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![]() Heh, the boon descriptions are rather cryptic this year. Hopefully it's something useful.. All right, session reported! Thanks everyone, you were a great party to run this to. I hope everyone enjoyed the scenario. And I hope no one got any phobias towards doors from this... ;) ![]()
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![]() Victory of Souls was only for Silver Crusade members, so I crossed it out from the others. ![]()
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![]() OK, story went warp speed to the conclusion. But if you want to ask anything in-character or out-of-character, please don't hesitate to do so. As usual, there's a lots of story behind the scenes, but I don't know how much the players can see from it... Such was 7-17, Thralls of the Shattered God. Lot's of traps with very high perception DC's (but luckily they weren't very fatal). I was a bit worried during the mimic fight, but things went better after that. Your chronicles are here Let me know asap if there's anything incorrect. You missed some of the secondary goals, but completed enough to earn the second PP. There was some treasure you didn't find, and therefore the gold reward is reduced a bit. Thanks for playing! I hope you enjoyed it. Edit... Congratz for the boon, Bunk! Please roll 1d6 for the type of the boon ![]()
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![]() Speedrun to the end... Iskar presents Sarkorians the corpse of the demon, and lets them compare that to the murals elsewhere in the temple walls. The cultist soon realize the 'god' of their ancestors was nothing but a demon with a few tricks up to its sleeve. They want nothing to do with worship of such evil creature. Disappointed, the Sarkorians start their journey back home. With their task here completed, the Pathfinder offer to accompany the former worshippers back to Nerosyan. This time too, the trip goes without any major incidents. Once the group returns to Starrise Spire, Venture-Captain Jorsal is eager to hear what progress they’ve made locating a suitable site for the crusade’s new fortress. Ollystra Zadrian hears the mission report first from Valais, and then addresses the rest of the group. "I’m happy to hear that Valais’s mind is clearer; she seems happier than I’ve even seen her since we recovered her from Thurl’s laboratory. You’ve given her real hope, something she has lacked recently. Thank you." "I’m concerned about the aggressive path you are recommending for her. While I’m fully behind hunting down and slaying every last demon, encouraging that sort of behavior in Valais excites her demonic aspects. I’m afraid that it might take a toll on her already fragile soul. Nonetheless, it is her decision to make. " "Ah, but now is not the time to fret about the risks in Valais’s future. Now is the time to celebrate the fact that she has a way forward, and that the Worldwound has lost a powerful demon that was tricking and exploiting innocent Sarkorians. Thank you, Pathfinders. May the Dawnflower’s light illuminate your path." ![]()
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![]() After a few trials and errors, Bunk and Iskar are able to follow Kitarlo's instructions, and complete the ritual. The stench of evil removed from the staff, it now quietly thrums with life energy. You'll have it in the chronicle -- With the exception of Isabella, the Pathfinders are in favor of having Valais to seek and confront the demon directly. Valais nods and thanks them. "I will consider your recommendation, but I need time to contemplate this." -- The Sarkorians are puzzled by the presence of the azata and the demon corpse, but assume they are part of the dangers of ancient rooms. All in all, they are very excited to stand in the holy place of their religion, and seem to be settling in. If you want to convince them that their god is evil and false (and now very dead), and so to forsake their religion, make a diplo check. There's plenty of evidence around to stand your case. ![]()
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![]() Ok, were almost done here. Just a few things before I can write the chronicles. I hope I could send them out tomorrow. @Bunk, Adeah, Iskar: Make a day job roll if you have any. And before I forget... Boon rolls! At the end of a session, each player at the table gets to roll a d20. On a 20 or a 16, that player has earned one of our amazing boons! They get to roll on a d6 to determine which boon they get access to. The boons will be emailed to the players at some point after they get reported. Player Boon #1: Sajan looks awesome in Horror Adventures
So, everyone, make your 1d20 roll for the boon. Here's me: GM Karma boon roll: 1d20 ⇒ 1 epic fail ![]()
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![]() Apologies for the long post, but I'm trying to tie up some loose ends here. Post is divided in three parts, and there's something in each I'd like some reaction from you... Isabella detect no evil from Kitarlo, and Shonne feels he speaks the truth. "A few weeks, perhaps? I am not sure... Lakhtaris has kept me hanging between life and death for the most time," Kitarlo says. "I had been secretly assisting the Fifth Crusade against the Worldwound, when I noticed this mangled kalavakus demon sneaking out of Nerosyan. I knew he was up to no good, so I followed him here. As he came straight to the tree, I assumed it was important to his plans, whatever they were. So thus I decided to create the ward." Only then he realises the tree is missing inside the circle. When the party explains how the tree transformed into the staff, Kitarlo understands it is one of the powers of this magic staff to transform into the tree. "But I feel the staff tainted by the energies of the worldwound. I know a ritual to cleanse the staff, but I am too weak to perform it. But I can teach you to do it, if you'd like." If you want to try the cleansing ritual, roll Knowledge (religion), Knowledge (history), Spellcraft, and Diplomacy (DC 25 for all). Each PC can try any or all of them, but you need to succeed only once per check. ----- Valais tells her story to Kitarlo, who listens intensely. After a moment of considering the situation, the azata replies: "Your story intrigues me. I can ease your mind, but I cannot help you this moment. There is one possibility I know of, but
----- Sensing some change within the temple, the Sarkorian cultists cannot wait any longer. They start swarming into the room, exhilarated. "Is this it? Is this the holy place of our ancestors? It must be! Glory to Lakhtaris!" Besides these, is there anything else you'd like to do in the temple, before heading back to Nerosyan? ![]()
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![]() "You are correct, Isabella" Valais answers. "The 'pull', as you call it, is gone. The whole strange feeling, is gone. Now if I would just get rid of this other demonic part..." she says, rubbing her arm. The azata nods to Isabella. "Well met, Isabella," he says in a voice most captivating. No one can quite say what language he is speaking, but everybody understands him with perfect clarity. "I thank you for your offer, but my wounds are too severe for your magic to heal. But I can at least stand again, thanks to you. I am Kitarlo. I followed the demon Lakhtaris here, and placed his ward around the tree to prevent him from using it. Unfortunately he bested me, and kept me here ever since." Kitarlo looks at Valais. "You were here to help this one? Did you succeed?" ![]()
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![]() A storm of steel and teeth, Isabella, Shonne and Zaas batter Lakhtaris into very bad shape as the demon tries to take distance to the Pathfinders. And then he's easy pickings for Adeah musket, which truly proves out to be a bane to the demon. The moment Laktharis dies, his remnants rapidly decompose while colorful spirals of planar energy crackle and swirl around his corpse. Attracted by the death-scream of the demon, Valais returns to the room. A similar burst of violet energy rises from Valais’s kalavakus parts and joins the planar maelstrom around Laktharis’s body. The energy swirls into a small vortex before collapsing on itself and vanishing completely. All the remains of the demon is a pile of paper sheets which the winds from the fading vortex starts to scatter around the room. Valais grabs one such sheet flying in front of her, realizing these are notes of Thurl's experiments on joining flesh of humans and demons. "He’s gone, I don’t hear him whispering in my ear any longer. Perhaps that is the answer? Perhaps we must track down the other demon Thurl used to build my body and destroy it. Whatever happens next, thank you for keeping me alive. I hope Thurl’s notes will help us," she says, waving the sheet of paper in her hand. Next to the protective circle, the now-conscious azata starts standing up painfully. ![]()
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![]() Adeah's occult-powered bullets smash into the demon, tearing flesh. Also, up close, it looks like Lakhtaris' wounds are worse than it originally appeared *. Lakhtaris takes a defensive posture and starts making some magic. Dark energies swirl around the demon's azata-arm and it reaches out towards Zaas. The eidolon feels it's very life force being drawn away, feeding the demon. Cast defensively: 1d20 + 13 ⇒ (12) + 13 = 25
Lakhtaris, not feeling truly comfortable being flanked by the group of Pathfinders, rises again up into the air, out from their reach. Lakhtaris moving 10ft up. Isabella, Zaas and Shonne gets AoO Round 5&6
Next up: Everyone * This is totally not a GM mistake. You were uh.. just not looking well enough. Damage corrected now. ![]()
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![]() BTW, I resolve actions in posting order rather than initiative order, for the sake of simplicity. If you want to act before or after someone, just mention it in your post. (for example, if you want someone else to take AoO's...) ![]()
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![]() @Zaas: sure, you can stand up instead of crawling. Lakhtaris improved trip @Isabella: 1d20 + 18 ⇒ (4) + 18 = 22
Round 4&5
Next up: Adeah, Bunk ![]()
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![]() Ninja'd again :) I think I need to double-check after posting... :P Slowly Lakhtaris descends to ground level, and tries to crush Zaas with his mighty pincer. But even when prone, the eidolon's defences are too formidable for the demon. Pincer @Zaas, haste, PA: 1d20 + 16 + 1 - 3 ⇒ (5) + 16 + 1 - 3 = 19
Round 4&5
Next up: everyone Lakhtaris is now at ground level. Remember that it has 10ft reach, if you plan to move near it ![]()
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![]() It would make sense if Zaas climbs down first, and only then kneels down. But if you want to drop, you're allowed.. Yet another arrow of cold iron launches from Shonne's bow, and sinks deep into Lakhtaris. Bunk heals more wounds of everyone around him.
Next up: actions from Isabella and Adeah ![]()
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![]() Good catch, Adeah. I didn't realize PfE protected also against Command. So everyone can ignore Lakhtaris command, and act normally ![]()
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![]() Free of Lakhtaris control, Valais decides to retreat from the room. "I am sorry, but it's best if I am not close to you. I fear what I might do if that thing gains control over me again.." Shonne sinks another arrow into Lakhtaris, but unfortunately the demon is able to heal almost all of the damage. Lakhtaris slips out of Zaas' reach, and raises his arms high. "Mortals! Cease this pathetic struggle! YOU ARE STANDING BEFORE A GOD. KNEEL DOWN IN RESPECT!" Greater command: Everyone make a will save DC 18 (enchantment) or use your next move action to drop prone. You can act otherwise, but must stay prone. Every turn after the first you get a new will save to break the command. Round 4 & 5
Next up: everyone ![]()
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![]() Mighty demon or not, Lakhtaris seems clearly shaken by Iskar's threathening words. This does not prevent it from attackin Zaas as the eidolon tries to get into attack range. But both the demon and the eidolon fail to hit each other.
I think I forgot Laktharis' reach last time Zaas came adjacent.. Oh well.. BTW, Lakhtaris turned visible when he used telekinesis. So even if glitterdust runs out, you'll see him Next up: Adeah, Shonne, Bunk ![]()
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![]() Valais will save, 2 aids: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28 Isabella's efforts to calm Valais down seem to pay off. Something human stirs within the demonic creature - and her stance changes to less aggressive. "I'm so sorry..." she whispers, tear trickling down from her human eye. ![]()
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![]() Sorry, the amount was lost somewhere in editing. I would rule Shonne can take 5 arrows without using an action of actually putting them to quiver etc. Does that sound reasonable? ![]()
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![]() Adeah fires a couple of shots at Laktharis. Both hit just fine, but they are not able to penetrate the demon's skin. Helping her team-mate, Isabella passes a handful of arrows to Shonne, who makes the best of the new arrows. Her shot is on target, and the cold iron arrowhead sinks deep into the demons thigh. Bunk calls out for his god, and the healing energies burst outwards from the priest. Isabella feels some of her wounds close, but knows she cannot take another such a hit from Valais. Still, the swashbuckling paladin tries her best to reach the fellow Pathfinder inside the demonic form.
Valais struggles, but is not able to break the demon's control. But Isabella's effort is not in vain, as her speech gives Valais some strength to hold back the demonic control. She's staggered this round Still, she tries to skewer her helper with her horns. But this time Isabella is ready, and easily parries the attempt. Trying to avoid lethal wounds on Valais, her counterattack is unsuccessful.
Up in the air, some of the Lakhtaris wounds are again healing, but at least some remain from Shonne's shot. The demon just waves his hand, and Iskar and Zaas feels some invisible force grabbing them, and flinging them towards Isabella.
Isabella takes 6 damage, Zaas and Iskar take both 3 damage As a surprising side effect of Bunk's channeling, Adeah hears a faint groan from the ground next to her. Due to the healing, the azata has awoken - although looking still very weak. "What's ... going .. on..? Who ... are ... you..?" His speech is difficult, but the celestial tries to understand what is happening around him. Round 3 & 4
Next up: everyone ![]()
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![]() Shonne fires another shot, but this time the arrow doesn't quite fly where she meant, and misses the demon altogether. Lakhtaris AoO @Zaas, pincer: 1d20 + 18 ⇒ (2) + 18 = 20
The demon tries to swat retrating Zaas, but misses. The eidolon climbs down, and receives Barkskin from his master. Considering all the drawings on the walls of the temple, the flying demon must none other than Lakhtaris. He looks rather angered by now, and commands Valais to engage Isabella. Helplessly, the human-demon amalgam runs towards the paladin, and gores her savagely with her horns. Bunk and Iskar can take AoO's if they have weapons ready. Valais, gore @Isabella: 1d20 + 10 ⇒ (20) + 10 = 30
"Foolish mortals! You could have been fine worshippers. I almost regret having to kill you. Almost..." Up in the air, Lakhtaris gloats, and his wounds start to close. And soon, there isn't any scratch on him no longer. Then the demon shouts a word of magic, and suddenly both him and Valais appear to be moving much faster. Round 2 & 3
Next up: everyone ![]()
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![]() @Iskar: Normally dismissing the eidolon is a standard action from the summoner. Do you have some ability that would let you to dismiss Zaas and use summon monster in the same turn? ![]()
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![]() Yep, ninja'd by Isabella :) Isabella sends two arrows flying towards the demon. And as if guided by Iomedae herself, the arrows strike true, piercing into the creature's flesh. Now the enemy isn't just annoyed anymore; it screams in anger and pain. BTW, why the damage of the first shot is 1d8+2 and the second 1d8+1? GM stuff: BBEG -10 ![]()
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![]() Only Adeah has acted this round. Waiting for an action from Bunk, Isabella, Shonne (Round 1) and Iskar and Zaas (Round 2). Communicating a few words doesn't take any actions :) ![]()
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![]() Bunk remembers kalavakus demons are highly resistant to steel, but weapons made of cold iron or blessed with powers of good are able to damage it. DR 10 /Good or Cold iron This is well demonstrated by Adeah, whose shot hits the demon right between the eyes but causes only mild annoyance. ![]()
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![]() Oops, sorry. The Kn. Planes DC is 18 The room is 25 feet high, so the enemy is within 30. Thus, Shonne's shot makes a small cut indeed. First blood is drawn @Adeah: you failed the save, but since your life is being threatened , you are free to act as you want. The charm doesn't compel you any more ![]()
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![]() Thanks, Bunk. Let's consider all PC's protected. Iskar utters a few words of magic, and a could of glittering dust explodes near the room's ceiling. As the sparkles fade away, everyone can now see the outline of a demonic creature being revealed. The creature is grotesque, but what makes it even stranger are it's arms. It's right arm is a giant pincer, and the left arm looks like it is taken from some bronze-skinned man.
Knowledge (planes):
The revealed creature is a (variant) kalavakus demon. If you rolled high, ask what you'd like to know about it.
The demon doesn't seem bothered at all by Iskar's spell. Zaas runs up the wall, and tries to bite the enemy, but the demon dodges the attempt easily. He is about to punish Zaas for such insolence, but then notices Valais lurking among the other Pathfinders. "I sense something familiar. You! You are one of the abominations. Has the one-eyed surgeon tracked me here? Are you his slaves? I will destroy him and all of his pawns, for I have advanced beyond the simple machinations of his lab! I am as far beyond demons as they are beyond you." Valais is now clearly shaking, and it looks like she is losing the control of her body. The demon smiles, and commands: "Kill them, pawn!"
The human part of Valais' face reveals her horror as she unwillingly turns against her allies. She tries to plead for help, but her mouth refuses to move. Twitching, the human-demon amalgam prepares to attack the Pathfinders. Consider Valais an enemy, and threatening for your spellcasting, movement etc. You can try to help her regain control of herself, by making a diplomacy check as a standard action (DC 22). Succeeding in the check gives Valais a new save. You can also assist her to give +2 to the save. Round 1 & 2
Next up: Everyone Edit: The demon is flying at 20 feet ![]()
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![]() Bunk, you can cast the Protection From Evil on five targets (since the duration must be split on 1 min increments). Who are protected? (you have 5 PC's, 1 eidolon, and one NPC) Blissful look on her face, Adeah is about to step out of the circle, carrying the charred staff. But just before she steps out, Isabella draws her blade, and with the same fluid move strikes the staff from the aasimar's hands. A muffled clatter sounds as the staff hits the dirt floor inside the circle. Somewhere far above, someone growns frustratedly. And Shonne seems to know more than the others, as she draws her bow and shoots an arrow up into the air. And there, near the ceiling, the arrow hits something invisible, but bounces harmlessly off. Didn't make through DR Shonne and Iskar can see the thing is not too happy about the development of the situation. Adeah initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Round 1
Next up: Iskar & Zaas (and Bunk, let me know who are protected from evil) ![]()
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![]() All that remains of the great tree is the charred staff, which is now firmly in Adeah's grasp. Both stand still inside the circle of runes. Adeah:
You have two negative levels while holding the staff. But if any danger (ie. combat) comes up, the charm wears off and you can drop the staff.
Bunk feels that Adeah has other priorities than joining his spellcasting. But if the flock doesn't come to the priest, the priest can always go to the flock. So if the group gathers near Adeah for the Protection from Evil spell, Bunk can go touch Adeah to grant her the protection as well. And then Adeah can roll a will save with +2 modifier to end the charm. But in that case please move your tokens in the map near Adeah "Good," says the voice in everyone's head again. "Now bring the staff out of the circle." Detect magic + Spellcraft DC 23:
The staff is a Charwood staff
The staff always appears as fire-blackened wood with cracks exposing glowing embers and dripping blood red sap. If a non-evil creature carries the staff, she takes 2 permanent negative levels. These negative levels persist for as long as she holds the staff and cannot be removed by any means (including restoration spells), but they are immediately removed as soon as she sets the staff down. A charwood staff grows into a tree if its user plants it in the ground and speaking the proper command word. This process functions as permanent a tree shape spell that can only target the staff. By speaking the same command word, the tree turns back into a staff. This staff allows use of the following spells: produce flame (1 charge), warp wood (1 charge), diminish plants (2 charges), spike growth (2 charges), and wall of thorns (5 charges). Isabella still detects an evil presence somewhere in the room. Somewhere... upwards... ![]()
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![]() I'll be playing a scenario tonight, so I might not have time for a post until tomorrow (european time). ![]()
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![]() The azata lies outside the circle, just his hand is inside Isabella's magic heals more wounds from the azata, but he still stays unconscious. Adeah passes through the circle of runes and doesn't feel anything special while doing so. Others stay away from the circle, trying to study the scribbled text - but none can find any meaning to the word. After a while, everyone starts hearing a strange voice inside their heads: "Mortals, bow before the sacred heartwood tree. Touch the bark and utter the sacred incantation written in the dirt. Then retrieve my staff, leave the circle, and present it before me. Only then can I take corporeal form." Adeah only: You feel very compelled to obey. Please act accordingly, but leave some time for the others to react. Approach, say the command word "greetak", step inside the circle, etc. After saying the command word, you can describe how the tree transforms into a "staff of fire-blackened wood with cracks exposing glowing embers and dripping blood red sap." (or leave that to me). Just don't bring the staff out of the circle yet ![]()
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![]() Isabella approaches the motionless azata, and closer up she can see the word scratched in the dirt: "gretaak". The word doesn't mean anything to the paladin. Isabella only (or anyone taking a closer look at the word): Sense motive or Perception DC20:
you can see the azata did not write the word himself. The azata does not radiate evil, but Isabella does sense an aura of evil somewhere in the room. A charge is expended form the wand, as the healing magic closes some of the wounds on the celestial. But he still stays unconscious. ![]()
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![]() The acolytes were told to stay near the entrance, and thus are unable to hear Adeah's question. Something's sense motive: 1d20 + 16 ⇒ (19) + 16 = 35 Shonne is nodding toward outside the circle Iskar:
You see a strange-looking creature hovering near the ceiling, outside the circle of runes. The creature stays still, observing the party. Shonne and Iskar:
You can make a Knowledge (planes) check, and tell me what you would like to know about the creature The azata does not respond to Adeah's calls, which is hardly surprising considering the amount of blood under him. Getting close to the azata and Heal DC 15: The azata is not dead. Unconscious, and in very bad shape, but alive ![]()
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![]() If you didn't have the chance to post for any buffs etc. you can still do so. Scorched earth and burned grass cover this round chamber’s floor. In the center of the room stands a tall tree, its blackened bark seeping blood-red sap and its branches twisted and thorny. Glowing silvery runes circle the base of the tree. At the base of the tree lays a lithe, bronze-skinned man missing his left arm, a puddle of blood pooled beneath him. His right hand lies just inside the circle, and a single word is scratched in the dirt near his fingertips. The ceiling of this room rises in a dome to a height of 25 feet. The glowing runes fill the room with dim light. Knowledge (arcana) or Spellcraft DC 20:
The glowing runes form a celestial ward, allowing only good-aligned creatures to pass. Knowledge (planes):
The armless man at the base of the tree is actually a raelis azata. Shonne only: You also see a strange-looking creature hovering near the ceiling. The creature stays still, observing the party. ![]()
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![]() Roughly three minutes has passed since Shonne cast those spells, so she has two minutes left (if I remember Magical knack correctly) ![]()
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![]() Bunk needs to go through the barrier, taking the damage Force damage to Bunk, DC 19 ref save to halve: 8d6 ⇒ (5, 3, 4, 6, 5, 2, 6, 1) = 32 Description of the last room coming later today ![]()
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![]() Zaas spends a few moments inserting some pins into the trap mechanism to prevent the blades from being released. And then he is voluntereed to test if he managed to successfully disable the trap. The eidolon puts his claw into the opening, and grabs the handle. As twists the handle, he hears a faint click as the trap mechanism is blocked, and no harm comes to his claw. The door starts opening... Anything in particular you wish to do before entering the last room in the dungeon? @Bunk: Please heal up, get through the blade barrier, and join the others. Bunk has at least two minutes for all that while the ladies are looking for the trap. ![]()
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![]() Isabella carefully peers into revealed opening, and does indeed find a pair of blades triggered to chop off the hand twisting the handle. At least the trap here is a mechanical one, so it can be disabled without special training. Ooh, Perception DC under 30... The author must be getting sloppy... ![]()
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![]() @Bunk: We're not in initiative order currently, so just heal up with whatever resources you want to use ![]()
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![]() Bunk can retroactively heal and move and heal to catch up with you, so the rest of you can move onwards Not having to pass through a barrier of whirling blades, Iskar returns first to the chamber with the double door. "QUIET MAGGOT, KNOW YOUR PLACE! I apologize, but I feel we're so very close now. It must be just beyond this door." Valais first response to Iskar's order is a snarling shout, but then she seems to get a hold of her demonic side. Iskar tries to the crystal to the other hole, and if fits perfectly. Immediately afterwards, a portion of the tree carving opens to reveal a 4-inch-wide opening, 20 inches deep. At the back of the opening is a handle. ![]()
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![]() Was anyone planning to play with the same character in the next PBP GD5 slot? I.e. should I try to push to finish in time? ![]()
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![]() To take the stone, or not take the stone - that is the question. Also, how are the three of you planning to get back to the hallway? Wait for the blades to disappear, or just run through (masochist approach...)? ![]()
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![]() Almost forgot, Bunk took full damage from the blades Force damage: 8d6 ⇒ (5, 4, 6, 4, 2, 2, 6, 5) = 34 ![]()
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![]() As Bunk enters the room, a shadow double emerges from the eastern wall. Just like the others, it is a aggressive, feral version of Bunk. It becomes evident that the shadow creatures are not about to attack, so we can exit initiative order. But the creatures are still there Detect magic + spellcraft DC 22 on the black stone:
It is a wand of Shadow Conjuration. The black stone is just the tip of the wand, rest of it hidden inside the wall. Thus, removing it might require some effort. Detect magic + spellcraft DC 27 on the glowing crystal: Dusty rose prism ioun stone. ![]()
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![]() The black stone is still there, and would be absorbing light if there was any... BTW, since the shard was the light source in this room, it's now dark. But I think Isabella had a light source of her own? ![]()
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![]() Valais had obeyed Shonne's command to stay put, and stands restlessly by the heavy double door. Every so often she gives the door a hefty kick and tries to open the door by force. Back in the room of shadows, Zaas runs up the wall, and leaps for the glowing shard. Just as the crystal is secured in his claws, Zaas disappers from the room and reappears next to his master. Along with the eidolon, disappears also his shadow duplicate. Only two shadows remain, replicating Isabella and Adeah, who are trapped between the shadows and the wall of blades. Still, none of the shadow creatures actually attack. Round 3: Next up everyone ![]()
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![]() @Zaas: the black stone in the eastern wall is fist-sized, and thus much larger than the previous shard. The glowing crystal in the ceiling is similar size as the earlier shard. Which one he is trying to get? Isabella steps closer, and finds her shadow double doing the same. Just like the original, the shadow-swashbuckler keeps it's blade ready to strike anyone coming too close. Only difference is the feral grin on the double's face. ![]()
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![]() Just one save, but even with successful save take half damage
Zaas studies the creature carefully, and spots a dim glowing rune on it’s forehead. And then it dawns to him - the creature is Zaas. Some twisted, shadowy version of him. When Isabella and Adeah tumble through the wall of blades to the room, two more shadow creatures appear from the darkness. These are humanoid, slender feminine figures, who lurk near the walls with feral looks on their faces. None of the shadow creatures approach the Pathfinders. All three just stand there, growling and waiting. Round 1 & 2
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Yakman wrote: Congratulations! What were some highlights? Hm that's a hard question to ask about a 4 year campaign. There have of course been a great many little moments that were cool or touching. I made (some of) my players cry twice, once out of sadness, once out of happiness. Every player has had a personal story woven through the AP which was very cool for them to go through. I would say the one thing I might highlight was a relationship the group built up with a tiefling crime lord in the Devil's Nursery called Rator. I improvised this NPC early on in the game during the Murders In The Devils Nursery mission, when the players asked to go into a bar I had just made up asking for witnesses. I played the crime lord as a terse man who was a bit rude, since he really didn't have anything for my players. However, especially one of the players for some reason took a liking to him, so this randomly improvised NPC became their go-to whenever they needed rumours about the kintargo underworld, or when they had stuff they needed to fence. So much so they as a group got a bit too comfortable in my opinion building a productive relationship with this crime lord. So I wanted that relationship to backfire a bit. If you empower a crime lord, he's gonna have his own plans. He's not a nice guy, even if you act like he's your best friend. This all came to a head when his own plans were unveiled at the end of book 5. He'd been using all the things the players had provided him with (and even some favours they did for him) for his own dastardly plans, and the players were confronted with the fact they had been unwittingly helping this crime lord. They ended up fighting their way through his hideout and killing him. It was our first in-person session after the pandemic, so I'd drawn an elaborate map in the old DnD style: https://imgur.com/a/vkbn8yf ![]()
After 67 sessions (most of them 5-7hrs) my players reached the Apex of Bone and defeated Barzillai. I'd built the apex of bone from foam and some electronics to create the hellfire columns, so it looked pretty good! Some photos of the final fight: https://imgur.com/a/j5ooPAY The heroes were: - Zero the Hero, human reach cleric of cayden cailean (and champion of Thais)
They were a very powerful group that worked together well, their only weakness was swarms. Most of the AP I could run relatively unchanged (though usually adding details), with major changes being mostly driven by player choices. I added a completely re-written No Response From Deepmar module just before book 3. I also added an election after book 4 (which Zero won), for which I had to develop election mechanics I'm very happy with. So Kintargo has a different mayor than the books assume now. The heroes have now been asked by Thais (the herald of cayden cailean) to recover her 6th wing from Hell, for when we want to play to level 20. I've occasionally asked advice on this forum which definitely helped, as well as reading older posts when I needed inspiration or ideas, so thanks! ![]()
In the campaign setting book from 2008 it is described as originating in Abaddon: > ...the waste of Abaddon stands as the source of the river Styx and is the native plane of the daemons In Book of the Damned hell chapters it is described as originating in Avernus: > The River Styx: The river of forgetfulness is born from Avernus and wends its way through several layers of Hell and > ...the ocean-sized marsh of Eridanos. Mingling with the souls of the damned, the refuse of the Maelstrom, and the eroded sediments of Hell, this noxious mixture forms the headwaters of the infamous River Styx Except in the Book of the Damned, abaddon chapters it once again starts in abaddon: > The so-called “River of Forgetfulness” is born in Abaddon at the Drowning Court, wends its way through several layers of Hell and numerous layers of the Abyss Planar Adventures also places the source in Abaddon: > Abaddon is a bleak realm—the source of the legendary River Styx In the great beyond, guide to the multiverse we find this: > The Drowning Court: At a juncture of eight branches of the River Styx, Charon, the Horseman of Death, rules over the floating, moving realm of the Drowning Court. [...] Lesser satellite islands routinely break away from the Court and f low downstream along the Styx’s tributaries toward the Abyss, Hell, the Maelstrom, Axis, or other portions of Abaddon If all rivers from the drowning court are downstream, it must be the source. Except that lost omens gods and magic tells us: > At the end of the River Styx await the rulers of Abaddon: the Four Horsemen of the Apocalypse and their daemonic brood [...] at the end of the Styx within his sunken palace, the Drowning Court Which implies the drowning court is the end of the river? Except the same book also says > Abaddon A vast wasteland plane that is the source of the river Styx So what is the actual source of the river Styx? The source books are all over the place :| ![]()
I'm writing this based on a reddit thread I saw where this issue is discussed and I'm hoping that perhaps we can get a paizo response on this matter. The issue regards the Bottomless Pit hazard, which is a level 9 hazard. The effect of this hazard is described as follows (emphasis mine): Quote:
Reading this hazard seems pretty straightforward. If you fall into the bottomless pit, you have a chance every 6 seconds to grab one of its many handholds to stop your fall and start your long climb back to the top. However, the falling rules say Quote: When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter. and the Grab An Edge rules say Quote:
So in reality, how this Bottomless Pit hazard resolves is as follows: A player fails the saving throw to avoid falling into the Bottomless Pit and starts falling into the infinite pit. 6 seconds (1 round) later, they can attempt to Grab An Edge. In that time they will have fallen 500 feet. Depending on the outcome of their roll, they will take at most 250 and at least 235 points of damage. This is sufficient to kill most characters outright. Additionally, if they fail or neglect to Grab An Edge the first time, they get another attempt 6 seconds (another round) later. At this point they'll have fallen 2000 feet. Grabbing an Edge will now deal between 750 and 735 points of damage. This will almost certainly kill every character. Is this the intention of the design of this hazard? bottomless pit: https://2e.aonprd.com/Hazards.aspx?ID=11
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"Alexa, ask Stat Finder for the range of magic missile" Hey all! Some of you might remember my thread looking for beta testers for my Amazon Alexa skill. Between here and reddit I got almost 150 beta testers, and with their help I've been able to refine the skills and release them to the public! Based on beta feedback I have released two skills for US and UK configured devices: Stat Finder for Pathfinder (previously called 'Irori') Stat finder allows you to quickly get a stat of almost any spell, item or monster in Pathfinder. Works exactly the same as Stat Finder, but is limited to spells only, which means its object recognition may be slightly more accurate in certain cases. These skills are free, do not require logins or accounts, and all the software running it is publicly available on Github! If you want to help improve these skills I encourage you to start tinkering with! I'd like to thank all the beta testers that helped me improve these skills and hope you find them useful! ![]()
"Alexa, ask Irori for the range of magic missile" I have created an Alexa skill for Pathfinder. This skill is backed by a database containing all stats of all (well, most) items, spells and monsters in Pathfinder, and allows you to find out what the value of a stat is of a particular object. "Alexa, ask Irori for the hit points of a goblin", "Alexa, ask Irori for the target of Chain Lightning" or "Alexa, ask Irori for the description of a Quarterstaff of Entwined Serpents", etc. I have a little demonstration video as well! It works fairly well, but there are still issues with object and stat recognition. As such, the skill is not certified yet, since it needs to be beta tested first, and that is where I need you help! If you have an Alexa device and want to help out, shoot me a message with your email address here or at irori@mindsoup.net. If you're interested in helping out with development, check out the project on GitHub! |