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![]() Hello! Running this Wednesday so wanted to open up a space to ask questions. First up, in the final encounter the Locust Horde ability refers to ending persistent damage from the aura. Is the Disgorge Swarm damage intended to be persistent? It looks like there was a name change from Locust Infestation that didn't get cleaned up in the high tier so I'm wondering if the ability changed and the reference to persistent damage is an artifact of an older version. I'll come back with more as I reread things. ![]()
![]() So excited to have this adventure finally out. Been imagining this day since working on Future's Fall. In case anyone decides to sing-along, Auntie's theme music is set to the Weird Al show theme song. Also, here's the playlist I came up for for Anavay, Tunes to Crush Tyrants to. Excited to see anyone else's picks. Do my best to answer any questions, though development did make a few changes, and they are as always the final authority. I really really hope people have fun, and good luck to the Starfinders against the Vault Lord. Your players are probably gonna need it. :) ![]()
![]() I was working on a playlist to go along with all the bands. Here's what I've got so far. I was curious if anyone had their own ideas :) Absa-Wow - DJ Snake Lil John - Turn Down for What ( 3:36)
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![]() Hello! I have an upcoming open game night on Feb 02 and thought it would be fun to do something time loop related or involving protecting a small fluffy creature. I haven't managed to find a scenario that fits so far and thought I'd check with the greater consciousness. Any suggestions for a Groundhog Day themed PFS or SFS scenario? Thank you! ![]()
![]() I believe this is coming out today so wanted to start the discussion thread in case anyone was running it tonight or tomorrow and had questions. I'll do my best to answer if I can. I wanted to also call out particularly the 150 minute cutoff time for the first half of the adventure under The Investigation -> Timing. This is really important to be mindful of to prevent the adventure from going long. There's a lot to explore in Dis and it's easy to lose track of time. The cut-off is there to make sure there's plenty of time for the exploration of Area G and the discussion afterward. ![]()
![]() I'm currently playing a shadow sorcerer in an AP with friends and trickery and AoE effects have started having a negligible effect on monsters with 500+ hp and frequently true seeing [our GM is maximizing and increasing monster HP by an additional 50% because we're a five person party instead of the AP expected four]. I'm about to hit level 18 and I'm wondering what spell I can take / swap / shadow duplicate for that'll be most helpful for taking high CON/ High HP monsters down a bit more quickly once I've finished throwing out buffs and crowd control. The monsters aren't really threatening us; it's just taking hours and hours of IRL time to finish them off. Since we only meet once or twice a month, it's getting a bit frustrating. I'm currently leaning toward the shadow enchantment spells and just throwing save or suck will saves at them, but I wanted to check if there was a better way. :-) Thank you for any help! ![]()
![]() Hi, Starting up PFS at the FLGS at the Hampshire Mall in Hadley, MA, for those of us not in the Boston/Worcester area. :) Sessions will be Thursdays, 6:30 - 10:30 PM Warhorn for signups: https://warhorn.net/events/x9-games-pfs If you're interested, feel free to contact me with any questions. And if you're in the area and you're interested in GM'ing definitely let me know! There's plenty of table space for additional slots we could be offering. ![]()
![]() Had an encounter in a session this past Sunday where my sorcerer attempted to shadow conjuration a create pit against a clay golem and the GM ruled the golem walked over the pit and ignored it since it allowed SR. No problem, gotta keep the game moving and didn't want to push a rules debate, but it did raise the question for me of how the golems interact with such spells. Would a golem be able to walk through a greater shadow conjuration wall of stone despite its instantaneous duration? My assumption would be the pit is affecting the floor still, not the golem directly, and the wall might just be flimsier but they'd still do something since they're at least partially real. The relevant rules seemed to be: "Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature's mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Spell-resistant creatures can be harmed by a spell when they are not being directly affected." "Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast" But maybe shadow spells are just inherently magical in a way that creatures with SR get to ignore regardless of what they're doing. I've been searching to find a definitive answer on this and didn't want to necro an old only partially related thread, but if anyone can point me to the answer or happens to know, I'd be very grateful. :-) Thanks! ![]()
![]() My friend challenged me to make something for spellcasters, and I remembered the original 3.5 version of the Golarion campaign setting mentioned the students of the Arcanamirium engaged in spell duels, so I went from there. Please let me know what you think :) Students of the Arcanamirium focus on practical magic, usable in the physical world. Formal and informal duels between students are common, but only the most exceptional draw the eye of the Archdean, Lady Darchana, who organizes the school's annual grand duel. Trained in advanced arcana, and rigorously tested against each other, these spell duelists become masters of sorcerous combat. Class Details: Hit Die: d6 Requirements: Feats: Combat Casting
Class Skills:
Skills Ranks at Each Level: 2+Int modifier. Progression: Arcanamirium Spell Duelist Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Class Features: Bonus Feats:
The spell duelist need not have any of the prerequisites normally required for the feats to select them. Focused Strikes (Su):
Spell Tactics (Ex):
Battered Defenses (Su):
Practiced Duelist(Ex):
Power Grab (Su):
Spell Devastation (Ex):
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![]() From reading the designers' posts, it sounds like there's no eta on getting rules for the Deific Obedience feat and new prestige classes from Inner Sea Gods for the non-core deities. So I thought I'd try my hand at writing up rules for one of them and see how it looked. So here's the Obedience and PrC boons for Sivanah: https://docs.google.com/document/d/1kb1ug0YD3HmJZNHgQH6dzR82JIgCj-YVB8X9jfv W9GM/pub Please let me know what you think, and if you have any suggestions for balance or needed clarification in the rules text. ![]()
![]() The Seven Veils Masquerade
This adventure is intended for four 5th level characters, and will advance them to 6th level by its end. Adventure Background
The followers of Sivanah have their own secret celebration on this sacred anniversary. During the four days leading up to the Seven Veils Festival, the already unstable fabric of reality around Quantium experiences a temporary conjunction with a fragment of Sivanah’s own realm. The church of the Seventh Veil uses the fragment as both a reward and prison; enemies the church would like to quietly disappear and those faithful with secrets so great the afterlife provides insufficient protection receive invitations to a grand masquerade held at the palatial estate where the conjunction takes place. The family that oversees the event recently vanished on a trip to Jalmeray, leaving only their adopted Vudrani daughter, Seyona, to oversee the masquerade. Plagued with loneliness and grief and lacking the discipline to manage a large estate, Seyona thought her prayers were answered when a young woman named Mariska appeared on her doorstep petitioning for an apprenticeship. Mariska displayed a sharp, ordered mind, well-suited to managing the house’s affairs, and Seyona eagerly welcomed her. Unknown to Seyona, Mariska is a marai rakshasa (Bestiary 3) and part of the vanguard for a maharajah’s cult attempting to insinuate itself into the city’s power structure. Mariska has learned only a little about the approaching conjunction from Seyona, but the treacherous apprentice sees the brief merging as an excellent opportunity to quietly eliminate some troublesome elements. She arranged for the invitations to be sent to those she wants removed and smuggled several dandasuka rakshasas (Bestiary 3) and their small army of clockwork golems (Bestiary 3) into the home as her enforcers. Setup
If the PCs inquire about the estate or the event with the locals, everyone agrees that it is one of the most exclusive parties in the city. Prelude
The PCs are greeted by Mariska, who has taken the form of a young Garundi woman in a feathery couatl costume. She directs all guests to their rooms with crisp efficiency. The PCs can meet with other party goers and keep an eye on Aran, who is drunk already, his costume disheveled from a backroom romp. Clockwork spies hidden in the guests’ room overhear any conversations. The setting of the sun marks the beginning of the planar conjunction and slips the PCs into the first of many realms that coexist in layers over the estate, though nothing immediately appears amiss. Doorways, paths, mirrors, shadows, and even changing perspectives can shift the characters through dramatic transformations of their environment. Illusions are harder to disbelieve, and harder still for anyone concealing his or her own identity using a spell, costume, or mask. Anything seems possible. This planar event has a numbing effect on corporeal creatures, dealing periodic Strength damage if the PC fails a fortitude save. The effect becomes stronger and more frequent the further the PCs delve in and the longer they remain. The First Veil
The disguised dandasuka rakshasas position themselves and their golems to strike during dinner, scattering around the grounds to catch any stragglers. Several accidentally slip into other veils. Mariska pulls Seyona aside for a private word, so she can quietly eliminate her. The ringing of the gong for the first course signals the attack. The rakshasa Fenzik leads the dining room attack in costume, disguised as a gnome. Chaos erupts as he charges in, backed up by golems and appearing as a wild-eyed gnome dressed in a phoenix costume. The chairs have been trapped to hold the guests in place and anyone sitting must break free. Fenzik’s golems attempt to seize the guests, driving the illusionary attendees to frenzy as the golems make plain their lack of substance. The PCs can use the confusion to slip away or may stay to defend the other guests. Golems patrol the rest of the estate in force, and any captured guests are herded into the cellar and secured. Evidence of a battle and Seyona’s fate can be found in the library. Many of the texts there also provide encrypted information about the planar event and clues to finding escape. The sealed entrance to the palace’s great spire frustrates all efforts to open it and is heavily guarded. The rakshasa charged with the post bitterly complains about Mariska’s orders. The First Veil functions similarly to the mundane world, but the PCs may notice something amiss when a touch of weakness passes through them, or they catch their reflection in a mirror and see they’ve become slightly transparent. They may witness other fleeing guests suddenly vanish, and if they attempt to leave the grounds or wander in the gardens, they become lost in a sudden sandstorm that leaves them in the Second Veil. Stepping into the darker shadows inside the buildings will strand the PCs in the Third Veil. Reading a certain passage from one of the library’s tomes transports the reader to the Sixth Veil. The Second Veil
Mariska can be found at the oasis, questioning several guests who arrived there. Seyona slipped away from her and without her signet ring to open the great spire, no one is escaping. Mariska freely admits to being Seyona’s apprentice and is deeply saddened that her mistress has apparently gone mad, blaming her teacher for all that’s transpired. Mariska provides information about the planar event and where she thinks Seyona might have gone but also works to hinder and weaken the PCs. She wants them to be easy prey when she betrays them. Mariska makes use of a veiling mirror she stole from Seyona (a new magic item introduced in this module), to conceal her own aura and disguise the appearance and aura of others. The item has other powers to protect against divinations, but they only function for a follower of Sivanah. It has uncanny influence over the living illusions, for whom substance follows form. Reading the twisting runes on one of several buried monoliths provides a passage back to the First Veil, while anyone trying to dig up artifacts or wandering lost in the desert too long falls through a sinkhole into the Third Veil. The Third Veil
A cleric of Zon-Kuthon was trapped here and faded into a living illusion decades ago. He has caught and has been tormenting several fleeing guests. He taunts the PCs to rescue them, letting glimpses slip of their locations and suffering. He may drive guests mad and set them loose on the PCs. The prisoners’ cries for help are magnified by the cavern’s echoes, but one slip in the rush to rescue them might send a character plummeting. Moonlight illuminates a stone calendar and a staircase up to the Fourth Veil. Perceptive characters will notice clues in the shadows cast by the light. Shifting the calendar appropriately brings forth the noonday sun and a path back to the Second Veil. Characters falling into the chasm awaken an hour later in the Sixth Veil. The Fourth Veil
The illusions here engage in contests of wits, duels, games, and other challenges to win secrets from each other. Secrets won are stripped from the loser. Several party guests wander aimlessly here, having lost their own names and identities. The PCs may find Aran here if they haven’t kept a close watch on him, and winning back his name will earn them gratitude and a handsome reward upon escape. The inhabitants here grow more dangerous and insane as the planar alignment progresses, until the challenges and stakes verge on the suicidal. A drunken illusory gynosphinx (Bestiary 1) offers a reward of bottled memories for answering her riddle. Guests and PCs exposed to it becomes lost in nostalgia and return to their senses in the Fifth Veil. The mirrors in the dining room and dance hall show the reflection of events in the First Veil. Touching one of these mirrors shifts the character there. The Fifth Veil
Seyona escaped Mariska’s betrayal and struggled this far but, without her spellbooks or any other resources, she is on the verge of physical and mental collapse. She has been captured by several illusory heretics, who are torturing her when the PCs arrive. If the PCs save her, she proves an invaluable source of information. If they can recover her spellbooks, she can aid them. If Mariska accompanied the PCs, she will advocate killing or leaving Seyona, while Seyona rages at her treachery. If the PCs turn against Mariska, it’s revealed to be a living illusion she imprinted her image on using the veiling mirror. A boon from one of the illusionary clerics may return the PCs to the First Veil when they exit the chapel. Anyone falling into the abyss awakens in the Sixth Veil an hour later. The Sixth Veil
Some windows depict the truth, while others are comforting lies or terrifying visions of fears come alive. Smashing a window allows a character to move through it, though false realities trap the character for a time until he or she realizes the lie. Characters that arrive here from falling in the Third or Fifth Veils are unconscious for an hour and awake weakened. This place saps a character’s strength rapidly. It allows movement to any illusory location in the palace other than the sealed tower. The presence of a greater mystery can be sensed here, but the Seventh Veil lies outside mortal reach. Escape
If the PCs are with Mariska, she ambushes them at the tower door. If her minions don’t quickly dispatch the PCs, she uses the ring to enter the tower and save herself, while her followers unwittingly sacrifice themselves below. If the PCs aren’t quick to chase and confront her, she’ll escape into the city and return another day for revenge. When battling Mariska, if the PCs have managed to learn her true identity and kept theirs hidden, they gain a bonus in combat against her. Mariska uses the veiling mirror to turn the living illusions here into copies of herself to aid her, but will drop it if forced to reveal her true form. Seyona or the PCs can use the mirror to turn the illusions back upon Mariska. Conclusion
When the planar event ends, anyone who drank from the sacred font returns to the physical world. If Seyona lives, she begs the PCs and guests to keep her family’s secret, offering generous rewards. If the PCs assent, the guests they saved follow their lead. Seyona will become a friend and ally and use her contacts to assist them. If they refuse, she takes no hostile action, but she and her home are plunged into scandal, leaving her bitter and looking for someone to blame. Bonus Location: The Crumbling Sewers
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![]() Mienka’s Cauldron
The ruins of Arnem Falls rest on the northwest shore of the lake. Willis Arnem, a wealthy would-be lord from Daggermark, constructed the town in 4703 AR as a base of operations for his planned conquest of the Fells. He made a bargain with Mienka, the nymph who guarded the lake and its surroundings. She told Arnem of an ancient evil sealed beneath the waters of the lake, and agreed to protect the settlement if Arnem made an offering of one item of great worth and beauty every year. Such items exemplified the creative impulse and were anathema to the destructive power below the lake. They would help keep it dormant and locked away. Arnem maintained the pact for five years. The townsfolk dubbed the lake Mienka’s Cauldron after seeing the waters swirl and churn when the offering was made. The settlement prospered, but the fierce resistance of the neighboring troll bands stymied Arnem’s attempts to expand his holdings, and his personal wealth dwindled from hiring increasing numbers of mercenaries. The time came to provide the offering for the sixth year, but Arnem refused. When Mienka threatened to brand him as an oathbreaker, Arnem cut her down and offered her corpse to the lake instead. An unnatural mist immediately began to pour forth where Mienka’s blood touched the water, and faceless monstrosities with the rough form of men emerged from the depths onto the shore. Anyone caught in the mist went mad, and the settlement turned on itself. A fire broke out, devouring most of the town. The area around Arnem Falls has become a poisonous bog. What remains of the settlement is sinking into the marsh. Small bands of goblins and trolls venture through the area, but the swamp is primarily home to oozes, undead, and a tribe of bog nixies. Will-o’-wisps frequent the ruin, and lead naive river travelers on the Sellen to their doom by pretending to be the lights of other ships. Mienka’s ghost lingers around the lake, weeping for the lost beauty of the forest and waters. The mists that blanket the area grow in scope with each passing year and the evil below nears waking. Encounter Setup:
Room 1: Arnem Falls Inn Common Room CR 8
Read the following when the PCs reach the barricade:
The PCs have entered the town’s small central courtyard. The Arnem Falls Inn stands out as relatively intact, with the first and second floors made of sturdy stone. The wooden third floor collapsed under the roof. A barricade fortifies the front door and broken weapons and equipment are scattered around it. The inn was built without windows on the first floor so it could serve as a shelter against raids. Several will-o’-wisps inhabit the upper floors and their light may be seen moving past the windows. Mist fills the area, granting concealment, but a strong wind disperses the mist in its area of effect. A character that moves more than 10 feet above the ground enters the fey mist hazard. The mist clears for anyone higher than 100 feet up. The building is sinking into the bog, filling the interior with mud. Creatures move through the mud at half speed and cannot run or charge. The barricade is haphazard and riddled with gaps wide enough for a tiny creature to fit through. Traversing over it requires a successful Acrobatics or Climb skill check (DC 10). A five foot square section can be cleared with one minute of work. A spiked snare trap is set inside the barricade. Read the following when the PCs enter the common room if they have a light source:
The first floor of the building is fire-blackened stone. The interior is a wreck, with wooden inner walls collapsed and anything of value lost to fire, rotted away, or hidden deep in the filth. The only light, other than any the PCs bring, comes from the broken door. The walls are covered with disconnected ramblings in Aklo, written in charcoal and blood. The bones of Willis Arnem are burnt and scattered against the fireplace. He was attempting to reach the trap door leading to the basement shelter. A DC 30 Perception skill check notices the door. Reduce the DC to 20 if the mud is cleared from that part of the room. Disturbing the bones activates the unfulfilled glories haunt. Sections of the second floor above this room are rotted, with several gaps. Thiefpaper traps have been rigged near the stairs and by the fireplace. All the wooden objects and buildings that survived the fire are rotting and sodden. Treat them as hardness 1 with resist fire 5. Creatures: The town is overrun with thoughtstealer oozes, harbingers of the evil locked beneath the lake. Will-o’-wisps flit around the entire region in great numbers, feeding on the fear the oozes’ victims feel as they lose their minds and lives, and feasting a second time on the frustration and terror of the oozes as their brief consciousness slips away.
Thoughtstealer Ooze (2) CR 5
Haunt:
Hazard:
Traps:
Thiefpaper Trap CR 1
Development: Significant damage to the structure will cause the building to sink deeper into the bog.
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![]() Golden pollen motes drift in the sunlight around this dragon, while its scales blend seamlessly with the foliage. Blackwood Drake CR 4
----- Defense -----
----- Offense -----
----- Statistics -----
----- Ecology -----
----- Special Abilities -----
Blackwood drakes are reclusive and territorial, but friendlier than most of their larger cousins. They once nested widely in Andoran, but have been pushed deep into the Verduran Forest by advancing civilization. Their natural pollen rejuvenates plants, but is toxic to other living creatures. Trees around a drake’s lair are gnarled and twisted, resembling humanoids and animals, creating a disquieting grove. Swift, sharp-eyed, and clever, blackwood drakes rely on stealth and harassment, hounding opponents until they flee or succumb to traps and poison. They use overgrowth to guide enemies into snares and deadfalls. Blackwood drakes make defensive compacts with treants and friendly fey, and welcome them in their territory. They grant safe passage to druids of the Wildwood Lodge and may act as local guides if properly flattered and bribed. These creatures live alone or in mated pairs, sometimes with several hatchlings. Newborns mature and leave the nest after a year. Blackwood Drake Nest: Blackwood drakes build elaborate nests in their namesake trees, naturally blending with the surrounding flora. A typical nest can hold up to 10 small creatures. Spotting a nest requires a Perception check opposed by the drake's Craft (nest) check. The approach is guarded by one or more traps. ![]()
![]() Everbloom Monk (Monk)
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![]() Seer's Soap
A new bar of soap can affect up to 25 square feet of surface before it is expended. It can be applied in smaller amounts, to a minimum of 1 square foot per use. It requires a move action for each square foot affected. Spending a full round action scrubbing with a wet cloth or brush dispels the effect on one square foot of surface. Spells with the water descriptor instantly dispel the effect on any part of the surface they contact. If both sides of a surface were made transparent by scrubbing the soap up and down, both sides are dispelled if either side would be dispelled.
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![]() Hi, Is there any official information about Lady Tessa's race or other descriptive traits? I'm running an adventure in the Shackles and I wanted to check before I invented the information. The Isles of the Shackles book isn't out til next March unfortunately. Also, anywhere I can find additional information about Quent and Ollo? Thank you for any help!
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