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Welcome to this PbP of ES1. I hope that you enjoy it. There is a lot of background information which I'm putting in spoilers to save space. Background information:
Six miles northeast of Fort Inevitable lies one of the deepest and strangest dungeons to be found anywhere in the lands of the Inner Sea—the Emerald Spire. Like an iceberg, this weird structure shows only a small portion of itself above the surface; level upon level of hidden vaults and mysterious crypts lie buried deep below the ground. Few of the people living in Fort Inevitable or the surrounding lands have even the slightest inkling of the dungeon’s true extent, let alone its astounding age. Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, half melted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The site is well known to locals from both Fort Inevitable and Thornkeep, and many travelers passing through the Crusader Road area make the trek into the forest to look on the ruins—from a safe distance. The Spire’s ruins are known to be infested with dangerous monsters, and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators. The Story of the Spire:
In the unthinkable depths of time, the mysterious Vault Builders carved vast homes in the subterranean recesses of the world. They left their fingerprints in many places in the Darklands beneath Golarion, delving colossal cavern-worlds and sculpting titanic magical constructs that strengthened these vaults against collapse, supplied them with air and water, and filled them with whatever specimens and artifacts the Vault Builders saw fit to preserve. Most of the Vault Builders’ works were entirely buried miles below the surface—but not the Emerald Spire. Why the Vault Builders created the Spire or when they abandoned it, no one can say. Like many other strange wonders in the world’s depths, the Emerald Spire was forged with mighty magic, served its purpose for untold centuries, and in time was forgotten by its makers. What remains today is the titanic splinter of strange green crystal embedded in the earth, almost 2 miles long from its bottommost point to its broken crown. Only a tiny fraction of its uppermost end pierces the surface, rising a few dozen feet above the ground. The adventure starts off in Unringen where you meet Venture Captain Sayin Firewyne. As you enter the Pathfinder Lodge Known as the Gristmill, she beckons you into a small room to the east. "Thank goodness that you have arrived. I am in need of a group of pathfinders to embark on a task that I have been assigned. The sage Abernard Royst of Fort Inevitable has spent years collecting scraps of information about a place called The Emerald Spire. He suspects that the Spire itself has little to do with the Azlanti who once lived in the Echo Wood, but that it’s instead associated with mysterious powers from the dawn of the world. He has requested a group of hearty pathfinders to be sent his way so that he can commission a survey of the spire itself. I have a letter of introduction for you, and have arranged transportation to Fort Inevitable. I am aware that your group has just formed, so please feel free to provide introductions, and make haste as the transport leaves shorty.' she says quickly leaving to attend to other tasks. ![]()
ES1 map
Welcome Pathfinders I do like having headers. I'm not overly picky as long as you have HP, AC, CMB/CMD, Saves, and Perception modifiers. If you need help with formatting it, I have a link in my profile. Please make sure your profile is complete. If you have a dayjob, go ahead and roll it now. If there are any special nuances with your character I should be aware of, be it strange combinations or an obscure ability/trait, please share. It's better for us to get any confusion handled ahead of time vs in the middle of the game. Finally, go to the map link above for ES1 and fill in your initiative and your preferred location in standard marching order. If you don't fill in these two sections, I'll have you go last in initiative. I do tend to use block initiative format. Player Name:
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ES1 map
Welcome Pathfinders I do like having headers. I'm not overly picky as long as you have HP, AC, CMB/CMD, Saves, and Perception modifiers. If you need help with formatting it, I have a link in my profile. Please make sure your profile is complete. If you have a dayjob, go ahead and roll it now. If there are any special nuances with your character I should be aware of, be it strange combinations or an obscure ability/trait, please share. It's better for us to get any confusion handled ahead of time vs in the middle of the game. Finally, go to the map link above and fill in your initiative and your preferred location in standard marching order. If you don't fill in these two sections, I'll have you go last in initiative. I do tend to use block initiative format. Player Name:
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![]() I've read through as many threads as I can, and have only found anecdotal evidence in regards to how this masterpiece works, and one statement from James Jacobs referencing as probably. Here are the items that I am looking for an official answer about the masterpiece. 1. Is there a HD limit for Lullaby of Ember the Ancient (current theory is no). 2. Does the DC therefore increase with level of the bard? 3. It is listed as taking one round. Does this mean one round similar to master summoning, or one round as a full round action as it is not clear as written. 4. If it is a full-round action, does it benefit from bard levels to reduce it to a move action, and then a swift action per the effect of the action economy of bardic performance. I'm hoping that this will finally get a FAQ attached. ![]()
Opening recruiting for The Disappeared This will be a fast paced game with several posts a day. ![]()
This is the recruitment thread for a run-through of The Confirmation PFS scenario. Tier is 1-2. Note that this will be running in the second half of the Gameday V, beginning on October 12th. This will be a fast paced game with the expectation of several posts a day. If you're interested, feel free to sign up here and post below so I can see the interest. ![]()
This is the recruitment thread for a run-through of The Confirmation PFS scenario. Tier is 1-2. Note that this will be running in the second half of the gameday, beginning on October 12th. This will be a fast paced game with the expectation of several posts a day. If you're interested, feel free to sign up here and post below so I can see the interest. ![]()
![]() Hi all, Thank you in advance for posting. Also, yes I have read the guide to PFS play, I'm just confused and hoping for some clarification. It's my understanding that all Tier 1 and Tier 1-2 scenarios can be replayed for credit, and once at level 2. What I don't understand is what Tier 1-2 scenarios count. Maybe there is a list somewhere? If a scenario has multiple tiers, and one is tier 1-2 does that count? Also, could someone explain to me what it means that you can only run it once at second level? Again, thank you for all of your guidance. ![]()
![]() I'm looking for some advice for feat progression for my Wizard. I'm currently level 6 elf with a specialization in Divination. Some home-brew rules that are important: Summoning spells and all summoning feats have been banned from this game. An extra feat is granted at level one. Spells can be changed during the day with an hour of study so fast study is a wasted feat. This is a three PC game right now with a war priest, and rogue. I want to use conjuration for battlefield control, but don't know where to go with it. Also, this is a low magic campaign where magic items cannot be purchased. My current ini is +10, +14 with my familiar, and +18 with Heightened Awareness, so I have skipped improved ini. So far I have the following lvl 1: Spell Focus Conjuration
Spell Penetration will be included in there someplace. What would you suggest? ![]()
![]() I have a bunch of Archery related rules questions that I'm having trouble answering or need verified. Thank you for your help! 1. When firing a bow from a mount, you are restricted to a short bow, as a long bow is too large to use while mounted. 2. Firing a bow from a normal mount requires a ride check at DC20 because the mount is not battle trained. If the ride check fails you end your turn. 3. Does firing a bow from a war trained mount require the mounted combat feat? 4. Is there a check for firing a bow from a war trained mount? 5. When standing in a line, and firing through an ally, you would take both a -4 penalty for firing into melee, and the enemy would get a +4 bonus for cover? 6. When standing in a line and firing through an ally with the Precise Shot feat, you no longer take the -4 penalty for firing into melee, but the enemy would still have a +4 bonus to cover. 7. When firing an arrow and it hits, it is destroyed and unrecoverable. 8. An arrow that misses has a 50% chance of being recovered. 9. If an archer has different kinds of arrows artery all kept in the same quiver, and is there a rule about how it is selected? 10. Any other rules to know regarding archery...? Thanks for the help rule lawyers! ![]()
![]() I am very new GM running the Crimson Throne campaign. I am writing to look for some advice, and to see how others run their campaigns and deal with players in order to work on becoming a better GM. I have a group of four level 2 players and I am running them through a side adventure right now. Two are very experienced players and two are rather new. Party is a ranger, oracle, sorcerer, and psychic. Where I am running into difficulty is with my ranger who is a good friend of mine in real life, and the issues come with player actions that he wants to take, and also be in charge of the results. Last night there were several issues, and I trying to figure out how to resolve them. So you have some idea of what I'm talking about, here are some examples. An encounter with a troll at a bridge, he approaches with a bow drawn, and decides to loose an arrow to give him a surprise round. I had them roll initiative, and the troll rolled top of the round. The troll was well aware of an arrow pointed at him. Even though I think that saying that you loose an arrow doesn't give you an automatic surprise round, I let it go, but when he was immediately charged by the troll, he wanted to tell me that he was riding behind his buddies on a road, and that couldn't happen. Later on in the night, he wanted to pick up a woman friend at an event. I had him roll to decide the attractiveness, and he rolled a three, and then became upset when I said that there wasn't really anyone there that would be gorgeous, and that he gets to decide who he gets to be with. Lastly, there was a trap that triggered by a door, and in order to rescue his buddy the door had to be held open. He decided to wedge an arrow in the door, and I figured that the act of wedging an arrow in a heavy closing door would break the arrow. There ensued a 10 minute argument about how he gets to decide what happens to the arrow. I want my players to enjoy playing the game, but I find myself getting frustrated and not wanting to continue. I could use some advice to make it fun for them, and more fun for me and hopefully decrease or eliminate the arguing. Maybe one of my questions is what "power" although I hate that word does the GM have in what happens in the game? ![]()
![]() I have a little bit of confusion with the summon monster line of spells. The spell itself is a full round to cast which means that it is completed on the following round during my turn. However, when during this process does the exact creature have to be selected? My understanding is that it is at the completion of the casting is when all of the relevant details for a spell are named, stated, or applied. So when summoning, does the wizard wait until the spell triggers to decide on what is being summoned, or the level of the spell? Last session I had decided to summon a few air elementals to help clear a obscuring mist, when between the start of my casting, and the beginning of my next turn, the monsters emerged from the fog. This changes the strategy, and if the summon is chosen at the moment of spell completion then I could have brought in a stronger tank as the air elementals were no longer the optimal choice. So, how does it work? ![]()
![]() I am playing a wizard in a home game, which just reached level three. I'm playing an elf wizard conjuration school with the intent of following the "god" wizard path for battlefield control. The GM allowed an extra feat at first level so I currently have: Lvl 1: Improved initiative
I am debating between Augment summoning, or combat casting for my level 3 feat. I will be taking Craft Wondrous Item at 5 for one of the two feats. I'm looking for advice... |