| GMAndrewW |
Hello all,
We are very close to the end now, if you havent already please go ahead and make your day job rolls. Add them to the Spreadsheet.
I am due to play part 2 on Monday so will be looking to start running it here shortly after that. If you would like to join for Part 2 please put your details down on the sheet. I will probably start actively recruiting next Wednesday if we have spaces.
| GMAndrewW |
@Shump, are you going slow for Part 1, Part 2 or both?
@Gaius, is your regained PP from Fangwood Keep? If so that is instead of your dayjob.
@Valrar, how do you want to recover The Ambassador? A 5pp body recovery would be the simplest way or you could call a new familiar for, I think, 200gp per character level. If you can get to his home plane and have a way of contacting or finding him (sending, scrying etc) within the group then you can do it for free.
Valrar Altimari II
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If I can enlist Gaius for Plane Shift, then I can scry on it for free. Otherwise I'll go with the body recovery.
Wynnreyell Moonsilver
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Was the final sorceress a known slaver?
per JFC
A slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
Trying to get this last check in the box
Alie Saechel
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That was a doozy of a scenario, boys and girls!
Great job, GM. Ton of complex fiddley bits seemed like, and you handled them wonderfully. Thought we were dead about five times during that last fight!
| GMAndrewW |
Was the final sorceress a known slaver?
per JFC
A slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.Trying to get this last check in the box
While I try to be pretty accommodating with faction cards there isnt anything there to provide for this for the Priestess I am afraid.
However, the Master of the Shrine of Harmony locked peoples minds up in the bodies of shackled prisones and there were a dozen of them who had been there for ages. I think he should qualify.
| GMAndrewW |
Your chronicle sheets are now ready and are available HERE
I will probably use google sheets for the maps for Part 2 as it doesnt require me to run multiple gargantuan and colossal sized creatures.
We will start towards the end of next week. It looks like everyone is up for Part 2. We will keep the same thread here for simplicity.
Alie Saechel
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Just a note, GM.
I bought a robe of arcane heritage, which lets me access my 15th Level bloodline power early. It is Fey Magic, which means I can reroll a caster level check after making the first roll on any of these checks going forward. I do have to stick with the second roll, if I use the ability. Just wanted to make you aware.
Wynnreyell Moonsilver
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Thanks, that will be my 7th box. Now I can use the capstone on that card.
Wynnreyell Moonsilver
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And Wynn is ready for Part Two. The gold in your spreadsheet is how much he has left after his shopping spree.
Alie Saechel
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Good thinking, Wynn, I did the same.
After the Robe of Arcane Heritage and Boots of Escape, my gold is gone, lol.
| GMAndrewW |
Hi all,
I played part 2 this morning so I see no reason why we shouldn't start staright away. I will give people a day or so to sort out any final purchases. You will be unlilely to have the chance to do so after we start.
Part 2 also has a Hard Mode so I am going to open up that option again although I suspect I know the answer. If you do not want to play on Hard Mode please PM me.
Alie Saechel
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No hard mode for me. We barely got through on regular last time.
Would someone please put my token on the sheet? Thanks!
Wynnreyell Moonsilver
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Same.
Tortuga
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I think we had a decent challenge without hard mode last time.
Tortuga is going to hang on to his gold hoping to have enough to upgrade his belt of physical perfection after this scenario.
Prof:Sailor: 1d20 + 18 ⇒ (12) + 18 = 30
Valrar Altimari II
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| 1 person marked this as a favorite. |
Let's save hard mode for another day.
I put your token up, Alie.
My own stats are up now too, Will has increased. I bought a Bane Baldric and upgraded my Cloak of Resistance to +5. I'll be wearing my First Aid Gloves instead of Gloves of Marking, and hopefully remembering I can use swift actions. Mostly just for a few demoralize attempts.
Sleight of Hand: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40
| GMAndrewW |
You will find a map of the Grand Lodge on the slides. I will put up a description of the various different places here as it is rather long for the slides. You may want to refer back to this once we get into the scenario proper.
Can I also please have a reminder which of you are Venture Captains.
GRAND LODGE LOCATIONS
1. Gate: A pair of massive, steel doors stands open during all but the greatest emergencies. This is the only official entrance to the Grand Lodge.
2. Skyreach: This five-towered fortress houses the offices of the Society’s most important figures as well as countless libraries and storage facilities. Many of its floors and hallways are off-limits, meaning few know the full extent of what lies within.
3. Water Palace: This low, pagoda-roofed manor is a place of quiet study and meditation. It also houses many of the Society’s relics from beyond the Inner Sea region.
4. The Center House: This home of Ustalavic design has remained off-limits by order of the Decemvirate for as long as anyone can remember. On some nights, lights shine from within, suggesting its two towers are haunted.
5. The Mausoleum: This stone-columned fortress is dedicated to unlocking the greatest mystery of all—death. Scholars study everything from burial practices to the necromantic arts of long-faded civilizations. The guiding rule is that no innocents are harmed, and even the creation of undead is relatively rare.
6. The Quadrangle: Many of the dormitories and classrooms for initiates in training are in this set of ivycovered stone buildings.
7. Arliss Hall: Many resident Pathfinders inhabit modest flats in Arliss Hall, which is a maze of featureless corridors. There are many more halls and rooms than there are residents, and it is believed that only venture-captains are allowed into the central courtyard.
8. Starhall: This keep has a high, domed tower on its east end, and it holds much of the Society’s knowledge about worlds beyond Golarion and the Material Plane.
9. Outbuildings: These include residences for visiting Pathfinders, stables, smithies, bathhouses, warehouses, Pathfinder-only shops, and more.
10. Menagerie: Pathfinders sometimes bring back exotic creatures for study or domestication. Many of these animals and magical beasts are dangerous and must be corralled. The menagerie’s rotating population attracts visitors from across the city.
11. Training Arena: Only a wooden fence and benches surround this dirt-floored arena. It is here that Pathfinders spar and practice their fighting techniques.
12. Temporary Structures: When the outbuildings are insufficient to house visitors, tents spring up here to manage the overflow. During the Grand Convocation, when Pathfinders journey here from thousands of miles away, this area is especially packed.
13. Wall of Names: This curving wall of black glass is a memorial to Pathfinders who have perished in the pursuit of knowledge, and their names appear on its surface. A thick copse of trees provides visitors some privacy at this solemn place of reflection.
14. Seeker’s Plaza: This small shrine houses bronze statues of some of the Society’s most important members.
15. Baphory’s Walk: This pathway is infamous for its waist high carved heads from the Mwangi Expanse. The faces can change their expressions in an instant, but at random intervals and only when nobody is watching.
16. Statue of Durvin Gest: This 20-foot-high stone statue depicts Durvin Gest, one of the founders of the Pathfinder Society and widely considered to be its greatest adventurer.
17. Repository: This is a featureless building of gray stone with no doors or windows. The way inside is among the venture-captains’ best-kept secrets.
18. Southgrove: This stretch of trees is purposefully left untended, providing visiting Pathfinders who need a break from the city a space to retreat.
Wynnreyell Moonsilver
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Not Wynn. He did not do well enough in one of his scenarios to gain that title.
Alie was there. He did not do too good.
Valrar Altimari II
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Valrar is a Venture Captain.
Alie Saechel
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Would the Bull Rush option of grasping hand allow me to try and force open the doors, GM? That’s the only thing I can think of I can contribute as I am a doofus and don’t have a scroll of Knock for some reason.
Wynnreyell Moonsilver
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Alie, I have knock in my spell book. I can arcane bond it. You are definitely a higher spellcaster, If you have some way to add your caster level to the scroll. I am willing to sacrifice the my page in the spell book for you to use it as a scroll.
Wynnreyell Moonsilver
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Wynnreyell Moonsilver wrote:I am willing to sacrifice the my page in the spell book for you to use it as a scroll.Sadly long gone are the days when you could rip pages out of a spellbook and use them as a scroll.
Oh. Then I have been lead astray since I began. It doesn't come up too often. But, when we used to find wizards spell books, we just ripped pages from them and used them as scrolls. I never thought to check the source since they were playing Pathfinder from the beginning.
Well, I guess I can give it a go at CL 7 if needed.
Tortuga
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I'm curious if these are the same DCs to open the gate as in the Year of the Shadow Lodge special. If they are, good luck getting them open.
| GMAndrewW |
Heading towards Starhall you see that thick plumes of smoke are billowing from its upper windows. The doors ae locked and sealed but fortunately, as a Venture Captain, Valrar has a key. Heading inside you make your way upstairs, arriving in a large hall full of ancient tomes and grimoires.
Floating in the Hall, on wings of flame, is a golden skinned creature bearing a flaming sword. Occasionally it holds out its hand, a book teleports to it and it sets the volume ablaze. It pays no attention to your arrival.
You can identify it with a Knowledge: Planes check. There is a picture of it on the slides. What do you do?
Tortuga
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Work has been taking up most of my time these past 2 weeks. Hopefully things quiet down soon.
Tortuga
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Apologies everyone. Due to budget limitations I've had to take on more of the workload at work. My lack of free time culminated with having to deal with a critical issue recently. I've spent just about every waking hour in the past 5 days working.
It's going to get better, but I'll never know when the next problem is going to pop up. Right now I just can't be a reliable poster and I need to severely cut back on my games, perhaps down to nothing.
It just wouldn't be fair to the rest of you to try to hang on and disappear for days at a time, so I need to withdraw. This sort of adventure needs everyone active and participating.
Sorry, I hope your adventure goes well.
Valrar Altimari II
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If allowed, I'd prefer that. Not sure if I have any preferences as to their role, though.
Marcus Samuel
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I'd be interested, but I don't want to delay you too long. We're fighting the pair of giant mantis in Part 1 for Gameday now. Marcus is a tanky rogue, Lvl 15.