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PFS # 12445-6
Character Name: Tessara Omelion PFS
Player Name: Gerald
Faction: Grand Lodge
Slow Advancement no

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Player: GM Aarvid
Character: Roland
Character Level at start: 12
Pathfinder Society Number: 9884-5
Faction: Liberty Edge
Slow Track or Normal: Normal
Day Job Roll: wood cutter: 1d20 + 7 ⇒ (11) + 7 = 18

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Forgot my day Jo:
Craft Alchemy 1d20 + 17 ⇒ (14) + 17 = 31

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Player: EbonFist
Character: Kahwen
Character Level at start: 10
Pathfinder Society Number: 143948-9
Faction: Grand Lodge
Slow Track or Normal: Normal
Day Job Roll: Profession (Sailor): 1d20 + 12 ⇒ (2) + 12 = 14

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PFS # 108344-49
Character Name: Monkey Boy, the Humble One
Player Name: David C
Faction: Silver Crusade
Slow Advancement No
Day Job - Profession Soldier - Take 10 for 21 or 26 if reroll available.
Monkey Boy
Male vanara Unchained Monk 12
LG Medium humanoid (vanara)
Init 4; Senses low-light vision; Perception +19
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Defense
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AC 27, touch 24, flat-footed 23 (+1 armor, +3 deflection, +3 Dex, +1 dodge, +1 insight, +3 monk, +2 shield, +3 Wis)
hp 124 (12d10+48)
Fort 10, Ref 11, Will 7; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease
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Offense
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Speed 70 ft., climb 20 ft.
Melee kama +17/+17/+17/+12/+7 (1d6+5 S) or
. . mwk temple sword +18/+18/+18/+13/+8 (1d8+5 S/19+) or
. . siangham +17/+17/+17/+12/+7 (1d6+5 P) or
. . unarmed strike +18/+18/+18/+13/+8 (2d6+6 B)
Ranged cold iron shuriken +15/+15/+15/+10/+5 (1d2+5 P)
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Statistics
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Str 21, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +12; CMB 18 (+23 trip); CMD 41 (44 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Deflect Arrows, Dodge, Improved Trip, Improved Unarmed Strike, In Harm's Way[APG], Mobility, Scorpion Style, Stunning Fist, Toughness, Vicious Stomp[UC]
Traits helpful, log roller (forest), suspicious
Skills Acrobatics +21 (+37 to jump), Climb +20, Disable Device +8, Escape Artist +7, Intimidate +3, Perception +19, Profession (soldier) +11, Sense Motive +17, Stealth +10, Survival +3 (+5 to avoid becoming lost), Swim +11; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Common, Vanaran
Combat Gear boots of speed, oil of mending, potion of cure light wounds (5), potion of enlarge person (4), scroll of bestow curse, bestow curse, scroll of frigid touch, frigid touch, frigid touch, frigid touch, frigid touch, scroll of frigid touch, frigid touch, frigid touch, frigid touch, frigid touch, scroll of touch of idiocy, touch of idiocy, touch of idiocy, touch of idiocy, touch of idiocy, scroll of water breathing, wand of cure light wounds, wand of mage armor (41 charges), alchemist's fire, defoliant[UE] (2), smelling salts[APG], troll styptic (2); Other Gear cold iron shuriken (2), kama, mwk temple sword[APG], siangham, +1 (choose stored spell)-spell storing amulet of mighty fists, +1 spell storing bracers of armor, bead of newt prevention[UE], belt of giant strength +4, cracked brown thorny ioun stone, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, gauntlet of the skilled maneuver (trip)[UE], ring of force shield, ring of protection +3, tourmaline sphere ioun stone, wayfinder[ISWG], backpack, belt pouch, blanket[APG], climber's kit, hemp rope (50 ft.), hot weather outfit[APG], masterwork thieves' tools, masterwork tool, smoked goggles[APG], soap, sunrod, torch (10), trail rations (5), waterskin, 3,186 gp, 4 sp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp)
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Fast Movement (Unchained) (+40 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 40 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Freedom of Movement (Su) As a swift action, use 1 ki for freedom of movement for 1 round.
Immunity to Disease
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Insightful Wisdom (Su) As an imm action, use 2 ki to allow ally in 30 ft to reroll att or save (must take new).
Ki Guardian (Su) As imm action, own saves for adj allies saving vs. same effect (1 ki per ally). If any fail, monk fails.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Purge Spirit
Scorpion Style (DC 19) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 3 rds (Fort neg).
Shattering Punch On fist hit, ignore DR and hardness for damage.
Stunning Fist (12/day, DC 19) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you

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That’s a heckuva roadtrip, Korin!

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Driving back to Florida this weekend to take care of my
Mom in hospital. May have limited posting the next few days.

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We got a LG monk of Ragathiel, NG witch, LG samurai, LN swordmaster, CG ranger of Desna, and LN investigator of Shizuru.
Personally I do not want to fight the inevitable. Not only because Korin strongly despise chaos, but also that all the inevitable have regeneration that's hard to shut down.
Plus, it's probably a bad idea to initiate battle with them right in your face.

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If we agree, then maybe once we are in the area proper, maybe we can find a way which doesn’t require us to fight either side.

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If we agree, then maybe once we are in the area proper, maybe we can find a way which doesn’t require us to fight either side.
Yeah I agree...

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I pick the side of law. Or...Kahwen does, anyway. I'm actually Neutral Good.
Here's hoping that talking it out is an option and we haven't just chosen the form of our Destructor.

GM Redelia |

There's no staying neutral or playing both sides here. You as a team either make a binding promise to take the side of the inevitables, or you have to fight in this room. They will not under any circumstances let you past if you have not agreed to take their side.
Also, there is no more information available about the fight. It's simply a matter of the nature of the creatures.

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I apologize if Korin might come across as forcing the team to a certain direction, but he's merely committed to his guiding principle: "Master the known, then tackle the unknown." and believe that it's in the best interest of the party to do so. This philosophy asserts that certainty should precede uncertainty.
Imagine you're faced with two rooms, reminiscent of choices in The Stanley Parable. You must enter both, but the order is yours to decide:
-The left room has a transparent glass door, allowing you to see inside. It contains nothing but a box of chocolate cookies.
-The right room features an opaque, metal door, concealing its contents until you open it.Your options are straightforward: venture into the left room first, then the right, or vice versa. Unfortunately, there's no way to be in two places at once, and splitting your body or effort is rarely a wise strategy.
Opting for the left room first seems the most appealing to me. Secure the box of chocolate cookies, then brace for the unknown challenges of the right room, whether it's a Balor demon, an Ancient Red Dragon, or perhaps another box of chocolate cookies.
---Choosing the left room first means you've guaranteed some progress by obtaining the cookies, regardless of what awaits in the right room. Even if you cannot overcome the challenge in the right room, you've accomplished part of your goal.
---Conversely, starting with the right room introduces uncertainty from the outset. Without knowing what lies beyond that door, you risk everything with no assurance of success. Failing to conquer whatever challenge lies in the right room leaves you with no progress, as you haven't secured the guaranteed reward from the left room.
This strategy embodies the essence of tackling tasks with visible outcomes before addressing those shrouded in uncertainty. It underscores the practicality of securing assured gains before venturing into the realm of the unknown. I hope this help you understand where Korin's idea comes from.
If anyone still feel strongly about going to through the secret passage first please speak up. I believe Korin can come up with something to help and protect you while securing the normal rooms.

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no worries here, that is why Roland paused to wait for objection on the secret door. He does not trust hidden things but the order the doors opened does not matter to him. :)

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Hello fellows,
I'll be going on vacation today. I'm heading to Austin so I probably will have internet connectivity but probably won't be able to post. Bot me as necessary, please and thank you.

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We've been bad players and haven't been moving our tokens.
Are we assuming we start the combat where we are on the map or can we assume that we begin on the edge of the room where the enemies are?

GM Redelia |

Kahwen, go ahead and assume you started in the room with the runes, and retake your turn. Sorry I didn't answer you sooner.
I've moved everyone else into that room; feel free to move yourselves around a little before you start your turn.
Moving forward, please move your tokens as we go.

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Greetings assorted people.
I'm taking tomorrow off and heading to visit my Mom. Her internet is spotty at best so I likely won't post until Monday.
Please bot me if necessary. Kahwen will cut with his sword.

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Thanks. I was not sure if 15+16 added to a combined level somehow since they were being run together. Will level as he is on normal xp track.

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I thought the final part was allowed to be played at 13th level (otherwise, Roland will have to go slow xp too since he was at 33xp to start the last one, and taking full 3xp would hit 36xp).

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I thought the final part was allowed to be played at 13th level (otherwise, Roland will have to go slow xp too since he was at 33xp to start the last one, and taking full 3xp would hit 36xp).
Yes, but then the PC will be ineligible for Eyes of Ten if you haven't played that yet.

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Thanks. I have played EotT already (still waiting to play it CORE with another PC) so
Roland happy to keep standard track xp.

GM Redelia |

Before I report and do sheets, I just wanted to make sure that Toshiro wants slow speed and everyone else wants normal.
It might be possible to play this and then EotT if you started this adventure at exactly the right XP, but then you'll be minimum level for the next part, and that would be pretty challenging...
Right now, I have Toshiro at slow speed, and Korin and Roland at normal.
Tess and Kahwen said they want normal speed at the beginning, so if I don't hear from them, that's what I'll do.

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Normal is good here, please.