You all receive a letter that causes you to come here.
Greetings Pathfinder,
I hope this letter finds you well. The Pathfinder Society has been offered an intriguing opportunity by the ruling parliament of northwestern Ustalav, so I am requesting your help for a mission. Please meet me in Caliphas at my headquarters in the Vodavani Lodge and present this letter to me upon arrival. I am compelled to warn you that the refugee situation in Caliphas is somewhat dire, but rest assured that other members of our Society are working to ameliorate the situation as best as they can!
Thank you for your assistance,
Venture-Captain Evni Zongnoss
As you approach the area, the handsome dwarven prince waves from where he stands next to a heavy oak table. “Welcome,” he calls out, projecting over the sounds of the crowd. Beside him, a harried gnome clad in a blue robe decorated with golden crescent moons looks up from where she’s charting a precise path on a parchment map.
“Ah, you made it. Thank you for coming. As you can see, we have our hands full here,” Evni greets. “I believe you all should have received a letter from me containing your assigned destination?”
The gnome points to a flag on the map, marking a spot in the northwest region of Ustalav. “The Pathfinder Society has been given a special commission by the Palatinate parliament of northwestern Ustalav. There’s an old fortification in the foothills between Courtaud and Tamrivena by the name of Zagorstra Keep, built by the Oborov family and then abandoned when the line died out. The Society is to secure the keep so that the government can occupy it and use it as a guard post for the region. In exchange, the Society can claim any items of historical significance we find inside.”
“They’ve even provided us with an official eviction notice for any unwanted tenants that might be there, should it come to that!” Gorm says, pushing forward a bundle of papers stamped with a wax seal. “Though I doubt anyone residing there will be so easily reasoned with. Otherwise, why would the government be asking us?”
“The keep is the source of many local superstitions. We think it is likely to be occupied by dangerous creatures, so we’ve invited a number of priests to our lodge to provide holy water and other equipment. I think you would be wise to stock up on such supplies before you get underway,” Evni adds. “Apologies for the lack of better advice, but we didn’t get a chance to investigate the site as thoroughly as we’d have liked. You’ll be the first Pathfinders on the ground at the keep.”
“It’s a risk, but if it pays off, it’ll be worth it,” Gorm says. “I believe this keep may be the final resting place of a lost library I’ve been researching. If we find it, we’ll solve one of the great academic mysteries of the ages—not to mention the books themselves. The majority of the collection is over three thousand years old, which makes it quite the scholarly trove if any of it survived.”
CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:
Merisiel nods her head as she takes in the vast information provided by Evni. "What sort of terrain is the keep in? And do we have any information on the mentioned 'unwanted tenants' that could cause trouble?"
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Undead, yes and probably other weird creatures, so beware. It also might be trapped.
He then turns towards Merisiel and the rest of you. Terrain? Flat land. The mansion can't be on nonflat land, it would not hold up according to architecture rules. The surrounding terrain the mansion isn't on is ill relevant. Expect everything from cursed noble scions to ghosts to Tar-Baphon himself. I doubt it’s anything friendly, or the locals wouldn’t hate the place so much, but anything past that is hard to say. I suggest silver, and garlic, even if there are no vampires, well garlic tastes great roasted. Just show the nobles commissions from the council if they give you trouble, but they shouldn't. Diplomacy or Society checks please. Wolfstine, that was a fail, but not a crit fail, you've already rolled this.
Dr Bright looks over to Seelah with a deadpan expression. Presumably by 'forcefully evict' you mean off this Plane of existence as well as relieving them of their undead status
Thanks, and yes, relieve them of undead status and cleanse whatever curse it has too.
You know the following...
Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.
As you approach the keep you notice the following..
Lightning illuminates the rain-slicked walls of the stone keep, casting the fortified facades in striking relief. Theroof of Zagorstra Keep is slanted at a strange, asymmetrical angle from the walls, making the building disconcerting to look at. The faint and haunting chords of a pipe organ can be heard beneath the downpour, granting an eerie ambiance to the approach.
Final chance to slot boons, I move on and post a map from here.
The Pathfinder also see three entrances, South entrance-main entrance, a west entrance and a north entrance. They can also choose to split the party. But do they have light or can they see in the dark?
Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8
"Why must we always do these things at night? South entrance? It's opposite the main entrance, might not be as well watched, assuming anyone's watching us.."
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
As we approach, Wolstine looks around. It's getting pretty dark here. I can use a spell to see in the dark for an hour or so, or I can just put up a light indefinitely. Does everyone else have a way to see in the dark or will we need the light regardless?
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Well, as there are four of us and two who can cast the spell, we should both cast on ourselves and one other to conserve resources. I'd prefer not to announce our presence so broadly if not needed.
Wolstine will cast Darkvision on herself and on Merisiel. Lasts for 1 hour.
Heroes walk into the mansion south entrance, they hear haunting music. Piano playing, though it is coming far far away. You can choose to light the braziers though I doubt you will. You see tree vines crumbling into wall, and a few experiments here as a few corpses are missing their hands. I have described both A6 and A7 as you can see both rooms while entering. First, 3 perception checks everyone. Second, Followed by Library, engineering or architecture lore. Third an athletics or crafting check, or another one of those lore checks, but please don't roll this last if you are low as a crit failure here is bad.
Feel free to move around, but let me move the blue squares and let me know when you have moved, I'll move the rest of the party as necessary, unless you tell me you are splitting the party, I assume you stick together.
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Fixed
Heroes spot where the damage on the walls are and the plants invading them. They do not yet know what kind of danger this prevents, but they can try to remove them.
Seelah does try to remove the plants and repair the damage, but she can't. You failed, but didn't crit fail, so try again if you like. You can try an infinite number of times until you crit fail. By the way, I didn't know this, but after rereading you need to repair the damage in both A6 and a7, so you need two checks. Same Dc for both.
They spot the treasure bundle-a grim trophy and a mummified hand with gemstones embedded in it in A7.
Merisiel crit succeeds on repairing one of the structures, and would have crit failed on the next, but a crit success provides a +2 to repairing all future structures, making that a 15 and just a fail. Seelah then tries twice and gets the second one repaired.
All the treasure is found in both rooms and the structures are repaired. Feel free to move around or state where you are going. Heroes may act. Map
Sheelah and the others move around to reveal all of A7. Just trying to replicate the feel as if this was a tabletop played on roll20 with fog of war on. Heroes can move again, you can reveal more of A6 or mabye A6 connects to something, or you can go north.
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Heroes would have checked the west room and see, well just more of the room and Sheelah sees more area up front. Everyone place yourselves between the two red lines, combat is about to start. map
The pillars at the front of the entrance hall suddenly hum to life, power flowing through them to create a low-pitched chord that flows throughout the keep. The pillars next to them light up a second later, playing a higher-pitched chord that forms a discordant harmony. Set by set, the pillars leading to the swirling red dais ignite, each rising in pitch to create a sinister cacophony. Suddenly, lightning strikes the top of the dais, and a hulking figure slowly stands, its movements jerking and ungainly with unlife!
perception init:1d20 + 8 ⇒ (14) + 8 = 22 some kind of zombie Roll init and go if before it.
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Perform Check for Lingering Composition:1d20 + 14 ⇒ (6) + 14 = 20 6th level is our highest, so DC 22, which makes that a fail. Everyone gets Inspire Courage for 1 round.
Bardic Lore:1d20 + 11 ⇒ (13) + 11 = 24What is that thing?
Dr. Bright knows the zombies has all the immunities an undead that can feel no pain and has no brains would have. Also a weakness to positive 10 and slashing 10. He then says a prayer to make sure all his allies can hit better.
Wolfstine gets more info AC 21; Ref +9, HP 160.
It is called a ZombieMinihulk. Wolfstine does shoot it in the hand peeling off some skin and flesh and squirting out old blood. If I ever overdo the horror let me know, I'm trying to give this a horror theme.
Seelah takes a swing at it, but doesn't realize how much fat, rotted flesh, dirt and goo is on it and bounces off. She looks at her sword and sees all the black goo on it. It don't have DR, it is just a miss. Good move Seelah. You don't want to be on the red platform anyway.
Zombie single moves and takes a wide swing and slaps you both with rotten smelly meat. Which hits two pathfinders at the cost of one action hit:1d20 + 17 ⇒ (14) + 17 = 31 this targets both Sheelah and wolfstine. Wolfstine, you have cover, +2 to your AC.
If hit take dmg:2d10 + 9 ⇒ (6, 10) + 9 = 25 damage.
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Wolstine grunts as she absorbs the hit, steps back, continues singing the Cranberries for you, and fires an arrow at the zombie, which is totally not in her head.
Perform Check for Lingering Composition:1d20 + 14 ⇒ (12) + 14 = 26 6th level is our highest, so DC 22, which makes that a success! Everyone gets Inspire Courage for 3 rounds and I spend one focus point.
+1 Striking Shortbow + Inspire:1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24 for 2d6 + 1 ⇒ (3, 3) + 1 = 7 piercing damage. think it should have lesser cover(+1) as one of my allies is between us.
You are right @Seelah, both Inspire and Bless are status bonuses, so won't stack
I believe inspire and bless are the same bonus and won't stack, right? Plius, dang. msot of my dice rolls have been low digit numbers for pretty much all of my games. Dicebot hates me. :)
CN Whisper Elf Rogue 5 | HP 56/56| AC 22 | F +9 R +13 W +11 | Perc +11 | Stealth +13 | speed 35 ft. | Active Conditions:
Merisiel goes out of the shadows and joins her companions in attacking the zombie. She goes around the other side to flank it. She takes out her weapons and strikes the creature with her dagger.
wolfstine sinks another arrow into it just below the knee squirting out some rotten flesh.
Sheelah misses even though she is blessed by Mr. Bright, she never seen so much dead fat in her life that her sword just keeps getting stuck.
Merisiel swings the dagger cutting off tons of flesh from the zombie and doing extra. Below the flesh, he can see the muscle, though the muscle does not contract, it is dead muscle, but it still works and it smells even worse. You dealt 30 total damage. It took 46 damage so far.
It goes, it tries to slap two of you with hunk of rotten, smelly meat, Sheelah and Mr. Bright as one action hit:1d20 + 17 ⇒ (20) + 17 = 37 if hit take dmg:2d10 + 9 ⇒ (10, 7) + 9 = 26 blunt damage. Looks like a crite Sheelah and Mr. Bright took 52 damage that attack.
And the second and last attack goes to Sheelah hit:1d20 + 12 ⇒ (15) + 12 = 27 if hit take dmg:2d10 + 9 ⇒ (10, 10) + 9 = 29Sheelah I believe you are down.
All heroes are up.
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
I can legally run with 2 or even 3 according to the rules. But only if you and Dr. Bright are okay with it. We would probably start a few days late because of it though. Like 2 to 3 days late.
Hey DG!
I do not have a 5th level PFS2 character yet. Would love to play though, are there pre-gens you can play with, like PFS1 or are the rules different now!
Yes there are 5th level pregens for Pathfinder 2.0. don't know the exact page on this website, but type it in on the search bar at the top, you should be able to find them.
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Awesome. I was just assuming the playing a pre gen was similar in PFS2. I'll sign up on the form and get a character up here by the end of the weekend. Looks liek it's a bard and a cleric so I was thinking either Amiri the barbarian or Seelah the champion. Anyone have any druthers for one over the other?
Hi there. Wanna help out as well with a pregen. I haven't read the dates yet but are these scenarios going to be done before the special? Thinking of who to assign this chronicle with.
Done before the special? The special is run during outpost IV, the same time this game is being run. Unless you are playing the special at some other convention.
Now that I know how many challenge points I'm working with 9, who is what class and the fact that there won't be any more sign-ups, this will start late so I have time to look it over. Certain monsters have certain things in every scenario, like monster X might always attack casters first. Other monsters have more freedom, like no suggestions or anything as to how to play them. Got to make sure I'm not TPKing you. I will post the introduction on the 16th, but I won't be done with briefing and put you in the actual mansion until the 18th or so.
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
I'm going to be out of town and with limited internet/computer access from tomorrow, Saturday, until Wednesday, April 7th. Please feel free to bot me in the meanwhile if needed.
Human Champion 5 |LG | AC 23 (25 shielded) | HP 68/78 | Fort +12 Reflex +8 Will +10 | Perception +8
Hello all. We are staying home and being boring for Easter weekend but my office room is being painted Saturday/Sunday. Might be slow on the posting. bot as needed. Have a nice weekend and Easter all!
Also, hey Wolstine, I think you are in the higher level SFS game with Yith. :)
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|
Female N Half-Elf Bard 6 | HP 68/68 | AC 25 | F 10 R 13 W 10 | Perc 10(+2 Init) | Speed 30ft | Spells: 3rd 1/3, 2nd 3/3, 1st 3/3 | Focus 2/3 | Active Spells: None | Active Cond: None|