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I have some questions regarding Crafting scrolls in PFS 2e. I am relatively new to second edition, but I have a character who is considering diving deep into scrolls. Originally I thought he would just buy a bunch of scrolls, but now I'm considering having him Craft them. I realize that some of this post is really more appropriate for the Rules forum, but the primary question (Question 1, below) is all about Society play. Question 1. Is it worth it (in Pathfinder Society)?
Please offer sound arguments either for or against. :) The two types of costs to consider are the material costs for the scrolls plus the opportunity costs of the Skill Feat slot (to take Magical Crafting) and the Skill training (for the Craft skill). Another consideration for my particular case is the fact that the character in question has Int –1. This makes the Craft skill less appealing and the skill training slot more valuable. Question 2. How does it work?
I know that I need the Craft skill and the Magical Crafting feat. I also know that I need formulas for crafting magic items (the feat grants 4 formulas to start). Sub-Question 2a. Do I need a formula for each spell I want to Craft onto a scroll? Sub-Question 2b. Can I Craft the same spell at different levels with the same formula (assuming I can cast that spell at different levels)? Sub-Question 2c. How difficult is it? I am not seeing the Crafting DC listed anywhere. Sub-Question 2d. Should I expect table variation in any of these mechanics? Thanks in advance for your help.
F Twi'lek Mercenary Soldier ( Br 3 )( Ag 3 )( In 2 )( Cu 3 )( Wi 2 )( Pr 3 ) [ Soak 5 · Wounds 0/13 · STh 0/13 ] [ M 0 · R 0 ] | Athletics 2 · Brawl 2 · Coordination 2 · Leadership 2 · Melee 2 · Ranged (Light) 2 · Ranged (Heavy) 2 · Stealth 2 | Adversary 1 · Point Blank 2 · Side Step 1 · Stalker 1 | Shadowed |
bike:
( Si 2 )( Sp 3 )( H +1 ) [ Armor 0 · Hull 0/2 · SySt 0/4 ] This is where the gameplay discussion will take place.
I have been trying to place an order in your online store to take advantage of the holiday16 discount. When I click [Proceed to Checkout] from the Shopping Cart, I am taken to a sign-in screen. (https://secure.paizo.com/cgi-bin/WebObjects/Store.woa/wa/checkout) After signing in, I am taken to the Shopping Cart. When I click [Proceed to Checkout] from the Shopping Cart, I am taken to a sign-in screen. This continues in what I imagine must be an endless loop. I have tried using both Firefox and Safari on three different devices. I have tried clearing the cache, history, etc. None of that has worked, of course. I am extremely frustrated at this point. I don't know of any other business that makes it more difficult for me to spend money than Paizo.
Korvosa map | Green Market map
Gameplay thread opened for dotting. The sun rises behind you as the ship you are on leaves Absalom and the Isle of Kortos, bound for Korvosa, the largest city-state in the wilderness of Varisia. Feel free to role play in this thread before we get started. :)
I am opening recruitment for a PFS table of #4-06: The Green Market (5-9). I have three players who have never played a PbP game before, but they are all experienced PFS players/GMs, and a fourth player who has as much PbP experience as I do. With that in mind, I am going to be very selective in who I chose for the other two slots. Please indicate the following if you wish to be considered for this game. Character Name
Please read the following before applying. Expectations for Players Welcome to our PbP game together. Here are my expectations for players that I find make the experience easier for me as GM, and better for all of the players. :) Have a complete stat block in your profile:
I will only accept characters who have a complete stat block in their profile. You should be able to run your character entirely from your stat block. If you need your character sheet or ITS in front of you also, then it is incomplete. Feel free to apply in Recruitment threads with a character that isn't up to date, but make sure to have a completed profile before the game starts. Post every day:
One to two posts per weekday and once per weekend is about the average pace of games. If you will be unable to post for a few days, please let the group know. Move your minis on the map:
I use Google Drawings and/or Google Slides. If you are unable to manipulate the maps (iPhones have this problem), just indicate in your posts how you want your character to move so that someone else can do so for you. Make posts interesting:
Most of your posts should include both dialog and descriptive text. Dialog should be bold text in quotes. Make your dice rolling clear:
You attacks and damage should be on separate lines, and in blocks. They should include any bonuses. You can add the bonuses yourself or you can leave them separate (which is what I tend to do so that I make sure to count them all). Here is an example:
"Take that!" Elska says as she fires 2 arrows at the ghoul with her composite longbow.
attack 2, rapid shot, Point-Blank Shot: 1d20 + 4 - 2 + 1 ⇒ (18) + 4 - 2 + 1 = 21
Link to your spells and abilities:
I don't know all your spells and abilities. If it is a magic missile, you are fine. But if you cast anything even remotely more obscure, please link to it. Pretty much everything that is PFS-legal can be found at www.archivesofnethys.com. That is my preferred site. Let me know if you have a wonky ability that I need to know about before I need to know about it:
Is your character built around some unusual ability or combo? Let me know about it up front so I can learn how it is supposed to work. If there are FAQs about it, link to those for me so that I can be up to speed before it comes into play. Is your ability somewhat up to table variation? Let me know that, and I will try to rule as fairly to you as I possibly can. Give me feedback:
I know the rules pretty well, but I don't know everything. If I mess something up, don't hesitate to bring it up (in the Discussion thread or via PM). PbP has the advantage that rules discussions don't bog down the game like they can in face-to-face games. Explore, Report, Cooperate!: Remember that we are all here to have fun. Try to share the spotlight with other players. I don't care if you can one-shot every encounter; many of my own characters are built that way too. Just make sure that everyone else gets to show off too. :)
I just received my subscription copy of Feast of Dust and the pages are all falling apart. It is almost completely unbound. PHOTO
Korvosa map | Green Market map
You may dot and delete. Also feel free to RP with one another while we are getting started. This cold subterranean records hall is dim and quiet. In front of a heavy wooden door stands Venture-Captain Shevala Iorae, one of the Society’s premier experts on the ruined siege towers near Absalom. She waves and begins speaking eagerly as she approaches, the flame of her candle struggling against her pace. “Hello! I’m sorry to summon you to such a bleak meeting space, but I’m gathering intelligence that I can really get only here. Come, you’ll have to see for yourselves.” Venture-Captain Iorae gestures toward the wooden door behind her, saying, “Before we go in, tell me—do you know much about the Red Redoubt of Karamoss?” Knowledge (arcana)
20+:
Karamoss was a wizard from Numeria known as the Machine Mage. He allegedly spent decades researching automatons inside the notorious technological dungeon known as Silver Mount, and was said to possess unparalleled mastery over all kinds of constructs and machines. 25+:
The red metal from which the Red Redoubt was constructed is called djezeteel, and has an enhancing effect on magic. 30+:
The robotic army that Karamoss used to attack Absalom is rumored to have been built within the siege tower itself, using forges powered by elemental energy from the Plane of Fire. Knowledge (engineering)
15+:
The entire Red Redoubt was built in a single night out of a strange red skymetal alloy called djezeteel, said to have been invented by Karamoss himself. 20+:
Though the aboveground sections of the tower were destroyed, the underground levels seemed to be sound. As far as anyone knows, there could be dozens of unexplored levels below the surface. 25+:
Supplying power to the tower—and creating an army of constructs—would have required an immense amount of energy. The tower was likely equipped with a powerful energy source, possibly a massive Numerian power generator or some kind of magical reactor. Knowledge (local)
15+:
The uppermost surviving levels of the Red Redoubt are considered relatively safe. Junior members of the Pathfinder Society are often run through obstacle courses here set up by their mentors. 20+:
One recent such excursion took an unexpected turn when a team of Pathfinder recruits stumbled into an undiscovered sublevel of the siege tower. Since then, Pathfinder Society activity in the area has increased dramatically. 25+:
Venture-Captain Shevala Iorae has led the new efforts to explore the Red Redoubt, and she has sent scouting teams into progressively deeper levels of the tower. For the last few days, Shevala has not left the Grand Lodge, instead remaining cloistered below in a darkened records room.
Korvosa map | Green Market map
This is the discussion thread for the PFS PbP group I am hosting in Nov 2015.
Korvosa map | Green Market map
Discussion thread opened. If you have been chosen to join this game, please post in this game under the appropriate avatar. Thanks. :)
Fane of Fangs
The Details
Sajan male human monk Merisiel female elf rogue Balazar male gnome summoner Recruitment
2. Monk 3. Rogue 4. Summoner Have you played this quest before? I will give priority to players who have not played this before, but if you want to play it again then it is worth asking. A link to a PbP game you are/were in. I want to look at a game you have played in recently. If you are new to PbP, you can omit this. Expectations
Thanks!
My wife and I are trying to place an order. We click on the [View Cart] link, and it shows the Shopping Cart. We click on [Proceed with Order] and it goes to the prompt asking for login password. We submit the password and the site returns to the paizo.com homepage. Wash. Rinse. Repeat. We have tried each of our two different accounts on three different computers (all Mac). We are running Firefox 40.0.3. Thank you.
Hi, a couple of us are looking for a PbP game for newbies to the PbP format, hopefully in time for the Friday start. We are both experienced PFS players, but neither of us have any experience with PbP. Are there any GMs out there who have room in their games for a couple of players? Or are there any GMs who would be interested in taking on a game for us? We have the following games that we all have not played, by tier: Tier 1-5
Tier 3-7
Tier 5-9
Tier 7-11
We also have many games available for the Core campaign (I haven't played any Core games, but my friend has). Thanks for any help. :)
There is a misunderstanding that crops up periodically. I've seen it twice today. So I thought this thread might help spread the word. A player may always choose to play an in-tier pregen. Here is the text from the PFSRPGG. PFSRPGG v.7.0, p. 21 wrote:
2. You do not need to pretend that you forgot your character, or that your dog ate your character, or any other such nonsense. 3. You may apply the credit from a scenario that you played a pregen. 4. The only restriction is that you cannot apply credit from a pregen to a character whose level is as high as (or higher than) the level of the pregen you played. 5. You can save the chronicle to apply to a lower-level character when they reach a sufficiently high level, or 6. You can apply the chronicle to a 1st-level character immediately. 7. Both choices have upsides and downsides. If you are wondering about sanctioned modules and APs, that is covered also. PFSRPGG v.7.0, p. 30 wrote: For modules and Adventure Path content below 9th level, if you do not have a character in the correct level range, you may use a Pathfinder Society pregenerated character, available on paizo.com or the 1st- and 7th-level iconic characters on pages 275–297 of the Pathfinder RPG NPC Codex. You must apply the credit to your character as soon as she reaches the level of the pregenerated character played. If you play a non-1st-level pregenerated character, you may apply credit from the pregenerated character to one of your 1st-level characters, with the gp gained reduced to 1,398 gp (or 699 gp for slow advancement track characters). If you play a non-1st-level pregenerated character, you may apply the credit to your character as soon as she reaches the level of the pregenerated character played. Equipment listed on the pregenerated character sheet may only be sold to clear conditions, such as death, during the play of the module and any remaining gold does not carry over at the end of the module.
I've been in PFS only since Jan 2012. So please forgive me for not having proper historical context in which to frame this question. In the time I've been here, I've seen several rules changes through either FAQs or errata. The ones that stand out are: (1) the Ultimate Combat errata, Crane Wing in particular; (2) spell-like abilities and spellcasting requirements for prestige classes; and (3) the current ACG and ARG errata. Those three rules changes were all handled very differently—I think Paizo is actually getting better in their handling of these issues, but I digress. What would happen if players were allowed to totally rebuild their character (minus spent prestige) following a rules change? Is there some reason that allowing full rebuilds after the rules change would be bad for the campaign? Please share your most dire predictions. :)
I have a halfling character in PFS who wants to be a Red Mantis Assassin. This is what her build looks like right now: CG female halfling
2. Slayer 1: studied target, track 3. Slayer 2: Talent (Weapon Focus [sawtooth sabre]), Slashing Grace (sawtooth sabre) 4. Slayer 3: sneak attack +1d6, Dex +1 5. Slayer 4: Exotic Weapon Proficiency, Two-Weapon Fighting (slayer talent) 6. Ninja 1: Sneak attack +2d6 7. Slayer 5: 2nd studied target, Improved Two-Weapon Fighting 8. Slayer 6: Talent (Improved Two Weapon Fighting), sneak attack +3d6, Dex +1 9. Slayer 7: Stalker, swift studied target, Improved Critical (sawtooth sabre) 10. Slayer 8: TALENT 11. Slayer 9: FEAT, sneak attack +4d6 12. Slayer 10: Greater Two-Weapon Fighting, 3rd studied target I was hoping that she would be able to fight with two sawtooth sabers. With the errata to the Advanced Player's Guide, that does not seem possible now. It has been clarified that the only thing that can be retrained on this character is Slashing Grace, because only the feat changed. With the errata, she will be taking a –6 to attack and damage if she tries to go the TWF route, as planned. She is currently 4th-level. Suggestions?
I'm looking for suggestions for a miniature to represent my Lyrakien Azata familiar (size Tiny). I found this one, by Reaper, but I don't really care for it too much. Anyone have any other suggestions?
My PFS character (an arcanist with the occultist archetype) will be taking Improved Familiar to gain a lyrakien azata familiar. The familiar comes with
I want to replace the Agile Maneuvers feat, and I want to keep the Improved Initiative feat. I'm looking for suggestions for what to substitute in place of Agile Maneuvers. The familiar has the School Familiar (Divination) archetype, so I can only share spells or deliver touch spells from the divination school of magic. Sometimes, I cast true strike on her (which is why I'm not too concerned about Agile Maneuvers), but that is about it. One possibility that I've considered is Additional Traits. It would benefit the PC to have the familiar's Initiative bonus be very high, so one of the traits would be Reactionary. I'd be happy to hear suggestions for a second trait if I go this route. Another option would be the Extra Item Slot feat, which would allow her to have a magic item other than her ioun stones. I'm just not really sure what item I might want to give her. I'd love to hear some other Feat/Trait/Item ideas! More about the PC:
Zranashta is a follower of Desna. She is very much Varisian. She uses a harrow deck for a lot of her powers. She has the Harrow Chosen race (human) trait, and the Harrowed and Harrow Summoning feats.
She summons creatures in combat more than she casts spells. Most of her spell slots go toward replenishing her arcane pool. Thanks in advance! :)
To the campaign leadership, Can we please revisit the rules for Slow Advancement? Currently, the Guide to Pathfinder Society Organized Play reads
GTPFSOP, p. 21 wrote: At character creation and each time your character gains a level, you decide if you would like your character to be on the standard or slow advancement track for the entirety of that level. I believe it would be better for the campaign if this rule instead read as Proposed Change wrote: At character creation and at the start of every scenario (when you sign in), you decide if you would like your character to be on the standard or slow advancement track. Why? The Emerald Spire Problem is well-known, so I won't rehash that here.We also have cases like this where not being allowed to change to slow advancement between levels is actually causing a player to choose not to play. Here is another instance of a player choosing to not play because he cannot switch to slow track mid-level. In this case, he wanted to play slow so that he wouldn't leave his girlfriend's character behind. That is the purpose of slow track to begin with, as far as I understand it, so that we can play when our friends cannot and not get too far ahead of them. Searching the boards, there are many other such instances, I don't think I need to link them all. Please consider making this change.
Hi. I'm playing a PFS arcanist focused on summoning and divination spells. I'm looking for suggestions on items to buy. About the Character
She has 5,900 gp and 19 Fame (item purchase limit 5,250 gp). I'm looking for suggestions for items under 8,000 gp, her next Fame limit. Halona focuses on summon monster spells and an array of divination spells. She also has a fox familiar. Her feats are Harrowed, Harrow Summoning, and Good Summoning. She has the Harrow Chosen trait, and uses her heirloom harrow deck as a focus for her divination spells and her mundane harrow deck to power her summoning spells. Thematically, she is a Varisian fortune teller and harrow summoner (not the class, just in flavor). What she has now
What she is thinking of getting
Anyone have any better ideas?
Please reconsider the method used to determine which subtler is played. A Simple Proposal for Determining Subtiers
Why? What’s Wrong with APL?
Example 1. Consider a party of five, levels {4, 4, 4, 3, 2}, playing in a Season 3, tier 1-5 scenario. The APL is 3.2, so they must play down. That means that 4 players are playing out of subtier, while only one is playing in subtler. If the 2nd-level character weren’t there, the group would be playing up instead. Another way of looking at this: one character (the level 2) is determining the subtler for all four other characters, likely against their wishes. Example 2. Consider a party of six, levels {5, 3, 3, 2, 2, 1}, playing in a Season 4, tier 1-5 scenario. Their APL is 2.67, so they must play up with the four-player adjustment. Only one of those characters is in tier. This group is set up to get creamed. Again, one character (the level 5) is determining the subtler for all of the other characters, because if he wasn’t there, the group would be playing down. Why is Plurality Better?
First, we will always be playing in the subtler which is appropriate for the most characters at the table. Plurality prevents a single player from forcing all the other players to play at a subtier that they might not enjoy. Second, this system has the huge advantage of simplicity! Just count how many characters would be in subtier, and choose the one with plurality. Yes, taking averages is not that hard, but in my experience, most GMs still resort to using calculator. And I have still seen mistakes made. Much easier to just say “Raise your hand if your character is level 1 or 2. Okay, 2 of you. Now raise your hand if your character is level 4 or 5. Only 1. We will be playing down today.” Lastly, it still does a great job of measuring the power level of the group. If a plurality of characters is in the higher subtier, then that is a more powerful group than one where the plurality is in the lower subtier. Please discuss.
I'm stealing Ascalaphus's idea here. I thought the idea warranted its own thread. Proposal
Reasoning
(In fact, this might even be a better primary success condition, with exploration of the tower being the secondary condition.) Also, since this is such a good introductory scenario, it would be nice to new players if they received 2 prestige for their first characters. Secondary Proposal
Reasoning
One of the goals reads: Liberty's Edge Faction Card wrote:
A couple of questions: 1. Is each checkbox for one region or for two regions?2. Must both locations be adventured in during the same scenario? Please help. Thanks.
A different thread got me thinking about this. What are the factors that make a game session fun or not fun for you? For me, in order, I think the biggest factors are:
2. The GM. A good GM can go a long way toward making an otherwise blah scenario into something of legend (or at least something to talk about weeks later). A couple of my favorite GMs are a little weak on the rules knowledge, but they are amazing GMs dedicated to running an enjoyable table. 3. My character. As long as the character I'm playing has some personality, I'm usually pretty happy. It is certainly nice to feel like I am playing exactly the right character for the scenario. If I feel like I'm playing exactly the wrong character for a scenario, that can kind of sour the experience a bit. (Which is why I have taken to making more generalists than specialists.) The actual scenario is pretty low on the list. There are certainly some scenarios I enjoyed more than others, but it just isn't the largest factor for me. What are your thoughts?
A more thorough poll of your character's demographics is now up and running. Note: Feel free to take this survey for as many of your characters as you would like. It would be best to only include information for your "active" characters, but I will leave it up to you to decide what "active" means in this context.
I originally made this proposal in the blog post regarding languages in the Core campaign. John indicated he was open to hearing discussion of the idea. Let this be the thread for that discussion. The Proposal
For half-human characters raised in human communities, it makes more sense from a role-playing standpoint to begin knowing the human languages of that community than the non-human language that they might not have been exposed to. Just to reiterate: the suggestion is to replace one language with another. The total number of starting languages would remain the same.
I first posted this proposal in the thread regarding the FAQ change, here. But I wanted to repost it in its own thread to facilitate discussion of the idea. The Proposal
That would allow everyone who is currently building toward a prestige class (and counting on early entry) to do so, and it would mitigate—if not eliminate entirely—concern of a mad dash to create your prestige class characters. The only characters currently in play who couldn't be grandfathered in under this plan are those who are eligible for a complete rebuild anyway (1st-level PCs and GM babies). This solution would go a long way to lessen the blow to those who are most affected by this decision while having little impact on the rest of us. If the goals are (1) do the least amount of damage to characters who are built around that option, and (2) eliminate the potential of a mad rush like the planetouched rush, then I think this solution is better than just grandfathering those PCs who are already in prestige classes. (1) Everyone who was actively working toward a prestige class will be able to continue to do so using the same plan they originally had (or retrain if they are still level 1 or a GM baby) (2) No one who wasn't working toward a prestige class will be affected. The cost of retraining a character who wasn't on that path just so you can get in during the mad rush would be too onerous. Please discuss this proposal here. If you want to discuss the merits of prestige classes in general, or the effect of early entry, there are better threads for that. Likewise, if you want to discuss the merits of the FAQ as it relates to PFS, please use the thread I linked above. If you want to discuss the merits of the FAQ in general, go here. Thank you.
One of our local games has two players that are both relatively new. They are both well-liked and we all hope to retain them in PFS. The problem is that due to outside forces they must leave each week about halfway through the scenario. This presents a problem for both themselves (partial chronicles) and the rest of the people at the table (losing one or two party members at a 4-player table really increases the difficulty). We had initially been handling this the way we would usually handle someone needing to leave early: that player gets a chronicle with 1 XP (if they completed 3 encounters), 0 or 1 prestige (depending on which success conditions they've completed, and partial gold (based on the treasure found while they were there). The GM introduced a pre-gen (of the closest class and level to the character leaving) to assist the rest of the party for the remainder of the scenario. But that was before we recognized that this would be an ongoing issue, week after week. The above solution seems to be less than ideal. The players who leave are frustrated at not getting full chronicles; the remaining players are frustrated that they are carrying all of the risk though the final encounters (which are usually more difficult); and the GMs are frustrated that this situation is making the game they are running less fun for everyone. I wonder if it is possible to suggest that those players who need to leave play pre-gen characters instead of their characters, and we leave those pre-gens in play after the players are gone, and the players are given a full chronicle for that scenario when we meet the following week? Or maybe someone has a better suggestion to handle this somewhat frustrating situation. Bottom line: Please help.
1. When I cast a touch spell, I am allowed to touch an ally as a free action. I may move between the casting of the spell and the touch. May I make that touch in the middle of my movement?
Relevant rules text:
CRB, Combat wrote: Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll. 2. If I hold the charge on a touch spell, can I use the free action to touch an ally when it is not my turn? Some free actions (e.g., talking) can be taken when it is not your turn. Others (e.g., drop prone) I don't think you can take when it is not your turn.3. If I hold the charge on a touch spell, can an ally touch me to gain the benefit of that spell as a free action on their turn?
My primary concern is that the lists of what you can and can't do at specific tiers will become something of a memory nightmare. "I'm going to pole-vault across that gap."
I foresee variations of that conversation happening constantly.
It seemed to me it was pretty harsh, especially given all the ability damage the party suffered on the way through, so I instead had Jadrenka take the bullet for them. It became a storytelling moment rather than a mechanical one (although it involved Jadrenka finally embracing her inevitable hag transformation, which mechanically was intended to provide a backup final boss if the fight with Vsevolod went too quickly).
Not through any fault of their own. It seemed to me like the dungeon lacked the feeling that it was being invaded, so I decided to have a section of it that had been decimated by the centaurs, and then a centaur encampment where some of them had holed up while Vsevolod went on ahead to attack the Eon Pit. I decided that, in addition to the areas occupied by frost giants and andrazku, they had cleared E1, E2, E3, and C8[1]; they then barricaded E2 and set traps along the corridor leading up to it. The players found the corpses of the various denizens in those rooms, and eventually faced off against a small group of centaurs led by Vsevolod's right-hand man. [1] At the time I had some justification for how they got to E3 without clearing E7, E5, or E4 but I don't recall now what it was. Might've involved Caigreal talking them through.
It's not an ability that winter wolves have in general; it's something that Baba Yaga granted to them while they're in the Howlings in Whitethrone. So whenever they're within the confines of the Howlings, they can turn into humans, but the moment they set foot outside (even to go somewhere else in Whitethrone) they revert to wolves.
I didn't really like the raven challenges at the beginning of Maiden, Mother, Crone; so I decided to rework them a little bit. My players just finished it tonight (and got as far as meeting the Rashalka), so I figured I'd share the changes I made. The basic premise, for those who don't want to read the whole thing, is this: mix of new and book material:
Before her mother could take her, Yelizaveta--the 13th and previous queen of Irrisin--managed to shard off pieces of her soul. When Baba Yaga consumed her, she realized that the soul was incomplete. She tracked down all but one shard and trapped it here, and then commanded her oracle ravens to interrogate Yelizaveta's ghost and learn where the remaining shard is hidden. The ravens’ interrogation has not been gentle and has left Yelizaveta’s ghost howlingly insane: so much so that she has warped this configuration of the hut with her madness-fueled witchcraft. Meanwhile, the presence of the ravens now throws her into such fits of rage that they stand no hope of getting any information out of her.
The warping of the hut has also trapped the ravens within the ghost's labyrinth. They can't get past the challenges to each other, nor can they escape. When the party arrives, Moc sees an opportunity to enlist their unwitting aid in completing his assignment. The Details (really, you can safely assume it's spoilers from here on out) New map for Dancing Hut, Iobaria Configuration A1. The Cauldron Room. This area is exactly the same as in the book. A2. The Corridor of Counted Sorrows. Instead of a never-ending knot, the corridor is a large ring. The door from A1 is on the inner side of the ring, and the secret door to A9 is on the outer wall of the ring. On the far side, also on the inner wall, is the door to Moc's chamber. The description of the corridor is largely the same, except that the carvings in the walls begin to subtly shift as the party gets closer to Moc's door. Instead of pleasant pastoral scenes, they begin to take on a more sinister caste, depicting people in torment and agony. By the time they reach the door, faces seem to be screaming silently at them from the carvings. A3. The Iron Forest of Moc, the Twilight Raven. Pretty much the same description as in the book, except it's a large ring instead of a rectangle. Moc's nest is on the far side of the ring from the entrance, as is the door to the next innermost ring (where the party will fight the Beast of Gelghlast). Moc is surprised at first when the party enters, but quickly recovers. Once he determines that they're working for Baba Yaga, he hatches his plan. He informs them that they must complete three trials in order to proceed on their quest. The first is the Trial of Strength: they must proceed into the next ring, defeat the beast within, and bring him its tusks. They can then proceed to the next trial. In reality, the Beast is immune to Moc's mind-effecting abilities, which makes it unlikely that he can defeat it. He can't get past it to Rozum: it's been affected by Yelizaveta's magical madness and will attack him on sight. He wants the PCs to bring him the tusks so he can confirm it's dead before venturing into the room with it. Once the PCs have defeated the beast and returned with its tusks, Moc will give them his amulet and escort them to Rozum's chamber. A4. The Beast of Gelghlast. The same as per the book, except that the room is a ring and the beast has an additional ability: immune to mind-effecting spells and abilities. If this will be a significant detriment to the party, other abilities can be removed or weaknesses added to compensate. A5. The Moonflower Bower of Rozum, the Raven of Midnight. The description of the room is the same, except that it's a ring and Rozum's nest is on the far side of the ring. Moc accompanies the party into the room and is able to silently communicate his plan to Rozum. Rozum then informs the party that their second trial is upon them: the Trial of Cunning. In the next room, he tells them, is a projection of a memory. It is, however, jumbled up. In order to proceed, the PCs must set the memory back in its proper order. They will be granted a boon once this is complete, and they must return with it to Rozum. In reality, Rozum is unable to pass through the room because of its blinding brightness and his pigmentless eyes. It literally hurts him to even enter it. He hopes that once the PCs complete the memory, it will fade and allow him through. A6. A Memory of Porcelain Street. (Note: My goal here was to create a puzzle that's more thematically tied to the story. I'm not sure I really succeeded. The puzzle I used is presented here, but I encourage you to swap it out with better ideas. It's a long one, so I'll include the details in the first comment.) This long, circular corridor is decorated into a twisted rendition of Porcelain Street on a bright winter day, very much like a madwoman's attempt to feign sanity. Bright, cheery building are painted along the walls with ghostly faces screaming from upper windows. Facades jut out into the street at strange angles, nailed crudely to the walls with iron spikes that sometimes also holds small birds or even human appendages. Figures made of porcelain lean out from some of the shops and perform simple, repetitive motions: like animatronics at an amusement park. Some speak in tinny voices, repeating broken phrases over and over. Five porcelain figures are different: they stand unmoving and whole in the middle of the street, evenly spaced around the ring. The figures are: a Peddler, a Dollmaker, a Child (actually a representation of Yelizaveta), a Guard, and a Jadwiga (Yelizaveta’s mother, who is searching for her). There are numerous garments of different colors strewn throughout the scene. The door where the PCs enter represents the north end of the street. Moving clockwise is equivalent to moving south. The scene represents the only happy memory that Yelizaveta's fragmented soul can recall: a time as a child when her mother took her to Porcelain Street to buy a new doll, they got separated, and the young princess strolled the street taking in all of the exciting sights and sounds. Once the memory is completed, the doll appears in the Child's hands and she offers it to the PCs. The memory begins to fade as soon as they take the doll from the child's hands. Once they bring it to Rozum, he will lead them through the now dim room to the "south" end, where a new door has appeared (leading to Tryva's chamber). A7. The Reflecting Pool of Tryva, the Raven of Dawn. Same as described in the book, with the standard ring exception. Rozum and Moc can silently pass the plan on to Tryva when they enter. Tryva then informs the PCs that they have one trial left: the Trial of Resilience. She informs the PCs that they must enter the next and final chamber. There they will encounter an entity; from that entity they must learn the location of "the shard." She will not tell the PCs anything about the shard, informing them that they need only know its location, not anything else. Once the PCs return to her with the location of the shard--in truth, the information they've been trying to coax out of Yelizaveta the whole time--she'll grant them her amulet and inform them of the secret door to area A9. A8. The Interrogation Room. Description initially as in the book, except it's a circle. However, once the PCs have all entered the candlelight begins to turn reddish and pulsing. The figure of Yelizaveta rises up from the stain on the bed, and then fragments. The room suddenly becomes a swirling chaos of tortured faces, reaching arms, twisting hair. Yelizaveta is everywhere within the room at once, screaming and shrieking. Allow each PC an immediate reaction, and then have them all roll a Will save (DC 10); each failing PC takes a point of wisdom damage. Note that Yelizaveta's fragmented ghost is too diffuse to be effectively targeted by attacks or spells. Each round thereafter Yelizaveta will shriek again: the DC increases by 1 each time. Meanwhile, the PCs must attempt to coax information about the shard out of her. This is accomplished by making diplomacy checks against a DC 18 (showing her the doll can decrease this DC to 15). The PCs must succeed at three consecutive diplomacy checks before she'll reveal the shard's location: it inhabited a doll in the hut, which later helped a young girl named Vasilisa escape from Baba Yaga. Once the PCs have learned Yelizaveta's secret, they can exit the chamber and take the information to Tryva, who will give them her amulet and tell them the way out. (Note: The PCs will meet Vasilisa's doll later in the adventure path, confined and tortured within the hut. The shard in the doll knows nothing of Yelizaveta's fate since it was separated from her.) A9. Ratibor's room. As in the book. |
