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
(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)
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)
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
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:
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.
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)
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)
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)
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)
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)
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 part of the cavern right in front of you:
You're pretty sure that you don't want to fall through the areas between the stone islands.
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.
Korin already rolled an AoO. Kahwen's AoO
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.
|