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2,227 posts. Alias of Dhenn.


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Silver Crusade

Hi everyone,

Really sorry for my absence lately. Bit of a perfect storm of health/work/life stuff spilled over all together. Sorry for not notifying you all earlier, but things are going to need to go on hold for a little while. Thanks for your patience. I’ll send PMs when things have calmed down a bit.

Silver Crusade

Hi everyone,

Really sorry for my absence lately. Bit of a perfect storm of health/work/life stuff spilled over all together. Sorry for not notifying you all earlier, but things are going to need to go on hold for a little while. Thanks for your patience. I’ll send PMs when things have calmed down a bit.

Silver Crusade

The party can act. I rolled initiative in an earlier eaten post and the Willowisp won. It just went invisible again. Last known location is marked.

Silver Crusade

It's almost literally a fish in a barrel situation, so no combat needed.

The raving man has slipped into unconsciousness. Searching him reveals a dirty hankerchief. Inside is an eye, about the size of a gold piece. Its X-shaped pupil winks shut every few moments, and the eye pivots to focus on whoever is closest.

When you do return to the barricades, Winter will gather you all close, raising her holy symbol.

"Pharasma, these souls have fought to cleanse the taint of corruption and undeath from these halls. Reward them with the gift of vitality!"

Channel: 2d6 ⇒ (2, 4) = 6

When you tell her about your discoveries, she is horrified to hear of what the doppelgangers have been up to, and distraught that there doesn't seem to be an easy way to reach the rest of the facility.

One of the nurses identifies the man as Juglan Rivercane. After nearly drowning in a Lake Encarthan shipwreck, he suffered from a sever case of aphasia, uncontrollably repeating the first word of each sentence, and wracked by nightmares about the incident. His vocabulary seems even more restricted now, and he never showed any signs of religious devotion before.

Winter will tell you, "You have already done much to make us safer. Thank you. I was hoping you'd find access to the rest of the facility, but there is another option, which we have been unable to bypass. I know you are likely tired and want rest, but I should show you this first, so you know what face." She gestures to the curtain blocking off the other hallway.

" That way leads to the main entrance. Assuming everything remains as it was, you could access the front door. I don't recommend that. We don't know what lurks out in the mists. You should be able to access the library, the east courtyard, and the east ward from there, if the paths are undamaged. The library should lead to the staff offices. Unfortunately, there is an unusual obstacle between us and there."

She peels back the curtain. The hall ends just beyond the dingy curtain, but the wall here suffers some sort of otherworldly parasitism. A mass of stringy, yellow fungus stretches across the stone blocks. At its heart bulges and blinks a watery eye the size of a wagon wheel. Image added to map. That blocks the path to Red

Silver Crusade

As Damien is resuscitated, Faust and Navin cut down the doppelnurse.

With her gone, you're able to get a better view of the room beyond. Several wide tables and gigantic washbasins ll a laundry equipped to service hundreds. The place looks as though it were repurposed as a failed surgery, though, with at least one table heaped with remains while corpses lie discarded in corners. A stained sheet hangs between two of the basins, dividing the room roughly in half. A lantern shines on the far side, near a six foot tall freestanding mirror.

Three 6-foot-tall, 10-foot-diameter washtubs stand in alcoves along the west walls, two short folding ladders leaning near each. The tables here have been cleared of their mundane work and used as surfaces for operating and dissection. The remains of several humans and doppelgangers lie spread across these tables, butchered beyond simple scientific inquiry.

Three pull chains hang from the ceiling along the south wall.

A snarling sound can be heard from the center washtub. Peering over reveals a heavily wounded, emaciated ghoul trapped inside. She seems too weak to clamber out.

The doppel-nurse herself carried 72 gold pieces, an unlabeled potion, and a dagger that radiates a magical aura.

Potion ID DC 16:

Cure Light Wounds

Dagger Spellcraft DC 16:

Just a +1 dagger

Near the lantern is a set of high quality surgeon's tools, bloodstained but of high quality.

A satchel nearby also radiates a magic aura. Within the extradimensionally large space, you recover 4 platinum pieces, a lustrous pearl, and a leather headband with a small wooden box attached. The box is inscribed with a Pharasmin spiral.

Bag Spellcraft DC 24:
Handy Haversack

Headband DC 16:
Phylactery of Faithfulness

Pearl Spellcraft DC 16:
Pearl of Power (1st)

Unfortunately, there is still no sign of an exit, either to the exterior or the remainder of the asylum.

Silver Crusade

Viv recognizes the telltale glow of a will-o-wisp before it vanishes. Another naturally invisible creature, these creatures feed on death and fear. They deal electricity damage, and are immune to almost all magic. Magic Missile, Maze, and anything that works on a golem are the only exceptions.

Silver Crusade

I just plopped you all on the outside so you could figure out your own positions, especially with the difficult terrain. Viv's picked the central door, so...

The eastern half of this room is a tangle of gray metal, strange engine parts, and rubble, all of which was subjected to great heat long ago, judging by the metal’s melted and scorched surfaces. Here and there, softly glowing residues are caked onto bits and pieces of the metal. Though they look radically different, it seems these residues could function as the same unpredictable Numerian fluids that you first found back on Torch's peak.

A glowing yellow skull floats in the air, bobbing around the machines. It winks out of sight as the door slides open.

I ended up putting you guys in a rough marching order. We are back in combat. Dungeoneering IDs

Silver Crusade

The party continues to struggle to harm the creature, but Marconias manages to strike with another bolt, and Navin strikes only thanks to HP's guidance.

With Damien out of operation, she lashes at Navin before stepping back into the other room. She slams the door shut behind her as she does so.

1d20 + 8 ⇒ (3) + 8 = 11

Staying in combat for the moment

Silver Crusade

Seri doesn't hear anything in particular. It's possible nobody's here...or maybe the mists and walls are muffling sound...

Silver Crusade

Thanks! Map is up now.

Silver Crusade

Map to come shortly

Continuing on to the site Redtooth indicated, you come to a large, glaucite structure jutting out of the ground at a strange angle. It resembles a streamlined bird, crashed nosefirst into the dirt and detritus of Scrapwall.

An intact pair of double doors sits above one wing. They sit open, and the otherworldly mists that fill this area seem to billow silently out of its interior.

Clambering up and inside reveals a short corridor. The pathway to the nose of the craft has collapsed, forcing you towards the tail. The short hallway has doors to both sides, as well as another directly at the end.

Due to the strange angle of the floor here, everything is treated as difficult terrain.

Silver Crusade

22

Howling in fury as spear and bolt cut into it, the doppelganger steps towards Damien, retaliating with a slash across the chest that sends the man collapsing to the ground once again.

1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

The party may act. Damien is now unconscious

Silver Crusade

8 people marked this as a favorite.

Been a sporadic lurker for a long time, but almost never post here. If this is better spun off into its own thread (there are already quite a few conversations going on), I'm happy to do so.

Our local PFS lodge started up a Ladies' Night a while back, and it's been a big hit, with way more interest than we'd initially expected. Inspired by that, I'm taking the lead on an LGBT edition.

I'll be talking to the coordinator for the ladies' night tomorrow about her experience, but I was hoping to get some more perspectives. For people who've done this sort of thing before, are there lessons you've learned about what does and doesn't work? If you haven't, are there things you'd want to see?

Silver Crusade

Re-added you. I'm not sure exactly where you started, so I just plopped you in the middle of the room for now. In the future, you can drag your avatar image into the map, and it will be added. You'll just need to re-size it.

Silver Crusade

The chains begin to wrap around the abomination's leg, but it manages to kick its way free. This time, only HP is successful in attacking the creature, acid sizzling away at its strange, pale flesh.

4 damage

This time, as it lunges at Navin, the combination of the slick grease on the blade and distraction provided by the chain causes it to stumble, missing entirely.

1d20 + 8 ⇒ (1) + 8 = 9

The party may act

Silver Crusade

It's too bad he didn't get a chance to cast any of them... (though his highest spells had already been cast due to 4-player adjustment...)

If anyone does want to take the GM seat, I'd be willing to tag out and play. My lower level core character (I believe now level 5) will be free starting Saturday.

Silver Crusade

Yes they should. OOT must not have saved properly. Corrected version is now available.

His spellbook only contains the spells he had prepared, apparently:
5th—baleful polymorph (DC 19), feeblemind (DC 19)
4th—confusion (DC 18), stone shape, stoneskin, wall of fire
3rd— fireball (DC 17), haste, slow, stinking cloud, suggestion
2nd—bull’s strength, glitterdust (2, DC 16), scorching ray (2), see invisibility
1st—charm person (DC 15), expeditious retreat, mage armor, magic missile (2), mount

Silver Crusade

CHRONICLES ARE HERE

In addition to a number of magic items and a silver Aspis badge, you uncover an encoded journal and a strange metal badge, shaped like a gear.

Local DC 15:

This is a symbol of the Technic League, an organization of spellcasters that serves as one of the foremost political powers in distant Numeria.

Linguistics DC 25:

The notes reveal Na'alu was keeping an eye on both Aspis and Pathfinder activities in the Mwangi expanse. It seems the League has taken an interest in the Society's attempts to collect the fragments of the Sky Key...

Game is reported, and quick and dirty versions of chronicles are above. I'll add in day jobs and such, but I didn't want to keep anyone held up any longer. I'm actually going to take a break before running another game and focus on my two APs for a little while, so consider your characters free to roam. I'll reach out to y'all when I'm ready to add another game back into my schedule. Thanks for playing, as always!

Silver Crusade

Ray's assault causes the last poltergeist to dissipate with a shriek. The large shape that targeted Seri takes off into the air after dodging Dr. N's blast. Unless you pursue it, it will quickly be lost in the mist.

Out of combat unless anyone wants to case that thing down. Longer update coming soonish, but in the meantime you can regroup and recover.

Silver Crusade

Navin can't quite connect with the creature, but its illusory duplicate disappears.

Botting Morrick

Morrick continues calling on the favor of Asmodeus to inspire you in the fight. He advances, mace at the ready.

Reflex: 1d20 + 9 ⇒ (9) + 9 = 18

The doppel-nurse struggles to maintain her grip on the dagger, but ultimately proves successful. She then drives the blade back at Navin.

Dagger: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Silver Crusade

GM Dice:
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (1) + 2 = 3

Another tortured scream echoes through the canyon. No debris flies your way.

Dr N only:

Through the mist, you can make out a large shape about ten feet above Seri's head. Though it's hard to tell for sure, it looks somewhat jellyfish- or squid-like.

Seri Only:
An indistinct shape manifests in the mists, well above your head. As it does so, you begin to see manifestations of your worst fears. These halluncinations cause 1d4 ⇒ 4 points of Wisdom damage, and you are now frightened of the blue square.

The party may act[/b]

Silver Crusade

Stealth: 1d20 + 8 + 20 ⇒ (10) + 8 + 20 = 38

A doppleganger dressed in a medical outfit, making no effort to hide its nature, manifests out of thin air next to Damien, slashing with a dagger.

1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Marconias launches an arrow in response. As the arrow nears, however, everyone begins seeing double, as a second version of the doppleganger manifests. It fails to protect her, striking the true creature.

Image: 1d2 ⇒ 1

2 damage

The party may act

Silver Crusade

AOO: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21

With a desperate swing, the half-orc tumbles into the switfly moving river. His head disappears below the surface, and he is carried swiftly away.

1d20 - 3 ⇒ (9) - 3 = 6

Combat over.

Thanks for being patient everyone. Wrap-up and chronicles coming soon.

Silver Crusade

The half-orc continues his assault, but can't hit the overly dextrous dwarf.

1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18

One of Wyatt's arrows does wound the orc, though,

Doubtful, if you can get him grappled this will be pretty much over

Silver Crusade

Re: frightened-it is a weird case where the (bestiary) tactics don't quite match up to RAW. They're supposed to send you running, but they resume their invisibility as a free action after scaring you.

Seri, please give me a Will save.

There's a tortured scream as Doctor N's bullet strikes something in the empty air.

Silver Crusade

Seri:

You were frightened for 1d4 ⇒ 2 rounds, so you'll be running again.
Though you don't see anyone or anything in the mist, you get the sense that something is not only watching you, but seeing inside your mind.

You can also give me yet another Will save.

Dr N, nobody took an AOO.

Selkainia's fireball clears out much of the necromantic mists, though it begins filling back in quickly. Dr. N's bullet seems to connect with something, and Ray detects a faint shimmer in the air, bringing his blade down upon it.

GM Dice:

1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (10) + 4 = 14
Red 13 Green 19 Blue: 5

Selkania feels a strong pulling sensation, as a force tries to drag her toward the toxic pond, without success.

CMB: 1d20 + 3 ⇒ (7) + 3 = 10

Flying debris fills the air once more, missing both Dr. N and Ray.
1d3 ⇒ 3
Attack Ray: 1d20 + 3 ⇒ (6) + 3 = 9
1d3 ⇒ 1
Attack Dr N: 1d20 + 3 ⇒ (13) + 3 = 16

The party may act

Silver Crusade

It does work on naturally invisible creatures, but as Dr N will tell you (or Viv when she returns) these creatures are incorporeal, so non-damaging spells have only a 50% chance of affecting the creature.

Doctor N fires off a bullet. The gunshot echoes through the misty canyons, leaving no sign of connecting with its target. She also recognizes this as the trademark behavior of poltergeists, location-based incorporeal undead.

Pieces of rusty junk rise off of the canyon floor and fly towards you. One narrowly misses Dr. N, flying over her head.

Seri takes off running, scattering the party across the mist.

Spoiler:
1d3 ⇒ 1
1d20 + 3 ⇒ (14) + 3 = 17
1d2 ⇒ 2
1d3 ⇒ 1
1d2 ⇒ 2
1d3 ⇒ 3

Another jagged, piece flies at Ray.
1d20 + 3 ⇒ (15) + 3 = 18
1d6 ⇒ 6

An even larger, gnome-sized block of concrete barrels towards Selkania.

1d20 + 3 ⇒ (17) + 3 = 20
3d6 ⇒ (5, 5, 2) = 12

Dice:
1d3 ⇒ 3

Seri:
Please give me an additional will save. Mind-affecting (not fear or enchantment)

The party may act

Silver Crusade

I'll allow it, especially because it is basically what you were trying to do anyway (use a mythic boon to negate damage).

Sky Key Timey-Wimey Bubble

The half-orc's axe narrowly misses Thorn's jugular, leaving him wounded but still alive.

Doubtful ties up the spellcaster, but Wyatt and D'lack both miss their targets.
Thorn may act

Silver Crusade

"Ah, ah! Zandalus sees! ZANDALUS SEES!" the man screams as Marconias shoots him in the leg. He writhes in pain. In his contortions, one hand slips free from his bindings.

Nothing immediately comes through the now open door. But for no reason whatsoever, lets go into initiative...

GM Dice:

Damien: 1d20 + 2 ⇒ (9) + 2 = 11
Faust: 1d20 + 4 ⇒ (2) + 4 = 6
HP: 1d20 ⇒ 6
Marconias: 1d20 + 3 ⇒ (20) + 3 = 23
Morrick: 1d20 + 8 ⇒ (12) + 8 = 20
Navin: 1d20 + 1 ⇒ (19) + 1 = 20
DO: 1d20 + 3 ⇒ (11) + 3 = 14
AO: 1d20 + 3 ⇒ (5) + 3 = 8
Escape Artist: 1d20 + 8 ⇒ (12) + 8 = 20

  • Marconias, Morrick, Navin We are here
  • DO
  • Damien
  • Wounded Man
  • Faust, HP

  • Silver Crusade

    Between Navin and Damien, the ghoul collapses.

    The man shouts "Praise!" He jangles the chains binding him to the wall as he raises his hands in the air.

    Meanwhile the door at the far side of the room creaks open.

    Silver Crusade

    It took a while, but I've finally killed one of you. Sorry Thorn!

    This scenario is pretty much wrapped up after this combat. I think I'm going to go ahead with Hrethnar's Throne, the 5-9 return to the Gloomspires. Beorin, do you have a higher level option?

    Silver Crusade

    Na'alu struggles against Doubtful's grasp.

    CMB: 1d20 + 3 ⇒ (13) + 3 = 16

    The half-orc turns his axe on Dunkel. One blow hits, but is not nearly as powerful as the blow that felled Thorn.
    Primary: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
    Damage: 1d12 + 16 ⇒ (10) + 16 = 26
    Secondary: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13

    The party may act

    Silver Crusade

    The still living man looks puzzled, responding, "Words fail!"

    The undead one lurches forward, gnashing its teeth before its chains yank it back.

    Damien recognizes this as a ghoul, undead with paralyzing attacks and diseased bites.

    Silver Crusade

    As chadius mentioned, PDF-Images is what I use, though it does extract a lot of junk along with the real stuff.

    Silver Crusade

    Hitting Vaughn with it is fine. Viv, spoilering your results since it'll be tricky to share for a while.

    Viv takes off, darting into the mist

    Viv:

    These are poltergeists. Being both incorporeal and naturally invisible makes them difficult to kill. Even more problematically, they rejuvenate when destroyed unless laid to rest in ways unique to each.

    On the other hand, they are generally confined to a limited area, and cannot directly harm creatures, only causing them to panic or using telekinesis to throw objects.


    GM Dice:
    R: 1d100 ⇒ 4G: 1d100 ⇒ 45

    Ray casts his spell, and golden flakes cascade through the air. They gently waft to the ground, revealing nothing.

    Vaughn and Dr N may act

    Silver Crusade

    Returning back down the hallway,

    Sturdy racks and toppled tables suggest this space once served as a sizable laundry. Much of the northern end of the room is filled with rubble.

    A wall of pipelike crossbeams fills the western alcove of this room. Three figures are manacled to the rack here, from south to north: a human wearing stained yellow sheets as robes and bearing a flame-shaped chalk mark upon his forehead, the corpse of a partially eaten patient, and a man with bluish skin, a mouth full of fangs, and a long, lashing tongue.

    The living man is horribly wounded. He turns to you, calling out "Praise! Zandalus sees!"

    Religion to ID the bluish one

    Silver Crusade

    Thorn:

    I have a copy of the scenario, but it looks to me like the boon is only valid for part three of that series.

    Quote:
    You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain two of the following abilities for the duration of the scenario so long as you have the Exceptional Deeds ability from the Mythic Power 1 Chronicle sheet.

    Silver Crusade

    Good to hear, but out of curiosity, where is that coming from, Thorn?

    Doubtful shoves Na'alu to the ground, while D'lack continues sending bolt of fire in random directions.

    Half-Orc: 13 N 32

    Beorin and Thorn may act

    Silver Crusade

    It sounds like people are ok to keep going today. Once you've had the chance to recover, you'll move on...

    Weaving your way through Scrapwall proves simple, in large part because you're passing through now-friendly territory. As you walk, thin white mists congregate at your feet, before thickening to the point of blocking almost all vision. You can detect a strong necromantic aura. The spellcasters get the sense that positive energy effects will still work normally when healing the living, but have a harder time than normal when harming the undead.

    Weaving through the canyons of debris, you pass a small pond of noxious chemicals. Suddenly, as you pass by, a hideous undead visage manifests in front of you, reaching out menacingly.

    Everyone please give me a Will save (mind-affecting fear). DC and consequences in spoiler below. The things you saw went invisible immediately after that, but you do know their locations, marked on map. Religion to ID

    Will DC:
    DC 14. Frightened for 1d4 rounds on failure. If you fail, you're fleeing only from the one adjacent to you.

  • Everyone except Seri We are here
  • Red, Blue
  • Seri
  • Green

    GM Dice:

    1d20 + 21 ⇒ (16) + 21 = 37
    1d20 + 21 ⇒ (9) + 21 = 30
    1d20 + 21 ⇒ (13) + 21 = 34
    1d20 + 12 ⇒ (17) + 12 = 29
    Dr. N: 1d20 + 3 ⇒ (17) + 3 = 20
    Ray: 1d20 + 9 ⇒ (7) + 9 = 16
    Selkania: 1d20 + 2 ⇒ (16) + 2 = 18
    Serithial: 1d20 + 6 ⇒ (8) + 6 = 14
    Vaughn: 1d20 + 4 ⇒ (14) + 4 = 18
    Vivilaas: 1d20 + 5 ⇒ (14) + 5 = 19
    R: 1d20 + 1 ⇒ (15) + 1 = 16
    G: 1d20 + 1 ⇒ (6) + 1 = 7
    B: 1d20 + 1 ⇒ (16) + 1 = 17

    Mist limits vision to 5 feet, so you likely can't see all your party members, never mind much else. Feel free to move mist out of the way as needed. You will have been heading towards passage in the NE corner.

  • Silver Crusade

    Dragging Damien back to the barricade, Winter rushes out to heal him. "Pharasma's Spire! They really did a number on you, didn't they? I know you weren't out there long, but did you learn anything about what's going on?"

    As she speaks, she retrieves her holy symbol, and casts a spell to mend Damien's wounds.

    CMW: 2d8 + 3 ⇒ (8, 3) + 3 = 14

    If you've found items you don't want, Winter will reward you for turning them over. Basically selling items to her, but she's only got 25 gp on hand.

    Back down towards black, take a break in the chapel, or something different?

    Silver Crusade

    Lots of stuff here. Getting fully caught up, but in the meantime:

    Ray the Unbounded wrote:


    I haven't seen any evidence that as a group we actually did purchase the wand we all kept talking about (of CLW) at the end of book 1...

    I thought the gold for that was worked into some of the earlier shopping and gold distributions. Go ahead and assume that you do have that.

    Other things of note:

  • Timeworn items are only worth 50% of normal, so the fire extinguisher is worth 3000, and can be sold for 1500.
  • You can sell stuff to the gangsters, but shopping opportunities are harder to come by, as you're limited to the resources the gangsters have or can scrounge for, short of a shopping trip elsewhere.
  • Selling batteries is fine, but my general advice would be that you're going to need them more often as more tech items show up, which happens with increasing frequency as time goes on.

  • Silver Crusade

    Doubtful grabs hold of Naa'lu, but Thorn's rapid slashes miss the half-orc. One of Wyatt's arrows hits the man, but only lightly wounds him. D'lack's ray doesn't meet the same resistance, and seems much more effective

    N: 32

    The half-orc retaliates against Thorn. Two powerful blows knock Thorn to the ground.
    1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
    Confirm: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28 Uh oh
    Damage: 3d12 + 48 ⇒ (9, 4, 2) + 48 = 63
    Iterative: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 Any chance that misses?
    Damage: 1d12 + 16 ⇒ (2) + 16 = 18

    Despite Doubtful's hold on Na'alu, the man is still able to manage the gestures necessary to cast a spell, as he tells Doubtful, "Your friend needs help. Tend to him! Suggestion DC 17

    Concentration DC 25: 1d20 + 13 ⇒ (14) + 13 = 27

    Silver Crusade 4/5

    1 person marked this as a favorite.

    This list, specifically the left column, is probably the most comprehensive. It is worth noting that this list doesn't reflect changes that happen, most commonly when Venture-Captains die during the course of a season's plot. Consider that just another part of the big timey-wimey ball that is PFS.

    Silver Crusade 4/5

    SCPRedMage wrote:


    I put forth the idea before, but it didn't seem to garner much attention: we could remove the level two restriction on Tier 1-2 replay. These adventures are already replayable, so the effect on the campaign would be minimal, and it would mean no longer having to track which evergreens you've played at second level, and which ones you can still play at that level. Not having to explain the restriction to new players would be a welcome change, too.

    I think that this change makes even more sense, in light of Tome being evergreen across the entire tier 3-7 range. Plus, with an evergreen path into tier 3-7 games, it would enable the campaign to shift some of its focus away from putting out quite as many new tier 1-5 scenarios, and maybe replace them with a few more 3-7s.

    This does make a lot of sense to me, especially as a GM. I find myself building up a stack of 3 XP credit babies, pretty much entirely from 1 XP replayables. I'm creating them faster than I can actually play them. I'd much rather have a few 6 XP babies than a swarm of 3 XP ones.

    I'm not sure when the "only once at 2" rule originated (it's been around at least since the Confirmation), but now that we have so much content under that umbrella, I'd appreciate it being revisited.

    Silver Crusade

    Navin cuts the woman down, and she slowly transforms back into a doppelganger as the life leeches from her.

    Silver Crusade

    Metallic Woman ID Arcana DC 15:

    She's some sort of exotic Numerian construct known as a "robot." Anything else would require Engineering and the Technologist feat.

    Thorn's blade meets an unnnatural amount of resistance as it connects with the woman, but forcing the blade through regardless yields a shower of sparks, as she collapses.

    Fort: 1d20 + 9 ⇒ (3) + 9 = 12

    D'lack's ray goes wild, but Na'alu goes limp after Doubtful's punch, though his skin seems resistant to a significant amount of the damage. The Half-Orc spins back towards Doubtful, chopping twice in quick succession, but failing to connect.
    Primary: 1d20 + 14 ⇒ (6) + 14 = 20
    Secondary: 1d20 + 9 ⇒ (11) + 9 = 20

    N: 14

    Everyone may act

    Silver Crusade

    Spoiler:
    1d10 + 8 ⇒ (4) + 8 = 12
    Beorin: 1d20 ⇒ 20
    Dlack: 1d20 + 4 ⇒ (16) + 4 = 20
    Doubtful: 1d20 + 4 ⇒ (10) + 4 = 14
    Dunkel: 1d20 ⇒ 12
    Thorn: 1d20 + 5 ⇒ (18) + 5 = 23
    Wyatt: 1d20 + 7 ⇒ (5) + 7 = 12
    Enforcer: 1d20 + 1 ⇒ (13) + 1 = 14
    Mannequin: 1d20 + 6 ⇒ (7) + 6 = 13
    Naalu: 1d20 + 6 ⇒ (4) + 6 = 10

    Retracing your steps through the city, you get a taste of different opinions on the Aspis.

    Novaria comments that “The Consortium has been exploiting the people and the lands of the expanse for too long. We at House Cartahegn oppose their continued expansion and seek to rein in their excesses.”

    Dunkel suggested talking to the innkeeper. His comments are that "the Consortium is the best thing that ever happened to this place. This used to just be a pirate hideaway, now it’s the center for trade in the region!

    D'lack and Thorn each speak to general passers-by. The Bonuwat man D'lack speaks to denounces the Consortium, accusing them of, strangling our nation and our people, robbing us of our culture and selling it piece by piece to rich people in the north. If I didn’t need their money to feed my family, I’d have nothing to do with them.”

    The Bekyar man Thorn meets is entirely more positive. "“They keep money and stable work owing through the area. I’ve never been able to eat as well as I have since I started working for them.”

    Exiting Bloodcove is relatively easy, but less than a mile from the city the road leads to a narrow bridge crossing a small tributary of the Vanji River. On the other side of the bridge stands the Consortium agent, Na’alu, accompanied by a strange, artificial looking humanoid, and a half-orc man. “I’ll be taking those documents back now.” he says smugly, “My employer would very much like to know their contents.”

  • Thorn, D'lack, Doubtful, Beorin [b]We are here
  • Enemies
  • Dunkel, Wyatt

  • Silver Crusade

    Botting Morrick
    The Asmodean swings his mace at the doppel-granny, smashing her in the chest.
    1d20 + 1 ⇒ (15) + 1 = 16
    Damage: 1d8 + 2 ⇒ (4) + 2 = 6

    She then turns her claws on Damien, digging two large rents in the man's chest. She cackles maniacally as he tumbles to the ground.
    Claw Damien: 1d20 + 8 ⇒ (17) + 8 = 25
    Damage: 1d8 + 4 ⇒ (6) + 4 = 10
    Claw Damien: 1d20 + 8 ⇒ (13) + 8 = 21
    Damage: 1d8 + 4 ⇒ (5) + 4 = 9

    25

    The party may act

    Silver Crusade

    The woman introduces herself as Sevroth Slaid, the senior member of the real Steel Hawks. Birdfood imprisoned her so that she couldn't lead a revolt against his rule, and so that he had extra leverage over the others, threatening to execute her if they disobeyed. She's extremely grateful that you've freed them from Birdfood's rule, and that her men who were under Birdfood's command weren't killed. She'll let you keep everything above as a token of her appreciation.

    She's confident she can rally the rest of her people manning the gate, assuming she can bring Birdfood's head as proof of his defeat. She promises whatever aid she can in your fight against Hellion, including refuge at Hawk Palace or the front gate, and unlimited passage through the gate.

    You've had this conversation with other people a few times now, so unless there are specific questions for her, you can consider this a successful mission and move on. Dr. N had expressed interest in the misty, undead-dominated area, where explosives might be found. Other potential leads/areas to explore are:

  • The former Thralls of Hellion territory.
  • The lair of the strange creature at Scrapwall's "peak"
  • The Scrapmaster's Arena

  • Silver Crusade

    It does actually have a +2 strength rating, despite the text not specifying that. For those curious, the damage breakdown was

    2d6 gravity bow + 3 enhancement+str+ 1 point blank + 4 favored enemy+ 2 bane + 2d6 bane