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Previous round: Rescind wandering star motes and cast magic missile at Blue. Force Damage: 5d4 + 5 ⇒ (1, 3, 1, 4, 4) + 5 = 18
Steeling his will, Sorithar grimaces and completes another deftly cast incantation, opening a gaping extradimensional hole in the floor at the feet of the two larger dog and those around them.
Will Save: 1d20 + 11 ⇒ (18) + 11 = 29
Cast create pit centered on the junction of dogs and blue. 9 rounds, DC 19 Reflex or fall 30 ft. taking falling damage: 3d6 ⇒ (1, 5, 6) = 12
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.
[I]+2 competence on Perception and Knowledge (Trained) checks
+2 morale to attack, saves and skill checks
DR 5/bludgeoning (45/45)
Temp Hit Points: 15/15
Ioun stone (Stealth, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
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.
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), heightened awareness (75 minutes), defending bone (9 hours), heroism (75 minutes), false life (18 hours)
Spells
detect magic, read magic, light, mage hand,
magic missile, grease, protection from evil,
summon swarm,
haste, dispel magic,
black tentacles, persistent create pit,
persistent slow, persistent hold person, +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 (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: letter of introduction
* 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.

Venture Teller Play b'Post |

Sorithar's magic missile takes the swagger from the blinded pistoler.
The door was opened from the other side to reveal the dogs. Had to retcon who opened the door, but that removes an attack from said door-opener. :)
Create pit (added blue square to map)
Dash: 1d20 + 7 ⇒ (16) + 7 = 23
Dot: 1d20 + 7 ⇒ (6) + 7 = 13 dot falls into the pit, along with the limp body of the orange setter.
Purple: 1d20 + 5 ⇒ (17) + 5 = 22
Spica is up.
(Red is still up and not surrendering).
R5
Pirate (s)(21):
big dogs: (20): Dot (18+12) howls, dash attacks Koryo falls into pit.
Koryo (18): flees in panic rounds: 1d4 ⇒ 3
Mykel (16): attacks red
Mordack (15): uses wand of magic missile
Sorithar (13): casts my favorite spell
Blue Pirate (+45+18) (11):
Spica (10): <--here now
Pirate G (+93) (6):
Pirate R (+33+15+22+2) (6):
less big dogs (6):

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Spica fires another volley of maximised magic missiles at the big dog which didn't fall down the pit 20 force damage
She also attempts to identify it.
k planes: 1d20 + 15 ⇒ (14) + 15 = 29

Venture Teller Play b'Post |

These prize winning shadow mastiff puppies were obtained from a
Nidalese frigate a couple of years ago. Their howl causes fright and they blend in with shadows except in the brightest of light.
Red feels the deck shifting under his feet and moves to a more stable position, then strikes at mykel. The swasbuckler deftly pushes the fist away with his blade, opening a large slit in the pirate's wrist. Nat 20!. The loss of blood is too much for Red and he falls to the floor crying out "I will never capitul...."
punch: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20, blind?: 1d100 ⇒ 23, blind?: 1d100 ⇒ 81, damage: 1d8 + 5 ⇒ (3) + 5 = 8
Purple dog moves up to Mykel also to bite, the other two dogs run around in circles before coming back at the pit with mighty leaps. The move toward Mykel but, have to clamber over the furniture before they can get into an attacking position.
Purple: 1d20 + 3 ⇒ (4) + 3 = 7, snap: 1d6 + 3 ⇒ (6) + 3 = 9 plus trip: 1d20 + 3 ⇒ (13) + 3 = 16 (miss)
Cyan's jump: 1d20 + 14 ⇒ (13) + 14 = 27, Magenta's jump: 1d20 + 14 ⇒ (8) + 14 = 22,
Dot's climb: 1d20 + 5 ⇒ (19) + 5 = 24
Dash the shadow mastiff rushes into battle, ending up on a table and next to Mordock.
Dash: 1d20 + 10 ⇒ (2) + 10 = 12, snap: 1d8 + 4 ⇒ (7) + 4 = 11 plus trip: 1d20 + 10 ⇒ (6) + 10 = 16
Pathfinders are up! Mykel may make other AoO if he has them?
R6
Pirate (s)(21): moves, casts spell
Dot (18+12) in pit howls ineffectively (immune after first save),
dash attacks Mordock
Koryo (18): flees in panic ii
Mykel (16): <--here now
Mordack (15): <--here now
Sorithar (13): <--here now
Blue Pirate (+63) (11):
Spica (10): <--here now
Pirate G (+93) (6):
Pirate R (+96) (6):
less big dogs (6):
Pirate (s)(21):
big dogs: (20): Dot (18+12) howls, D
ash attacks Koryo falls into pit.
Koryo (18): flees in panic 3 rounds
Mykel (16): attacks red
Mordack (15): uses wand of magic missile
Sorithar (13): casts my favorite spell
[b]Spica (10): casts magic missile at Dot
Pirate R (+33+15+22+2) (6): attacks Mykel
less big dogs (6):

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Koryo opens East1, steps through, then shuts it behind himself and leans on the door.
64/71 hp
4/4 panache
Reach 4r
Panicked 1r

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Dash fails to get Mordack even though he has low AC and CMD. Mordack will step, then cast magic missile on pink using the wand. dmg: 1d4 + 1 ⇒ (1) + 1 = 2 This probably probably provokes from dash, assuming Spica didn't kill it with her 26 points of damage.

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AoO: 1d20 + 16 ⇒ (20) + 16 = 361d9 + 7 + 7 ⇒ (3) + 7 + 7 = 17I have Combat Relexes...
crit?: 1d20 + 16 ⇒ (16) + 16 = 322d8 + 14 ⇒ (2, 1) + 14 = 17
Come at me, mongrels! I'll cut you all down! Mykel yells as he slashes at the dogs.
attack1: 1d20 + 16 ⇒ (20) + 16 = 361d8 + 7 + 7 ⇒ (1) + 7 + 7 = 15
attack2: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 7 + 7 ⇒ (7) + 7 + 7 = 21
p/r: 1d20 + 20 ⇒ (6) + 20 = 261d20 + 20 ⇒ (10) + 20 = 301d8 + 11 + 7 ⇒ (5) + 11 + 7 = 23
attacking dash, magenta, cyan and pruple in that order, depending on which ones are up...like, if dash is down, attacck magenta, and if that one is down, cyan...and if theyre all down the
crit: 1d20 + 16 ⇒ (7) + 16 = 232d8 + 14 ⇒ (7, 2) + 14 = 23

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Sorithar aims his staff at the nearest larger shadowy mastiff and utters a command.
Sparkling motes of bright light shoot toward the mutt and swirl around it in a complex pattern.
Cast wandering star motes from staff on Dash. 9 rounds, DC 20 Will to resist.
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.
[I]+2 competence on Perception and Knowledge (Trained) checks
+2 morale to attack, saves and skill checks
DR 5/bludgeoning (45/45)
Temp Hit Points: 15/15
Ioun stone (Stealth, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
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.
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), heightened awareness (75 minutes), defending bone (9 hours), heroism (75 minutes), false life (18 hours)
Spells
detect magic, read magic, light, mage hand,
magic missile, grease, protection from evil,
summon swarm,
haste, dispel magic,
black tentacles, persistent create pit,
persistent slow, persistent hold person, +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 (7/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: letter of introduction
* 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.

Venture Teller Play b'Post |

I have Combat Relexes...
granting at total of 5 AoO -1 for the parry/ripost correct?
The dogs get too close to the Rondeloro or the clambering over the furniture is too much of a distraction. Mykel finds an opening as the pink dog passes and cuts it down. The next dog also leaves an opening and it too is cut down. Mordack puts a tiny dart of pure force to the remaining smaller dog.
Mykel attacks Dash with a decisive blow, but his second attempt catches only murky whisps of shadow. Fortunately the first brings the big dog down and he instead directs his blade to the remaining purple paw. 1d100 ⇒ 91, miss?: 1d100 ⇒ 48
Pathfinder's are up! (no visible targets, but one of the pirates was in the entry hall & Dot can still be heard in the pit.) climb: 1d20 + 5 ⇒ (4) + 5 = 9 R7
Sorithar aims his staff at the nearest larger shadowy mastiff and utters a command.
[ooc]Sorry to do this to you again, but you are out of targets. Would you like to retcon?
Spica aims for the bigger dog with bigger darts of force.
The bodies are piling up around the Mykel!
Pirate (s)(21):
Dot (18+12) in pit howls ineffectively (immune after first save),
Dash
Koryo (18): flees in panic iii
Mykel (16): <--here now
Mordack (15): <--here now
Sorithar (13): <--here now
Blue Pirate (+63) (11):
Spica (10): <--here now
Pirate G (+93) (6):
Pirate R (+96) (6):
less big dogs (6) (+2):
Pirate (s)(21): moves, casts spell
Dot (18+12) in pit howls ineffectively (immune after first save),
Dash attacks (26+15+23) Mordock
Koryo (18): flees in panic ii
Mykel (16): attacks dash
Mordack (15): casts magic missile
Sorithar (13): casts wandering motes retcon?
Spica (10): casts magic missile
PurplePaw (6):

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Is that all of them? Mykel asks as he looks for a target. He then hears the one in the pit. Guess not... as he steps out from in between the bodies and flicks some gore from his blade.
Does that pit remain permanent or no?
will move to beside the pit and wait for the spell to end or the thing to climb out...will ready an attack for when ever one popes up
attack: 1d20 + 16 ⇒ (15) + 16 = 311d8 + 7 + 7 ⇒ (8) + 7 + 7 = 22
panache back up to full...yay for killing blows!

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I believe it does vanish after a while Spica replies.
Is that all of them or do we have to check other rooms for potential enemies before removing the slaves?
She steps inside to see if any of the downed pirates have the keys.

Venture Teller Play b'Post |

Mykel: 1d20 ⇒ 14
Koryo: 1d20 ⇒ 2
Mykel Reflex: 1d20 + 13 ⇒ (1) + 13 = 14

Venture Teller Play b'Post |

The final pirate is not visible from this side of the room, and Koryo might have seen someone behind the door as it opened, but he did not. Mykel also seem to have failed to notice the edges of the pit and looking into the pit then slides in.
falling damage: 3d6 ⇒ (4, 6, 1) = 11
He suddenly has a target again.
Spica begins checking the pirates bodies for keys.
Dangers of standing adjacent to the pit have been directly mentioned. Less directly I flavored the dangers twice. I also tried for a perception check, so I feel a little bad about Mykel's position. but only a little bad. :(
Sorithar and Mordock are up, Spica is welcome to retcon the key search if prefferred.

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nope...that's fair...if i missed that, it's on me...can i roll Acrobatics to reduce the damage? and if i can attack, will i get a full attack or just one? will roll both, ignore the second if necessary
acrobatics: 1d20 + 18 ⇒ (7) + 18 = 25
Hello, beastie...time to go play with your friends...in the depths of Hell! Mykel says as he lashes out at the big dog. He lowers his stance in anticipation of the beast returning the favour.
attack: 1d20 + 16 ⇒ (15) + 16 = 311d8 + 7 + 7 ⇒ (5) + 7 + 7 = 19
attack: 1d20 + 11 ⇒ (12) + 11 = 231d8 + 7 + 7 ⇒ (2) + 7 + 7 = 16
[/r: 1d20 + 20 ⇒ (5) + 20 = 251d20 + 20 ⇒ (16) + 20 = 361d8 + 11 + 7 ⇒ (4) + 11 + 7 = 22

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Mordack will magic missile the pirate dmg: 1d4 + 1 ⇒ (4) + 1 = 5 with wand.

Venture Teller Play b'Post |

Per the spell, any character ending their turn adjacent to the pit must succeed at a Reflex save or fall into the pit. However I do think if we were at a RL table Mykel might have been cautioned against that last movement. Instead the fall is an intentional jump (which does allow for the Athletics to lesson the damage), followed by an attack.
With a bit of panache the swashbuckler jumps into the pit. Mykel feels a tendon twisting painfully far and lands in a heap at the shadow mastiff's feet. Even prone his attack manages to
miss?: 1d100 ⇒ 55
Mordock applies a magic missile to the mastiff, moving a little farther into the room stand on the furniture so as to able to see into the pit.
A black eagle swoops into the room, heading toward the first target it sees, Sorithar.
talon: 1d20 + 4 ⇒ (15) + 4 = 19, slashing: 1d4 ⇒ 4
Dot having a target at last, bites at the prone Mykel, getting past the raised blade!
bite: 1d20 + 10 ⇒ (18) + 10 = 28, damage: 1d8 + 4 ⇒ (8) + 4 = 12
Sorithar has an R7 action. The party is up. The seawitch (pirate number 4/yellow) is not visible, but not out of the fight either.) Koryo is no longer panicked and may act in R8.
R8
Pirate (s)(21):
Dot (33+19) attacks Mykel
Dash
Koryo (18): <--here now
Mykel (16): <--here now
Mordack (15): <--here now
Sorithar (13): <--here now
Blue Pirate (+63) (11):
Spica (10): <--here now
Pirate G (+93) (6):
Pirate R (+96) (6):
less big dogs (6) (+2):
Pirate (s)(21): summons eagles: 1d3 ⇒ 1
Dot (30+5) in pit howls ineffectively (immune after first save),
Koryo (18): flees in panic iii
Mykel (16): jumps into the pit attacks dot.
[b]Mordack (15): casts magic missile
[b]Sorithar (13): <--here now
[b]Spica (10): looks for keys

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Got a bit of fight in you yet, eh? I'll make sure to cut it out of you! the Taldan says as he grits his teeth through the pain and presses his assault.
attack1: 1d20 + 16 ⇒ (9) + 16 = 251d8 + 7 + 7 ⇒ (1) + 7 + 7 = 151d100 ⇒ 78
attack2: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 7 + 7 ⇒ (6) + 7 + 7 = 201d100 ⇒ 94
p/r: 1d20 + 20 ⇒ (20) + 20 = 401d20 + 20 ⇒ (19) + 20 = 391d8 + 7 + 7 ⇒ (6) + 7 + 7 = 201d100 ⇒ 7
just had a thought...and thats my fault...the second +7 for my damage is precision damage...just in case they are immune...sorry about that...

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Wait, why was he in here? It's just a dog!
Koryo throws open the door and rushes back to the fight, drawing his backup sword. "What happened here?"
64/71 hp
4/4 panache
Reach 3r
Still has reach. Anything passing through the nearer portion of the double doors (above Mykel) gets AoO'd.
EDIT: Subtract 1 from attack and 2 from damage (using backup sword)
AoO 1: 1d20 + 18 ⇒ (19) + 18 = 37 and damage: 1d6 + 10 + 5 ⇒ (4) + 10 + 5 = 19
AoO 2: 1d20 + 18 ⇒ (2) + 18 = 20 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 3: 1d20 + 18 ⇒ (17) + 18 = 35 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 4: 1d20 + 18 ⇒ (4) + 18 = 22 and damage: 1d6 + 10 + 5 ⇒ (4) + 10 + 5 = 19
AoO 5: 1d20 + 18 ⇒ (10) + 18 = 28 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 6: 1d20 + 18 ⇒ (9) + 18 = 27 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
Riposte:
Attack: 1d20 + 17 ⇒ (11) + 17 = 28 and damage: 1d6 + 10 + 5 ⇒ (3) + 10 + 5 = 18
Confirmation rolls:
AoO 1: 1d20 + 18 ⇒ (14) + 18 = 32 and extra damage: 1d6 + 10 ⇒ (3) + 10 = 13
AoO 3: 1d20 + 18 ⇒ (13) + 18 = 31 and extra damage: 1d6 + 10 ⇒ (1) + 10 = 11

Venture Teller Play b'Post |

Even though he is flat on the floor of the pit, Mykel is able to connect against the wounded Dot. The mastiff howls once more but is soon unconscious.
Spica's spell manages to splatter the eagle into bits of shadow and chaos sending the creature back to the plane it came from.
Eagle & mastiff are down. We can stay in rounds if you want, the final pirate is not coming in anytime soon, but you can pursue them if you wish. Three people builds a concensus, or two and 24 hours.

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The bone floating about around Sorithar interposes itself with the eagle's talon, absorbing the blow from the summon creature.
Sorithar grumbles, but before he can respond, a barrage of arcane missiles send it back to its home plane. Nodding once at Spica, he utters a series of arcane syllables and gestures deftly, causing the pit in the floor to rise up, lifting its contents back into the chamber.
As soon as Mykel finishes off the mastiff, Sorithar speaks calmly.
"Hold a breath!"
Then he completes another lengthy incantation and suddenly, the flutter of many wings can be heard in the foyer beyond.
R7: Cast dispel magic on the pit. Auto-success.
R8: Cast summon swarm to summon a swarm of bats in the middle of the chamber beyond the door.
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.
[I]+2 competence on Perception and Knowledge (Trained) checks
+2 morale to attack, saves and skill checks
DR 5/bludgeoning (41/45)
Temp Hit Points: 15/15
Ioun stone (Stealth, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
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.
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), heightened awareness (75 minutes), defending bone (9 hours), heroism (75 minutes), false life (18 hours)
Spells
detect magic, read magic, light, mage hand,
magic missile, grease, protection from evil,
haste
black tentacles, persistent create pit,
persistent slow, persistent hold person, +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 (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: letter of introduction
* 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.

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Don't chase after him, he might lead us into a trap or is a coward and is running away entirely

Venture Teller Play b'Post |

swarm?: 1d100 ⇒ 14
R9
Pirate (s)(21):
Koryo (18): <--here now
Mykel (16): <--here now
Mordack (15): <--here now
Sorithar (13): <--here now
Spica (10): <--here now
Pirate (s)(21):
Koryo (18): returns to lounge
Mykel (16): kills mastiff, stands(?)
Mordack (15): <--here now[/b] anything?
Sorithar (13): casts summon swarm
Spica (10): searches for keys

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Koryo moves to the doorway and takes a glance inside while moving.
Spent 3 squares movement; still have rest of the move and a standard. Actions depend on what's going on in there.

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I believe he ... or she .. did a runner Spica replied. She indicated where she saw the pirate leave. I also believe that Sorithar is attempting to drive them .... erm .... batty

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”Just trying to keep them distracted. They can clearly summon beasts, if nothing else!
We still need to get in there to finish the job. Anyone care to lead the way? I’ll dismiss those bats if they get bothersome.”

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ahh...gotcha... Mykel darts through the door and closes with the last pirate. He lashes out with his sword.
attack: 1d20 + 16 ⇒ (4) + 16 = 201d8 + 7 + 7 ⇒ (6) + 7 + 7 = 20
p/r: 1d20 + 20 ⇒ (16) + 20 = 361d20 + 20 ⇒ (19) + 20 = 391d8 + 11 + 7 ⇒ (1) + 11 + 7 = 19
ok...moving into where the swarm is...can't tell which square he's in...but if i can see him i'll attack and set up a parry/riposte...move my token to whatever square puts me in contact with him...if i can't see him, i'll just move into the room with the swarm...ty
riposte crit: 1d20 + 20 ⇒ (15) + 20 = 352d8 + 22 ⇒ (4, 4) + 22 = 30

Venture Teller Play b'Post |

Mykel enters the room, and can see the pirate flying near the ceiling (30 ft. up). One eye, green and purple energy swirls from the pupil causing Mykel to check himself.*
Magical bats come into being and fly toward the flying target.
Koryo pick ups his weapon and begins moving into the grand entry.
A natural stone floor and twenty-foot-high domed glass ceiling enhance the beauty of this entrance hall. A wide staircase leads up to the second-floor balcony while double doors open to the north and south, and another leads west into a garden.
I was kind of stuck until someone went after the seawitch. If I forced it it would have removed the chance to heal or cast other buffs. Mykel needs to make a Will save.
R9
Pirate (s)(21): readied action.
Koryo (18): partial move action remaining. <--here now
Mykel (16): standard action remaining <--here now
Mordack (15): <--here now
Sorithar (13): <--here now
bats arrivev move to seawitch.
Spica (10): <--here now
I added the second floor version of this room to the map. You may have to 'arrange > bring to front' your token

Venture Teller Play b'Post |

[dice=will]1d20+7
-4 penalty to saving throws. as you have been hexed with the evil eye!
Also, you posted while I was editing the above post. Please make sure to double check it. :)
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With the last pirate out of reach, Koryo can only pick up his good sword or get up there.
...eh. He didn't carry a bow (why were the quivers so heavy?), and that's a little out of his reach. Let the mages handle it. He'd be ready for whatever else they found upstairs.
Stop in current location, pick up sword.

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Sorithar moves into the foyer and, locating the floating pirate engulfed in his swarm, he raises a hand a prepares to cast a spell.
Ready Action: Cast magic missile: 5d4 + 5 ⇒ (4, 4, 1, 4, 4) + 5 = 22 at the floating pirate if they try any spellcasting.
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.
[I]+2 competence on Perception and Knowledge (Trained) checks
+2 morale to attack, saves and skill checks
DR 5/bludgeoning (45/45)
Temp Hit Points: 15/15
Ioun stone (Stealth, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
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.
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), heightened awareness (75 minutes), defending bone (9 hours), heroism (75 minutes), false life (18 hours)
Spells
detect magic, read magic, light, mage hand,
magic missile, grease, protection from evil
haste
black tentacles, persistent create pit
persistent slow, persistent hold person, +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 (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: letter of introduction
* 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.

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Mordack doublemoves into the room to get to the far end.

Venture Teller Play b'Post |

staying on the defensive, the seawitch flies to the other corner of the room with a hideous cackle. "Captain! Captain, boarders!" they scream. Mykel continues to feel the horror of that eye upon him. This is only fair, as his force of will also has a grip on them.
R9
Pirate (15+)(21): cackles, moves (shaken)
Koryo (18): <--here now
Mykel (16): <--here now
Mordack (15): <--here now
Sorithar (13): <--here now
(bats)
Spica (10): <--here now
Pirate (13+1+1)(21): readied action.
Koryo (18): retrieves sword
Mykel (16): standard action remaining
Mordack (15): double moves
Sorithar (13): readies magic missile
bats arrive, move to seawitch. 1d6 ⇒ 1
Spica (10): magic missile

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Fine...have it your way... Mykel says as he lets his shoves his sword in the ground and draws his bow. He nocks and fires an arrow in one smooth motion.
longbow: 1d20 + 14 ⇒ (6) + 14 = 201d8 ⇒ 7unsure if firing into a swarm has a penalty..if it does, apply it. Spica, roll your crit for your RTA

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Koryo carefully sheathes his backup blade for safekeeping, then moves up the stairs to stand above Mykel. If the "captain" showed up, Mykel would need some protection to use his bow.
64/71 hp
4/4 panache
AoO 1: 1d20 + 18 ⇒ (13) + 18 = 31 and damage: 1d6 + 10 + 5 ⇒ (2) + 10 + 5 = 17
AoO 2: 1d20 + 18 ⇒ (13) + 18 = 31 and damage: 1d6 + 10 + 5 ⇒ (3) + 10 + 5 = 18
AoO 3: 1d20 + 18 ⇒ (11) + 18 = 29 and damage: 1d6 + 10 + 5 ⇒ (3) + 10 + 5 = 18
AoO 4: 1d20 + 18 ⇒ (18) + 18 = 36 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 5: 1d20 + 18 ⇒ (17) + 18 = 35 and damage: 1d6 + 10 + 5 ⇒ (5) + 10 + 5 = 20
AoO 6: 1d20 + 18 ⇒ (10) + 18 = 28 and damage: 1d6 + 10 + 5 ⇒ (3) + 10 + 5 = 18
Riposte:
Attack: 1d20 + 17 ⇒ (9) + 17 = 26 and damage: 1d6 + 10 + 5 ⇒ (5) + 10 + 5 = 20
Critical confirmation:
AoO 4: 1d20 + 18 ⇒ (8) + 18 = 26 and extra damage: 1d6 + 10 ⇒ (4) + 10 = 14
AoO 5: 1d20 + 18 ⇒ (6) + 18 = 24 and extra damage: 1d6 + 10 ⇒ (5) + 10 = 15

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With a string of syllables and a gesture, Sorithar releases an unerring barrage of five arcane bolts of azure energy at the floating pirate and then takes a few steps back into the doorway of the room they'd just come from, concerned about what might show up on the balcony having higher ground...
Casting magic missile at the pirate. Can we just use the roll from last round..?
Then retreating into the chamber we just came from.
Swarm Damage: 2d6 ⇒ (2, 1) = 3 from this round and last.
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.
[I]+2 competence on Perception and Knowledge (Trained) checks
+2 morale to attack, saves and skill checks
DR 5/bludgeoning (45/45)
Temp Hit Points: 15/15
Ioun stone (Stealth, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
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.
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), heightened awareness (75 minutes), defending bone (9 hours), heroism (75 minutes), false life (18 hours)
Spells
detect magic, read magic, light, mage hand,
grease, protection from evil,
haste,
black tentacles, persistent create pit,
persistent slow, persistent hold person, +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 (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: letter of introduction
* 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.

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Mordack will magic missile the pirate dmg: 1d4 + 1 ⇒ (3) + 1 = 4 good thing for the wand.

Curaigh |

The bats move to the nearest target and find they have two. Both swashbucklers are surrounded by the tiny terrors. Dozens of bites and cuts dew blood from the two.
Piercing: 1d6 ⇒ 2
The floor in the grand entrance suddenly turns to mud, Spica and Mordack find themselves sinking in the muck. They are in past their ankles when the stone suddenly resolidifies trapping them inside the floor!
While the arrow fired misses the seawitch, the same can not be said of the three barrages of magic missiles & frosted rays. The pirate screams in pain and curses at the Pathfinders, "Screw this I am out!". They fly down 30 feet and then head west through the doors and into the jungle.
Rubbery black tentacles spring from the ground grabbing at everyone in the grand entry & a little beyond. (everyone) grapple: 1d20 + 13 ⇒ (12) + 13 = 25 if that < beats your CMD take: 1d6 + 1 ⇒ (4) + 1 = 5 damage.
R10
Pirate (15+22++4)(21): flies
Koryo (18): <--here now
Mykel (16): <--here now
Mordack (15): <--here now
Sorithar (13): <--here now
(bats)
Spica (10): <--here now
Pirate (15+)(21): cackles, moves (shaken)
Koryo (18): moves
Mykel (16): draws bow shoots
Mordack (15): moves, magic missile
Sorithar (13): magic missile, moves
(bats) move over Koryo & Mykel
Spica (10): ray of frost

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reflex: 1d20 + 5 ⇒ (4) + 5 = 9
The suddenness of being up to her ankles in mud and having that mud become floor again causes Spica to let slip a very naughty word in Aquan. She immediately covers her mouth and looks very embarrassed.
She then attempts to escape by using Dimension Door to move a short distance but far enough away from the entanglement. If that means leaving her boots behind, so be it. She does take the damage first though.
concentration: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31
perception: 1d20 + 15 ⇒ (18) + 15 = 33
She blushes more after hearing the seawitches reply.
Anyone want a Haste? she meekly asks.

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Mykel waves away at the swarm of pests and then realizes he's been grabbed by the mass of tentacles.
Oh for the love of... he starts cursing. He tries wo wiggle his way out of its grasp.
escape artist: 1d20 + 11 ⇒ (14) + 11 = 25

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"Hrast!"
Sorithar struggles to wiggle himself free of the writhing black tentacles but manages only to further entangle himself as his face takes on a dark shade of red.
Attempt to wiggle free and move out of area of effect. CMB: 1d20 + 8 ⇒ (9) + 8 = 17
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.
[I]+2 competence on Perception and Knowledge (Trained) checks
+2 morale to attack, saves and skill checks
DR 5/bludgeoning (45/45)
Temp Hit Points: 10/15
Ioun stone (Stealth, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
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.
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), heightened awareness (75 minutes), defending bone (9 hours), heroism (75 minutes), false life (18 hours)
Spells
detect magic, read magic, light, mage hand,
grease, protection from evil,
haste
black tentacles, persistent create pit,
persistent slow, persistent hold person, +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 (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: letter of introduction
* 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.

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reflex: 1d20 + 6 ⇒ (11) + 6 = 17 How do I climb out [ooc]You need a climb check for me to climb out?[/b]