Gameday X Slaver's End 10-21 (Inactive)

Game Master Curaigh

Wizards Wanted Gameday X


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Core Helms ! Wizards Wanted Gameday X

An owl arrives, carrying an envelope. It swoops a quiet circle and asks the ubiquitous "Who?" Please introduce yourselves.

Upon receiving the correct answer it then says,"Good, I didn't want to carry that envelope any further. It's yours."It drops an envelope with your name penned on it flies away on silent wings.

the envelope:
Inside is a well scribed note of blue ink: Please see slide two.

You have time to make purchases and knowledge checks as you wish. And I know some of you are still deciding who to bring.

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

know local Sedeq: 1d20 + 5 ⇒ (2) + 5 = 7
diplomacy, gather info: 1d20 + 11 ⇒ (15) + 11 = 26+2 if the following applies...got the boon from a scenario

gm:
Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the protection of Magnimar’s interest
in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying
your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in
the cities and towns allied with it.

Hmm..meeting a lady in a bar...never a bad thing... Mykel says. The young Taldan carries himself lightly, almost cat like. His sword shows him to be a master of the rondelero fighting style of Taldor.

only purchases are a swordmanster's flair-blue scarf, ioun torch and a traveller's anytool...2825 gp total

Grand Lodge

M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

"Random talking owl waiting when we get into port... the Society finally decided to send me out again?"

A Tian man takes the letter, standing on the deck of his coral-armored ship. He seems to be trying a little too hard to dress "piratey"... and his attempt at a proper beard is just sad. Three rapiers (one undersized) hang at his belt, along with a dagger. He also wears a bandolier with paintbrushes, of all things, tied between several pouches.

"The trading's been good, but it doesn't pay half as well as these missions."

He reads through the letter. Sedeq? That's Qadira, right? Who's this "Phlegos Dulm"? Did the Society make another enemy in the last couple years? And Liberty's Edge... they knew better than to get tied up in red tape, but you can bet they'll want a string of slaves freed or something halfway through the mission. Fine, he'd been meaning to buy those goggles anyway.

Diplomacy (Gather Information): 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge (Local): 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge (Geography): 1d20 + 7 ⇒ (5) + 7 = 12 for dramatic oceanside cliffs in the area

Purchases:

Goggles of Minute Seeing (2500)
PFChron #27 (150)
W: Infernal Healing (750)

Running total: 3400gp

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Sorithar absentmindedly looks up from his desk in the archives at the owl over his shoulder, confirms his name and rolls his eyes as the owl drops the envelope into his hands.

"Never seems to be much time between excursions... What have we here..?"

Opening the envelope and pursuing its contents, he wrinkles his nose in distaste, the ever-shifting basalt staff in arm's reach shifting form once again in response to his movement.

"Sedeq... Phlegos Dulm? Why does that name sound familiar..? Well, at least I have some time to prepare."

With that, he consults some tomes on the Sedeq and the other matters mentioned in the letter.

Knowledge (Local): 1d20 + 12 ⇒ (17) + 12 = 29
Knowledge (History): 1d20 + 17 ⇒ (18) + 17 = 35
Knowledge (Geography): 1d20 + 12 ⇒ (1) + 12 = 13

Other Actions & Effects:
Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 23 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 28.

Can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

Ioun stone (Knowledge (Local), +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)

Current Appearance:
A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.

He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.

Stat Block:
Sorithar Ark'nroth

Male LN Human (Taldan) Wizard/Cyphermage, Level 6/3, Init 8, HP 53/53, Speed 30
AC 12, Touch 12, Flat-footed 10, CMD 18, Fort 6, Ref 7, Will 9, CMB +6, Base Attack Bonus 4
Bonded Item Staff of the Overwatched +7 or +5/+3 (1d6+2 or 1d6+3, 20x2)
Dagger +5/+5 (1d4+2, 19-20/x2)
Silver (10), Adamantine (2), Adamantine Weapon Blanch (10 bolts) Crossbow, Light (20 Bolts) +5 (1d8+2, 20x2)
(+2 Dex)
Abilities Str 14, Dex 14, Con 12, Int 22, Wis 10, Cha 10
Condition extended mage armor (18 hours)
Spells detect magic, read magic, light, mage hand, magic missile (x2), grease, protection from evil, heightened awareness, invisibility, create pit, defending bone, summon swarm, extended mage armor, haste, dispel magic, heroism, extended false life, persistent glitterdust, ectoplasmic lighting bolt, persistent create pit, persistent slow, dismissal, +1 (staff)
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [][], wand of water breathing (3rd, 2/2 charges), wand of magic missile (1st, 25/50 charges), wand of protection from evil (1st, 5/18), wand of magic missile (3rd, 40/50 charges), wand of shield (1st, 40/50 charges), wand of infernal healing (arcane, 1st, 46/50 charges); scroll of protection from evil [], scroll of liberating command [][], scroll of heightened awareness [][], scroll of Aram Zey’s focus [], scroll of see invisibility [], scroll of skim [] staff (10/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle

Boons:
* Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Gloomspire Explorer []: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

* Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

* You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

New Recruit (J. Dacilane) []: Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Ally of the Green [][][]: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favour (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

* Archaeological Expert []: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus to Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Apprise, Knowledge (history), or Profession (archaeologist) check (DC = 10 + 2*character level). If you succeed, you make a small but significant archaeological discovery that allows you, and only you, to earn the Prestige Point reward anyway. You cannot Take 10 on this check.

Imperium Initiate []: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

* Delvehaven Star []: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

* Eye for Traitors (Dark Archive faction) []: You gain a permanent +2 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result.

Precious Vindication []: At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below.

* Elemental Conquest: [] You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor.
While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws.
As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

Ranginori’s Debt: [][] You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Tome of First Contact [X][][][][]: You have recovered a strange tome that details utterly bizarre creatures rarely seen on your world. After rolling a Knowledge check to identify an aberration, ooze, or outsider (or a creature that is not native to Golarion) and learning the results, you can check one or more boxes that precede this boon. For each box you check, you can learn one additional piece of information, as if your Knowledge check result had been 5 higher. If you did not succeed at the Knowledge check in the first place, you can check one box to succeed at the Knowledge check to learn one piece of information plus the creature’s name, type, and subtypes.
Once you check the last box, you’ve expended the tome’s greatest secrets. It remains a curious keepsake.

Ectoplasmic Enhancement []: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.

Aid of the Overwatched [][]: You returned Ralzeros the Overwatched to Golarion and convinced him to lend his aid to the Dark Archive. In thanks for your help, Ralzeros convinces his familiar Daosvaria to send a piece of her essence and knowledge to assist you.
Instead of taking Daosvaria as a familiar, you can call her forth to share fragments of Ralzeros’s knowledge. Check a box that precedes this boon to roll a single Knowledge check using a bonus of 5 plus your character level in place of your typical bonus. If your own bonus is higher, you may instead gain a +2 bonus on the Knowledge check.
If you use this benefit, cross the option to take Daosvaria as a familiar off your Chronicle sheet.

Blessing of Nivi [X][X][][]: Your efforts on behalf of Kalsgard’s gnome population have drawn the attention, and blessing of the gnome goddess Nivi Rhombodazzle. This boon has different effects depending on your race. If you are a non-gnome, you may check a box next to this boon to cast blur as a swift action, with a caster level equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a bonus language; this has no further effect for characters who already speak Gnome.

Gnomes of the North [][][]: You have befriended the gnomes of Kalsgard and found a home away from home at the Hall of Seven Wagers. You can check a box next to this boon to use either Bluff, Knowledge (local), or Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally received for the result of your check. If you already have the ability to use one of these skills to make a Day Job check, checking a box instead grants you a +2 bonus on such a check, in addition to doubling the gold received as normal. This boon’s doubling effect does not stack with other benefits that would multiply the result of your Day Job check.)

Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Elixir of Renewal: [][] You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfnder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

[STRIKE]Righteous Redemption: [X] Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfnders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.[/STRIKE]

Worthy Foe: [][][] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Duskwarden’s Favor: [] Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon of your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

What Ambush? (Scout Mission): [][] Your experience in Gallowspire has sharpened your senses against
hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that
precedes this boon to act on the surprise round. You are still considered flat-footed until you take an action.
Alternatively, you can check a box to reroll an initiative check.

Unravel Magic (Spellcaster Mission): [][] You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead.

Timely Delivery (Muscle Mission): [][] No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

Tactical Strike (Guard Mission): [] You can rally your allies to make a coordinated strike. Check the box
that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you
and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are
considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of
your actual positioning.

Restorative Burst (Medic Mission): [] A spark of divine grace from your medic allies protects you. When
you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically
trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel
energy ability of a cleric of your level.

Necromantic Surge: [][][][] You can check a box that precedes this boon to strike foes with the Whispering
Tyrant’s magic, using one of the following spell-like abilities based on your level when you activate this boon.
Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.
Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation,
false life, fear, or vampiric touch.

Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-like abilities you can use.
Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-like abilities you can use. Check two boxes to use these spells.
Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two
boxes to use these spells.

Echoing Paradox: [] A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once.

Aggressive Researcher: [] You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

Impossible Feat: [] The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

Recruiter of Badru: You have convinced the soulbound construct Badru to contact Zarta Dralneen and consult for her Dark Archive. When you use Prestige Points to purchase make whole as a spellcasting service, Badru himself casts it at CL 12th. This boon may have other uses in future scenarios.

Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon of your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

* Boon Grants Permanent Bonus.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

Someone said they wanted some wizards, wow today is their lucky day, the great and powerful Ezren has arrived.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

knowledge arcana: 1d20 + 15 ⇒ (7) + 15 = 22
knowledge history: 1d20 + 15 ⇒ (11) + 15 = 26
knowledge nature: 1d20 + 15 ⇒ (4) + 15 = 19
knowledge planes: 1d20 + 15 ⇒ (5) + 15 = 20


Core Helms ! Wizards Wanted Gameday X

A mix of odors fills the tavern, chief among them stale arak with a faint hint of leaning products and vomit. The bright-eyed steward of Liberty’s Edge operations, Karisa Starsight, sits in a dark corner of the room.

Her hood casts shadows on her face, but her bright eyes shine out as two points of light in the otherwise dimly lit tavern. She makes a gesture as if to call a server while subtly waving you over.

She pulls back a fold of her cloak to reveal a pin depicting a golden longsword on blue wings, the Liberty’s Edge insignia. “Welcome to Sedeq. I hope you made it here without too much harassment from the residents. This city is as despicable and crime ridden as any I’ve seen. Everyone seems to be under the thumb of someone even more vile, so it’s difficult to find anyone to trust. This establishment has just the right amount of ill repute.” She stops speaking as a server approaches the table. “A pitcher, please.” The server eyes Karisa with disdain, then walks towards the bar while scratching their rear.

Karisa Starsight takes a moment to compose herself. “Venture-Captain Yuul tells me that you are fine agents and will be able to help me track down the ex-Pathfinder, Phlegos Dulm. I’ve got a lead on some missing Pathfinder agents we believe he poisoned and sold into slavery to cover his substantial debts. I can’t track both at once, so I’ll be relying on you to find Phlegos and bring him in. Meanwhile I’ll be locating our missing agents. The Decemvirate would like to question Phlegos, so bring him back alive, if possible. She takes a purposeful sip from her mug as if her sole reason for being here, were that mug.

“I would start by talking to Corvius Vayn, a slave merchant and genie binder. He is about as untrustworthy and despicable as they come, but he was also Phlegos’s primary contact here in Sedeq. If anyone knows where he is, it will be Vayn. I’ve managed to obtain a letter of introduction for you. He’ll know you’re Pathfinders and will likely suspect you want information on Phlegos; his spy network is extensive.

“You might also be able to obtain information on Phlegos from Khanuur, Vayn’s efreeti slave who rarely leaves his side. Normally I’d recommend freeing Khanuur in exchange for information, but Khanuur is an evil genie, an efreeti. Freeing him would mean letting a powerful evil force free into the world but keeping him enslaved seems unfair to any creature. I trust your judgment to do what you feel is right.

“Before I depart, do you have any questions for me?”


Core Helms ! Wizards Wanted Gameday X

The knowledge checks requested above were not for anything specific. I just like to have them available on a PbP, so I can share information when the party comes to it, rather than waiting 24 for hours for a player to post a roll, then another 24 hours while I present the information. (yes spoilers can do the same thing, nd I I will be using them. :)

Phlegos Dulm is a traitor to the Pathfinders. Society agents obtained evidence that the disgraced former venture-captain was sabotaging the monetary and political power of his rival Venture-Captain Wulessa Yuul
(Pathfinder Society Scenario #10-06: Treason’s Chains). He has poisoned his enemies, including Pathfinders and their allies, and profited heavily from his direct involvement in illegal slave trade. After Phlegos attempted to poison a trio of agents at Venture-Captain Roderus’s retirement party, Roderus turned over all his influence and responsibilities to Wulessa, but not before tasking her with tracking down the renegade half-orc and returning him to the Society for judgment.

Mykel knows: This begins in Sedeq and continues to a private estate on a small island off the southwestern coast of Qadira.
While in Sedaq, Myel learns:

  • Vayn is an influential slave trader in Sedeq, making most of his money on obtaining and selling rare slaves. With his ample fortune, he has dabbled in a variety of other trades more out of curiosity than necessity.
  • Vayn periodically uses his vast wealth to purchase a sun
    orchid elixir from Thuvia, which restores his body to a healthy,
    young adult state. He’s done this at least twice and is at least
    a few centuries old.
    [/b]He keeps Khanuur, an efreeti, at his side most of the
    time. Vayn sends Khanuur to personally deliver messages or
    attend to guests as a symbol of both his power and his interest
    in a particular business deal
  • Corvius’s desire to own rare goods has given him a reputation as a ruthless collector, always getting what he wants.

    Sorithar knows: Nowhere in Qadira is the axiom “Anything can be bought and sold” more grimly true than Sedeq. More than half the population are slaves, and the markets provide any product you can think of, no matter how dangerous.

  • Even in Sedeq, Qadirans are courteous, especially to their enemies. They see providing for guests as an almost religious obligation, and it is traditional for a guest to bring a gift when visiting.
  • Though Qadiran law prevents nobles, citizens, and registered foreigners from being involuntarily enslaved, this protection is often overlooked in Sedeq.

  • Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    Called it. Of course they wanted some chains broken.

    "Anything we should know about Corvius Vayn?" he asks. "Weaknesses, hobbies, or something else to help the negotiations? Also, when we find Phlegos, where do you want us to take him?"

    He takes a quizzical sniff of his mug before taking a drink. Eh, he'd had worse.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    If we're dealing with Qadiran hosts, we should have gifts ready...wine is always a good choice.... Mykel says as he contemplates the rest of the information.

    Not a fan of anyone taking slaves, but a former Pathfinder doing it? Makes my skin crawl and my stomach churn...is it fine if he's missing a leg or something? he asks jokingly.

    Horizon Hunters

    Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

    Mordack looks over at Mykel What kind of wine did you have in mind? Red wine, red blend, white wine, Zinfandel?

    Dark Archive

    Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

    Sipping the foul tasting liquid that passes for ale in the place, Sorithar weighs Karisa's words, nodding at the questions and suggestions of his fellow Pathfinders and contemplating what he knows of efreeti before taking the letter and chiming in.

    "Corvius Vayn is a collector of rare goods. We might get more out of him with something a little less commonplace than a Zinfandel.

    Any suggestions steward Starsight?"

    Purchases:
    Learn and copy absorb toxicity - 375 gp

    Other Actions & Effects::
    Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 23 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 28.
    Can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

    Ioun stone (Knowledge (Local), +2 competence)
    Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)

    Current Appearance::
    A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
    He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
    Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
    Stat Block::
    Sorithar Ark'nroth

    Male LN Human (Taldan) Wizard/Cyphermage, Level 6/3, Init 8, HP 53/53, Speed 30
    AC 12, Touch 12, Flat-footed 10, CMD 18, Fort 6, Ref 7, Will 9, CMB +6, Base Attack Bonus 4
    Bonded Item Staff of the Overwatched +7 or +5/+3 (1d6+2 or 1d6+3, 20x2)
    Dagger +5/+5 (1d4+2, 19-20/x2)
    Silver (10), Adamantine (2), Adamantine Weapon Blanch (10 bolts) Crossbow, Light (20 Bolts) +5 (1d8+2, 20x2)
    (+2 Dex)
    Abilities Str 14, Dex 14, Con 12, Int 22, Wis 10, Cha 10
    Condition extended mage armor (18 hours)
    Spells detect magic, read magic, light, mage hand, magic missile (x2), grease, protection from evil, heightened awareness, invisibility, create pit, defending bone, summon swarm, extended mage armor, haste, dispel magic, heroism, extended false life, persistent glitterdust, ectoplasmic lighting bolt, persistent create pit, persistent slow, teleport, +1 (staff)
    Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [][], wand of water breathing (3rd, 2/2 charges), wand of magic missile (1st, 25/50 charges), wand of protection from evil (1st, 5/18), wand of magic missile (3rd, 40/50 charges), wand of shield (1st, 40/50 charges), wand of infernal healing (arcane, 1st, 46/50 charges); scroll of protection from evil [], scroll of liberating command [][], scroll of heightened awareness [][], scroll of Aram Zey’s focus [], scroll of see invisibility [], scroll of skim [] staff (10/10)
    +1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
    Within Chronicle: letter of introduction

    Boons::

    * Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
    Gloomspire Explorer []: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

    Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

    * Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

    * You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

    New Recruit (J. Dacilane) []: Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

    Ally of the Green [][][]: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favour (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

    * Archaeological Expert []: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus to Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Apprise, Knowledge (history), or Profession (archaeologist) check (DC = 10 + 2*character level). If you succeed, you make a small but significant archaeological discovery that allows you, and only you, to earn the Prestige Point reward anyway. You cannot Take 10 on this check.

    Imperium Initiate []: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

    * Delvehaven Star []: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

    * Eye for Traitors (Dark Archive faction) []: You gain a permanent +2 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result.

    Precious Vindication []: At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below.

    * Elemental Conquest: [] You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
    Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor.
    While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws.
    As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

    Ranginori’s Debt: [][] You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
    Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
    Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
    Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
    Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
    Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

    Tome of First Contact [X][][][][]: You have recovered a strange tome that details utterly bizarre creatures rarely seen on your world. After rolling a Knowledge check to identify an aberration, ooze, or outsider (or a creature that is not native to Golarion) and learning the results, you can check one or more boxes that precede this boon. For each box you check, you can learn one additional piece of information, as if your Knowledge check result had been 5 higher. If you did not succeed at the Knowledge check in the first place, you can check one box to succeed at the Knowledge check to learn one piece of information plus the creature’s name, type, and subtypes.
    Once you check the last box, you’ve expended the tome’s greatest secrets. It remains a curious keepsake.

    Ectoplasmic Enhancement []: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.

    Aid of the Overwatched [][]: You returned Ralzeros the Overwatched to Golarion and convinced him to lend his aid to the Dark Archive. In thanks for your help, Ralzeros convinces his familiar Daosvaria to send a piece of her essence and knowledge to assist you.
    Instead of taking Daosvaria as a familiar, you can call her forth to share fragments of Ralzeros’s knowledge. Check a box that precedes this boon to roll a single Knowledge check using a bonus of 5 plus your character level in place of your typical bonus. If your own bonus is higher, you may instead gain a +2 bonus on the Knowledge check.
    If you use this benefit, cross the option to take Daosvaria as a familiar off your Chronicle sheet.

    Blessing of Nivi [X][X][][]: Your efforts on behalf of Kalsgard’s gnome population have drawn the attention, and blessing of the gnome goddess Nivi Rhombodazzle. This boon has different effects depending on your race. If you are a non-gnome, you may check a box next to this boon to cast blur as a swift action, with a caster level equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a bonus language; this has no further effect for characters who already speak Gnome.

    Gnomes of the North [][][]: You have befriended the gnomes of Kalsgard and found a home away from home at the Hall of Seven Wagers. You can check a box next to this boon to use either Bluff, Knowledge (local), or Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally received for the result of your check. If you already have the ability to use one of these skills to make a Day Job check, checking a box instead grants you a +2 bonus on such a check, in addition to doubling the gold received as normal. This boon’s doubling effect does not stack with other benefits that would multiply the result of your Day Job check.)

    Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

    Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

    Elixir of Renewal: [][] You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfnder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

    [STRIKE]Righteous Redemption: [X] Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfnders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.[/STRIKE]

    Worthy Foe: [][][] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
    Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
    Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

    Duskwarden’s Favor: [] Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon of your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

    What Ambush? (Scout Mission): [][] Your experience in Gallowspire has sharpened your senses against
    hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that
    precedes this boon to act on the surprise round. You are still considered flat-footed until you take an action.
    Alternatively, you can check a box to reroll an initiative check.

    Unravel Magic (Spellcaster Mission): [][] You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead.

    Timely Delivery (Muscle Mission): [][] No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

    Tactical Strike (Guard Mission): [] You can rally your allies to make a coordinated strike. Check the box
    that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you
    and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are
    considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of
    your actual positioning.

    Restorative Burst (Medic Mission): [] A spark of divine grace from your medic allies protects you. When
    you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically
    trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel
    energy ability of a cleric of your level.

    Necromantic Surge: [][][][] You can check a box that precedes this boon to strike foes with the Whispering
    Tyrant’s magic, using one of the following spell-like abilities based on your level when you activate this boon.
    Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.
    Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation,
    false life, fear, or vampiric touch.
    Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-like abilities you can use.
    Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-like abilities you can use. Check two boxes to use these spells.
    Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two
    boxes to use these spells.

    Echoing Paradox: [] A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once.

    Aggressive Researcher: [] You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

    Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

    Impossible Feat: [] The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

    Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

    Recruiter of Badru: You have convinced the soulbound construct Badru to contact Zarta Dralneen and consult for her Dark Archive. When you use Prestige Points to purchase make whole as a spellcasting service, Badru himself casts it at CL 12th. This boon may have other uses in future scenarios.

    Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon of your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

    * Boon Grants Permanent Bonus.


    Core Helms ! Wizards Wanted Gameday X

    Apologies all, I was waiting for responses and turns out there were some I didn't see.

    Karisa Starshight clears her throat and then says, "Vayn is an influential slave trader in Sedeq, making most of his money on obtaining and selling rare slaves. With his ample fortune, he has dabbled in a variety of other trades more out of curiosity than necessity." “From a series of ledgers we obtained; they were encoded, but we were able to identify Corvius Vayn as Phlegos' contact in Sedeq.”

    “Vayne is extremely rich, powerful, vile, and a target I’ve had my eye on for a long time now. He’s a genie binder and a slaver with a staggeringly large network of contacts and ludicrously deep pockets. Those connections insulate him from reprisal and make it very difficult to prove any criminal acts that might give us an excuse to take action against him. He also has a love of rare possessions and will collect anything he finds unique: alcohol, jewelry, slaves. It might be efficient to bring a rare alcohol or other unique gift for him if you have access to such.”

    Does anyone have the Chronicle sheet for Pathfinder Society Scenario #9-21: In the Grandmaster’s Name?

    About Khanuur the information is less clear. “I feel… a certain amount of sympathy for the creature. Corvius keeps the efreeti bound to him with a magical collar. I have tools that can help you break him free of it, if such appears to be necessary.”


    "What kind of tools?" Koryo asks. "Anything more specific than a good set of lockpicks?"

    Purchases:

    Rusting Powder (60gp)

    Running total: 3460 gp

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    Perhaps a nice Osirian wine...very nice taste...esoecially the one year...can't remember off hand...would have to see the bottle...[ooc]eill purchase a bottle of wine or a whiskey of some sort...want a roll to find sonething valuable?[/b]

    Horizon Hunters

    Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

    Yes, tools would help No chronicle from 9-21


    Core Helms ! Wizards Wanted Gameday X
    shaventalz wrote:
    "What kind of tools?" Koryo asks. "Anything more specific than a good set of lockpicks?"

    Karisa gives the party a greater chime of opening (functions as a chime of opening with a caster level of 20) and an adamantine metal file. “I’m sure you’ll find these useful one way or another. If you don’t use them to free Khanuur, then they’ll likely be useful in gaining access to Phlegos.”

    Mykel Therinor wrote:
    eill purchase a bottle of wine or a whiskey of some sort...want a roll to find sonething valuable?

    Mykel looks for the most expensive bottle of wine he can find, it is a labeled 'Vayne Vinyards.' Similarly the most exclusive whiskey comes from 'Vayne Distillery.'

    Anything you can find here, he already has access to, but a gift is still a gift if you wish to purchase something less rare.

    When you are ready:
    Corvius Vayn’s estate is an opulent palace with gardens full of exotic plants, an entry hall with rare works of art, and a sitting room the size of a townhouse.

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "Could be useful. Thanks."

    Actually, that brings up another possibility. Before heading for Vayn's estate, Koryo picks up a couple of small trinkets, along with a bottle of absinthe. Something a little more distinct than the bottle of wine they'd be getting, to give him a variety.

    Purchases:

    Adamantine wire saw (150gp)
    Bottle of Absinthe (30gp)

    Running total: 3640 gp

    Once arriving, he takes a look around the entryway. Swanky.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    Yeah...what do you get for the man who has everything, right? Mykel says as he settles on a nice Osiran wine.

    When getting to the estate, he marvels at the collection of art and lets out a low whistle.

    The Blakros Museum would be jealous if they saw these, I think...

    Horizon Hunters

    Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

    Ah, nice plants.


    Core Helms ! Wizards Wanted Gameday X

    At the door and after presenting a letter of introduction, the Pathfinders are brought to the sitting room by a suli in flowing silk robes.
    "May I offer you some refreshments? Anything you desire."

    Yes:
    The request is fullfilled in a very short amount of time. The suli returns with the requested rereshments on a silver platter.

    Shortly after the refreshment arrive, a sturdy blonde human man with long, free-flowing hair strides confidently into the room, his fine black and white silk robes fluttering behind him. An efreeti in midnight black robes with gold trim and a black metal collar follows immediately behind.

    The human addresses the room at large, “Ah, Pathfinders. I was wondering how long it would take you seek me out. My money was on a month earlier, but no matter. It only cost me a few thousand platinum.” He slowly starts to sit as several unseen servants assemble a throne of throw pillows below him.

    “I am Corvius Vayn of course and need no further introduction. You however, do. Please introduce yourselves so I can start to think of you as more than a group of homicidal archeologists.”

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    Koryo starts to say something, but thinks twice about it. "Just a water, thanks." Drinking while trying to negotiate with someone like this? Probably a bad idea.

    "I am Koryo, sir. Formerly of Tian Xia, now the owner of a trade vessel. Seeing your house, though... I need to step up my game." A little soft flattery probably wouldn't hurt.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    I am Mykel, of the Cassomir Therinors...delighted to meet you sir. Just a mug of coffee, please...thank you. I do find you taste exquisite...these pieces of art surely beat those in the Blakros Museum.
    Mind you, I am no expert on art or the like...my humble tastes relate to wine, women and food. Speaking of wine...we brought a gift... it's a fine Osirian wine, very nice bouquet to it. We did not know exactly how expansive your wine collection is, so we went with an educated guess with this one.
    the young Taldan says as he hands over the bottle to his servant.

    I wasn't able to find whiskey from my homeland...

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "That reminds me. I also brought a small gift for you."

    Koryo carefully pulls out the freshly-purchased bottle of absinthe and hands it off to the servant.


    Core Helms ! Wizards Wanted Gameday X

    Corvius Vayne graciously accepts the gifts with genuine thanks. "What about you? What gifts do you possess that your venture captain would send you to me?

    Koryo:
    You are only showing as human right? If so what is the check and DC to know you are kitsune?

    I am going to track down our fourth. If not I will find a fourth.


    Core Helms ! Wizards Wanted Gameday X

    Corvius gives each of you an appraising look as you introduce yourselves, taking special note of Koryo's introduction*. If you deviate from introductions for any reason other than offering praise or gifts, he interrupts them, saying “Tsk tsk, introductions first. Formality and etiquette are paramount.” He politely sips his wine.

    *(Perception): 1d20 + 10 ⇒ (20) + 10 = 30

    “Let us cut deep. You’re here because of former Venture-Captain Phlegos Dulm. He betrayed you. You want him… dead? Captured? Something unpleasant, I’m sure. He owes me a great deal as well and I can’t be letting him get away with it—no; bad business. Vayne makes a face as if the wine he is drinking is not some of the best on Golarion.

    "Letting you handle him is cheaper than hiring the Red Mantis to do it for me. However, I can’t be giving away something for free, even information—etiquette you know. In exchange for information on Phlegos Dulm, including where to find him, I offer you this onetime deal:”

    "One of you will become my indentured servant for one month—oh, you don’t have to do anything unseemly. I’m not a Calistrian. I just want to take you to a few lavish parties, dress you in fine clothes, show off your various talents; standard arrangement. You don’t have to start now—I understand you’re in the middle of something. Come back when you’re done and get pampered for a while. Deal?”

    Horizon Hunters

    Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

    We don't want anyone dead unless it is self defense, I'd kill a monster, but a person who does wrong deserves prison, not death.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    Wait...let me get this straight. One of us becomes a piece of eye candy for you for a month...and nothing unseemly will happen? I just want to clarify...nothing illegal or evil...and you help us? I mean, you gain from this as well...odd. Let me ponder for a moment... Mykel says as he huddles with the others.

    I can take a hit for the Society...I don't think he'd double cross the Society...especially if he has a stake in the game.

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "Don't look at it as giving information away for free" Koryo suggests. "You want him punished for what he owes you, right? Then you're not helping us, you're hiring us."

    "Maybe even getting free servants for a bit, telling them what to do, and sending them against your enemy. Whichever sounds better."

    To Mykel, Koryo just says "It would make things easier."


    Core Helms ! Wizards Wanted Gameday X
    Mykel Therinor wrote:
    Wait...let me get this straight. One of us becomes a piece of eye candy for you for a month...and nothing unseemly will happen? I just want to clarify...nothing illegal or evil...and you help us? I mean, you gain from this as well...odd. Let me ponder for a moment... Mykel says as he huddles with the others.

    "My dear Parthfinder," Corvius says, his eyes not leaving Koryo. "It would seem odd unless you were actually eye candy."

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    ok...i'm jumping in...remember me well, guys...lol

    Ok...as long as I come out of it the same as I am going in...I'll be your show pony. The things I do for the Society... Mykel says as he extends his hand towards the man.

    I could use a vacation anyways...although it will likely be a working one...


    Core Helms ! Wizards Wanted Gameday X

    "I am sorry Mykel, you have misunderstood my offer. You are not exotic enough for eye-candy. But I am glad to hear you are willing as I a different offer for you.

    “Each of you will owe me a favor to be determined later. I could use a few ‘adventurers’ in my pocket—” he is interrupted as a clear chime sounds through the room. “Apologies, I have an engagement I must get to. Let me leave you here to relax and deliberate. I’ll return in one hour to hear your decision—though you really don’t have a choice, do you?” Corvius chuckles to himself as he leaves the room. The efreet closes the door after him and turns toward you, standing at attention.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    Huh...I don't know how to feel after that...should I be offended? Mykel asks the others as he goes over everything in his head.

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "Maybe" says Koryo, once the door closes.

    He then starts growing fur as his face elongates over the course of several seconds. "Pretty sure he was talking about me, though." A rather magnificent tail works its way out from under his coat and sways lazily.

    "My touring society for a month does seem better than all of us owing this guy an open-ended favor, but we haven't heard from everyone yet."

    He turns to the efreet. "What's your story?"

    Horizon Hunters

    Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

    Well guys, the obvious decision is yes.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    Ahh....that makes sense then...i almost took offense...ha! Mykel says as he sees the tail swish about.


    Core Helms ! Wizards Wanted Gameday X
    Koryo wrote:
    He turns to the efreet. "What's your story?"

    "Story? I am a slave bound to that mortal," he says in a voice that echoes and burns like the inside of a kiln. "He is a very powerful mortal and I am bound to his will." The efreet points to the collar on his neck. "I must perform everything Corvius asks, as long as this is intact. I cannot assist you, except to offer you drink, food, entertainment, or anything else a good host might offer."

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "And what would you do if someone were to remove that collar?"


    Core Helms ! Wizards Wanted Gameday X

    “Set me free and I offer you the information you seek in exchange. Nothing more and nothing less.” he puts simply. "I will aid you, if I can. However, you must remove this collar."

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "I'd also want an agrement that you don't tell Corvius of this, whether or not we manage to actually remove the collar." Koryo was good with locks, but Corvius was loaded. This collar could have locks worthy of the vaults of Abadar. It'd be bad if they failed, that got back to Corvius, he sent them home empty-handed... yeah.

    Koryo turns to the others. "What do you think?"

    Horizon Hunters

    Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

    I think we should do what we are told without question and set him free.

    The Concordance

    Female Undine Wizard (Water Elementalist) 10 | F:+6, R:+8, W:+9 | hp: 62/62 | S/d 5/5/4/4/3 | AC:19 | I:+3 | P:+19 | 124312-17 | CE

    A short female wizard, dressed in blue robes and decorated with symbols that could make her an astromancer was also with the group but hadn't said much up to this point, basically trying to get to grips with what is going on.

    She had shyly introduced herself as Spica Capella, and an undine, who was currently looking a bit uncomfortable in the current location. She had been even more uncomfortable when the subject of 'eye candy' had been brought up earlier.

    She looks at the world through large rimmed spectacles.


    Core Helms ! Wizards Wanted Gameday X

    If Corvius wants the answer, Khanuur must obey.
    Also it will be fairly obvious what happened if Corvius returns and finds not only the Pathfinders missing, but also his enslaved efreet, he will put them together.

    KN (local) DC 20:
    While it will be a terrible blow to Corvius, he will think twice before coming after someone with the power to free a genie. Especially when said genie is now free to seek revenge for being enslaved.

    @Spica :) as an undine, the offer to be arm-candy for a while is also offered to you. & if you haven't already please make sure to dot in the discussion thread.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    know local: 1d20 + 5 ⇒ (10) + 5 = 15

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "I'm just saying don't... volunteer anything. If he asks, he asks."

    Koryo pulls out a couple small tools and starts twirling them between his fingers. "Mordack or Spica, does that collar have an Arcane Lock on it?"

    Horizon Hunters

    Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

    Mordack doesn't have knowledge Local, even though he has all the other knowledge skills being a wizard, this is the one subject he didn't study in school.

    The Concordance

    Female Undine Wizard (Water Elementalist) 10 | F:+6, R:+8, W:+9 | hp: 62/62 | S/d 5/5/4/4/3 | AC:19 | I:+3 | P:+19 | 124312-17 | CE

    Let's find out. As it happens I do have Knock and Dispel Magic prepared as well as a scroll of the former

    She does a Detect Magic over the collar in an effort to determine if an Arcane Lock is indeed present.

    As for the 'eye candy' request, if I have to do it, I suppose that I must. He'd probably want to keep me in a gilded aquarium to show off. I suppose I could live with that

    She had already introduced herself as a 'humble undine wizard and seeker of knowledge'.

    k local: 1d20 + 9 ⇒ (14) + 9 = 23


    Core Helms ! Wizards Wanted Gameday X

    Please see the spoiler above if you have not already.

    Spica casts a spell and the collar ripples like a pond disturbed by a stone. As she concentrates a moment longer the magic causes the ripples to becomes waves. yes it has an arcane lock.

    "Remember what this Phlegos did to your fellow agents. The same has been done to me, and I can help you stop him."

    As you are considering whether to bargain with the efreet, realize diplomacy is needed. So is Diplomacy.

    Grand Lodge

    male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

    So we free you and you help us? I'm not against it... Mykel says to the others.

    diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29i gave a +2 from a scenario if ir applies...will spoiler it for you

    gm:
    Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the protection of Magnimar’s interest
    in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying
    your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in
    the cities and towns allied with it.

    Grand Lodge

    M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

    "You seemed uncomfortable enough already just hearing about it that I figured I'd be the one to take the hit. Honestly, taking the deal could be good for my business... but it rubs me the wrong way."

    To the genie, he adds "And give us a chance to get out of the area before you do anything attention-grabbing. I'd rather not be trapped here when you start to take your vengeance."

    Aid Another Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13

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