GM Rutseg |
It is just a normal day at Magnimar, the City of Monuments at western Varisia, when you are called by the Pathfinder Lodge.
The summons from Sheila Heidmarch arrives two hours before dawn, and the Venture-Captain demonstrates a scarcely contained mix of excitement and anxiety as she motions for everyone to take a seat. “A short time ago, I sent a team of Pathfinders to recover the refuge tokens that might grant us access to the Runelord Krune’s lair. While that team succeeded in recovering the tokens, we still lack the proper command words to activate them, and no amount of divination seems able to provide them."
"While we don’t know the command words themselves, we do know that the words are etched into a set of rune plates—durable, well-crafted, and roughly parchment-sized tablets bearing ritual instructions—that are held in the Thousandth Spire, one of the many towers at the Thassilonian ruins known as Desgard’s Thousand Columns in what was once Haruka." Sheila invites you to have some pastries and a cup of tea while she continues with her explanation "You won’t have time to formally chronicle the site today, as you will not be alone. Our divinations also sensed multiple cells of Lissalans converging on the site, and it appears they have a lead. As a result, I have called in a favor from a Lissalan cultist we captured some months ago to have you teleported directly to the site."
"Krune and his predecessors appear to have protected their towers against most forms of divination. As a result, there is little more that I can tell you on short notice. The Thousandth Spire stands near the western end of the site, and its entryway will be marked by these runes,” she states, placing a slip of paper on the table. "Don’t tamper with any of the other towers unless you know what you are doing; you will be traveling to an eminent site of sloth magic, and there’s little telling what products of conjuration magic lie hidden within."
With that, Sheila plants her feet and curtly nods to signal the close of the meeting. "You have your orders: retrieve the runeplates, exercise discretion, and show initiative. You’re among my top agents, and I trust you to do whatever it takes to get the job done. Questions?"
Sin magic evolved—or more specifically devolved—from the rune magic of Xin, first emperor of Thassilon. Its use virtually died out with the fall of Thassilon.
if check result was ≥20
DC ≥25
Traveling scholars who have examined Desgard’s Thousand Columns have noted that the towers seem to thrum with stored conjuration magic. A few sages speculate that the site might serve as a storage facility of untapped arcane power for those so bold as to call upon it.
DC ≥30
A traveling conjurer noted that her teleportation and summoning spells behaved unpredictably yet became more powerful when near the ruins—when she managed to control the effect.
DC ≥35
In fact, experiments demonstrate that the energies are not uniform but appear to be legions of individual conjuration effects held in stasis.
The empire of Thassilon once covered much of what is now Varisia, but it crumbled in the wake of Earthfall over 10,000 years ago.
if check result was ≥20
Haruka, the domain of sloth, was one of the smallest provinces of Thassilon. Despite its size, Haruka cunningly carved a place for itself through its unrivaled slave trade and prominent role in the worship of Lissala and the Peacock Spirit.
DC ≥25
Few vestiges of Haruka remain, particularly given the violent destruction of Xin-Haruka soon after the empire’s fall. Historians still debate whether or not a host of metallic dragons razed the city, and the dragons have remained silent on the issue.
DC ≥35
Analysis of the works of a noted bronze dragon historian indicate that perhaps metallic dragons take turns watching over the ruins to ensure that no one unleashes whatever lies in the towers.
Athelstan Terrel |
Athelstan picks up the paper and examines the runes before copying them down on a piece of parchment.
"Do you have a more detailed description of the rune plates? I would think a "Runelord" might have runes on many things."
He pulls out an edited collection of chronicles (with personal notes) and flips through the pages, checking for any references to "Lissala." What might the misguided (and apparently dangerous) cultists be trying? And how could he best talk to their guide?
Knowledge: Religion: 1d20 + 17 ⇒ (19) + 17 = 36
"Are there any locals in the area we should be aware of? Wildlife?"
Ranalus |
The half-elf glowers at Venture-Captain Heidmarch.
"The Society has in the past Teleported agents directly into combat. As in, appearing within sword's length of enemies. I hope this Teleport is better thought out."
"Conjuration magic. Very well. I will prepare accordingly."
Knowledge (History): 1d20 + 6 ⇒ (1) + 6 = 7
Ranalus knows nothing of the site.
Ranalus prepares the following spells:
0 (4): Guidance, Detect Magic, Light, Mending
1 (6+1): Expeditious Retreat (D), Shield of Faith (2), Liberating Command, Protection from Evil, Unbreakable Heart, Divine Favor
2 (6+1): Blindness (D), Resist Energy, Admonishing Ray, Spiritual Weapon, Sound Burst, Silence, Boneshaker
3 (4+1): Fly (D), Magic Vestment (2), Bestow Insight, Communal Resist Energy
4 (4+1): Shadow Conjuration (D), Death Ward, Freedom of Movement, Dismissal, Dimensional Anchor
5 (3+1): Teleport (D), Breath of Life, Life Bubble, Communal Air Walk
He will pick up two doses of Anointing Oil for 50 gp total.
Kivuli Greyfeather |
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Arcana: 1d20 + 12 + 1d6 ⇒ (12) + 12 + (5) = 29
History: 1d20 + 12 + 1d6 ⇒ (11) + 12 + (3) = 26
The tiny investigator's features are concealed in loose fitting charcoal-colored clothing and a veil covering most of his face. His body language and posture do reveal his interest in the topic of conversation. He ponders what he has heard of the nature and history of the site.
The wayang speaks up in a thick Osirian accent, "Apologizing and sorrows for my tonguing...speaking? I have so many talkings... languagings? in my head. Will do best to explain." He takes a moment before continuing. "Me have heard that 'sin' magic comed from Thassilon's very onest leader, Xin. It has not been using for long time. The magic is used to calling others to do work for wizard. Labor and knowledge squeezed from them like a sponge. Nothing sneaky and nothing combaty. Other explorings lead experts to thinking magic energy am stored there, like a giant reservoir waiting for wizard to drain it."
"Thassilon are very old and gone. Where it was and now not covering much of what is now Varisia. Empire crumbled at Earthfall, over a hundred centuries ago. More smallerest part of country was Haruka. They were knowing for being wizards who exploited others. So good at it, they were the bestest place to buy slaves. As Sheilaheidmarch said, they prayed to Lissala and the Peacock Spirit."
He pauses again before adding, "Thassilon country died in Earthfall, but many thinking city lasted for time afterwards, but may have been broken...destroyed? by dragons. Gossiping says dragons may still living at the area."
Or you could read the appropriate spoilers for a more straightforward analysis.
Athelstan Terrel |
A slave-based empire. Hardly the most stable foundation, even without bringing something called "sin magic" into the mix. Apparently it was old enough that Cheliax didn't see it as a warning, though...
"Dragons?" asks Athelstan. "Good ones, or evil that wanted no competition?"
GM Rutseg |
"Do you have a more detailed description of the rune plates? I would think a "Runelord" might have runes on many things."
"Are there any locals in the area we should be aware of? Wildlife?"
"We have no idea of the exact aspect of the words we are looking for, but I am confident you will figure out which ones hold the commands to activate the tokens. They should talk about activation magic." Heidmarch explains while taking a sip of tea "Our divinations just sensed multiple cells of Lissalans converging on the site, be careful. You do not have much time for research, but I hope some of your companions enrolled for being experts in Thassilion might have more knowledge on what type of menaces the Runelord left in the ruins"
"The Society has in the past Teleported agents directly into combat. As in, appearing within sword's length of enemies. I hope this Teleport is better thought out."
Heidmarch smirks "If you have a complain you know the form to fill. Or just risk teleporting by your own means."
"Knowlege"
The Venture-Captain smiles as Kivuli talks "Your accent is good enough. I knew I chose the right Pathfinders for the job."
"But hurry up now, we need those words, and we need them before the Lissalan cults can do more harm to our mission" Heidmarch presses you while requesting a servant to start picking up the tea cups and pastries.
You know chromatic dragons are evil, while metallic dragons are good.
Kivuli knows the dragons he refers to are metallic ones.
Haliban Corentas |
Haliban is a slightly unkempt unattractive human. However he wears fancy boots covered with what must be fake gems. They are real.
He is eating some bread but puts it away when Heidmarch offers the pastries.
During Kivuli's speech he is nodding and eating then stops dead at the mention of slaves.
"Buy slaves? They were slavers? Sons of.. *glances at Sheila* I mean, Yes. We must discourage others from following in these Haruka's footsteps.*
Kivuli Greyfeather |
Arcana: 1d20 + 12 + 1d6 ⇒ (8) + 12 + (4) = 24
Kivuli responds to the aasimar, "The shiny dragons. With morals."
Athelstan Terrel |
"Thank you, that is good to know. We might have allies in the area."
"They wouldn't be the same ones that destroyed Haruka, would they?" Athelstan pauses, looking to the scholars for confirmation. "I know dragons have long lives, but presumably not that long. Still, whatever dragons are there might have heard old stories. Even if we don't meet any, that could be a useful fact for the follow-up team to keep in mind." It also suggested that he should make a few small purchases he'd been meaning to for a while now. And heading into a tower...
"We are entering a sealed tower, correct? Can any of you set an alarm at the entrance, to warn us if Lissalans arrive while we are searching?"
He turns to Mrs. Heidmarch. "Do we have time to purchase anything? When is our guide to arrive?" He pauses, then adds "Did our guide recant, or is this service part of their sentencing?"
GM Rutseg |
He turns to Mrs. Heidmarch. "Do we have time to purchase anything? When is our guide to arrive?" He pauses, then adds "Did our guide recant, or is this service part of their sentencing?"
"After this briefing you will have perhaps 15 minutes to gather what you must, return here, and be ready to depart. Until you arrive and can assess the situation, we must assume that our opposition already has an uncomfortable head start." Heidmarch answers Athelstan, her voice holding a refined tone with a strong accent "Karethia is one of those who so rudely interrupted a particular auction earlier this year. After we captured her, she willingly accepted Pathfinder oversight and now provides us with magical aid so long as we do not violate her existing oaths. Make certain that you do not let her know about your true mission, lest she feel compelled to interfere. She is indispensable, so do not antagonize her."
Athelstan Terrel |
Athelstan looks a little uncomfortable at that, but nods. "You know those oaths, and I don't. However, I need to point out that if we're asking her to do something that even seems close to breaking an oath, you will lose her trust and cooperation when she finds out."
GM Rutseg |
Heidmarch repeats the woman's name for Athelstan and answers Kivuli in a few words "She is human female of Chelaxian origin, and you will recognize her for her Thassilonian tattoos on the left arm"
After 15 minutes for a super fast preparation, Sheila Heidmarch returns to the meeting room accompanied by a blindfolded Chelaxian woman dressed in blue-green robes. The Thassilonian runes tattooed on the prisoner’s left arm are surrounded by a brand of the Glyph of the Open Road.
Sheila removes the fold from her eyes "This is Karethia, she can teleport you to Desgard’s Thousand Columns. You should travel as soon as
possible, I do not have to repeat you the pressed timing for this mission"
Karethia looks at you silently and serious "While we are at Desgard's Thousand Columns you better abstain from toying with the magic of sloth. We do not want the magic of the columns to conjure long waiting creatures in our presence."
"Karethia will wait for you in a save place not far from the tower" Venture-Captain Heidmarch explains "She will return you home once you have retrieved the rune plates"
The Chelaxian woman extends her tattooed hands towards you "Anyone new to teleportation?"
Athelstan Terrel |
"Athelstan Terrel, sworn to Aroden" Athelstan introduces himself as he shakes the offered hand with a smile. "I have been teleported for missions several times already. How close do you think you will be able to get?"
Diplomacy to adjust attitude: 1d20 + 21 ⇒ (16) + 21 = 37
She probably hasn't gotten much friendly contact since she was captured. Let's see if this gets her more willing to talk.
Haliban Corentas |
Haliban gives a wry grin. "No. Not new to teleporting."
He then pulls out his bow and readies an arrow. The bow is pointed downwards for now.
"Ya never know what could be waiting."
Kivuli Greyfeather |
Arcana: 1d20 + 12 + 1d6 ⇒ (13) + 12 + (5) = 30
Kivuli notes the brand, but makes a point not to say anything. "I am gratitude for you efforts on our missioning. I too have experience with magical translocation."
GM Rutseg |
"Athelstan Terrel, sworn to Aroden" Athelstan introduces himself as he shakes the offered hand with a smile. "I have been teleported for missions several times already. How close do you think you will be able to get?"
"I see I am not the only one to worship an old god..." Karethia seems to appreciate Athelstan "We will arrive to the western edge of the ruins"
When everyone is ready, she holds your hands and says magic words. The world around starts to spin, and when the speed of the turns slow down, you find yourselves in a completely different landscape.
A1. The Ravine
A two-tiered, half-mile long ravine gashes a jagged wound across the dry ground of the Storval Plateau, defining the limits of Desgard’s Thousand Columns. A grove of enormous crystalline prisms fills the ravine’s bottom, but only a few of the gem-like pillars crest the fifty-foot cliffs to the north and south. Built precariously close to the precipices on either side rise two rows of sturdy stone towers, each bearing irregularly placed spikes that appear to grow from the stone itself.
You arrive several hundred feet from the ruins’ western edge. There the ground slopes gradually into the ravine’s crystal-strewn bottom, and several boulders nearby bear Shoanti pictographs.
The images are warnings left by Shoanti Skoan-Quah, and you are able to understand the symbols for: “danger,” “forbidden,” and “slumbering spirit.”
The crystals range from 15–60 feet in height and would be difficult to scale DC 20 Climb.
The ravine’s crystals radiate lingering conjuration and abjuration magic.
You think they might had served in the past as little more than arcane foci for the powerful enchantments stored within the towers.
"Desgard’s Thousand Columns" Karethia proclaims.
The dragon in the image is not there.
It would be helpful if you could fill your Perception, Stealth and Initiative bonuses in the slides here.
No map so far.
Athelstan Terrel |
"I would love to be discuss that with you later" replies Athelstan. "I found some Azlant-era references to Lissala, and thought you might want to see them." It's too bad they didn't have time right now, but patience is a virtue.
The references, of course, being the ones that have her as LN rather than LE.
---------
After arriving, Athelstan takes a quick look around for threats. Seeing nothing immediate, he taps himself with a pair of wands and puts them away.
Comprehend Languages - Lasts 10m.
After examining the pictographs, Athelstan draws his sword. "The Shoanti were here" he says. "They warn of danger and a forbidden area."
He turns to Karethia. "Will you be safe by yourself here? Or do you think you should fall back some more?"
Sense Motive: 1d20 + 16 ⇒ (4) + 16 = 20
Ranalus |
Ranalus casts Magic Vestment on his shield and armor, using the Anointing Oil.
He casts Life Bubble on the party. This is a 22-hour duration, and we have 5 PCs and 2 pets? So 2 hours on 3 targets, 4 hours for 4 targets (normally when you split a spell duration you have to keep it in the increments the spell duration comes in). He will make himself, Kivuli, Athelstan, and the horse the lucky winners of the extra 2 hours, though I doubt it will matter.
He watches as Athelstan frets over Karethia, then says nonchalantly, "If she dies, I have a few ways to get us home. Just in case."
Ranalus has Teleport (himself and 3 others) and Shadow Walk (everybody). The Feysworn Plane Swap ability could get everybody but is like Plane Shift so not very precise.
Kivuli Greyfeather |
The investigator nods his head in thanks at Ranalus.
False Life: 1d10 + 6 ⇒ (1) + 6 = 7
As the other make their preparations, Kivuli studies the runes.
Linguistics (take 10): 10 + 14 + 1d6 ⇒ 10 + 14 + (1) = 25
"These are written in Shoanti. Hard to make it all out, but here is the word 'danger'. This one means 'forbidden'. This one is strange. Near as I can tell it says 'slumbering spirit'. I have no idea what that means though."
He then drinks down an extract and climbs the wall toward the crystals.
Monkeyfish gives a 10' climb speed.
Athelstan Terrel |
"While I am glad we have a backup route home," Athelstan starts, "that doesn't mean anyone is expendable. We are the reason she is here; that means we have a responsibility to not put her in undue danger. We are a group of trained and armed explorers, while she is alone."
Dawa Kookpa |
Earlier, back at the briefing...
A rather strikingly good-looking fellow enters next, accompanied by a large tiger that looks as though it stepped right out of the heavens. Dawa Kookpa is an aasimar, though he is scarcely different from a human in appearance, except for his looks, which are practically godlike, or at least he seems to think so. "Never fear, never fear, your prayers have been answered! This will not be yet another dull and dangerous mission, for this time the society has seen fit to send along one - myself, in case that were not obvious - who is renowned for his ability to entertain. I shall be sure that you will not get bored! Here, let me show you!"
Without waiting for any further encouragement, Dawa Kookpa launches into an aria, singing in Celestial about the wonders of the moon in the heavenly sky.
Perform (sing): 1d20 + 17 ⇒ (2) + 17 = 19
Although you can see that he has some training in singing, it's all a bit screechy actually. However, when, in the midst of a particularly soulful invocation of the lunar mysteries, as if haunted by unseen troublemakers, he suddenly trips and nearly falls right through the trap-door, but then manages to - just - cling on to a handhold while still attempting - and failing - to hit the highest note of the song - well, the effect of all of that is rather hilarious, though clearly not in the way intended.
Perform (comedy): 1d20 + 17 ⇒ (1) + 17 = 18
In the background, the tiger can be seen, rolling his eyes.
"Ah, and this is K'nai. K'nai the Fourth, to be precise. He is my faithful companion. Some say that my relatives in heaven sent him to look after me, but I can't think of why that would be necessary. He and I shall be most honored to accompany you all, though that is certainly a mere fraction of how honored you must feel, as we wander about this den of devils."
He unfurls a large banner, attached to a longspear that looks as though it has never been used, upon which the Pathfinder glyph of the open road is prominently displayed. "What could possibly go wrong?"
Sorry to be late getting everything posted. My PC and companion are up to date now and I'll try to catch up on the thread and see where we are in the action.
Dawa Kookpa |
Before entering the ravine Dawa Kookpa casts: Ant Haul (16 hours) and Defending Bone (8 hours, 40 hp of DR 5/bludgeoning).
He also has his flag displayed, giving everyone within 30' a constant +2 morale bonus on attack and damage rolls.
Dawa eyes the crystals suspiciously. "I can create an 80' bridge of moonlight and can do so multiple times each day. However, perhaps it is a bit premature to do so now..."
GM Rutseg |
"Will you be safe by yourself here? Or do you think you should fall back some more?"
"I will hide there" Karethia points behind one of the crystals.
The towers are in the upper part of the ravine and it is not specially difficult to reach.
She then points up, at one of the towers "That is the Thousandth Spire. It holds the distinction of being the final tower constructed, by the last runelord of sloth, the Lissalan high priest Krune. It was a storage facility for an army of bound outsiders, but also, Krune used the
Thousandth Spire to house one of the most important relics of his rule—a series of metal plates recording the command words to activate the refuge tokens that would lead his faithful to his place of rest when they had rebuilt his empire in his path."
Sorithar |
Having come prepared and stayed to the rear, leaning against the wall, his odd, warping staff in the crook of his arm and a cup of tea in his other hand, Sorithar quietly contemplated what he knew of the ancient Thassilonian history and arcane lore that was associated with the Runelord and the locale the familiar Venture-Captain Heidmarch outlined.
As the others spoke, he put down his tea and referenced a couple of worn and well annotated chronicles.
Knowledge (History): 1d20 + 22 ⇒ (3) + 22 = 25
Knowledge (History): 1d20 + 22 ⇒ (17) + 22 = 39 (1x investigative mind)
Knowledge (Arcana) (Take 10): 10 + 26 = 36
After all the questions were answered and the priest, Karethia, introduced, Sorither studied her tattoo with a knowing glance and quietly let himself be swept away in the teleportation magic.
As the company appears at the two-tiered, half-mile long ravine, Sorithar studies the crystalline prisms filling the ravine’s bottom, casting a quick divination as he studies them before studying the towers on the horizon and then the nearby boulders bearing Shoanti pictographs.
Detect Magic+Knowledge (Arcana) (Take 10): 10 + 26 = 36
Linguistics (Take 10): 10 + 21 = 31
Finally, he shrugs, notices the cup of tea still in his hand, takes one last swig and tosses the cup over his shoulder and looks at the others.
"Won't be needing that... Apologies, been a bit distracted by all this. Quite the performance back there Kookpa, even if lost on some. Your name proceeds you.
A pleasure to finally be working with the lot of you. I'm confident Karethia can take care of herself Athelstan, she's clearly quite capable, but the sooner we solve this mystery, the sooner we can be gone form here with her!
Oh, my name is Sorithar Ark'nroth, I dabble in the arcane arts. Shall we be off to the Thousandth Spire then..?
Do keep an eye out for dragons. Analysis of the works of a noted bronze dragon historian indicate that perhaps metallic dragons take turns watching over the ruins to ensure that no one unleashes whatever lies in the towers. Such as the countless slumbering spirit those runes are likely referring to and some of which, I suspect we'll have the dubious pleasure of meeting soon."
Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
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.
DR 5/bludgeoning (50/50)
Temp Hit Points: 1d10 + 10 ⇒ (9) + 10 = 19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to saves, skills, attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 57/57, Speed 30
AC 16, Touch 12, Flat-footed 14, 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 24, Wis 10, Cha 10
Condition
extended mage armor (10 hours), defending bone (10 hours), false life (10 hours), heightened awareness (100 minutes), heroism (100 minutes), investigative mind (100 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
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:
* 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.
Athelstan Terrel |
Yes, she could probably take care of herself, it was just a question. Should he... no, no apologies for common courtesy. These Pathfinders have probably just been away from the guiding light of civilization too often.
Choosing to focus on the new information, he clarifies something. "They take turns guarding this place? Since Earthfall? A noble purpose indeed."
Athelstan sheathes his sword temporarily and pulls out one of the scrolls he had purchased and casts it.
Nodding at Karethia, Athelstan calls forth Duncan and mounts up. "Shall we be off?"
Flagbearer - +2 attack/damage (morale) within 30' of Dawa.
Life Bubble 4h (Athelstan and Duncan)
Honeyed Tongue 40m
Heightened Awareness 10m - Use the initiative boost if it comes up.
Comprehend Languages 10m
GM Rutseg |
Following Karethia's indications, you cast preparatory spells and walk towards the tower that guards the rune plates. After reaching the upper part of the ravine, the scene in front of you is Dantesque.
A2. The Jaded Sentinel
A small army of bodies lie crumpled, broken, and scattered about this tower. Many of the corpses are partially dissolved, and the parched ground is pitted as if from strong acid. Unlike the entrances of the other towers, this structure’s door stands slightly ajar, as if it had been forced open.
There are signs that over the past 24 hours, multiple different groups of Lissalan cultists have attempted to enter the Thousandth Spire only to be beaten back and slain. One group apparently initiated a ritual to unseal the door but now lays crushed against it.
Among 27 fallen corpses you spot the figure of a copper scaled dragon. He is entertained picking bits of chainmail from his teeth and lounging at the ravine’s edge in front of the Thousandth Spire’s entrance.
You identify the creature as an old copper dragon.
As most dragons, copper ones tend to be proud creatures with an immense ego. You also know they like sweet food or delectable drink, and they prefer consumable treasures rather than the gold ones.
Typical copper dragons are good intended but his attention span is short, and his passion for any one subject lasts only so long as the topic or endeavor proves stimulating.
Metallic dragons tend to be benevolent and find cruel, evil behavior distasteful.
Lesser creatures that acknowledge a dragon’s superiority tend to earn the dragon’s grudging respect, but praise must be sincere without seeming sycophantic.
DC 20+
Although they proudly adopt noble causes, copper dragons are notoriously capricious and can change their moods, loyalties, interests, and opinions with little to no warning.
DC 25+
Dragons love treasure, but most metallic dragons see coins as uninspiring gifts. Copper dragons are the only type that enjoys sweet foods and drinks, especially favoring wine and baked goods.
DC 30+
Copper dragons appreciate a good tale, and adept storytellers can earn a dragon’s trust and appreciation.
Perception-distance-distracted: 1d20 + 27 - 10 - 5 ⇒ (4) + 27 - 10 - 5 = 16
Haliban: 1d20 + 20 ⇒ (20) + 20 = 40
Athelstan: 1d20 - 1 ⇒ (2) - 1 = 1
Ranalus: 1d20 + 13 ⇒ (13) + 13 = 26
Kivuli: 1d6d1d20 - 2 ⇒ (3, 3, 9) - 2 = 13
K’nai: 1d20 + 4 ⇒ (5) + 4 = 9
”Duncan”: 1d20 + 1 ⇒ (7) + 1 = 8
”Sorithar”: 1d20 + 14 ⇒ (7) + 14 = 21
As you get closer, the dragon raises his head hearing your chatter "Well... well... it seems you will not learn your lesson here. Does your inferior intellect does not help you understand the fallen bodies of your two-legged friends is a sign you do not stand a chance?"
The dragon is slightly wounded.
New tower entrance map is available!
Athelstan Terrel |
Metallic dragon, good. Kivuli said these were the good ones - and it certainly seemed to be opposed to the Lissalans.
If the dragon doesn't immediately start laughing or otherwise object, Athelstan gestures to the rest of the Pathfinders. "My companions and I are on a quest to defend the Inner Sea. I believe those bodies belonged to the cult we are working against. Can we discuss matters?"
Kivuli Greyfeather |
The wayang keeps his hands clear of his weapons. He begins translating Athelstan's words to the others before joining in the conversation himself. For those who speak the language, it is quite clear that Kivuli speaks with far more ease in this tongue.
"It is true. We have reason to suspect the cult is up to something dangerous."
Kivuli will continue to translate any parts of the conversation in Draconic to the party.
Arcana: 1d20 + 12 + 1d6 ⇒ (9) + 12 + (3) = 24
GM Rutseg |
The dragon studies back Haliban hissing clearly annoyed, he quickly stands up showing you his full size and wingspan as some of you approach too much for his liking.
Everyone closer than 240' feet: Will DC 24 against frightful presence, this is a fear effect.
"Are you the guardian of this place, repelling those who would use it for Evil purposes?"
The dragon swells with pride "Indeed, I am the honorable sentinel of this tower, given duty by the mighty silver dragon Tenorious, who guarded the place before me, and I have been dutifully guarding the tower for very long months now. See my deeds" he points solemn at the fallen bodies.
"My companions and I are on a quest to defend the Inner Sea. I believe those bodies belonged to the cult we are working against. Can we discuss matters?"
The copper one lowers his nose to properly see Athelstan "Know you are addressing yourself to Zonaladin, mighty and honorable descendant of the two dragons that once razed Xin-Haruka. My patience is short with the evil and tricksters, so speak truthfully or do not speak. Now, you have my curiosity. Speak human"
You think the dragon is fatigued and afflicted by some unnatural draining from his recent fight against the Lissalans fatigue + negative levels.
Athelstan Terrel |
Will: 1d20 + 16 ⇒ (13) + 16 = 29
Sense Motive: 1d20 + 16 ⇒ (13) + 16 = 29
Heal: 1d20 + 12 ⇒ (20) + 12 = 32
Athelstan bows slightly. "Thank you, Zonaladin. I am Athelstan, of the Pathfinder Society - and while I appreciate the compliment, I am only mostly human."
"The former ruler of Haruka was not killed" he begins. "He instead hid himself away. The Lissalans wish to revive him."
"Our organization intends to find him and stop his return, either by preventing his revival, or by killing him. To do that, we have collected several tokens that will allow us access to his hiding place. Inside this tower are the commands to activate those tokens. The commands may also be stored elsewhere; this is the only one we know of, but the Lissalans may have other ways."
"Please allow us to enter the tower and remove the records. The Lissalans obviously know they're here," he gestures to the piles of bodies, "and they're no longer safe. Let us keep them someplace else."
Athelstan looks over the dragon briefly. "It might give you enough time to have your wounds treated, too."
Better of:
Diplomacy: 1d20 + 21 ⇒ (13) + 21 = 34
Diplomacy: 1d20 + 21 ⇒ (3) + 21 = 24
Flagbearer - +2 attack/damage (morale) within 30' of Dawa.
Life Bubble 4h (Athelstan and Duncan)
Honeyed Tongue 40m
Heightened Awareness 10m - Use the initiative boost if it comes up.
Comprehend Languages 10m
Haliban Corentas |
save vs Frightful Presence: 1d20 + 9 ⇒ (7) + 9 = 16
sense motive including studied target and shaken: 1d20 + 14 + 3 - 2 ⇒ (10) + 14 + 3 - 2 = 25
"I think it is less a matter of wounds then an unnatural draining effect. Zonaladin looks tired."
Ranalus |
Will vs Fear: 1d20 + 15 ⇒ (18) + 15 = 33
Ranalus is not bothered by the dragon's presence and continues approaching casually.
Knowledge (History): 1d20 + 6 ⇒ (14) + 6 = 20
Sense Motive: 1d20 + 12 ⇒ (10) + 12 = 22
"Great and mighty Zonaladin, I can heal the wounds of your flesh, but the injuries to your soul would be more difficult. I could pray for a blessing to heal those wounds as well, but would need a considerable amount of diamond dust.
May I search the remains of these ruffians to see if they have the necessary components?"
Ranalus has an open 5th-level slot into which he could prepare Restoration, but restoring a negative level needs 1000 gp of diamond dust.
Ranalus |
Ranalus finds a spot in the shadow of the tower and prays to Count Ranalc.
After about a quarter of an hour, he rises. He gathers diamond dust (either from the cultists if there was some, or from Athelstan if not).
He approaches the dragon, holds his eye-and-crescent-moon holy symbol and begins to whisper. The spell takes some time to cast (3 rounds), and snaking tendrils of shadow emanate from his holy symbol.
"Darkness was before all things, and Darkness will be after. Darkness endures.
Now this noble dragon has need of that endurance.
As the Night restores our health and vigor, so shall the Night restore its soul.
Lord of Shadows and Chaos, heal this creature."
He is perfectly willing to spend his own CLW wand charges or his own spell slots on healing any physical damage, although he first looks Dawa (oracles do have a lot of spell slots).
"Might the power of the Moon be able to assist the power of the Night?"
If anybody approaches with a Wand of Infernal Healing, Ranalus will wave them off, turn his head and spit on the name of Asmodeus, and then use real healing.
Dawa Kookpa |
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Knowledge Arcana DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
Dawa Will DC 24, Athelstan: 1d20 + 13 + 6 ⇒ (3) + 13 + 6 = 22
K'nai Will DC 24, Athelstan: 1d20 + 6 + 6 ⇒ (13) + 6 + 6 = 25
Though the celestial tiger remains resolute in the face of the enormous dragon, Dawa trembles with fear. Shaken, I believe?
Despite his anxiousness, Dawa tries to focus on Ranalus' request. "Oh yeah sure of course whatever you need... I'll just be uh over here..." But when he realizes that Ranalus is asking him to help with healing he is apologetic. "Ah, it seems that the moon has not gifted me with healing powers. I do have a wand that I can use if needed. Though perhaps you would like to use it. I uh am sort of comfortable being over here." Dawa casts Inflict, not Cure spells.
Kivuli Greyfeather |
Will vs DC 24: 1d20 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Would Unfettered Mind work against the Frightful Presence?
Escape Artist vs DC 44: 1d20 + 29 ⇒ (19) + 29 = 48
Ranalus |
"Ah, it seems that the moon has not gifted me with healing powers. I do have a wand that I can use if needed. Though perhaps you would like to use it. I uh am sort of comfortable being over here." Dawa casts Inflict, not Cure spells.
"No matter. I can take care of it."
Ranalus draws forth a wand and whispers "The night restores..."
Just figure average 5.5 HP per charge and use as many as it takes? Ranalus's wand has 19 charges left.
GM Rutseg |
Kivuli takes a mind escape route, acting like if he was not scared by the dragon's presence.
Zonaladin stretches his eyes looking at you as you try to approach the corpses and hence the tower, interposing himself in your way. But when Athelstan starts to speak about your plans, he gets the attention of the dragon.
"The former ruler of Haruka was not killed" he begins. "He instead hid himself away. The Lissalans wish to revive him."
"Evil rat, how could he escape? What a coward will hide like that?" the dragon hisses when Athelstan refers to the Lissalans "Cockroaches! I knew their plans were evil!"
"Our organization intends to find him and stop his return, [..], we have collected several tokens that will allow us access to his hiding place. Inside this tower are the commands to activate those tokens.[..]"
"Please allow us to enter the tower [..]"
The dragon seems appealed by the heroic narrative of the mission described "Athelstan of the Pathfinder Society, your story is that of glorious epic. You must be true self-scarified individuals to partake such a mission and even dare face the presence of a mighty creature like me" Zonaladin observes Dawa shaking and smiles rejoicing "But I am not sure if I can trust you. Some have come before you trying to beguile the guardian of the tower before. And for most truthful and well intended your intentions are, I made a solemn promise to protect this tower and not let anyone pass."
It seems clear you had a good start with the dragon, but more effort to convince him will be needed, and appealing again to the importance and truth of your mission will not help further.
Athelstan looks over the dragon briefly. "It might give you enough time to have your wounds treated, too."
Given his good start, the dragon concedes and let you search the bodies and gives Ranalus the chance to look for a calm place and start his prayers.
Searching the bodies reveals an assortment of mundane weapons and armor as well as 13 unholy symbols of Lissala.
While some search the bodies and the cleric prays for restorative magic, the others of you can attempt other actions and paths in the conversation to win your way into the tower.
Will hold Ranalus healing because a lot of stuff can happen in 15 minutes, and also so others have a chance to participate too.
Those of you who made the arcana check, should have hints on how to deal with the dragon ;)
Sorithar |
Sorithar approaches the dragon alongside the others, hardly surprised by its presence. He remains close enough, but as far back from Athelstan as he can to take advantage of the aura the paladin emanates.
Will Save: 1d20 + 17 ⇒ (14) + 17 = 31
As he does this, he studies the dragon with some interest.
Knoweldge (Arcana): 10 + 24 = 34
While still some good distance from the majestic beast, he muses out loud.
"I've never seen one so close, fascinating... Copper dragons, such as this one, are notoriously capricious. Rumor has it they can change their moods, loyalties, interests, and opinions with little to no warning. Keep this in mind as we proceed. And while dragons are renowned for their love of treasure, copper ones are the only type that enjoys sweet foods and drinks, especially favoring wine and baked goods.
I should have brought some of that enchanted rum I ran across a little while back... I don't suppose any of you happened to stop at the Bakers' Guild in Magnimar before we left, or carry some fine wine to barter with..?"
Noting Dawa's reaction to the dragon's natural frightful presence, Sorithar glances at Ranalus.
"Can you do something about his fear..? His skills might be of use shortly, copper dragons appreciate a good tale, he might be able to aid us in earning this dragon’s trust and appreciation."
While Athelstan and Ranalus engage the dragon, Sorithar considers its words and how he might help engage it...
Knoweldge (Arcana): 10 + 20 = 30
Looking up at the dragon Sorithar raises an eyebrow at the mention of the previous sentinel. When he speaks, it is in polished, 'proper' Draconic.
"Mighty Zonaladin, honorable sentinel of this tower, you say this duty was given you by the mighty silver dragon Tenorious, who guarded the place before you, and you have been dutifully guarding the tower for very long months now.
Such duty must weigh heavy on one such as yourself, a mighty creature with wings meant for flying free! Might we in some manner aid in hastening of your duty? Is another mighty one to replace you in time?"
Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
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.
DR 5/bludgeoning (50/50)
Temp Hit Points: 19/19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to Saves, Skills, Attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 57/57, Speed 30
AC 16, Touch 12, Flat-footed 14, 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 24, Wis 10, Cha 10
Condition
extended mage armor (10 hours), defending bone (10 hours), false life (10 hours), heightened awareness (100 minutes), heroism (100 minutes), investigative mind (100 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
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:
* 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.
Sorithar |
"In the meanwhile, mighty and honorable sentinel, I could not help but notice these miscreant rogues have managed to pry open a part of that mighty doorway. Mayhap you would allow me to examine it and see if I might repair the damage so that when we leave, we leave with the tower intact or sealed by arcane means once more..?"
Diplomacy Check: 1d20 + 14 ⇒ (10) + 14 = 24
Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
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.
DR 5/bludgeoning (50/50)
Temp Hit Points: 19/19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to Saves, Skills, Attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 57/57, Speed 30
AC 16, Touch 12, Flat-footed 14, 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 24, Wis 10, Cha 10
Condition
extended mage armor (10 hours), defending bone (10 hours), false life (10 hours), heightened awareness (100 minutes), heroism (100 minutes), investigative mind (100 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [][], wand of water breathing (3rd, 2/2 charges), wand of magic missile (1st, 25/50 charges), wand of protection from evil (1st, 5/18), wand of magic missile (3rd, 40/50 charges), wand of shield (1st, 40/50 charges), wand of infernal healing (arcane, 1st, 46/50 charges); scroll of protection from evil [], scroll of liberating command [][], scroll of heightened awareness [][], scroll of Aram Zey’s focus [], scroll of see invisibility [], scroll of skim [] staff (10/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle:
* 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.
GM Rutseg |
The dragon lowers his head to look Sorithar closer "Who is this who talks about me like if I was not here? Hum, hastening" the copper one opens up in laugh "I never heard about something like a hastened guard, but it is an entertaining concept little one. The silver dragon will return at some point, but admittedly she is taking more than I expected..."
And then he points towards the unsealed door accepting Sorithar to check it out.
Athelstan Terrel |
"I believe what he was asking is when you are to stop guarding. Even for one as long-lived as you, at some point your shift comes to an end."
Athelstan looks uncomfortable at the next question, but asks it anyway. "And I would add: what is it you're guarding? Are you protecting this pile of brick and stone? Are you protecting the contents? Or is this usually a more ceremonial posting?"
"If you are protecting the contents, why not let us guard some of it? My duties with the Pathfinders include studying artifacts we bring in, then safely locking away that which should not be used. Since we're already guarding those relics, what's one more?"
Better of:
Diplomacy: 1d20 + 21 ⇒ (3) + 21 = 24
Diplomacy: 1d20 + 21 ⇒ (9) + 21 = 30
Flagbearer - +2 attack/damage (morale) within 30' of Dawa.
Life Bubble 4h (Athelstan and Duncan)
Honeyed Tongue 40m
Heightened Awareness 10m - Use the initiative boost if it comes up.
Comprehend Languages 10m
Haliban Corentas |
"I'll search the corpses... For clues."
Take 10 for a 29. No skills for chatting with dragons. No vote on the 15 minute wait time as I have no buffs going.
Ranalus |
15 minute wait time is now a moot point. I thought I had swapped out Communal Air Walk for an open slot, as that was something I considered, but instead I posted swapping it for Dispel Evil. So no open slot and therefore no Restoration.
Sorithar |
Sorithar nods once at the dragon and moves to examine the open doorway into the tower, weaving his hands in simple gesture coupled with a short string of arcane syllables and he completes a divination.
His eyes glow a soft azure as he, careful not to disturb any obvious wards, examines the entry and damage to it, as well as the corpses of the cultists who are nearest the doorway for signs of their tools, all while flipping through a quickly retrieved worn pair of chronicles.
Cast detect magic.
Perception: 10 + 18 = 28
Knowledge (Arcana): 10 + 26 = 36
Knowledge (History): 10 + 22 = 32
Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
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.
DR 5/bludgeoning (50/50)
Temp Hit Points: 19/19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to Saves, Skills, Attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)
A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 57/57, Speed 30
AC 16, Touch 12, Flat-footed 14, 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 24, Wis 10, Cha 10
Condition
extended mage armor (10 hours), defending bone (10 hours), false life (10 hours), heightened awareness (100 minutes), heroism (100 minutes), investigative mind (100 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
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:
* 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.
GM Rutseg |
Athelstan looks uncomfortable at the next question, but asks it anyway. "And I would add: what is it you're guarding? Are you protecting this pile of brick and stone? Are you protecting the contents? Or is this usually a more ceremonial posting?"
The dragon seems thoughtful and confused by Athelstan's questions "I guess... I am guarding the tower from entry, which includes the contents yes"
"I believe what he was asking is when you are to stop guarding. Even for one as long-lived as you, at some point your shift comes to an end."
Zonaladin scowls and rivulets of acid come out of his nostrils "I have guarded the place for just too long. What is Tenorious expecting? For me to stay here the whole season? There is so many adventures still ahead for me"
Haliban searches again the corpses but finds nothing more than the aforementioned holy symbols.
When Sorithar checks the door and finds out a way to repair the sealing magic and Ranalus uses his wand to heal the dragon's wounds, Zonaladin seems to finally concede your intentions are good "Well my small friends, I can see your hearts are good" he then turns to Athelstan "If you promise me your organization will take good care of these tablets and you leave the rest of the tower be. Then I think I can let you in"