Read through a couple of times and the only things that is sticking out at me are:
No changes to the chase for more party members, only different tiers. I think adding an obstacle point for five and six players would have been suitable.
And #2: Hesla's action "Betrayer of Demons", should it be a free action? It shows as a single action ability. The requirements are "Hesla critically hits a foe or critically succeeds at her Ember Spinner reaction"
To me it sounds as if it should be a free action based off how it reads. IMO sounds like a special critical specialization. I could also see it as a reaction as well.
If it is to be a normal single action, you would not be able to use it as part of her Ember Spinner Reaction, except in odd corner cases.
Welcome to my game. Please read the following list.
1) Please go to each of the links in the campaign header and add the requested information.
2) Make sure to post once in 24 hours and at least once during the weekend. Exceptions are holidays.
3) If you are going to be taking some time away from the game for whatever reason, let me know ahead of time and set some botting instructions on your profile.
4) Combat Encounter: Initiative will be rolled for what is selected in the Macro sheet. If for some reason the exploration activity does not mesh with the situation, I will change it to default perception check.
I use block initiative and you may act in any order within the block. If you wish to delay for a certain scenario, such as waiting until after the bard activates their performance, please state it in the post.
If I require saving throws, you may roll those outside of you turn to resolve them faster.
Welcome to my game. Please read the following list.
1) Please go to each of the links, Skill Macros and Maps, in the campaign header and add the requested information.
2) Make sure to post once in 24 hours and at least once during the weekend. Exceptions are holidays.
3) If you are going to be taking some time away from the game for whatever reason, let me know ahead of time and set some botting instructions on your profile.
4) Combat Encounter: Initiative will be rolled for what is selected in the Macro sheet. If for some reason the exploration activity does not mesh with the situation, I will change it to default perception check.
I use block initiative and you may act in any order within the block. If you wish to delay for a certain scenario, such as waiting until after the bard activates their performance, please state it in the post.
If I require saving throws, you may roll those outside of you turn to resolve them faster.
Once your character selections are finalized. Feel out the Secret Check spreadsheet at the top of the pages. Instructions are at the bottom of said spreadsheet.
If you do change your character, please update the Sign in sheet
In the beginning of the Inpiriting Wellspring passage, it says "Unless otherwise noted, the ruins are in darkness.".
However, the only sections that specifies any light level is the Usij Encampment section. "The room is dimly lit while the door is open during
the day"
My question is, what are the other two mapped locations light level?
Ward Chamber boxed text states "Faint ruby light seeps from the other side where the wall and door have eroded and weakened" and then later in the hazard description "circle of Daemonic runes to flare with red light".
Is it bright light in the room when the trap is triggered and then dim light when it is reset? Or does it stay illuminated? Or is it dim light constantly from the other room? It doesn't specify any distances.
In the Wellspring text it says "A central altar of skulls encircled with soiled rags flickers with ruby light". Again, is it bright light or dim light, or is it like a torch with variable light distance? Flickering makes me thank it is dim. Again, it doesn't specify distances.
A lot of grey areas with the lighting situation and dependent on how each GM rules, it can vary the levels of combat.
Go to the presentation link in my header and feel out the information on slide one and then place a token on slide two with preferred marching order.
Just a little heads up. There may be a small chance of a delay. The scenario did not drop for me on Wednesday. I'm in the process of getting it worked out though.
Starting date will be Monday 06/22. Depending upon my work load that night, it may actually start on the 23rd very early in the AM.
I usually post once in a 24 hour period. Known to do more if the players engage more. I do not require post on the weekend. That is family time.
I am still trying to work out how to work secret checks into PBP. I am beginning to lean more towards putting the information in spoilers. Makes it flow faster, however, if it happens to be critically failable? and you get it, I do expect you to play along since that is what you "know".
This is a two part series, so hope you all are ready for a long haul. I have played with many of you before and know this is a good group.
You receive a letter from Urwal, the leader of the Verdant Wheel. Posted in the Presentation. Follow link in my header
As Pathfinders, the PCs are also aware that the Pathfinder Society was involved in a major operation in Finadar Forest in the last year, 4718 ar. An ancient cyclopean ritual was accidentally triggered by a group of goblins living in a dragon’s graveyard, causing a massive fire. With help from the Pathfinders, the local centaurs and druids managed to stop the fire, and since then have been working on the forest’s recovery. The goblins in question have since emigrated west.
Please post with the character you wish to bring on this adventure. Feel free to give me some backstory on the character as well. I like to hear character concepts.
Please Provide the following information
Player Name or Handle:
Player and Character ID#
Faction Boon Slotted for Adventure
Downtime Activity & Days Spend
Please have a full character profile ready and head to the slide show in my header. Once there, fill out your perception checks and place your tokens.
How I handle secret checks: If the scenario calls for a secret check, mostly to recall knowledge. I will announce what checks are needed, usually a post or two ahead of when it is actually needed, and you are to spoiler the die roll. When doing this, I expect you not to peek at your results.
When dealing with Perceptions to search and the like. I will usually roll those myself in a mass spoiler. Same with Perceptions for initiative.
It was discovered in a GM discussion thread that there is a discrepancy in the challenge point systems.
In the appendix for both tier 1-2 encounters, the scaling encounter box has a stipulations for 16-18 challenge points.
Per the Organized play website, 16-18 challenge points is high tier play with no option to play up or down.
Has this been adjusted and not changed on the organized play website or am I just missing a blog post with the updates.
Scenario:
1-12 Burden of Envy
My thought on it is that they are trying to mimic what they had in 1st ed
Guide to Organized Play wrote:
In the fringe case where there are no PCs that are high enough level to have reached the subtier level (such as a party of six 3rd-level characters), the group can decide to play the lower subtier
Just a heads up. We may begin during the holiday season, but please do not feel you need to post everyday. Spend time with friends and families. We will pick up pace after the first of the year.
Please chime in with interest here. Once spot has already been reserved. Have character information ready and in bio. Others will be chose based on party composition and previous play experiences.
When receiving my society scenarios, I was missing PFS #1-06: Lost on the Spirit Road. I got everything else though, may have been lost in the shuffle.
Please Post the following information
Player Name" As you want it to appear on your chronicle
Character Name: PFS ID and Character Number: Faction: If it is different from what is on your header
Attacks Melee
Rapier (+2 to Hit, 1d6+2 (P) Damage, 18-20/x2 Crit)
Club (+2 to Hit, 1d6+2 (B) Damage, x2 Crit)
Ranged
Shortbow (+2 to Hit, 1d6 (P) Damage, x3 Crit)
Racial and Class features:
RACIAL FEATURES Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Inquisitor - +1 Skill Rank
CLASS FEATURES Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of his deity.(Rapier)
He is also proficient with light armor, medium armor, and shields (except tower shields).
Detect Alignment (At will)
Detect Chaos
Detect Evil
Detect Good
Detect Law
Domain - Travel:
Deities: Abadar, Cayden Cailean, Desna.
Granted Powers: Increase your base speed by 10 feet.
Agile Feet (Su): Ignore difficult terrain 6/day
Judgement (Su):
1/day
Swift action
Destruction: +1 sacred bonus to damage rolls by weapons
Healing: fast healing 1
Justice: +1 sacred bonus to attack rolls
Piercing: +1 sacred bonus to concentration and caster level checks against spell resistance
Protection: +1 sacred bonus to AC
Purity: +1 sacred bonus to all saving throws
Resiliency: +1 DR/magic
Resistance: +2 energy resistance (acid, cold, electricity, fire, or sonic)
Smiting: Weapons count as magic for the purposes of bypassing DR
Monster Lore (Ex): Add your Wisdom modifier on Knowledge skill checks in addition to your Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): +1 to Intimidate and Sense Motive
Feats, Traits, and Skills::
Feats Improved Initiative: +4 Initiative checks
Persuasive:+2 Diplomacy and Intimidate
Traits Courageous:+2 Saves vs fear
Indomitable:+1 Saves vs enchantments
Narrative:
Before you stands an Ulfen who is rather short for his ethnicity. He wears the typical blonde hair of his race to his shoulders. His blue eyes are piercing when his gaze is held, as if to the very soul.
Underneath his rather plain brown robe looks to be the trappings of scale armor, gleaming when the sun catches it. He is wearing a burgundy stole bearing the mug of Cayden Cailean thrown over his shoulders. On his back is a backpack that seems to be teeming with adventuring supplies. Underneath he has a keg strapped to his back, presumably full of ale.
At his side is sheathed a rapier. On top of his bag is tied a shortbow, with the quiver to the side of his bag. Opposite side his rapier is strapped a club. In his hand he holds a large tankard, half full of ale at the moment. It seems he enjoys drinking.
Background:
I apologize in advance if this is too much.
Early Years of Körlungr “Karl” Körlson
“Slavery is the ultimate evil. If I am to be remembered, let it be as a crusader for freedom.” –Körlungr Körlson
Before I begin, let it be known that by no means is this the life story of Körlungr Son of Körl. Rather it is an account of the events that culminated in his becoming a member of the Pathfinder Society. I do this because he is a fine example of an Andoran agent. He is one that any man should strive to be. Remarkably, he is not even a native, but rather Ulfen-kin. Now let us get on with our tale.
He was born in Irrisen, 4691 AR, to a poor family serving the White Witch Anelisha in Hoarwood. As any learned man could tell you, in those days, Ulfen in Irrisen were slaves. From birth, young Körl was subject to the horrors of slavery. Not an easy life I assure you. As a child, he was prone to trying to enjoy himself by play-fencing, using his wall or trees as targets. One day however, around the time he was age nine, his parents were summoned to the court of Anelisha. While waiting in the courtyard to be called upon, he decided to do a bit of his playing. Now, the White Witch Anelisha had a rather large urn collection. As he was enjoying himself, he happened to tip one of her more exquisite urns. It fell to the floor and was destroyed.
This witch had been known to kill her slaves for as little as looking the wrong direction. So when Körl’s parents heard that urn shatter, they knew immediately that if she were to discover who did it, she would have their son killed on the spot. So they hurried home and packed what he would need for at least two weeks, gave him their blessing, and sent him on his way south. What became of his parents is not known, but one hopes they survived.
So south he went, until he came to the Kodar Moutains in the course of about a day. Most people would have continued east or west to move around the mountains, but Körl was a mere child, and naïve at that. He did just what his parents told him, and continued south, right through the mountains. Whether by sheer luck, or skill, he managed to avoid being seen by any creatures that dwell there. However, he was a rather smart child, and was able to find way through. It took him all of seven days to cross the mountains, as he got lost several times.
He had just arrived in Northern Varisia, and was running out of water in his skin. Noticing a river ahead in the distance, he rushed towards it, and drank deeply. As he did so, a bandit came up behind him and knocked him out. That man took him to the caravan that had made camp nearby. That caravan happened to be a band of Chelaxian slavers. Seeing a fine catch in the young Körl, and having already captured many Shoanti for slavery, they decided to head back south to Korvosa. In Korvosa, he had an outburst and attempted to free himself. Stealing one of the caravan member’s rapier, he attempted to slay his captors. Being only a young boy, that did not work well. He would have been sentenced to punishment, however, a man named Severs DeVri happened to be walking by as this happened, and decided that he would instill discipline into the young Körl. Under DeVri’s tutelage, he was trained to follow orders, and had a beginner’s training in fencing. However, the discipline training was ineffective. After about two years, DeVri decided enough was enough and had him sent south to Cheliax to receive harsher training from the diabolists there.
While on the way south to Cheliax, the caravan was attacked by Andoran freedom-fighters looking to disrupt the slave trade in the area. Afterwards they offered freedom and welcomed them to come back with them to Andoran. Körl was one of the few that accepted, most being suspicious of the near zealous crusades Andoran is reputed for. For Körl however, this seemed like a chance to help fight against the slavery that he had been subject to his entire life. Off to the east he then went to discover this new land where slavery was outlawed.
In Andoran, Körl learned of the church of Cayden Cailean. As a god who believes unwaveringly that none should be oppressed, he was quick to take up the worship of him. While there he gained a great fondness for ale and alcohol in general. He also decided that rather than be a typical clergyman, he would train to become a hunter of all that threatens freedom, using any tactics that do not oppress others. Nearing the end of his training, his dedication was noticed by one who watched him quite often, and he was approached by an Andoran member of the Pathfinder Society. He was invited to join the Pathfinder Society as an agent of freedom. Relishing this chance to finally strike back at the slavery that had oppressed him for so much of his young life, he lifted a glass and toasted.
From there he sailed to the southeast, to the city of Absalom. While there he became an official member of the Andoran faction of the Pathfinder Society. He now heads to the east, to a small town called Heldren, in southern Taldor.