 119/143 | AC 10 T 10 FF 10 | F: +15, R: +8, W: +15 | Init: +0 | Perc: +11| Speed 30ft | 6d6 5/6 | 7d6 5/6 |

I'd be happy to be your 6th. Do ya'll need a healer?

(I have a few character options in range) (I also have an earth kineticist 'tank')

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Hello, Oogachucka.

OK so, the current party is:

Sir Mr. Proudefeets: Mounted melee 10
Vos Alavane: Bard 10
Yazdan Al-Ashraf: Necromancer 10
Rognak: Wizard 11
Eadie Navhelan: Melee 10

We're lacking a divine caster. We have scrolls and Rognak can cast a few Cleric spells, but a divine full caster would probably be ideal.

Liberty's Edge

Female NG Human Shaman 10 | HP 119/143 | AC 10 T 10 FF 10 | F: +15, R: +8, W: +15 | Init: +0 | Perc: +11| Speed 30ft | 6d6 5/6 | 7d6 5/6 |

Sure, let me update this character and I'll be ready.

EDIT: Updated, also I do not have high hopes for this crew.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Good to have you Oogachucka. Look forward to you all dying horribly. :) Post in the gameplay thread with your intro, and we'll get this ball of horrible death rolling.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Guys, this strikes me as a test of nerve and faith in each other. I plan on giving it my all.

If my actions/dice roller/whatever dictates my PC dies –– so be it.

But if there is anything we need to spend now to help our chances, please let me know before we "Break the token"

Liberty's Edge

Female NG Human Shaman 10 | HP 119/143 | AC 10 T 10 FF 10 | F: +15, R: +8, W: +15 | Init: +0 | Perc: +11| Speed 30ft | 6d6 5/6 | 7d6 5/6 |

....Maybe my message came off as a bit harsh as will this one as well. I am sure ya'lls characters are cool and interesting, but this is hard mode waking rune. If your character is not something that you cringe at playing because it ruins games due to its sheer op'ness then we are likely to TPK. If you don't overtly or covertly apologize for your character's power level, we are likely to TPK. Again, I don't mean this as an insult to anyone or their characters, it is simply how hard mode and all of the Bonekeeps were designed. And, depending on how the GM prepared this, we may not even stand a chance regardless of our preparations. So mentally prepare yourselves.

All this being said, I swear to all of you that I will do my best to keep you up. If you run away from me, do something silly, or have a less powerful character, you will be prioritized lower in the resurrection queue. I will try to keep track of the damage on your characters and will post my track to the Discussion thread. If I have missed something please let me know.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

That's good enough for me ;)

Let's do this thing!

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

I am aware of the challenge here. I've GMed and played it. IF the GM strays from Krune's tactics as written, we're probably screwed no matter what. But that would go against the spirit of PFS, where you must run tactics as written.

I recently played through All for Immortality Hard Mode with one of my clerics. This PC went through the Gauntlet, which I guess is "kinda hard" with no problem as well. I am using a GM star to replay this on Hard Mode because I want to do all the Hard Mode scenarios before Pathfinder v2. I trust in my own system mastery enough to feel up to the challenge before us.

I need to triple-check my last-minute purchases, then I should be ready to break my token sometime this afternoon.

Dark Archive

Male Half-Orc Wizard (Spell Sage) 12. 82/82 HP AC 19 T19 FF18 F+10/R+9/W+12 init +7, Perception +12

Having never did "Hard Mode" before, what is the difference? Do you get more benefits or just bragging rights?

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

Did we ever make a decision about the scroll of Planar Ally? And if so, what was the total cost per PC? Just want to double-check my purchases before we get started.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'
Rognak wrote:
Having never did "Hard Mode" before, what is the difference? Do you get more benefits or just bragging rights?

I believe they are generally just bragging rights, though I don't know in this particular case since I've never played this one.

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Hard mode is just for bragging rights, although there’s a con boon from season 5 (I have it) that lets you recharge its use by completing hard mode scenarios.

I -think- I’ll buy the planar ally scroll and then anyone who wants can pitch in whatever they want. I just need to go over my ITS’s and consumables when I get a chunk of time. I’ll do that this afternoon.


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Yazdan al-Ashraf wrote:
IF the GM strays from Krune's tactics as written, we're probably screwed no matter what. But that would go against the spirit of PFS, where you must run tactics as written.

Luckily, I'm evil, not a jerk. :) I've read the GM help thread cover to cover on this one, and plan on following Krune's most diabolic tactics, tricks, and evil schemes as intended (We're so lucky in PFS to have the developers and writers chime in so often on stuff like that!). Frankly, he's much more fun to run that way, and I want you all to be able to brag that you beat Krune and MEAN it.


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Rognak wrote:
Having never did "Hard Mode" before, what is the difference? Do you get more benefits or just bragging rights?

Yup, Bragging rights. I've done a fair chunk of the hard mode stuff, and it's always worth the story.

Liberty's Edge

Male LG Halfling 10 (Paladin 6/Fighter 2/Monk 2) | HP 83/83 | AC 23 T 14 FF 20 (if Charge -2, if Smite +6) | CMB +11, CMD 23 (28 vs grapple) | F: +21 23 R: +16 19 (evasion) W: +15 17 | Init: +5 (always act in surprise round) | Perc: +5, SM: -1 | Speed 20ft (Mounted Fly 40ft) | Active: | Constant: +6 Aura of Courage 30'

Besides the First Aid gloves (4500) mentioned before, Mr. P also purchases a Cloak of Resistance +2 (4000) and two Pearls of Power I (2000). This leaves him 1261 gp and he is happy to contribute towards the Planar Ally.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none
Yazdan al-Ashraf wrote:
I -think- I’ll buy the planar ally scroll and then anyone who wants can pitch in whatever they want.

Thanks, Yazdan!

I'll also contribute to the planar ally scroll. Just let me know what the cost is.

I am on an overnight work trip, but have my tablet so posting will be no problem.

I may need some help moving Eadie's token on the map, if someone could please help out with that.

Scarab Sages

Male CG Human Necromancer 10 | HP 65/65+(false life 15) | AC 22 T 18 FF 18 | F: +12, R: +14, W: +12 | Init: +15 | Perc: +19, SM: +3 | Speed fly 40', | Active conditions: Mage Armor, False Life, Overland Flight, Heroism, Merge With Familiar, Heightened Awareness, Freedom of Movement, Cat's Grace, Life Bubble, Mirror Image: 2

Hey, just a heads-up: I'm leaving Thursday (tomorrow) evening after work for a weekend music festival with my family. I'll try to make time to check in once on Friday and Saturday, but I can't guarantee I will. I'll be back home Sunday.

Dark Archive

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Male Half-Orc Wizard (Spell Sage) 12. 82/82 HP AC 19 T19 FF18 F+10/R+9/W+12 init +7, Perception +12

I am glad I was not have any coffee in my mouth when I read the post.

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