Without the appropriate Knowledge skills (local/nobility), you can't go higher than the DC 10 option for this, unfortunately. Knowledge (local/nobility) DC 10:
Schloss Caromarc is the dwelling of Count Alpon Caromarc, the former ruler of Vieland who abdicated his position when the Palatinates threw off the heavy yoke of the aristocracy. The castle lies to the north and east of Lepidstadt, some 25 miles as the crow flies. Knowledge (local/nobility) DC 15:
An eccentric recluse, Count Caromarc has built a dwelling that both attracts and deters visitors. Known as the Hanging House, Schloss Caromarc lies to the northeast of Dippelmere Swamp, and is actually several buildings built into the walls of a gorge above a waterfall. Although the lower parts of the house are as luxurious as one might find in any city, the further up the gorge one goes, the more treacherous and inhospitable the buildings become. Knowledge (local/nobility) DC 20:
Paranoid about his experiments and discoveries being stolen, the eccentric Count Caromarc has, it is rumored, trapped parts of his castle to prevent theft, and constructed numerous guardian creatures to serve and protect him. Judge Daramid nods, her icy blue eyes glittering with mirth. "Of course, Mister Bookman, I believe I have something that might be appropriate." The map she provides shows that Schloss Caromarc lies to the northeast of Lepidstadt, on the other side of the Dippelmere Swamp. The map notes the existence of several trails through the wetlands, but it also shows a less direct route—a road following the Lesser Moutray River from town to castle. "Although you are no longer employed by myself or the estate," Daramid explains as you consider the map, "I would appreciate if you travelled to Schloss Caromarc and spoke with the Count. I would like to know what he knows of... Adam, as you call him. Although I am satisfied with the outcome of the trial, I am not so foolish as to believe that Adam is incapable of harming others and I worry that the prejudice he experiences could move him to violence in the future. Perhaps the Count has some manner of controlling his... son, or a way to keep him on a tighter leash. In either case, I would not be surprised if a group of misguided citizens band together and seek Adam out at Schloss Caromarc if they believed the trial to be a sham. Your presence at the castle might be required to prevent further violence."
Justice Embreth Daramid answers the door at her townhouse, but with good humor replacing the skepticism of your first meeting. "Welcome, my friends, welcome." She ushers you into a sitting room, where you are served tea and small pastries filled with dried fruit. Embreth produces four small bags, the sound of their contents clinking merrily. "Four hundred platinum pieces, as promised. And well earned, I must say. Petros was right to place his confidence in you." With the rewards handed out, she leans back in her seat, her ice blue eyes turning inquisitive. "If I may be so bold, what do you plan to do now that the trial has come to an end?"
Aduard Bookman wrote:
The employees aren't a problem, yet. It might make more sense in the long run—especially as the party encounters more dangerous areas—to have them establish a "home base." Of course, if the Leadership feat is involved, that would change things. Adam has mentioned his father, but only in passing. And you never did interrogate him about breaking into the university. As far as the letter, please refresh my memory?
Aduard:
Yeah, consider it purchased. I'll remove the gold from the party's list. You also got the 8 hours of rest. Adivion performs a small bow, his normally stoic face curving upwards into a smile. "I must agree. My efforts would have been worth little without your dogged pursuit of truth. Justice, true justice has been achieved today, and that is something precious in our benighted home." The lawyer turns to Adam. "Mister Wyatt is right, Adam. We must see you free of this crowd before it becomes anything more than an annoyance." Adam wraps the party in a crushing embrace. "I will go and see my father at Schloss Caromarc," he rumbles. "He doesn't usually care for visitors, but you should come and visit in a few days. Enough for me to convince him that you are friends." With a parting grin, Adam is led away from the crowd by his lawyer. Congrats on level 6, my friends! As for what's left in Leipstadt, there is payment coming from Judge Daramid, shopping, and any other loose ends you might want to wrap up before heading to Schloss Caromarc (whatever that is!).
Esta:
You don't see anything in particular, although the crowd is clearly anxious for a guilty verdict. Adivion shifts out from under the paladin's grip—clearly uncomfortable with touching—but he offers the party a small smile. "Thank you, Mr. Wyatt. Both and Adam and I owe your party a great debt. It isn't hubris to suggest you risked much for a stranger, indeed one as... Unorthodox as Adam." "I don't know what Adam's plans are, although I doubt he would stay here. The mob won't let this go easily, I fear. You should stay ready to intervene, in any case." The wait is not long, only an hour passes before the justices return, their demeanors grim. The Herald calls for order, the brass gong immediately bringing the crowd to a hush. Justice Daramid stands and begins to speak. "We have heard the evidence presented before us, and thank Pharasma that we did so, for without this trial there would have been a most terrible miscarriage of justice. There are many cruelties in this world, but punish one for another's crimes is surely a terrible sin. If we act based only on bigotry and lies, then we are no better than the monsters that creep below the shadows of Ustalav. We find the Beast not guilty on all charges!" The crowd immediately screams with anger at the verdict, the guards drawing their weapons to hold the most aggressive of their number back. The bailiff quickly opens the cage holding Adam, and then unlocks his manacles before nervously backing away. Adam sways for a moment, unsure what to do with the news. He steps from the cage and lurches towards the party, his face pulled into a gruesome smile. "You did it," he exclaims. "My friends, the best friends in all the world!"
Adivion gestures to his assistant, who moves forward having produced a lantern. While the man stoops to light it, a hush falls over the already quiet court, with the entire gallery waiting to see the results with rapt attention. When the lantern is lit, his assistant holds the lamp below the skin. Adivion, fearless to touch the disgusting "suit" in his dark gloves, grasps the skin and stretches it. Bright light glows through nearly two dozen lacerations—the tooth marks of some large beast. The gallery erupts with excited murmuring. Otto Heiger visibly slumps in his chair. "There will be no further questions, your Honors," Adivion adds, peeling off his gloves to reveal pale, graceful fingers. A second pair is handed to him by his assistant, and Adivion stalks back to his place nearby the Beast. For a moment, before he turns away, the party sees the ghost of a smile on his usually grave features. --- When the time comes for closing arguments, Heiger is somber, nearly tranquilized compared to the bombast of his opening. He argues that the reputation of the Beast is well known, that the charges laid against him were serious in the extreme and came upon by the witnessing of good and honest Vielanders. He asks that the judges look at the Beast and see the monster there, the potential for violence, and if they want yet another monster to wander the dark paths of Ustalav. When he finishes, Adivion rises and straightens his coat. He takes a moment to gather his thoughts, and begins. "Your Honors, I would like to take this moment to thank you for your time. Administering justice is not an easy task, and it is surely more difficult when having to deal with such a shambolic display as we have seen over these last three days." "Is that too harsh for Mr. Heiger? Perhaps. In Ustalav, we are accustomed to the darkness that creeps in every shadow and we are quick to judgement, especially when we see a visage like Adam's." "And who could blame us? When the darkness reaches out and takes something precious from us, it is usually in the form of a monster. It is a learned skill, a survival skill. Without it, I doubt very much that we could stand in this building and palaver over such civilized conceits as justice." "But here we are, and when it comes to justice, real justice, we cannot be rushed. Our earliest impulses must not be those that we reach for when we decide to sentence someone to imprisonment or death, even if that someone does not appear as our neighbor would. Without justice, we are little better than the monsters we fear." "I cannot say to you honestly that Adam has done no wrong in his strange life. I do not know his past and I do not know his heart, although I suspect I have come to understand it in part. What I do know is that you cannot convict him of these three murders." "In each case, in each place, I have provided reasonable doubt that Adam was responsible or even present in the places he has been accused of. In at least two cases, I have provided evidence and expert witnesses to show that, in all likelihood, the murders at Morast and Sanctuary were committed by Vorkstag, a monster that could wear a disguise so canny that it appears as a second skin. And in Hergstag, we have presented evidence and testimony that the murders were likely committed by the apparition of Gilwyn Treyes, a known killer of children in life." "None of these are certainties, because those are preciously few in a place such as Ustalav, but they do raise significant doubts. What has the prosecution provided? Half-glimpsed accounts from terrified villagers in a dark swamp? The statements of three isolated gossipmongers? What was last seen by a blind man? All of it backed up by urban legends and fed into our own biases, like coals into a flame. We are so quick to determine that Adam is guilty that before this trial was even concluded, a group of citizens attempted to abduct and murder the defendant. We must do better. Your honors, I hope that you will. Thank you." Adivion returns to his seat. Quiet returns to the courtroom, broken only by the deep rasp of Adam's breathing. Chief Justice Khard clears his throat. "Thank you, Goodman Heiger, Goodman Adrissant. My fellow justices and I will now deliberate." He rises, as do Justice Aldaar and Daramid. As she turns to leave, Daramid offers the party a brief nod before leaving with her peers. As they depart, the gallery begins to buzz with nervous excitement. Adivion leans over and murmurs, "I hope that will be enough for the judges, although I doubt I have convinced the people of Lepidstadt. Be ready."
Adivion listens to the testimonies delivered by the party, the disgust on his face growing with each revelation. Disquieted murmers from the gallery are silenced with a sharp glare from Justice Aldaar. With the revelation of the skin cabinet, Adivion gestures to his assistant, who begins to wheel a rack of covered garments towards the bench. "I must ask those with weak constitutions to leave the gallery," Adivion begins. "For what these adventurers have found at the Chymical Works is extremely disturbing, yet vital to the case." Otto Heiger makes no objection, too caught up in the moment—or perhaps too morbidly curious with the unfolding scene—to try and stop it. "These are but a few of the 'skins' collected by the creature called Vorkstag," he explains, removing the covers one by one to reveal the hanging suits of fleshless skins. "We believe that Vorkstag has operated within Lepidstadt for years, perhaps decades, able to murder and assume the place of those that were slain, or take on new personas using the repurposed skins of travelers and vagabonds. Given enough time, we believe that an investigation into the skins discovered within the cabinet could shed new light on murders unsolved." "There is one skin that he favored," Adivion continues, his hand resting on the final shawl. "A skin that could explain a recent rash of murders in this fine city and its surrounding communities." Adivion tears away the cover to reveal the final, most monstrous skin: that belonging to a hulking mongrelman, made up of flesh, fur, and scales and covered with hideous puss-filled boils. The effect is immediate, a sharp intake of breath from every corner of the courtroom. A woman in the gallery shrieks and breaks the quiet. The gates opened, shouts erupt from the gallery, Otto Heiger shouts objections, and Chief Justice Khard pounds his gavel in a furious demand for order. When it is reestablished—a process that takes several minutes—Adivion gestures to the beastly skin, looking at his witnesses. "Does this skin match the descriptions of those given by Elder Lazne, who witnessed the attacks in Morast, and also that given by Dr. Brada's assistant, Karl?"
I'm going to say no, because whether or not you were attacked by Vorkstag & Grine is not up for debate here and the revelations from Vorkstag's cabinet will be shocking enough. Also, the Beast does have portions of flesh covered with scales and fur. Karl's description is specific enough to cover both the Beast, and Vorkstag's "Beast" outfit. "They attacked you," Adivion asks, his face a mask of offended surprise. "For simply pursuing an interview? That does not seem like the actions of innocent men. What happened after your fight with this monster?"
After the party is seated, Adivion gives them a thin smile before turning to face the judges. "As we have already established before the court," he begins, "the four seated here have been hired by a third party to serve as evidence gatherers for the defense. They have proven to be fearless searchers for the truth, and have walked into danger more than once so that the court might have as close to a full accounting as possible." The barrister turns back to the party, having them describe their interview with Karl. When that account is finished, he moves on to the next subject: the party's visit to the ruined Sanctuary, the fight against the ghouls that had taken residence there, the recovery of Dr. Brada's remains, and finally, the discovery of the glass vial from Vorkstag & Brine's Chymic Works. "Not much to go on," Adivion muses. "What made you decide to pursue that lead?"
The last day of the trial begins without incident, the events of the previous evening resulting in a doubled presence of the Lepidstadt town guard. The crowd gathered around the Punishing Man—the massive, man-shaped construction of cut timber intended to serve as the Beast's final prison cell and means of execution—has lost some of the festive cheer it displayed over the last two days. Instead, the mood is tense, filled with anxiety for the coming decision. After a brief meeting with Adivion, dressed once again in a black suit more befitting a mortician than a barrister, the party is ushered into the seating area reserved for witnesses. After the court has been called to order by the black-armored Herald, the judges shuffle to their raised seats. Chief Justice Khard's glare seems more dour than usual, and when he speaks, his voice is backed by steel that belies his age. "Before we begin today, I am compelled to remind the gallery of the penalties this court carries for violence. This court house is not a battleground, where one side may do what they please simply because they prevail through force. If I learn that anyone threatens the members of either council or their witnesses, I will personally have them whipped out of town or hanged. Lepidstadt is not ruled by mobs, but by law." He eyes the assembled townspeople with barely concealed contempt. When there is no response, he gestures for Otto Heiger to begin. "Your honors," the prosecutor begins, "I would draw your attention to the events of 6 Erastus, a mere four months ago, at the Karb Isle Sanctuary. The Palatinate alleges that the defendant, otherwise known as the Beast, set fire to the establishment in an act of malicious and premeditated arson which resulted in the deaths of twenty-five people, and the permanent disfigurement of another. I would call to the stand the only survivor of that attack, Karl Bemeur." A bailiff leads the blind man to the stand, and when sworn in by the court, delivers a similar account to the one the party heard yesterday: that Karl—as Dr. Brada's assistant—had finished his nightly check-up on the patients when he heard his employer cry out. When he opened the door to the doctor's personal offices, he saw the room in flames before the Beast threw itself from the window. He tried to save the doctor's life, but was knocked unconscious after an explosion threw him from the room, an injury that left him permanently blinded. Heiger then carefully draws a description of the Beast from Karl, emphasizing its size and bestial nature. Then it is Adivion's turn to question Karl. The barrister is gentle with the former assistant, although he presses for additional details and clarifications when Karl is vague. The only significant departure is when he asks whether Karl is familiar with Vorkstag & Grine. "Objection," Heiger interjects. What relevance does an alchemical company have to do with the crimes at the Sanctuary?" Although his objection is fair, his voice carries a plaintive note, as though he expects what will come next. "Your honors," Adivion explains, "I believe that Vorkstag & Grine play a significant role in these crimes, one that cannot be overlooked or left unexplored. As the last survivor of the fire on Karb Isle, Mr. Bemeur's commentary could prove exculpatory." The justices consider for a moment before allowing the question to continue. Karl thinks for a moment before nodding. "The name is familiar, yes. Their chemicals were used at the Sanctuary for cleaning any, ah, messes that patients might have made. Adivion holds up a hand to stop Karl from continuing. "No need to specify, sir, I believe that we understand the necessities that your job entailed. Did Mr. Vorkstag and Mr. Grine ever visit the Sanctuary to make deliveries?" Adivion asks. "Yes," Karl replies. "Could you describe their appearances to the best of your memory?" Karl scratches his head, recollecting. "It's been months since I saw either of them, but I can try. Vorkstag was taller, pale, with dark hair. Grine was a gnome or a halfling, it was hard to tell either way since he wore a coat with a high collar and some manner of spectacles that hid his eyes." Adivion thanks Karl, and then rests. He turns to the party, and gives them a nod. It was time to begin. "Your honors, at this time, the defense calls to the stand: Mr. Aduard Bookman, Dr. Arruk Karrus, Mr. Edison Wyatt, and Ms. Esta Vyrelian." More coming later this weekend!
The man tosses a glance back towards the crowd, who seem to have turned in on themselves. A fierce argument seems to have broken out, with some members for continuing to push for the Beast and others beginning to question their involvement. The big man grimaces and eyes Edison before stepping back. "You know what? I don't need this trouble, it ain't worth my time." He turns his back to the party and blows a sharp whistle, catching the attention of the other, similarly robed men in the crowd. He jerks his head towards the far side of the street and they begin to shuffle away.
The crowd loses some of its nerve as Aduard tries this new tactic, and they step back from the big man, who glances back towards them with annoyance. "I'm more of a hands on sort, you f%#$in' god-botherer," he growls. "You want to lose your life over a child-killin' creature, I'm happy to oblige." He shrugs off his baggy robes, revealing a hulking body outfitted in well-used armor, a crossbow slung across his back and one hand resting on the pommel of his blade. He grins, although he doesn't seem as confident as the moment before.
Apologies, Aduard. Missed these questions. Aduard Bookman wrote: RE Adventure: Am I missing something? We're waiting for Kendra to settle down, and helping the judge, but as far as we know everything then wraps up? Basically, yes. As far as you know, this is the end of the adventure, although the mystery of who killed Professor Lorrimor remain. Aduard Bookman wrote:
I think all of the previous tasks have been accomplished.
GM Screen:
1d20 ⇒ 14
1d4 ⇒ 3 The big man growls, noticing that a couple more of his crowd has scurried off. "Oh, we know what to do alright." He gestures to another of the robed men, who drags away a canvas tarp atop a parked wagon. Inside are dozens of portable rams, a few ladders, and hempen rope. The second man begins passing the rams out to some of the gathered townspeople. "This is yer last chance," the large man barks. "Yer last chance to get outta the way o' the people's justice."
Despite the words from the three adventurers, only a few of the townspeople disperse—slipping away from the crowd and into the darkened streets of Lepidstadt. The group recoils from Karras's pointed gun, but the big man grins, confidence brought on by the mob around him and stiff drink. "Why should we trust anything the lot of you say? You're workin' for the Beast, last time I checked." He turns to the mob. "This crew works for the Beast's defense! They tell lies and spin them as truths to divide us!" A murmur of discontent ripples through the gathering, their improvised weaponry rattling in anger. "What did they pay you?" the big man shouts. DC to get on Diplomacy is 15, by the way. New music is up!
Adivion snatches his cape and cane from the chair as Aduard leaves. "I will fetch the constables. Be careful, Mr. Bookman." --- The gathered crowd—perhaps thirty men and women—stands before the courthouse, armed with improvised weapons and stinking of the alcolholic cider favored in the region. They flinch after Karras's shot, but quickly rally to turn their scorn upon him and the rest of the party. "We're here to serve the justice," bellows a large man in a bulky robe. "The peoples' justice!" The ragged crowd cheers, shaking their weapons to punctuate the threat. "Bring out the Beast," screeches a middle-aged washerwoman, her arms discolored up to the elbows by her labor. "We're gonna put it in the Punishing Man!" someone cries from the back of the crowd. Perception DC 15:
This man and at least two others in the crowd are concealing some armor and weapons beneath their clothing. They also appear to be the ringleaders of this band. The mob is gearing itself up for an attack. You can disperse them in a number of ways, including Diplomacy, Intimidate, and violence.
Night falls on Lepidstadt by the time the party can return to Lepidstadt's court house. The mood in the previously festive town square is subdued, and the party receives muttered curses and furtive glances as they ride past. The crowd of trial watchers seems to sense that the desired justice against the Beast is slipping away. Inside, Adivion Adrissant, Adam's barrister takes in what the party tells him. He does not smile, but when he speaks, it is with barely restrained enthusiasm. "If what you say is true, we could pin the disappearances in Morast and the Sanctuary fire on this Vorkstag creature. A skinstealer, how fascinating." He falls silent for several minutes as he considers the suddenly vast arrangement of evidence at his disposal. "We will need to have Vorkstag checked for scarring on his shoulder, for evidence of the caimin attack. Doctor Brada's assistant, the blind man, Karl was it? We will need to question him more thoroughly to see what will come up in cross. It's a shame we don't have the late doctor's head, there are certain magics that we could use to... He trails off. "Apologies, I tend to ramble when I grow excited." "Here is what we know. He holds up a gloved hand, ticking off his fingers as he makes his points. "We know Adam was not responsible for the killings at Morast and Herstag. For the former, he does not bear any marks of the caimin attack on the monster the villagers witnessed. For the latter, we know that the killings were caused by the wraith called Brother Swarm. Finally, we have the discovery of bleach vials from Vorkstag & Grine Chymic Works discovered at the scene of the Sanctuary fire." "Pursuing that lead brings you to Vorkstag, our skinstealer. You discover his macabre wardrobe and his repulsive nature. It contains a skin that matches the description of the Beast seen in both Morast and Sanctuary." "I believe, and further investigation will bear this out, that you have captured the true murderer: Vorkstag. Using the monstrous guise of this Shambling Man, Vorkstag has evaded capture for at least a year, while pinning the blame on Adam. Who knows how long he has been at large, or if he is even the first Vorkstag. The skinstealer might have killed the original Vorkstag and walked in his skin for years." "If I can put some doubt into the judges' heads, then Adam is a free man." Adivion grins, turning to look out the window and into the town square. "Stop me if I'm gett—" He immediately becomes serious again. "We might have some trouble, take a look at this. Outside the window, down in the town square, a mob is gathering. Ill-equipped with tools and torches, the group grows increasingly agitated as a man bellows at them. Impossible to hear through the lead-paned glass, the party can tell one thing: they are here for Adam.
After several moments of careful adjustments, the lock pops off the grill and into Karras's hand and Edison leads the way into the tunnel. It continues into the dark for roughly forty yards before connecting to Lepidstadt's sewer — a smuggler's dream. Worry not, Aduard. You guys have explored everything inside the Chymic Works! Shall we change scenes, or is there anything you want to wrap up?
Karras's inspection turns up nothing sinister, no wounds or evidence of foul play. Without performing an autopsy, he is unlikely to find the cause of death. Esta's spell is more fruitful, revealing a pair of faint necromantic auras—one around the body and a second around a wand of stained wood resting on the cart. Spellcraft DC 18: Thoroughly inspecting the wand reveals that it is a wand of gentle repose, a spell that prevents the onset of decay.
Arruk Karras wrote:
Sorry to hear about all of that. My brewery had a refurbished VW bus that gave us nothing but trouble. It was beautiful, but we replaced the engine in that thing more than once. Hopefully your wife's symptoms aren't too bad. Take the time that you need, you know the game will still be here when you're ready. :)
The room beyond reeks of formaldehyde and other preservatives. In the dim light, you can see rows of glass jars lined on shelves, each containing a grisly curiosity: the head of an elf with pale hair and obsidian black skin, a pair of hill giant eyes, the half-transformed head and spine of a wererat, a trio of chuul tentacles. Two complete skeletons of owlbears loom in the corners, framing a coffin resting on a pair of sawhorses. A handcart sits in front of the coffin. A narrow corridor on the other side of the coffin ends at an iron grille locked with a padlock. The tunnel continues into darkness beyond. Coffin:
Opening the coffin reveals a dead man in traveller's clothing. His body seems fresh, but is cold to the touch. Handcart: The handcart contains a wand and a ledger.
To get us out of here more quickly, I'm going to fast forward a little room exploration, at least until something interesting arises. All loot will be added to the sheet. The trapdoor in the ceiling reveals the topmost room of the chymic works' tower, empty save for a copper lightning rod shaped to display a raven eating a wolf (100 gp) and four windows shuttered with slatted timber. Returning to the catwalk, the party opens the southernmost door into a loading bay overlooking the courtyard. Fitted with a wood and iron crane to lower crates through a sliding door, this room is filled with mostly empty boxes. Among the packing straw, however, they find a single crate filled with alchemical supplies: twelve vials of acid, twelve vials of nushadir, five tanglefoot bags, and three thunderstones. Similarly furnished as the loading bay above it, the storage room on the first floor connects directly to the courtyard, past the cooling corpse of the golem dog. Packed among the boxes, crates, and bales of straw are twelve vials of alchemist's fire, twelve vials of liquid ice, ten smoke pellets, ten smokesticks, and six bottles of bleach. Notably, the bottles of bleach match the empty containers found at the Sanctuary from the day before. Beyond the storage room is a simple stable with two stalls: one containing an ancient horse one step from a knacker's yard, the other empty except for the obvious signs that it was used as a sleeping area for some of the mongrelmen. The final area to explore is a door on the eastern wall of the basement level. The door is locked, but a key taken from Vorkstag reveals another space dedicated to storage, containing several dozen crates, a few coffins, lots of straw, and a few huge bell jars. The crates hold five pots of bladeguard, ten doses of bloodblock, five applications of silver weapon blanch, five applications of cold iron weapon blanch, and one application of adamantine weapon blanch. Perception DC 20: A closer inspection of the lower level storage reveals a well-used secret door in the southern wall.
GM BrOp wrote: Unless I am mistaken (and GM R0B0GEISHA, please chime in if this is not the case and you are still reading this thread) GM R0B0 omitted a few combats that didn't move the "Slaying of Rodrick" storyline forward and didn't significantly add to the theme or ambiance of the location or adventure (i.e. combats that most likely were added during the writing/editing process to give everyone enough XP to level up at the correct time). Since I play to level you up by fiat when it makes the most sense (and these times are suggested in the book), do you want me to put them back in? Combats can take a long time and bog things down, so I'm inclined to leave them out, but I want your input on this. Yep! I removed some early fights that I thought were unnecessary and at least two that were infamous for being difficult early on. GM BrOp:
Specifically, I removed the Rabid Wolf Attack on pg. 17 (pointless fodder) and the Freedom Town Assassins on pg. 18 (brutal encounter, especially since the PCs had already decided on separate rooms to sleep in). I also left out the shadow rats in the Plague House (H12). I'm looking into the Roll20 thing right now.
Edison's blade whirls through the air, catching the wounded homunculus in the face. A ringing sound fills the small room as its metallic jaw flies free and bounces off the wall. Its squat head split in half, the construct flops uselessly to the floor, where it slowly squirms until eventually settling. Stepping to the paladin's exposed flank, Karras rips the second homunculus into two halves of clay, wood, and leather, with a swipe of his bladelike claws. Combat over and the map has been updated!
Hey, friends. I hate to do this, but I don't think I can continue to run this game. Things have occurred in my life that have slowed down my ability to post considerably, and I'm unsure if I can return to a reasonable rate in the near future. If you'd like, I can pursue another GM in the recruitment thread though, I owe that to you all. Best, GM R0B0
Aduard/Karras:
These creatures are snapjaw homunculi, a common variation of homunculi constructs. They are typically more aggressive and their metallic jaws are laced with poison. One of the homunculi slides past Edison's blade, its maw distended like some massive snake. With an audible crack, the creature's jaws snap shut on Edison's shoulder, its metallic fangs biting through and sinks its fangs into the paladin's shoulder. Karras's bestial claws rake the other homunculus, slicing through the creature's clay and leather frame. Despite the fearsome damage, the construct rushes towards Karras, only to dodge out of the way of a falling cuckoo clock, an accident possibly caused by Esta's hex. Edison takes six damage. The map is updated and the party can now act!
Although the half-orc's face does not spark recognition with any of the party, he did seem to die with most of his possessions. In addition to a suit of sturdy chainmail, his pockets hold a wand (Spellcraft DC 16), a fine silver dagger, a red gold holy symbol depicting a bloody double axe, and six gems of polished black onyx. Knowledge (religion) DC 20: The bloody double axe is a representation of Nulgreth, the orc deity of bloodlust and violence. He is a brutal god who believes in slaughter as its own end and loves seeing his followers drench themselves in the gore of their fallen enemies.
Moving you to the last room. This once-grand flagstone hall is filed with statues of different celestial creatures in every corner. An old fire pit in the center of the room is bordered on all sides by moth-eaten bedrolls, while shovels, picks, and other digging equipment lie strewn about a shallow tunnel bored into the northeastern wall. The ceiling above the tunnel has collapsed, leaving a hole open to the sky above a pile of burnt rubble. The reek of rotting flesh fills the room, and its source is clear: the body of male half-orc, partially buried beneath the rubble. DC 10 Strength check to pull the body from the pile. The whole to the sky is the open pit adjacent to the room you entered the Plague House through.
Up the ladder and through the trap door reveals a room filled with strange art and artifacts from distant lands. An ebony mask carved to resemble a leering demon peers out from beneath a glass display. The tusk of some massive beast, intricately carved with scrimshaw and Hallit runes is arranged next to a silver torc twisted and shaped into the depiction of a linnorm. A hideous taxidermy of a dog-headed creature standing on two legs, the label beneath reads "Pugwampi." Before Edison can take more in, he catches movement in the dark corners of the room. With the flicker of leathery wings, the creatures burst forth: horrid amalgamations of flesh and other, less natural materials appearing as tiny demons or devils, red-skinned with mouths full of sharpened fangs. Combat begins and the party can act first! Climbing the ladder will take 20 feet of movement.
Othdan slumps, somehow looking more pathetic than earlier. "Alright, you win. I came out here because Mirabelle Browne told me she'd meet me out here for..." He trails off. "It's humiliatin', is what it is. I'm stumblin' about in the dark, whisperin' her name and then I get smacked in the back of the head." Trunau Natives: Mirabelle Browne is a cooper's daughter in Trunau with a mildly scandalous reputation.
Entry to the tower lies through Grine's room, as much an abattoir as a bedchamber. Dominated by a four-poster bed and numerous workbenches and alchemical gear, the walls are lined with shelves and strange-looking objects in jars of liquid. Bits of rag litter the floor, and the air is heavy with the stench of spoiled food mixed with acrid chemicals. A ladder leads to a trapdoor in the ceiling.
Othdan accepts Sky Voice's rations and chews on them as he relates his story. "I was snooping around here one night, looking for err... treasure. Then the next thing I know, I'm on the ground and the back of my head is on fire. It was too dark to get a good look at him, but I'm pretty sure he was half-orc. Somebody brings me food and water every so often, but I was blindfolded, so I couldn't see them either. I did hear somebody though, a couple somebodies in the room next to this one, I believe. I get snippets, but I can't ever make out what they're saying on account of the language. All I know is that it ain't Common." Sense Motive DC 10: You probably didn't need to roll to know this, but Othdan is not telling the truth about why he was in the Plague House.
The man accepts a drink of water from Sky Voice, his expression torn between hope and fear. After the first swig, he pulls greedily from the skin, but begins coughing. Once the fit is over, he focuses more intently on the party. "Brogann, Sigrun, Gabsen, thank the gods it's you!" His voice makes the connection in your heads. Although his face is swollen, bruised, and covered in filth, this is Othdan Dantud, a young swineherd from Trunau. He had been missing for a couple weeks, with most in town assuming that the lad had left with the last caravan in pursuit of a life out from under the constant threat of annihilation.
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You may dot-delete with your characters here to register the table to your campaigns.
Please list your intended character. This will help me make my selection. You may also list any back-up choices. If you're one of those like me who have a dozen choices, you can also just say that. Let me know if you're new to PF2, PFS, or PbP. Let me know if you're a PbD GM who isn't a Paizo forums GM. I'll recognize forum GMs.
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“As you know,” Venture-Captain Eras begins, idly fidgeting with some paperwork in front of him as he talks, “our audience with the city’s ruling council to discuss the possibility of reopening trade is tomorrow, and we must make a good impression. It seems that there are some here who feel that Ekkeshikaar has nothing to gain by trading with us–“ “Backwards isolationists! Everywhere has at least a few,” interjects Calisro with a snort, taking a swig of a colorful drink that nonetheless smells strongly of liquor. “Yes, well.” Eras clears his throat. “In any case, this… reclusive sentiment is certainly not shared by all of Ekkeshikaar’s citizens, but it has a grip on enough of them that we feel some additional preparation is in order. To that end, we’d like you to take on a few tasks that will help give us an edge when the time comes tomorrow. First and foremost, we need you to recover some documents from the city’s Hall of Records. We’ve already identified the documents we need, which outline some of the finer points of local law, as well as the details of the original trade agreement with the people of Vidrian. We put in a request for the documents days ago, but we have continued to be met with red tape and bureaucratic delays.” “He means they’re stalling, and don’t want to give them to us.” Calisro chimes in cheerfully, with a wry smirk. “A tactic my colleague here is very familiar with,” Eras retorts good-naturedly. “Sadly, I’m beginning to think she’s correct. And without these documents, we’re essentially going into the negotiations blind. So, we’d like you to head down in person and sort these ‘irregularities’ out yourselves. How you do this is ultimately up to you, but by happenstance, we’ve already agreed to send a stack of Pathfinder Chronicles to the Hall of Records to be transcribed. These particular chronicles come with a rather complex index written in Hallit, which is not a language known here. Someone will be spending a fair deal of time assisting the clerks in translating, organizing, and otherwise sorting through the chronicles. If it’s you, you’ll have plenty of time to get to know these bureaucrats—and perhaps learn a bit about the iruxi yourselves.” “Or,” interjects the half-orc captain, producing a small wooden box, stamped with a Taldan coat of arms and labeled ‘Voinarum Glade Winery: 4700 ar’ “I’ve never known a bureaucrat who would say no to a good bottle of wine. Just offer it as a thank you gift for ‘expediting our request,’ and try not to wink or nudge them with your elbow as you do it. That way, you don’t have to spend the whole afternoon
Eras sighs. “As much as I’d prefer we not start our relationship with Ekkeshikaar with bribery, it’s true that time is at a premium here. We do have other tasks we’d like you to attend to after this is done. I’ll leave how to handle the situation to your discretion, but please hurry back either way: Calisro and I will need as much time as possible to look over those documents, and you’ll need as much time as possible to complete the other things that need doing.”
I am recruiting for a Battlecry! playtest session of the repeatable level 3-6 scenario, 1-23: Star-crossed Court. I will be speedrunning this scenario, which means that I will focus on the rules and mechanics. I will expound very little outside of the pre-written text. However, feel free to be as colorful and descriptive as you want in your posts. I will also skip/delay anyone who has not responded to a prompt in >24 hours. I will also take a note from rainzax and request anyone playing a playtest character agree to post verbatim the rules text for any ability they are using (spoilered or otherwise). I won't know how many playtest characters I'll allow until the document drops. Once I've seen the document, I will post a list of playtest options. For example only, at baseline:
This is not a first come first seated recruitment. I will arbitrarily select from interested players. I'll reserve for rainzax 1 seat and first pick of playtest options since he's running a playtest and eagerly awaiting someone to recruit to a playtest.
I could not find a thread with this topic, so I apologize if I'm repeating someone else's idea(s). War of the Immortals Playtest Document wrote: You are the interlocutor between the seen and unseen, the voice that connects the mortal and the spiritual. You may hold your powers as a sacred trust to be kept free of ego and personal desire, or you may see your unique abilities as a sign that you’ve been chosen as a champion of two worlds. Whether you advocate for mortals before the planes beyond or whether you represent the spirits’ interests, one thing remains certain: you provide the bridge between realms. I don't feel like the Animist meets the class summary's potential. I feel like the Animist has been pigeon-holed into the naturalist animist role, and this is done largely by the class basics (key stat and class skills) and to a lesser extent by the apparition themes. My gut suggests this is a side effect of trying too hard to "make a new class" rather than calling it a 2e version of Medium or/and Shaman. Currently, the Animist's Key Statistic is Wisdom and starts with Nature and Religion plus 0+INT in additional skills. The Custodian of Groves and Gardens, Stalker in Darkened Boughs, Steward of Stone and Fire, and Vanguard of Roaring Waters are all very nature themed. Four out of the six presented apparitions. However, there are far more ways to design a spirit-channeling character fantasy than just a naturalist animist. Even if you reskin your mechanics to be a refined, city dwelling Taldan speaker-for-the-dead medium from Oparra, you're still stuck with Nature as one of your very few class skills and most of the apparitions giving you nature-related Lores. Suggestion, which has precedent in Fighter and Monk and Psychic: Choice of Key Stat: Intelligence or Wisdom Starting Skills: Nature or Occultism plus <either (1+INT, preferred) or (Religion + 0+INT)> EDIT (for clarity): the 1+INT or Religion+0+INT isn't a player choice, those were two suggestions to the design team. Assuming significantly more non-nature themed apparitions are released with the book, you can then mix and match your key stat and starting skill to better fit different character fantasies. For example, you can be a learned scholar of the spirit world with Intelligence as a key stat and take occultism and society plus diplomacy and deception with your extra skills, a reclusive naturalist who speaks to the spirits of the wild with Wisdom as the key stat and take nature and survival or medicine with your skills, or a reverent adherent of the empyreal realm with Wisdom as the key stat and take occultism and religion with your starting skills. You could also be slightly less explicit in the description of what the spirits represent. The Steward of Stone and Fire could "spirits tied to stone, fire, or the souls who worked with them in life" rather than "near volcanoes and the
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For out of character persistent notes. 1. Please fill out the Macro file.
2. Please fill out the Slides & Refence pages with your token, marching order, and details. Thank you and let's have fun!
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You have been sent to the recently established Sedeq Lodge in Qadira. The young lodge has quite a reputation for attracting trouble in its short existence. Today you have been summoned to meet with the Venture-Captain, Esmayl ibn Qaradi, for your assignment. The Venture-Captain is currently occupied in his office, so you must wait in the well furnished waiting room.
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Registered players may dot here. Additional information coming in the Discussion soon.
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A riverboat ferries you up the East Sellen River to Restove, the capital of Brevoy. As you disembark, the unmistakable figure--stout, bald, and a magnificent beard--Marcos Farabellus greets you. "Ah, agents! So very good to see you! Welcome to Restov. I hope your journey wasn’t too bothersome. This time of year the mosquitoes on the Sellen can be worse than falling face first and buck naked into a patch of poison ivy." Marcos punctuates his own jest with a bellowing laugh. "Let’s get you all a bit freshened up before I get to the heart of the matter."
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For any durable, OOC discussion. Since this is a quest, you each begin with 1 Hero Point and have access to your School item.
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You were sent to the Sothis lodge in Osirion, the Sandswept Hall, and anticipate your assignment any day now. The lodge is a two-story converted prison constructed from limestone bricks. Two stone statues of sphinxes flank the entryway, and the doors are reinforced with copper. Tranquil gardens surround the lodge, separating it from the bustle of the busy Osirion capital. Take this opportunity to introduce/re-introduce your characters and have them chat among themselves while I finish prep.
I could not find this discussed, though it might be hiding in a side discussion within a different thread topic. Recently, a player proposed something that did not seem correct to me, but I can see where someone might get the idea and I'm willing to be educated. Here are the relative rules text for reference: Search wrote: If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. Trap Finder wrote: Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. Haunt Ingenuity wrote: Even when you aren't Searching while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be Searching. Lantern Implement wrote: During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. We'll start with the underlying premise proposed: If you have Trap Finder/Haunt Ingenuity/Lantern and are Searching, do you get 2 secret checks to detect a trap? One for Searching and one for the feat/feature. The next step in the proposal was this: If you have Haunt Ingenuity (and/or Trap Finder if you multiclass), the Lantern Implement, AND are using the Search exploration activity, do you get 3 secret checks per haunt/trap? I.e., One for Searching and one for each feature that allows you to get a secret check even if you aren't searching. Happy to be educated by the group mind.
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This is the PFS 2nd Edition Multi-Table Special for Gameday XI.
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This is the PFS 2nd Edition Multi-Table Special for Gameday XI.
GM benevolence aside, how should the following scenarios play out by the rules? Situation 1, which I think is the simplest: You take a Skill Feat (Intimidating Gaze) in your 3rd level General Feat slot. You advance to 4th and gain a Skill Feat slot. Now you want to move Intimidating Gaze to the 4th level Skill Feat and take Fleet as your 3rd level General Feat. 1. Can you take Intimidating Gaze in the 4th slot then spend 1 week retraining 3rd level General slot Intimidating Gaze into Fleet? I expect “No” because you can’t take Intimidating Gaze more than once. 2. You take a different Skill Feat in the 4th level slot (let’s say Group Coercion). How do you get Intimidating Gaze to the 4th slot and Fleet in the 3rd? Retrain Intimidating Gaze to Fleet, losing Intimidating Gaze until you get 7 more days of Downtime to retrain Group Coercion into Intimidating Gaze? It’s odd conceptually that the skill you know and want to keep disappears for 7 days for the maneuvering, but I think that’s the way it has to be. Or can you retrain Group Coercion into Intimidating Gaze and the 3rd level slot becomes empty until you retrain Fleet into the empty slot? The other situation is more complex but may be answered with the simpler situations above.
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◈ Prologue ◈ The crane’s beam swings back over the pier. With the last of the copious supplies for the month’s long voyage around Nagajor and the Valashmai to the island of Bonmu, the captain signals to the deckhands at the gangplank. Sailors on the deck unfurl a red and gold carpet that rolls down the plank. Once it reaches the pier, the deckhands remove a golden rope barring access to the gangplank and move to the side. The crowd behind you seems to press on you without touching you as though you can feel the collective eagerness of every man and woman waiting to board. With your invitation to the Ruby Phoenix Tournament came passage on the Dancing Carp, a massive three hundred foot long, four masted ship built for long ocean voyages, paid for by the Grand Bank of Abadar. Not everyone waiting to board the mighty vessel is heading to the pre-qualifier on the Minantan island of Bonmu. Travelers and merchants–most of Tian descent–fill the crowd, but there is a man or woman in the crowd who could easily be another competitor. On the deck, you gaze out over the Xu Hong Bay. Without a significant breeze, the water is especially calm and blue today. The water beyond the colossal statues of Shizuru and Tsukiyo that guard the entrance to the bay is gray and rough with ocean chop. Once you breach the mouth of the bay and pass beyond the shadow of the Wall of Heaven, the wind will fill the sails. A deckhand acknowledges your invitation and records your names in the passenger log. ”Welcome aboard the Dancing Carp. You will berth in Lu 8,” he informs you, handing you a simple key with the character and the number pressed into the bow. ”Meals are served common style in the galley three times each day. The gong sounds at the beginning of each meal. There will be jerked meats, hard breads, and citrus fruits in between meals during the day. You are free to take what you want, but do not take more than you need. If you have any other questions, each deck has several attendants.”
The Challenge Point system is getting better. However, I have not seen any guidance--official or unofficial--regarding how to handle sudden, unexpected changes in the party composition. The best answer might be to leave it to GM discretion, but I'm going to ask the question anyway. There are a few situations that I have experienced as a GM and as a player where the party that set the Challenge Points for the scenario is no longer the same party some part of the way through the scenario. Each of them have slightly different nuance to them, so I'll list them out individually. There are probably other versions I haven't encountered. 1. A character dies mid-scenario without means of resurrection. Example: A party of 4 equal level characters (CP 12 begins). One dies. The remaining characters generate CP 9 and one character's worth of actions down. Do they continue to experience CP 12 adjusted encounters or do they now encounter CP 9 adjustment (usually no adjustment)? 2. A player disappears (leaves the table and doesn't return, whatever the reason). The same change in party composition occurs as if one of the characters had died. E.g., CP 12 party becomes a CP 9 party. Do you continue on as 3-player team with the original CP or the new CP?
3. A player intentionally has his character abandon the in-game activity. Example: Paladins refusing to fight the enemy or even participate as healing or defense.
In this case, what do you do? The GM, the table try to encourage the player to engage, boost their spirits, but the player is obstinate that their character is abandoning the encounter. It's even worse then that person brought 6 CP to the calculation, but they're still there at the table, still expecting their chronicle at the end, and the party is fighting an encounter scaled for 6 more CP than is actually participating. These are all real situations--only the numbers have been changed for easier math--that I have encountered more than once each on both sides of the GM screen.
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Welcome to Pathfinder Society 2nd Edition Scenario 2-04: Path of Kings being run for Outpost V.
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Welcome! Please provide me with the following information: Your Organized Play Number & Character Number
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Welcome! Please provide me with the following information: Your Organized Play Number & Character Number
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Welcome! Please provide me with the following information: Your Organized Play Number & Character Number
I'm writing this with PFS(2) in mind because the knowledge system has become more codified within the PF2 rules and subsequently scenarios/adventures than with PFS(1) or SFS, but the same concept would work for those campaigns, too. However, I wouldn't hold my breath for PFS(1). When I talk about the PF2 mechanic Recall Knowledge, it applies just as well to the knowledge checks in the other campaigns. I swiftly became frustrated with the Organized Play convention that my character was a blank slate who knew nothing of the things that he had done before, be it in scenarios played or associated things to my background. I understood and still understand the rationale for requiring new Recall Knowledge on the same creature when encountered during a different scenario. The GM doesn't need to waste time adjudicating whether your character should legitimately know what a gibbering mouther can do or whether you're cribbing from the Bestiary. And, honestly, if that was all it meant, I probably wouldn't even bother to draft this suggestion. However, if applies to all efforts to Recall Knowledge: locations within cities, cultural habits of common human ethnicities, laws within a town, areas of concern for deities, identifying religious iconography, and on and on. So... what? So I hate it when my character looks like a wooden plank with two googly eyes glued on and a bunch of stats written on it. My Sarkorian druid who, as the child of Sarkorian refuges who traveled to Nantambu, and studied at the Magambya with the hopes of going to old Sarkoris and helping to reclaim the land for his people (he was one AP too late) knows nothing of the people of the Mwangi expanse, the city of Nantambu, or the Magambya, or Sarkoris or Kellid people without a successful Recall Knowledge check within the scenario. Even though he's got an Intelligence of 14 and took features to give him extra skills. Is his background campy? Sure, maybe, but he's my campy character, and it drives me crazy that he can't even answer a question about what is the Sarkoris Scar in a scenario briefing. Honestly, we're at advantages when we're dealing with things not called out in scenarios with Recall Knowledge DCs because as GMs, we generally let our players run with their characters background. I could talk all about the practices of the Cascade Bearers during a scenario set in Varisia and how that branch's philosophy applies to a particular situation and nobody blinks an eye. I play a scenario where that information matters and I've got to succeed a roll to know it, even as a character who literally is a Cascade Bearer via feats and AcP expenditures. <<Within these brackets is an aside that I feels underscores the PF2 system's problem. It is not my point. Please don't zero in on what's between these brackets and make the discussion about this. PF2 codifies this amnesia with feats like Student of the Canon where I need to take a feat as a Cleric to actually know about the tenets of my own deity. Does this mean Clerics can be ignorant of their own tenets and be forgiven? I'm a priest of Pharasma, but I rolled a 1 on my Recall Knowledge check to know what my own anathemas are, so it's OK that I rob this tomb? Or elves, hundreds of years old elves, need to spend a precious ancestry feat on Know Your Own in order to not ever critically fail a Recall Knowledge check about elves or elven society. You don't even get the benefit like Student of Canon where a failure turns into success, you just don't ever actively (edit: mis-) remember what ilduliel is.>> Transitioning on to monsters, combat, and tactical information, which bothers me the least, I am still bothered that a given fellow player or GM might accuse you of metagaming for merely making an empirical choice without having spent an action to Recall Knowledge. The creature is made of fire, so I'm not going to use my go-to offensive cantrip, produce flame. The creature is made entirely of bones, so I'm going to try this club against him instead of my usual spear that's probably not going to hit. Or that's a skinny broom trying to attack me, so I'll use an axe instead of a spear. Then the least issue of not remembering from scenario 1 where I used a sword against a skeletal opponent and it had resistance, so I can't simply opt to use a different weapon when I encounter a skeletal opponent in scenario 2. Yes. I could be wrong with my empiric choices or even extrapolating things that my character experienced. If I want to ensure I'm right, I would make a Recall Knowledge check. Yes. There are lots of situations where what I knew before is not correct, and I agree with those situations, but I shouldn't forget what I knew and not be able to try what worked before or make empiric guesses. But the GM can't waste time adjudicating all that stuff every time, we want to play the scenario! Yes. I agree. But I think we can do better. SUGGESTION (in no particular order) 1. Use the chronicle space that used to be for boons and list the creatures encountered. The GM crosses off any creatures not encountered. You don't need to make Recall Knowledge checks to know some set of information about the creatures, e.g. weakness, resistance, and immunity (and maybe energy type of any primary special attacks or damage riders like fire for a fire mephit, but I think the list should be relatively short). 2. Organized Play writes a Pathfinder Training list of things known about a fixed list of common monsters. E.g., bludgeons work best against skeletons, goblins can see in the dark, demons are weak to cold iron (I mean, you still need to actually fork over the money for a cold iron weapon). But I'm not picky, just something to represent having trained at an adventurer's guild for crying out loud. 3. Set auto-pass thresholds in scenarios for knowledge related to ancestries, backgrounds, cleric and champion's deities, and home regions. Anything like that. E.g., Society DC 16 reveals "some colorful detail that's not particularly secret" about Thuvia, if character's Home Region is the Golden Road, they automatically succeed. 4. Organized Play writes things commonly known things about regions of the world. This would be a big ask, and I wouldn't expect it, but it would be nice to have a reference as to what my character is "allowed" to know about their own home region, home town, culture, etc.
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Please dot-delete to register this campaign to your Campaigns page once you have signed up on the Outpost IV signup sheet. Thank you.
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Please dot-delete to register this campaign to your Campaigns page once you have signed up on the Outpost IV signup sheet. Thank you.
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Welcome to PFS(2) 2-1 Citadel of Corruption run for Outpost IV. Note: If we run at Low Tier, critical hits will be rolled as extra dice, otherwise they will simply be doubled.
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Please dot-delete to register this campaign to your Campaigns page once you have signed up on the Outpost IV signup sheet. Thank you.
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Welcome to PFS(2) 1-4 Bandits of Immenwood run for Outpost IV. Note: If we run at Low Tier, critical hits will be rolled as extra dice, otherwise they will simply be doubled.
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As campaign mode and a bounty, plus the Season 2 changes, I only need the following information from you: PFS Number & Character Number
If you also give me the PFS character's name, it will help me to avoid reporting error. Thank you!
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You have recently arrived at Aaminiut, the largest town in the Eratuki land of Hasanaliat. By some chance of fate, you all come to read the notice board at the same time this night. The town's two leaders--the Ulfen merchant Bjorn the Blade and the Erutaki elder Seshu, converse quietly as Bjorn hammers the final nail attaching a scrolled piece of hide to the village’s notice board. Wanted Poster wrote:
For this exercise, I am forgoing the Secret aspect of Secret Checks, so please roll on your own. If you would prefer to hide them from yourself, feel free to spoiler your rolls. Recall Knowledge: Arcana or Dragon Lore You each have 1 Hero Point.
I will be running the Whitefang Wyrm in campaign mode for PFS credit. The goal of this campaign mode is to playtest the Summoner and Magus playtest classes. It will provide PFS credit to a valid PFS character. The first Summoner and the first Magus are guaranteed a spot. In order to complete within the time frame, this will not be my standard offering of a PbP adventure but rather what I will call a "Tactical Run." The focus will be on the mechanical aspects of the game. That is not to say that you cannot be creative in your posts but to prepare you that I will not be particularly creative in my posts. Character Creation Rules A. Build a Summoner or Magus: try to break the game using PFS legal resources (with the obvious exception of the playtest classes and feats).
I need at least 1 Summoner and at least 1 Magus. 1. You can build a level 1 PFS-legal character with 25.5 gold.
Obviously, the crazy stuff does not happen until later levels, but this is the fastest option for PbP. If something is obvious at 1st level, it will be applicable at later levels, too.
caps wrote: Count me in for being hugely disappointed in the change to the Spells school items. No auto-heightening and a much narrower list (not to mention only getting 1 item) makes this benefit much harder to take advantage of. I don't think the scrolls ever auto-heightened. I understood it to be the spells lower on the list were available to select as the Pathfinder level rose and the item level rose. However, I don't understand why that changed. If I'm a level 10 druid and the only healer, sent on a mission not involving (or expecting to involve) extraplanar creatures, I can't select Heal 5. I either take the max Heal scroll I can, Heal 3, 5 levels lower than I qualify for, or take the offensive Cone of Cold. Why force this choice?
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