
Tassira Vantyev |

Just waiting on the results of my attack before I move onto Tassira's Round 2 actions.
I've got another idea for how Tass could deal with the zombies now, thanks to my new sword...

Kariel, Oracle of Korada |
Summary of changes!
Mythic Tier One: Get
Route Chosen: Hierophant (I'm sure everyone saw that coming. XD)
Divine Surge: Inspired Spell
Path Ability: Legendary Item (1) - Item has not yet been obtained
Mythic Feat: Extra Mythic Power
Fairly straightforward overall. ^^ Now to go edit my profile...

Vigar Savage |

Congrats Kariel!! So far the only one not a Knight but went Mythic along with Vigar and Tassira.

Vigar Savage |

Those Zombies sure hit hard though. lol
Thank goodness for fast healing.

Rowan Mikalson |

Hmm...I'm the last hold out...I think I am going to wait a bit to become mythic. I have an idea, but it is not something I would really do in battle.

Vigar Savage |

It's fine Rowan, We can wait. Who knows your might be the most epic yet.
Tassira had a huge lightning bolt and a he-man moment.
Kariel out argued the voice.

GMGhost1776 |

As you guys have just leveled up to thrid level, I want to ask your opinions about what to do about our missing players. I've already had a PM from one you with a suggestion and it's not a bad one but I'm not sure that's the why I want to go.
The PM basicly suggested that I try to recruit people to take over the idenities of our missing players PC's not nessarcly everything exactly but try to get a couple of people to play a Krag (Dwarven Paladin) and a Marrovak (Half-Orc Hunter). This has the virture of keeping the backstory of the campaign intact.
Story wise I do like the idea but I worry about two things in particular. First what if our missing players come back sometime in the future and have a legitmate reason for being away? I know that scenerio happing is very unlikely but it is something that has me concerned (less and less concerned as more time goes by I admit.)
My second worry is getting people who are willing to play people with partialy fleshed out backgrounds and names. I always like to start with a clean slate when I start a new game as a player, I always avoid pre gen characters if at all possilbe, I find even a name annoying. Maybe that's just my own quirk but I do wonder if we could find people who would be willing to step into predefined idenities.
My plan would be to open recruiting asking for martial/skill types. New Pcs would almost certainly not have a tie in with the Alenkines but might to one of the other great houses. I think there is a lot of things that could be done background wise with out making any new PCs related to the Professor.
Going with this plan would see the 'orphan' Pc's beoming Npc's and being left somewhere (probably) Khorfe where they do can do plot related stuff 'off screen' that needs to be done but not by Pc's.
I really haven't made up my mind, but I'll need to make a decision soon and would be grateful for your input.

Tassira Vantyev |

We could have someone take over Hiriako…
She does have ties to 2 of the PCs already, after all.
Anyway:
"Another level. I still have a long way to go…"
+7 HP (+6 Class, +1 CON)
+8 Skill Pts (+2 Class, +2 Bonus, +1 Skilled, +3 Intelligence)
+2 Skill Pts from Level 2 I forgot to add (+2 Bonus)
+1 Cantrip (Favored Class Bonus: Disrupt Undead)
+1 Level 1 Spell/Day and New Level 1 Spell: Magic Missile
New Bloodline Power!: Stormchild
New Bloodline Spell!: Shocking Grasp
New Feat: Combat Casting
+1 Fortitude Save, +1 Reflex Save
Skill Allocation: +1 Diplomacy, +1 Fly, +1 Knowledge (Nature), +1 Intimidate, +3 Knowledge (Local), +1 Spellcraft
Level 2 Bonus Skill Allocation: +2 Knowledge (Religion)

Vigar Savage |

My take would be to have the new PCs be someone the professor knew but didn't reveal in order to have backups.
Getting new players to take over pre existing characters might not sit well with others. Though it might be for the best. I'm not sure where our players went and I'm hoping maybe a PM to them could find out what happened. I feel that if they're leaving a game, they should at least have left notice or something.
Having new PCs without any links might make them feel left out when the story is now so richly intertwined with us making non-alenkine PCs sorta redundant?
Shall we open a recruitment and see if anyone is willing to take over playing those chars?

Rowan Mikalson |

Well I think there is a mix of the two options here: While keeping to the same name and concept, there can be a lot of leeway in how a new player can rebuild the character. Marrovak could easily be a ranger, druid, shaman, or hunter and Krag could easily be thought of as a warpriest, cleric, or fighter without removing the character too much from the source material. History can be retooled a bit as well, as long as they keep to the "core" of the character. It may make it more palatable to new players coming in.

Walter das Sombras |

Not that I should be here, but I agree with Rowan, meaning that you can keep the label of the character (aka name and race) but still change the character completely, adding your personal flavor to it.
In a campaign like this one, where there's a lot of backstory to uncover and another 10 players acting together in different fronts, might not be so hard to find someone who's willing to take the mantle.
Anyway, Marrovak stopped posting here 60 days ago, but he have posts as far as 45 days ago, meaning he stopped being present in this campaign 15 days before disappearing from the boards. It might be interesting to try to recruit someone for his spot, and give more time to Kraig's player, who gave a reason for being absent for a while.
My point of view, at least ^_^

Vigar Savage |

I like Rowan's suggestion and I think that Walter's Idea is good as well.

Kariel, Oracle of Korada |
Level Summary:
New HP: 8 (Class) + 2 (CON)
Favored Bonus: +1 Skill Point
New Revelation: Moonlight Bridge
New Spell: Obscuring Mist (1st level)
Skills:
-Diplomacy: +1
-Fly: +1
-Knowledge (Planes): +1
-Knowledge (Religion): +1
-Perception: +1
-Perform (Sing): +2
-Sense Motive: +1
-Use Magic Device: +1
Feat: Persuasive
I'll update the alias soon. Gotta do some other stuff first. XD
On the subject of people returning: I think they'll understand if their characters were given to someone else to play - this is a campaign where simply rolling in new characters is a little tougher than normal, after all.
As for predefined identities, there are plenty of people who are okay with that - though it does help to offer a bit of leeway for them, like "for plot reasons, we need someone in this general area, but I'm happy to work out specifics on an individual basis".

Vigar Savage |

Away at work. Will be back by Monday. AM too tired to post anything.

Vigar Savage |

Not a problem. Vigar's busy filling in graves.

Kariel, Oracle of Korada |
@GM: Kobold Press' Deep Magic is apparently shipping soon, and should have quite a few interesting spell choices... depending on what the contents actually are, would you be willing to approve spells from that book on a case-by-case basis for this campaign?
(I might want to tweak that staff we talked about, too, if any of the new spells seem more suitable for its theme.)

Kariel, Oracle of Korada |
Oh, yeah, it's all kinds of awesome. XD The content is all over the place, as expected, but there are options for many different caster types. I probably won't consider more than a small handful for Kariel, though - she has a fairly tight character theme.
I did find a few that Tassira might like, though. ^^

Kariel, Oracle of Korada |
Mm-hmm. ^^ Elemental spells have a pretty good selection here.
School evocation [electricity]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft. / 2 levels)
Target creature or object
Duration instantaneous
Saving Throw Fortitude partial; SR yes
A palm-sized translucent sphere with a black core
shoots forward. You must succeed on a ranged touch
attack to hit your target. If it hits, the sphere inflicts 2d6
hp electrical damage + 1d6 for every two caster levels
beyond third.
A creature struck by the sphere is also stunned for 1
round plus an additional round per three caster levels as
electricity courses through it. On a critical hit, the target
is initially stunned for 2 rounds plus the additional round
per three caster levels.
A successful Fortitude save negates the stunned
condition, but it does not reduce the damage.
School necromancy [electricity]; Level sorcerer/wizard
3, witch 3
Casting Time 1 standard action
Components V, S
Range personal
Target one creature
Duration 1 round/level (D, maximum 10 rounds)
Saving Throw Fortitude partial (see text); SR yes
With a glance, you cause every muscle in the target’s
body to contract and relax in violent waves.
The target takes 1d6 hp nonlethal electricity damage,
loses the ability to speak coherently, and drops anything
it is holding unless it makes a Fortitude save. Spellcasters
can attempt spells with verbal components with a 50%
chance of spell failure; if the spell fails, it is lost.
If the Fortitude save is successful, the target takes
1d3 hp nonlethal electricity damage each round for the spell’s duration, but it can still talk and does not drop
held items.
If you actively concentrate on the target while this spell
is in effect, you inflict a non-cumulative –2 penalty to the
target’s Fortitude save each round.
School evocation [acid, cold, electricity, or fire]; Level
druid/shaman 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a bit of the chosen element:
earth, water, air, or fire)
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; SR yes
Elemental energy erupts from your hand and extends
outward in a cone. Choose an energy type: acid, cold,
electricity, or fire. The elemental blast causes 6d6 hp
damage +1 hp per caster level of that energy type to all
creatures in the cone. A successful Reflex save halves
this damage.
An elemental blast also has a special effect based on its
energy type, described below.
Acid: Your elemental blast causes 1d6 hp acid damage
for the next 2d6 rounds. Those affected must make a
Fortitude save or be sickened for the duration of the
ongoing acid damage.
Cold: Creatures taking damage become fatigued (or
exhausted, if already fatigued, such as from a previous
elemental blast) for 2d6 rounds.
Electricity: Creatures taking damage are staggered for
2d6 rounds.
Fire: Your elemental blast causes 1d6 hp fire damage
for the next 2d6 rounds. Those affected can use a fullround
action to extinguish the flames and negate this
additional damage.
When you cast this spell to deal acid, cold, electricity, or
fire damage, it is a spell of that type.
School enchantment; Level druid/shaman 4, sorcerer/
wizard 4
Components V, S
Casting Time 1 round
Range touch
Target living creature touched
Duration 1 round/4 caster levels
Saving Throw Will negates (harmless); SR no
This spell allows you to add 1d6 extra damage to a spell,
spell-like, or special ability with an elemental damage
component (acid, cold, electricity, or fire) for every 4
caster levels you possesses for the duration of the spell.
All other effects and components of the spell or ability
remain the same.
School evocation [acid, cold, electricity, fire, or sonic];
Level sorcerer/wizard 2
Casting Time 1 full round action
Components S, M (phosphorescent
inks worth 30 gp), F (copper plaque)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more elemental glyphs
Duration 1 round/caster level
Saving Throw none; SR yes
You call forth a brightly glowing glyph of white energy,
plus one additional glyph for every four levels beyond 3rd.
The glyphs orbit your body in a dazzling display for 1
round/level. As a standard action, you can send a single
glyph streaking forth as a ranged touch attack to target
a foe within range, dealing 3d6 hp damage of either
acid, cold, electricity, fire, or sonic damage, chosen as
you unleash the glyph. Once either all of the glyphs are
expended in this manner, or the duration ends, the spell
is ended.
School evocation [fire]; Level magus 6, sorcerer/wizard 6
Components V, S, M (pinch of sulfur)
Casting Time 1 standard action
Range 100 ft.
Area 100-ft. line
Duration instantaneous
Saving Throw Reflex for half; SR yes
The caster invokes a powerful stroke of green
lightning, wreathed in crackling flames, from his or her
outstretched fingertips. The bolt does 1d6 hp electricity
damage and 1d6 fire damage per level (maximum 10d6
each) to the target. Otherwise treat as a standard lightning
bolt spell.
Mythic: The damage increases to 1d8 hp electricity
damage and 1d8 hp fire damage per caster level
(maximum 10d8 hp each). Any creature that fails its save
is staggered for 1 round.
Augmented (4th): You can expend two uses of mythic
power to bend the line of the spell once up to up to 90
degrees. Any creature that fails its save is stunned for 1
round and catches on fire.
School transmutation [electricity]; Level cleric/oracle 5,
druid/shaman 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a steel needle)
Range personal
Area 30-ft-radius emanation centered on you
Duration one round/level (D)
Saving Throw none; SR no
You become a living lightning rod. You are immune to
electricity as if you were the recipient of protection from
energy (with which this spell does not stack or overlap).
You can absorb 12 hp electricity damage per caster level
(maximum 180 hp at 15th level).
Additionally, all magical electricity ranged attacks (such
as lightning bolt, chain lightning, or dragons’ electrical
breath weapons) that originate within or pass through
the area of effect are drawn to you, as if you had been the
target. If you are outside the range of the attack, the attack
is still drawn toward you, but it does not reach you. Any
other creatures between you and the source of the attack
are targeted or affected as normal by the attack.
While this spell lasts, you do not get a Reflex save against
any electricity attacks, nor do you benefit from evasion
or improved evasion against these attacks. Lightning rod
overlaps (but does not stack with) resist energy.
If the spell absorbs the full amount of electrical damage
(according to your caster level), it is discharged, you take
any remaining damage from that attack, and the area
effect ends. If the spell is dismissed, all its effects end.
School evocation [electricity]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range 60 ft.
Area 60-ft. line
Duration instantaneous; see below
Saving Throw Reflex half; SR yes
A line of crackling, black lightning erupts from your
fingertips. Any creature struck by a shadowbolt takes 1d6
hp damage per caster level (maximum 10d6), split evenly
between electricity and negative energy damage (which is
not subject to resist electricity).
School evocation [electricity]; Level magus 5, sorcerer/
wizard 5, witch 5
Casting Time 1 standard action
Components V, S, F (a finger-bone tipped with gold)
Range 30 ft.
Area 30-ft. line
Duration 1 round/3 levels (see text)
Saving Throw Reflex half; SR yes
Your fingers appear covered by shining gold stalls
(sheaths) with electricity crackling at the tips. As a
standard action, for as long as the spell persists, you
may release a powerful stroke of electrical energy that
deals 1d6 hp electricity damage/caster level (maximum
10d6) to each creature within its area. The bolt begins at
your fingertips.
The lightning bolts you generate set fire to
combustibles and damage objects in their paths. They can
melt metals with a low melting point, such as lead, gold,
copper, silver, or bronze. If the damage shatters or breaks
through an interposing barrier, a bolt may continue
beyond the barrier if the spell’s range permits; otherwise
it stops at the barrier as any other spell effect does.
School evocation [electricity]; Level bard 0, cleric/
oracle 0, druid/shaman 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (thin metal wire)
Range personal
Effect thunderous noise
Duration instantaneous
Saving Throw none; SR no
A loud, thunderous noise echoes all around you,
drawing the attention of creatures within hearing
distance. The noise is clearly audible up to 3,000 ft. away
over clear terrain.

Vigar Savage |

Very Nice.

![]() |
Sorry, there will be a delay of me posting I've got the stomach flu, or maybe food poisioning, or you know something that makes me just want to die.
Ouch.
Rest well.

GMGhost1776 |

Happy belated Easter and Passover everyone.
I'm putting this here instead of gameplay because we have several options at this point on how to handle the second night's battle versus the undead.
The text of the adventure gives no new specific information just that the zombies will continue to rise every night at moon rise and go back to their rest each dawn. It does note that every night they will travel greater distances and even hints that if left unchecked long enough they will become a noted hazard of the region and that trade routes will shift!
I thought for the second nights battle as you defend the shrine we could do one of three things.
- 1)I get put together the numbers and we run it like a normal pathfinder battle.
- 2)We go with a pure roleplaying approach for the night. In this case I mean I would post this in gameplay: The zombies attacked the shrine several times durring the night, but only once in a large group, and the Ju Ju zombies never made an appearance. The shrine itself remains intact altough the outer wall around the grounds had been knocked down in several places. Fierce fighting had been seen at several diffent points including the chapel doorway and at one of the breaches of the outer walls. It was mentioned by more than one person that it frustrating to 'kill' the same zombie again that you had 'killed' the pervious night. Still when the dawn rose no one had died, so it was an improvement on the previous night. You would then post your actions durring the night and maybe your response to other party members actions before we moved on.
- 3)A combination of skill rolls and role play each of you pick 2 or 3 skills that you would think would be useful in the roleplay post above, you make the skill rolls and then incorporate the results into your posts about your actions durring the night battle.
Just wondering how you guys would like to handle this next part.

Vigar Savage |

I like the second Option.
Mythic level is nice and all plus with the Fast Healing ability Vigar has now, it kinds makes him tougher than normal.
I'd say we focus on keeping the zombies away using barricades, makeshift stakes dug in fortifications that sort of thing.
I think I'd have Profession (Soldier) as my skill checks. Repelling teh undead would be good so that We can go ahead and do more hunting in the day.
Of course when all the zombies are inert, we can go around and tie them all up in knots and to each other. Let them figure out trying to walk then! :P

Vigar Savage |

I'd say. Pretty much.
It's just us now.

Rowan Mikalson |

It would make sense to leave those others there, but with undead around, we may want to bring the other priest.

Vigar Savage |

This is going to all games I'm involved in.
My mum has just being warded and it is a critical time for all of us. My posting will be affected as I maintain virgil over her witing for teh doctors to dignosed what's wrong with her.
Bot me as needed or If I'm the GM, this game is on hold for the moment. My apolgies for the inconvenice.