Unicorn

GM Redelia's page

6,899 posts. Alias of Redelia.


RSS

1 to 50 of 6,899 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Venture Lieutenant, Play by Post (online)
Korin Rosenthal wrote:

Just realized that there're seeker game in the PaizoCon Online 2024 that I signed up for, and Korin is the only available seeker character I have for it...

:(

That's unfortunate, Korin. Let me know if you're going to continue with us or do that game. Obviously we are unlikely to finish the next level of this game before then.


Venture Lieutenant, Play by Post (online)

So that you can begin work on your level ups, your chronicle sheets will have the following rewards on them:

4 prestige/fame
3 EXP
23574 gold

(those doing slow speed get half rewards, like normal)

I hope to do your sheets and reporting later tonight, and will wait a few days for everyone to level up who is going normal speed.


Venture Lieutenant, Play by Post (online)

Now that you are paying attention to the location of the sun, you notice that a certain building is preventing the sun from reaching the statue... (it's the rival family's mausoleum)


Venture Lieutenant, Play by Post (online)

You've figured out the statue is probably saying 'When the last sun falls upon this spot, receive my thanks' so what you need to do is figure out what 'the last sun' might refer to, and what 'receive my thanks' might refer to. Newt is right about the relevance of the text above.


Venture Lieutenant, Play by Post (online)

Before I report and do sheets, I just wanted to make sure that Toshiro wants slow speed and everyone else wants normal.

It might be possible to play this and then EotT if you started this adventure at exactly the right XP, but then you'll be minimum level for the next part, and that would be pretty challenging...

Right now, I have Toshiro at slow speed, and Korin and Roland at normal.

Tess and Kahwen said they want normal speed at the beginning, so if I don't hear from them, that's what I'll do.


Venture Lieutenant, Play by Post (online)

The inevitable speaks, but it has no idea what is below, and can only speak of its conflict with the proteans as necessary.


Venture Lieutenant, Play by Post (online)

due to PFS rules, don't actually use up your potion, Roland


Venture Lieutenant, Play by Post (online)

Korin's attack smashes hard into the protean, but again it seems to take a bit less damage than expected.

status: -111 HP, bleed 5

The inevitable moves in to assist you, and attacks.

attack: 1d20 + 20 ⇒ (15) + 20 = 35
damage: 1d10 + 8 ⇒ (5) + 8 = 13

The inevitable's attack cuts down the protean. He nods his thanks to you, and then moves aside.

this is a case where the description and map don't quite match, and for the adventure to make sense, we have to go with the description, so bear with me here...

Having ended the standoff, you are able to use the key you collected from the secret room and open the big magic doors. Through the doors you find the top of a large, irregular chimney formed by centuries of planar fluctuations. The Spire descends through this open space in a straight, unyielding column. The shaft is almost 1,400 feet deep and ranges in width from 30 feet to hundreds of feet. Littering the shaft’s walls are ledges and irregular slopes, which in some places come into contact with the Spire and in other places stretch away into darkness.

finding your way down the chimney is not technicall part of each level, so in a society game like this, I can't require you to tell me how you navigate, but if any of you have a cool ability, please tell me about it. I'll need to take care of chronicle sheets and reporting, and then we will have a brief pause of a few days for most, if not all, of you to level up before we start the next level. If any of you do not plan to continue with us, please let me know!


Venture Lieutenant, Play by Post (online)

Outpost this year should not be used for any such number crunching, for the reasons I posted above.

Forums or Discord is definitely a matter of personal preference. I have trouble following a game on Discord, but I know some people prefer the faster pace that happens there.


Venture Lieutenant, Play by Post (online)
DoubleGold wrote:
EbonFist wrote:

I'm sure it's not official, but keep in mind that, just because PF2 came out didn't mean PF1 went away.

I suspect the same will be true with Starfinder.

Obviously, it won't be as robust but there's probably years of SF1 playing ahead of us.

Well this is true, I suspect the number of players for the old system will be very few.

Outpost VII

Total PFS 1 Games: 7
Total PFS 2 Games: 75
Total PFS2 bounty/quest blocks: 15
Total PFS 2 Games including bounty/quests 90. 90 PFS 2 games, 7 PFS 1 games.
At GaryCon online very few PFS 1 Games actually ran cause people didn't want to play them.

I would not use Outpost to set expectations. There was a backstage hiccup that really reduced the games here on the forums, and the forums are where most of the PF1 games are. Also, there were 13 PF1 games, not just 7. And this is five years after PF2 came out. And in person conventions are irrelevant in terms of how much interest there will be for PbP games.


Venture Lieutenant, Play by Post (online)

Three of Roland's shots hit the protean, although they do a bit less damage than it looks like they should.

Kahwen's blade strikes the protean, although the blade does a bit less damage, and the creature seems unphased by the electricity (DR, and resistant to electricity)

Toshiro's katana also slices into the enemy, but again the DR prevents much damage.

status: -75 HP

Korin still to go. He knows this is an imentesh protean, and has spell resistance, damage resistance, resistance to electricity and sonic damage. It also has an ability called inflict warpwave that can have unpredictable effects on enemies, some of them quite nasty.


There's still a thriving but small community playing PF1 on these forums, so I would not worry about being able to play all the SF1 scenarios. We also have lots of GMs who run things by request.


Venture Lieutenant, Play by Post (online)

Starfinder is not going away just because they release Starfinder 2. Our forums community seems to be a place for those of us who love legacy systems can continue to gather and make games happen, even if it's very difficult to find those games other places.

I don't want to get into all the details, but I will share that we (the Paizo forums VO team) do have plans for how we will continue to encourage and support SF1 games after SF2 comes out.


Venture Lieutenant, Play by Post (online)

This huge chamber was once square, yet the northern half has bubbled and run as if melted. Above, the ceiling arches up in a dome braced by grand arms of stone carved to resemble the ribs of some great beast. From the dome’s zenith, the perfect green glass column of the Emerald Spire spears downward. Where the Spire meets the floor, it is clasped by two wide, horizontal brass doors set flush with the stone. The Spire pierces these doors along their seam, where the bronze conforms perfectly to its smooth cylinder. Runes and hieroglyphics—some crude, some incredibly intricate—cover the doors.

Seeing you, the protean in the room begins to attack everyone, probably in order to escape.

init:

Tessara: 1d20 + 3 ⇒ (10) + 3 = 13
Kahwen: 1d20 + 8 ⇒ (2) + 8 = 10
Korin: 1d20 + 8 ⇒ (18) + 8 = 26
1d20 + 2 ⇒ (11) + 2 = 13
Roland: 1d20 + 7 ⇒ (20) + 7 = 27
inevitable: 1d20 + 8 ⇒ (3) + 8 = 11
protean: 1d20 + 7 ⇒ (2) + 7 = 9

The entire party is up first. The green is the inevitable, the red is the protean. Knowledge planes checks are welcome to ID them.


Venture Lieutenant, Play by Post (online)

There is indeed a statue under the body. When someone stands in front of the statue, close to it, the statue magically speaks the words the woman mentioned earlier.

intelligence or wisdom check, DC 13:
The word could be 'sun' rather than 'son' since those two words sound the same

peek behind the GM screen:
The puzzle above would be easier in person than PbP, because the clue would be spoken rather than written. That's why I've added the above check that isn't actually in the adventure.


Venture Lieutenant, Play by Post (online)

The statue is under the body.


Venture Lieutenant, Play by Post (online)

"It's the poem! The statue says 'When the last son falls upon this spot, receive my thanks' and he is the son of House Tullivor! But it didn't work."


Venture Lieutenant, Play by Post (online)

poke, poke


Venture Lieutenant, Play by Post (online)

Game is reported and chronicle sheets are available from the link at the top where the map link used to be.

Thanks again for playing, and I hope to see you all again at the virtual gaming table.


Venture Lieutenant, Play by Post (online)

Thanks for playing, everyone! I hope to have chronicle sheets up and the game reported in a few minutes.


Venture Lieutenant, Play by Post (online)

Click-click finds that the cylinder is too hard to be harmed in that way.

Sssala destroys one of the tendrils attaching the woman to the gate.

Kiri sends a ray of acid at the cylinder. The metal quickly dissolves the metal, revealing a brain inside, which also quickly dissolves in the acid. vulnerable, so that does enough HP damage to destroy the cylinder

The remaining umbilicals quickly disintegrate, and the woman sags. She blinks, and then looks around confusedly.

The gate begins to shake and then crumbles. The woman seems relieved at its destruction.

She thanks you for freeing her from the control of the evil sorcerer whose brain was in the cylinder.

You have earned the gratitude of Nigel Aldain for freeing the museum of the threat posed by the gate and brain cylinder. You have also earned the thanks of the powerful Blakros family for freeing their daughter from her bondage to the evil brain cylinder.

Imrizade, the young woman you rescued, gifts to the Pathfinder Society the relics (other than the brain cylinder you destroyed) from her most recent Osirian exploration.

=========================== THE END ===========================


Venture Lieutenant, Play by Post (online)

Ok, everyone move your tokens to where you will be.


1 person marked this as a favorite.

Welcome back, Batpony, and happy to see you again!


Venture Lieutenant, Play by Post (online)

Although there would be combat if you lingered in room 9, the big danger is travelling over the scary 'blank spots' in room 8. You know that room 13 is where you eventually need to be, because the observers told you that. Therefore, I thought it was possible you were saying that you were skipping room 9 other than a quick glance, which would enable you to avoid the combat in room 9.


Venture Lieutenant, Play by Post (online)

No, it was supposed to be the way to get into that dratted tomb.


Venture Lieutenant, Play by Post (online)

The zombie goes ker-sploosh.

Kurik gets a weird, confusing answer from detect evil. However, in even trying it, he is hit with a very strong aura of evil from the cylinder at the top of the arch.

Sssalah, Kiri, and Click-click?


Venture Lieutenant, Play by Post (online)

Korin, I'm not clear on which protean you are attacking, one of the ones in o9 or the one in o13? Also, why would you be ordering the other pathfinders, many of which would be in severe danger to do so, to travel through o8?


Venture Lieutenant, Play by Post (online)

The woman looks shocked and offended that you do not recognize her, then introduces herself haughtily as Rhiannon Sarvio.


Venture Lieutenant, Play by Post (online)

The walls and ceiling of this chamber bulge outward, continuing the grotesque architectural style of the antechamber, as if you were standing in the leviathan’s stomach. Queer, glowing nodules protrude from the walls at seemingly random intervals, bathing the room in their sickly green glow. A tall, free-standing, almost organic-looking archway carved from a strange, glowing blue-green stone stands atop a low dais in a wide alcove at the far end of the chamber. The center of the arch is empty, revealing the wall behind it, but the space occasionally flickers with curtains of starry darkness, as if somewhere else lies just beyond the portal. A susurrus of ghostly whispers seem to issue from the gate, their language and meaning unclear, but fraught with a sense of wrongness.

A half-Osirian woman stands on the dais, four whispy tendrils connecting her to the gate. A strange cylinder is attached to the gate at the top of its arch.

There is also a zombie in the room.


Venture Lieutenant, Play by Post (online)

The woman nods, but seems to find an explanation unnecessary. “The Tullivor mausoleum contains an object rightly belonging to us. If you help me retrieve it, you may earn the Sarvios’ gratitude.”


Venture Lieutenant, Play by Post (online)

Korin sees several proteans, but nothing else of interest.

Assuming he then teleports to room 13, he sees an inevitable and a protean in some sort of standoff.


Venture Lieutenant, Play by Post (online)

Kiri toasts all the little snakes. (The swarm is dead even if it made the save)

The box contains nothing else.

Place yourselves in the green box when you are ready to move on, and I'll tell you about the next area.


Venture Lieutenant, Play by Post (online)

If you run a non-repeatable again, when you report, you put in your org play number, but do not put in a character number. You will get credit for the game in terms of ACP and game counts, but no chronicle sheet or credit for a specific character.


Venture Lieutenant, Play by Post (online)

You notice a horse tied near one corner of the mausoleum, and see a young woman and a hawk concealing themselves behind the mausoleum. Seeing that you noticed her, she approaches you to talk.


Venture Lieutenant, Play by Post (online)

A swarm of very small spiders climbs out of the box!

init:

Kiri: 1d20 + 6 ⇒ (16) + 6 = 22
Egavreis: 1d20 + 10 ⇒ (13) + 10 = 23
Kurik: 1d20 + 0 ⇒ (7) + 0 = 7
Beleg: 1d20 + 7 ⇒ (10) + 7 = 17
Sssala: 1d20 + 6 ⇒ (19) + 6 = 25
Click-Click: 1d20 + 3 ⇒ (4) + 3 = 7
swarm: 1d20 + 3 ⇒ (16) + 3 = 19

Sssala, Kiri, and Egavreis may go before Kiri gets overrun by the spiders!

they are all still in the same space as the box right now. If any of you believe you would have moved before the box was opened, please place yourselves where you would have been, even if it's not your turn.


Venture Lieutenant, Play by Post (online)

Korin finds that the secret room is small alcove, shaped as if it were formed from natural stone, yet every surface appears to be formed from maroon velvet. The walls are warm to the touch and gently pulse, like a heartbeat. He easily finds the key that you came here for among a bunch of junk collected by the proteans.

He is able to withdraw from the area, rejoining everyone else safely outside of the room with planar holes in the floor.

what now, team? You know where the stairs are to the next level, and have only promised to fight proteans you find, not to seek them all out.


Venture Lieutenant, Play by Post (online)

Looks good, Kaervek.

Klonac, you need to change the permissions so others can access your maps.


Venture Lieutenant, Play by Post (online)

You follow the tracks, and find another tomb. This alabaster tomb evokes a past age of Galtan architecture, including a ten-foot spire atop a broad dome. Its awnings teem with sculpted white raptors. An iron gate bears the motto, “Last to Fall.”

perception checks, please, everyone


Venture Lieutenant, Play by Post (online)

The cavern in general:
The high walls of this meandering cavern look natural, yet the floor and ceiling disappear entirely. Above and below, this room gives way to a vast sky of swirling pink and orange clouds stretching to infinity. Scattered islands of flat stone float unsupported among the clouds, level with the room’s two doorways.

The part of the cavern right in front of you:
This cavern has lost most of its floor and ceiling to endless pink sky, and a multicolored whirlpool floats in the air at the chamber’s center, pulsing with light. To the west, a bleached, serpentine skull several feet in diameter sits in an alcove above a narrow ledge; two red tulips are growing up through its vacant eyeholes. Tiny glass bottles full of liquid and stacks of small stones ring the skull.

You're pretty sure that you don't want to fall through the areas between the stone islands.


Venture Lieutenant, Play by Post (online)

Klonac, that link doesn't work. Also, part of the assignment was to post that link to your campaign header.

Kaervek, I still need your maps.


Venture Lieutenant, Play by Post (online)

poke poke


Venture Lieutenant, Play by Post (online)

Careful examination reveals that the walls contain portals, but the portals only go to the other side of the room.

anything else before the next area?


Venture Lieutenant, Play by Post (online)

Kiri reads the words the group has agreed to. There is no way to know if the 'disarm' was successful other than to open the box.

OK, team, open the box, or move on to the next area?


Venture Lieutenant, Play by Post (online)

Students, please complete your most recent assignment. (the one about maps)


Venture Lieutenant, Play by Post (online)

you may all read the survival spoiler, since Thurgar succeeded.


Venture Lieutenant, Play by Post (online)

Kahwen's attack damages the remaining protean, although it seems to resist the electricity damage.

The protean takes bleed damage.

The protean, doing chaotic careless things, tries to cast a spell.
This triggers an AoO from Kahwen and Korin.

Korin already rolled an AoO.

Kahwen's AoO
attack: 1d20 + 16 ⇒ (8) + 16 = 24
damage: 1d10 + 13 ⇒ (10) + 13 = 23

That ends the last protean in this room.

[ooc]sorry for rolling the AoO for you, Kahwen, but I'm trying to not get bogged down too much.


Venture Lieutenant, Play by Post (online)

Kiri knows that she can indeed safely touch the stone, as long as she does not touch the chest.

She sees a woman stuffing some creepy-crawlies into the chest, closing the chest, setting the alarm, and then scribbling down the command word (actually, a command phrase) on a piece of paper which she stuffs into a backpack. The command word is something about an eye. The backpack looks just like the one the team found earlier.


Venture Lieutenant, Play by Post (online)

poke, poke


Venture Lieutenant, Play by Post (online)

Lara and Thurgar?


Venture Lieutenant, Play by Post (online)

No new info, no sign of evil.

1 to 50 of 6,899 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>