
Venture Teller Play b'Post |

[dice=reflex]1d20+6 How do I climb out You need a climb check for me to climb out?
hrmmm... Paizo went down while I was editing that post. The stone has grabbed you only at the ankles, so not a climb. Escape artist or destroy (damage) the stone holding your feet. I will post DCs later.

Venture Teller Play b'Post |

Mykel escapes the tentacles grasp, and dashes to a place of safety Or not? just assuming
Spica's eyes lose focas as her mind gains it. Then she disappears in a wave of salty air. And reappears... on top of a dog bed still warm in the dining room. EDITwhere? take an ally?
R11 (I got off by a round and we had two R9s.)
Pirate (15+22++4)(21): flies away casts black tentacles
Koryo (18): <--here now bleeding,
Mykel (16): <--here now bleeding, escapes the grapple, Move action remaining.
Mordack (15): <--here now
Sorithar (13): <--here nowEDIT: Spica's dd retcon the escape artist check.
(bats disappear).
Spica (10): casts dimension door EDIT: Dining room
I want to speed this up...
I will retcon what I need to, but you can make the next few rounds at once if you would like.
Pirate (41+)(21): flies away. Out of combat, ?!?unless PCs are clever in R11?!?
tentacles grapple: 1d20 + 13 ⇒ (20) + 13 = 33 +5 versus those folks still grappled. damage: 1d6 + 1 ⇒ (4) + 1 = 5
Koryo (18): <--here now bleeding,
Mykel (16): <--here now bleeding,
Mordack (15): <--here now
Sorithar (13): <--here now
Spica (10): <--here now
Round 13
tentacles grapple: 1d20 + 13 ⇒ (2) + 13 = 15 +5 versus those folks still grappled. damage: 1d6 + 1 ⇒ (1) + 1 = 2
Koryo (18): <--here now bleeding,
Mykel (16): <--here now bleeding,
Mordack (15): <--here now
Sorithar (13): <--here now
Spica (10): <--here now

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Spica grabs Sorinthar and they both vanish and reappear in the nearby dining hall.
Now to get rid of these tentacles she says.
She casts Dispel Magic at them.
clc: 1d20 + 7 ⇒ (10) + 7 = 17

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Round 11:
Hey, that was our loot flying off! However, Koryo's soon preoccupied with the bats and tentacles engulfing him.
He tries to escape the tentacles while making it look good (gotta inspire the others, right?)
Escape Artist: 1d20 + 9 ⇒ (3) + 9 = 12 and Derring-Do: 1d6 ⇒ 5
Assuming this fails; think the tentacles' CMD is 23
Hurt by bats (2) and tentacles (5). Bleed 1.
52/71 hp
3/4 panache

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Round 12:
Koryo continues struggling against the tentacles.
Escape Artist and faction pin: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 plus Derring-Do: 1d6 ⇒ 5
Working himself free, he gets out of that field of death and moves towards one of the doors. Hopefully their target would be considerate enough to leave them out here until the real Pathfinders are ready - but Koryo's not counting on that.
Hurt by tentacles (5). Bleed 1.
46/71 hp
2/4 panache
Bleeding
Only using parry once this turn, if it comes up (running low on panache)
AoOs:
AoO 1: 1d20 + 18 ⇒ (9) + 18 = 27 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
AoO 2: 1d20 + 18 ⇒ (3) + 18 = 21 and damage: 1d6 + 10 + 5 ⇒ (4) + 10 + 5 = 19
AoO 3: 1d20 + 18 ⇒ (13) + 18 = 31 and damage: 1d6 + 10 + 5 ⇒ (2) + 10 + 5 = 17
AoO 4: 1d20 + 18 ⇒ (17) + 18 = 35 and damage: 1d6 + 10 + 5 ⇒ (5) + 10 + 5 = 20
AoO 5: 1d20 + 18 ⇒ (18) + 18 = 36 and damage: 1d6 + 10 + 5 ⇒ (4) + 10 + 5 = 19
AoO 6: 1d20 + 18 ⇒ (3) + 18 = 21 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
Riposte:
Attack: 1d20 + 17 ⇒ (2) + 17 = 19 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
Confirmation:
AoO 4: 1d20 + 18 ⇒ (12) + 18 = 30 and additional damage: 1d6 + 10 ⇒ (5) + 10 = 15
AoO 5: 1d20 + 18 ⇒ (13) + 18 = 31 and additional damage: 1d6 + 10 ⇒ (4) + 10 = 14

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Transported in an instant, Sorithar shakes off the familiar stupor, nods his thanks to Spica and moves into a flurry of actions...
A lot of variables here, but here goes:
R11
If Sorithar can see the escaping pirate through the window, break window with staff (unless the spell will break the window) and cast lightning bolt: 9d6 ⇒ (3, 2, 6, 2, 4, 4, 1, 6, 2) = 30 at her. DC 19 Reflex for half.
If he can't see the pirate, focus on pearl of power to regain magic missile.
R12
If Spica dispelled the black tentacles, draw scroll of liberating command and move to cast it on Mordack using enhance scroll to cast it at 9th level for a +18 to his escape artist check to escape the trap.
If she failed and Sorithar did not cast lightning bolt, then cast dispel magic: 1d20 + 9 ⇒ (15) + 9 = 24 on the tentacles.
If she failed and Sorithar did cast lightning bolt, then focus on pearl of power to regain magic missile.
R13
If black tentacles not in effect, move to top of stairs and cast haste on the party.
If black tentacles is in effect, cast protection from evil on self.
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,
magic missile? (x2), 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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Going to have to get out of the tentacles cmb: 1d20 + 3 ⇒ (2) + 3 = 5
and round 12 cmb: 1d20 + 3 ⇒ (1) + 3 = 4 Alright someone destroy these things.

Venture Teller Play b'Post |

A loud crash emits from the dining room, followed by even louder thunder as Sorithar turns arcane energy into electricity.
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25 Nat 20!
R11 (I got off by a round and we had two R9s.)
Pirate (15+22++4)(21): flies away casts black tentacles
Koryo (18):struggles against tentacles bleeding,bleeding: 1d4 ⇒ 1
Mykel (16): bleeding, escapes the grapple, bleeding: 1d4 ⇒ 4
Mordack (15): struggles against tentacles.
Sorithar (13): casts lightning bolt
(bats disappear).
Spica (10): casts dimension door to dining room
R12
Pirate (41+15) bleeding: 1d4 ⇒ 3 cast spell cure: 3d8 + 9 ⇒ (2, 8, 4) + 9 = 23 flies away. (60 feet from door)
Koryo (18): escapes tentacles, moves to upper landing (bleeding: 1d4 ⇒ 1
Mykel (16): <--here now bleeding, bleeding: 1d4 ⇒ 4
Mordack (15): struggles against tentacles, also trapped by floor
Sorithar (13): withdraws pearl, regains a casting of magic missile
Spica (10): casts dispel magic (unsuccessfully)
GM t-shirt reroll: 1d20 + 7 ⇒ (20) + 7 = 27 [ooc]Nat 20! Success! unless someone wants to save my reroll for later?
R13
Pirate (56-23+3) flies into jungle (180 feet from door in jungle)
Koryo (18): <--here now bleeding, bleeding: 1d4 ⇒ 2
Mykel (16): <--here now bleeding, bleeding: 1d4 ⇒ 4
Mordack (15): <-- here now still trapped in floor.
Sorithar (13):<-- here now
Spica (10): <--here now
Mykel has a R12 action, everyone has a R13 action, double check I got that right Sorithar? retcon as necessary!

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Mykel moves to the others.r12 action to get with the group.
r13
Can we catch him? I've taken a few lucky hits...got past my defenses....
at 30/83 damage...that bleeding hits hard...especially with the GM rolling 4's all the time!

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Koryo pulls out a potion and drinks it, while keeping an ear out for any noise from either door. Someone has to have heard that.
P: CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Does Koryo hear any noise from behind either set of doors? Do they open towards Koryo or away? Are there handles on this side that a rope could be tied around to keep them shut?
Heal 5
51/71 hp
2/4 panache
Only using parry once this turn, if it comes up (running low on panache)
AoOs:
AoO 1: 1d20 + 18 ⇒ (7) + 18 = 25 and damage: 1d6 + 10 + 5 ⇒ (3) + 10 + 5 = 18
AoO 2: 1d20 + 18 ⇒ (4) + 18 = 22 and damage: 1d6 + 10 + 5 ⇒ (2) + 10 + 5 = 17
AoO 3: 1d20 + 18 ⇒ (5) + 18 = 23 and damage: 1d6 + 10 + 5 ⇒ (5) + 10 + 5 = 20
AoO 4: 1d20 + 18 ⇒ (5) + 18 = 23 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
AoO 5: 1d20 + 18 ⇒ (16) + 18 = 34 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
AoO 6: 1d20 + 18 ⇒ (13) + 18 = 31 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
Riposte:
Attack: 1d20 + 17 ⇒ (4) + 17 = 21 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
Confirmation:
AoO 5: 1d20 + 18 ⇒ (10) + 18 = 28 and gloves of marking

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cmb escape: 1d20 + 3 ⇒ (7) + 3 = 10 seriously, I need like a 20 to escape, I'll be trapped here for eternity.

Venture Teller Play b'Post |

I hadn't used my T-shirt reroll so, take that reroll as mine and you can have yours back.
seriously, I need like a 20 to escape, I'll be trapped here for eternity.
I rolled a 20 with my t-Shirt reroll. Since Spica didn't want it...
Mordock slips the bonds of the nefarious trap! (in R12 I also botted your move action to put you in the dining room with the others. Please undo if you would prefer a different move action.)R13
Pirate (56-23+3) flies into jungle (180 feet from door in jungle)
Koryo (18): retrieves & drinks potion.
Mykel (16): moves to Sorithar, gets CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Mordack (15): <-- here now
Sorithar (13):] UMD CLW wand
Spica (10): <--here now
Nothing to hear from the doors (passively speaking). Doors open into the room (away from Koryo)

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Spica heads to a dining room window to see if she can see the fleeing pirate.
perception: 1d20 + 15 ⇒ (3) + 15 = 18
She then casts Haste on everyone else in the dining room, in case that's helpful.

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Mordack doesn't want to go ahead of anyone ready a magic missile from his wand in case an enemy approaches. dmg: 1d4 + 1 ⇒ (3) + 1 = 4

Venture Teller Play b'Post |

Spica boosts the party with the speed of crashing waves.
Mordock prepares as spell and soon gets the chance to use at a flabby skinned half orc emerges from the door pushed ahead of a well dressed elf with a very fine hat.
The traitorous Phlegos has been found!
Koryo & Mykel are up, Mordock's readied action happens.
R14
Koryo (18): <--here now[/b]
Mykel* (16): <--here now[/b]
Phlegos (16):
Mordack* (15): readied magic missile
Jirandiel (13):
Sorithar* (13):
Spica* (10):
Phlegos: 1d20 + 6 ⇒ (10) + 6 = 16, Jirandiel: 1d20 + 10 ⇒ (3) + 10 = 13
*hasted
Pirate (56-23+3) flies into jungle (180 feet from door in jungle)
Koryo (18): retrieves & drinks potion.
Mykel (16): moves to Sorithar, gets
Mordack (15): readies magic missile
Sorithar (13): UMD CLW wand
Spica (10): casts haste

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missed the rolls for the clw wand in discussion...rolling the HP now...thanks man!
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (7) + 1 = 8
perfect...back at full...
question...would Mykel be able to make it there in 1 round...with the Haste his move is 60...

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Hearing to commotion, Sorithar tucks away Mykel's wand and heads into the foyer. Sighting the two figures on the upper level, he raises a hand and utters a complex incantation, letting the enchantment try and snare the strange woman behind Phlegos, even as he speaks up.
"Phlegos, you are wanted for crimes against the Pathfinders. We have come to retrieve you to stand trial before the Decemvirate! Come with us peacefully and there will be no further need for bloodshed!"
Cast persistant hold person on the pirate behind Phlegos.
Two DC 20 Will saves to resist. Lasts 9 rounds.
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
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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moving to base contact with the baddies...
You're coming with us, traitor! Mykel says as he darts forward and lashes out at the half orc.
attack, hasted: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 261d8 + 7 + 7 ⇒ (4) + 7 + 7 = 18
p/r: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 341d20 + 20 + 1 ⇒ (8) + 20 + 1 = 291d8 + 7 + 7 ⇒ (8) + 7 + 7 = 22
p/r2: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 241d20 + 20 + 1 ⇒ (7) + 20 + 1 = 281d8 + 7 + 7 ⇒ (2) + 7 + 7 = 16
intimidate: 1d20 + 14 ⇒ (1) + 14 = 15
rolled 2 p/r's in case...

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Koryo shrugs, briefly touching that same blue scarf. "What they said."
Use 1p to activate Swordmaster's Flair for 1-minute reach.
Lunging, he sweeps his rapier low across Plegos' legs.
Trip attempt: 1d20 + 17 ⇒ (15) + 17 = 32
He then steps forwards and tries clubbing the prone alchemist nonlethally.
Nonlethal iterative attack: 1d20 + 8 ⇒ (13) + 8 = 21 for bludgeoning damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
Reach 10r
51/71 hp
1/4 panache
Not using parry/riposte (nearly out of panache).
Switch damage type to slashing.
Use nonlethal AoOs against Phlegos (so takes a -4 penalty to the listed attack rolls.)
First confirmed crit uses Gloves of Marking rather than doing extra damage (DC19 Will vs shaken)
AoO:
AoO 1: 1d20 + 18 ⇒ (14) + 18 = 32 for damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 2: 1d20 + 18 ⇒ (20) + 18 = 38 for damage: 1d6 + 10 + 5 ⇒ (4) + 10 + 5 = 19
AoO 3: 1d20 + 18 ⇒ (14) + 18 = 32 for damage: 1d6 + 10 + 5 ⇒ (2) + 10 + 5 = 17
AoO 4: 1d20 + 18 ⇒ (9) + 18 = 27 for damage: 1d6 + 10 + 5 ⇒ (5) + 10 + 5 = 20
AoO 5: 1d20 + 18 ⇒ (18) + 18 = 36 for damage: 1d6 + 10 + 5 ⇒ (2) + 10 + 5 = 17
AoO 6: 1d20 + 18 ⇒ (13) + 18 = 31 for damage: 1d6 + 10 + 5 ⇒ (3) + 10 + 5 = 18
Confirmation:
AoO 2: 1d20 + 18 ⇒ (11) + 18 = 29 for extra damage: 1d6 + 10 ⇒ (3) + 10 = 13
AoO 5: 1d20 + 18 ⇒ (8) + 18 = 26 for extra damage: 1d6 + 10 ⇒ (6) + 10 = 16

Venture Teller Play b'Post |

Mykel miss?: 1d100 ⇒ 49
Koryo miss?: 1d100 ⇒ 91
The swashbuckler, moves up the stairs blindingly fast and strikes at the traitor. Phlegos seems to move just as fast and is standing two feet from Mykel's blow.
Koryo follows up and also strikes, sweeping the legs out from under Phlegos who falls to the ground Koryo attacks again, but misses the man laying at his feat.
Phlegos stares at the swashbuckler as if to measure his chances. before trying to stand tries to stand. Koryo miss?: 1d100 ⇒ 23
also provokes from Mykel if you would prefer that to using parry.
R14
Koryo (18): moves trips Phlegos
Mykel* (16): moves, misses Phlegos
Phlegos (16): stands
Mordack* (15): <--here now readied magic missile
Jirandiel (13):
Sorithar* (13):
Spica* (10):

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Magic missile readied has been rolled, oh I guess I magic missile again for round 14 dmg: 1d4 + 1 ⇒ (2) + 1 = 3 horray for wands.

Venture Teller Play b'Post |

Not sure how I missed that... Phlegos takes two magic missiles. Are you out of other spells Mordack?
Nobody has credit for PFS scenario #38 correct? It has been long enough I am not sure I even asked....
"How delightful! You think you can attack me in my own home!" the elfs laughs. She begins dancing too. Making excellent use of her rapier against Mykel.
rapier: 1d20 + 22 ⇒ (16) + 22 = 38, piercing: 1d6 + 6 ⇒ (2) + 6 = 8 threat
rapier: 1d20 + 17 ⇒ (15) + 17 = 32, piercing: 1d6 + 6 ⇒ (2) + 6 = 8 threat
rapier: 1d20 + 12 ⇒ (13) + 12 = 25, piercing: 1d6 + 6 ⇒ (3) + 6 = 9 miss
crit?: 1d20 + 22 ⇒ (8) + 22 = 30, piercing: 1d6 + 6 ⇒ (3) + 6 = 9 success
crit?: 1d20 + 17 ⇒ (3) + 17 = 20, piercing: 1d6 + 6 ⇒ (3) + 6 = 9 not success
(25 total damage)
Her third attack misses, so it cannot be parried correct? More importantly, not riposted?
Sorithal attempts to press on the captain's mind. And the magic works!
Will save: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15, Will save: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
R14
Koryo (18): moves trips Phlegos
Mykel* (16): moves, misses Phlegos
Phlegos (16) 4+3+: stands
Mordack* (15): casts magic missile
Jirandiel (13): attacks Mykel.
Sorithar* (13): casts hold person
Spica* (10):<-- here now
Spica is up after which, Koryo & Mykel can start the next round!

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i ususally only roll one p/r per attack...but if you will let me roll them to parry/riposte her attacks, that would be cool...only have one spent panache right now...and i could parry all three attacks...will roll them under a spoiler to avoid an eyesore...and dding -4 penalty to do non lethal...
p/r1: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 341d20 + 20 - 4 + 1 ⇒ (10) + 20 - 4 + 1 = 271d8 + 7 + 7 ⇒ (5) + 7 + 7 = 19
p/r2: 1d20 + 20 + 1 ⇒ (6) + 20 + 1 = 271d20 + 20 - 4 + 1 ⇒ (15) + 20 - 4 + 1 = 321d8 + 7 + 7 ⇒ (8) + 7 + 7 = 22
p/r3: 1d20 + 20 + 1 ⇒ (6) + 20 + 1 = 271d20 + 20 - 4 + 1 ⇒ (9) + 20 - 4 + 1 = 261d8 + 7 + 7 ⇒ (7) + 7 + 7 = 21
ok...her two attacks hit, but i parried her last one, and a possible hit...depending on her AC...3 panache used. 4 total...my rolls sucked...and at 14/83 hp...

Venture Teller Play b'Post |

You had rolled two. She beat them. The third missed your AC, so parry wasn't needed.

Venture Teller Play b'Post |

Phlegos belches loudly in the quiet left when Jirandial's triumphant cackling stops. "Who are you?" he asks. The question is barely a question as if he knows the answer and not sure he likes it.
Koryo and Mykel are up (if Mykel is still up after the 25 damage :)
R15
Koryo (18): <-- here now
Mykel* (16): <-- here now
Phlegos 7+ (16)
Mordack* (15):
Jirandiel (13):
Sorithar* (13):
Spica* (10):
Koryo (18): moves trips Phlegos
Mykel* (16): moves, misses Phlegos
Phlegos (16) 4+3+: stands
Mordack* (15): casts magic missile
Jirandiel (13): attacks Mykel.
Sorithar* (13): casts hold person
Spica* (10): double moves[/ooc]

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Koryo reaches between Phlegos and Mykel, ignoring any reprisal from the former Pathfinder in favor of dropping this "captain." Taking careful aim, he thrusts his rapier forwards into its unmoving target.
CDG damage: 2d6 + 20 + 5 ⇒ (1, 3) + 20 + 5 = 29
CDG attempt on Jirandiel. DC 39 Fort save vs. death. Provokes from Phlegos.
"You can't run far enough, Phlegos. All you can do is make it harder on yourself. The Venture-Captain wants to have a chat." Koryo remains where he is, blocking the stairs so Phlegos can't easily get away.
Reach 9r
51/71 hp
1/4 panache
2/3 charmed life
Not using parry/riposte (nearly out of panache).
Use nonlethal AoOs against Phlegos (so takes a -4 penalty to the listed attack rolls.)
First confirmed crit uses Gloves of Marking rather than doing extra damage (DC19 Will vs shaken)
AoO 1: 1d20 + 18 ⇒ (6) + 18 = 24 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
AoO 2: 1d20 + 18 ⇒ (13) + 18 = 31 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 3: 1d20 + 18 ⇒ (7) + 18 = 25 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 4: 1d20 + 18 ⇒ (18) + 18 = 36 and damage: 1d6 + 10 + 5 ⇒ (5) + 10 + 5 = 20
AoO 5: 1d20 + 18 ⇒ (5) + 18 = 23 and damage: 1d6 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 6: 1d20 + 18 ⇒ (4) + 18 = 22 and damage: 1d6 + 10 + 5 ⇒ (4) + 10 + 5 = 19
Confirmation:
AoO 4: 1d20 + 18 ⇒ (19) + 18 = 37 and gloves of marking.

Venture Teller Play b'Post |

Phlegos is without a weapon and does nothing to stop Koryo from his attack. Seeing the precision of the rapier he drops to his knees.
"Please don't kill me," he begs. "You have saved me from this pirate, please do not kill me. The half-orc visibly shudders and the mention of Venture-Captains and 'chats'. He begins balling again. "She enslaved me, enslaved me and has starved me and forced... forced me to give her... give... give her pedicures! Please do not kill me!"
Fort v CdG: 1d20 + 6 ⇒ (5) + 6 = 11

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"Really." Koryo gives Phlegos a flat look. This seems... unlikely, and a little too convenient. Still.
Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6
Pulling a set of manacles from his pack, he sets them in front of Phlegos. "Put these on, then, so we can clean up here and be off."
He then leans over and asks Spica in a low voice "Could you check this guy for magic?" He could have something handy to teleport himself away once their back was turned, something he needed a bit of time to activate. Or this could be a disguised decoy... he gave up really quickly.
Reach 8r
51/71 hp
1/4 panache
2/3 charmed life

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Sorithar casts a quick incantation even as he draws the wand Mykel had left with him. As his eyes glow an azure, he examines the begging Phlegos from below and then proceeds to use the wand on Mykel.
When that is done, he hands the wand to the Taldan and moves to aid Koryo with the swashbuckler's own wand.
"We should search the others, gather the slaves and make our way back to the docks. We might be able to apprehend that other pirate while we're at it. Not too many places to flee from an island..."
Cast detect magic, study Phlegos for three rounds and then start using the wand of CLW on Mykel until he's back to full health. Will then move to Koryo and use his wand of infernal healing on him while the others deal with Phlegos.
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 (65 minutes), defending bone (9 hours), heroism (65 minutes), false life (18 hours)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil, heightened awareness
haste
black tentacles, persistent create pit,
persistent slow
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [X][X], 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, Mykel's wand of CLW
* 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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Phew, finally, one long fight and chase.

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Spica takes a moment for a breather before doing the Detect Magic scans on Phlegos.
I got another healing wand if you need it she offers.
She also produces some spider silk rope if anyone wants it.

Venture Teller Play b'Post |

"She hates Pathfinders. She enslaved me," Phlegos pleas. The sagging flabby skin attests to his recent rapid weight loss.
Before the slaves could finish repairs to the estate, Jirandiel and her crew turned on Phlegos, subduing him and taking control of the island as their new base of operations.
He radiates no magic (except the mutagens he has consumed-which will wear off soon). Scanning Jirandiel the same way reveals a lot of magic. Including a Wayfinder inscribed 'To Venture Lieutenant Phlegos Dulm. -Your friend Venture-Captain Wulessa Yuul'.
"That is mine," the half-orc claims. "She took that from me! She enslaved me. Please don't kill me." he is almost whimpering.
Also (assuming you eventually identify it): potion of cure serious wounds, antitoxin (4); +1 spiteful mithral chain shirt, +2 rapier, dagger (16), cloak of resistance +1, Phlegos’s Wayfinder, bandolier (2), jar of pickles, nautical charts, sextant, a key, 547 gp.
I am going to post information that you can gather after the conversation with Phlegos. It is flavor text & you can decide what you do with said information after.
the kitchen in poor condition. While trying to deep fry fritters, one of the crew spilled the cooking oil all over the place. Treat the floor in this room as if covered in grease.

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Spica just sighs.
Well you're free from her now ..... I just hope she didn't force you to do any thing worse than pedicures - how deranged and inhumane
The maps are collected for later analysis. She also insists that Phlegos be allowed to keep his Wayfinder.

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"You're safe from her now" Koryo tells him. This was the big threat? "You still need to come with us, though."
"Speaking of enslaving people... do you know how many slaves she has here?"
Koryo takes a quick look over the maps before searching the rest of the upstairs.
Take10 Profession: Sailor for 16
Take10 Knowledge: Geography for 17

Venture Teller Play b'Post |

"How many slaves? I am a slave. She made me a slave." he cries.*
The nautical charts are mostly of local waters. Many of them bear the mark of the Chelish Navy. Jirandiel Waverider, was a former officer of the Chelish navy afterall. Years ago, a group of Pathfinders forever changed her life when they stole her ship and a valuable prisoner from her. After this embarrassment, Jirandiel lost her commission with the Chelish navy. Knowing only the sea and the wind, she took up a life of piracy. Though the years have dulled her self-hatred for becoming that which she once hunted, her ire for the Pathfinder Society has only sharpened. She has taken every opportunity to twist a dagger in their plans, her revenge against them for destroying her life never quite complete.
The keys to the slave’s chains and a glass orb--swirling with blue and green light, like light reflected under the ocean--on her writing desk in the southwestern corner along with gold embossed vellum stationary.
*Please make a Diplomacy check to find out that information. While your are at it, a Perception and a spellcraft to identify will also be usfeul :)

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Once he's done aiding the others in healing their wounds, Sorithar joins in the conversation with a stern, if patient, tone.
"Make this easier by answering our questions and we'll get you off this island safely. How many other slaves, are any kept elsewhere and are there any other secret compartments hidden here where your captor might have hid sensitive information..?
Also, any other hidden pirates or surprises we should anticipate trying to get you back to civilization..?"
As he speaks, Sorithar looks about carefully with the others, keeping an eye out for anything unusual or out of the ordinary.
Diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33
Aid Another Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Spellcraft: 1d20 + 20 ⇒ (12) + 20 = 32
Any equipment of interest on the pirates, including the one we left in the room with the other slaves..? Sorithar was checking while the others explored the other rooms.
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 (Diplomacy, +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 (74 minutes), defending bone (9 hours), heroism (74 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
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, Mykel's wand of CLW
* 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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weird...wasnt getting any post notis for gameplay...just discussion...auto assist diplomacy....since we're out of combat use up the healing we found...save our own...
Anything you can tell us that will benefit our mission is appreciated.

Venture Teller Play b'Post |

Phlegos says, "There are four other slaves. They have been re-building the estate with the first mate."
The orb: This is an orb of aquatic mastery. The bearer can place the orb in a body of water and call to aquatic creatures as a standard action. The most powerful creature with the aquatic subtype and submerged in that body of water within 1 mile is compelled to travel to the orb and then is automatically fascinated once they reach the orb. Once fascinated, the orb’s bearer can attempt to dominate the creature. Though the domination attempt does not break the fascinated condition, if the target creature succeeds at a Will save against the orb, it is immune to the orb’s powers for 24 hours.
The orb’s bearer may relinquish control of a dominated creature as a full-round action, so long as the orb is submerged in the same body of water as the creature.
Flak'Ak: feather token (anchor), feather token (bird), feather token (fan), feather token (swan boat), feather token (whip), potion of fly, scroll of alter winds, acid (2), antitoxin (2), Gear mwk chain shirt, mwk whip, cloak of resistance +1, masterwork shipwright tools, fancy pirate clothes, 299 gp
The keys from the desk unlock the chains of the slaves.
The other slaves: They are all exhausted from overwork and suffering from hunger and dehydration. One of the slaves identifies himself as Kaborghia, the leader of the expedition that originally came to investigate the island. He talks about the tablets he discovered tied to the Katheer’s Venicaan College. He refuses to say more, saying he’ll only speak to Ambrose Valsin on the matter.
(Away from Phlegos) The other three are able to help Kaborghia remember the location of the pile of death tokens, chips of stone engraved with the names of the dead, buried by the docks. They contain the names of all the slaves who had died while under Jirandiel’s control. (This replaces a failed Perception check earlier on)
Two doors remain unopened, under the stairs. One leads to a privy. The other to a spiral staircase that leads down into the earth.
Pisotleer: potion of cat’s grace; +1 studded leather, mwk pistols (2) with 32 alchemical cartridges (paper), mwk scimitar
Drunken brute (2x): potion of cure moderate wounds, +1 hide armor, +1 falchion, amulet of natural armor +1, bottle of rum

Venture Teller Play b'Post |

In the scenario the last bit is on two different lines. I read it as a +1 bottle of rum :)

Venture Teller Play b'Post |

"I was going to make an underground labratory down there," Phlegos whines. "Then she made me a slave!"
Eighty feet or more, down the spiral stairs. (Slide 7)
An intermittent sucking sound echoes through the cave as sea water is drawn out before gushing back into this enormous underground cave. A deep pool of water conceals an underwater passageway to the south. Eerie blue flames burn under the water, illuminating the entire cave in a rippling radiance. Fish bones and crustacean shells litter the bottom of the channel.
A few minutes after arriving a huge shadow crosses the channel, cast by the blue flames.
creature as a full-round action, so long as the orb is submerged in the same body of water as the creature.
to Phlegos, then your wish is my command.” With a snap of his fingers, the Pathfinders are instantly teleported to the island estate. To the docks if you made a good impression, or if you did not make a good impression on him, he teleports them to the middle of the cave at the north end of the 30-footdeep channel.
from the coast.
Back in town. With Jirandiel Waverider and her vicious crew defeated, the shipping lanes between Jalmeray and Absalom are once again
safe to sail. Karisa showers accolades on the Pathfinders, “The Decemvirate will be quite impressed with you, and pleased to deal with this traitor themselves. I have a few questions for him regarding those missing Pathfinder agents, too.”
he still refuses to talk about the Venicaan College tablets he found, insisting he’ll only speak with Ambrus Valsin, though a disturbing glimmer dances in his eyes. Phlegos had sent a group of Pathfinders to investigate a lead on a small island off the southwestern coast of Qadira. Shortly before Phlegos was forced to flee Katapesh, these Pathfinders had reported an astounding find: a sprawling estate filled with ancient relics, as well as graven tablets procured from Katheer’s Venicaan College.

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If the giant cephalopod is being controlled by the Orb, Spica will free it. A mgnificent creature like you should not be a slave she says.
She then examines the pool with the intention of gathering ideas for her own home.

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Mordack gasps. Uh, how dare she make you a slave.