Kyra

"Shakti" शक्ति's page

329 posts. Alias of LastNameOnEarth.


RSS

1 to 50 of 329 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti feels the pull from the infinite, the solution aligning with each and every one of her goals. She allows herself to be pulled into it, her essence beginning to cross the breach and flowing into something greater. As she feels herself being pulled away, becoming something infinitely greater, she reaches out with her mind, sharing her final thoughts with her Ally Burgurk; a mortal she could almost call friend.

Burgurk. It is Shakti. I have found the answer; the solution to so many questions. I have have found how to counter Ceyrana, and how to refind my divinity. I will be leaving you. What we will become is far beyond anything you can understand, but it will be glorious. Ceyrana will be no more, the breach between worlds healed, and neither any threat to you.

I have enjoyed your presence and companionship. Fare thee well.
I have no need of belongings where I am going, and so I leave what material wealth I possess to you. My Armour was accounted fine in your world, and my weapons serviceable. My staff will serve little use to one of your gifts, but it might remind you of me. It is a splinter of the all-knowing tree. If you wish, you may plant it in a place you call home. It will link the tree forever to this world so I might still see you from afar. If you come there, and meditate beneath its branches, you might even speak with me. All knowledge along the tree eventually returns to its boughs, and so, you might one day join with us if you wish it. I do not envy your struggles enduring the pettiness of so many lesser minds, but in you there is strength. You will do well.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Almost. I have some questions to work out first.

Shakti takes a little time alone to meditate, ostensibly to prepare for the ritual. In reality, she takes the time to commune with the tree of knowledge, in an effort to find an outcome to her advantage. Perhaps she could use the breath to reconnect with the tree, to merge with divinity or prepare for rebirth, all while sealing the breach from the other side. And perhaps she might find that betrayal was the only answer, and that she might need to accept her rival's offer.

Divination: 1d12 + 3 ⇒ (5) + 3 = 81d10 + 3 ⇒ (4) + 3 = 7
Would she honour the agreement to give me a world and not reconquer it?

Divination: 1d12 + 3 ⇒ (6) + 3 = 91d10 + 3 ⇒ (6) + 3 = 9
If I were to merge with her, would my influence on our new personality be strong enough to alter her plans for the world?
Vigor: 1d6 ⇒ 41d6 ⇒ 2

Communion: 1d12 + 3 + 1d12 ⇒ (12) + 3 + (6) = 211d10 + 3 ⇒ (9) + 3 = 12
How can I use this breach to rejoin with divinity without betraying my allies?


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Sorry, not missing, just unsure what to do next and waiting for the answer to occur to me (or be suggested by someone else.)

"I see only a few answers to this problem. First, we could ignore it, and while keeping a watchful eye, hope that what we have done has disrupted her foothold enough that she will no longer be able to break through. Without any remaining followers to work within the mines, it may be that she does not have a sufficient foothold to claw her way through.

"Second, we could collapse the mines, burning the point at which she has physical connection within the rock, making it inaccessible. Of course, as it is the reason for the existence of the town, I imagine the villagers would not be keen on our doing so. We don't necessarily need to consult them, though I'm sure doing it without them would not endear the Tomorrow Legion to them. Of course, blocking the physical access to a metaphysical point of connection may be irrelevant regardless."

"Third, we could ask for a mystical team from Castle Refuge to come and attempt to heal the damage done to the borders of reality in this place, should they even possess someone with the necesary skills to do so."

"Last, I could merge my consciousness with hers. Much as two liquids will join to form a new one, like milk in your tea, we would become a nee creature, possessing all the knowledge of both. There is a chance my more detailed understanding of this world and its emensity will dissuade her from attempting to subsume it, or that my personality will influence a more relaxed attitude towards her ideas of cnquest."

"Thoughts?"


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Once they move back to the impromptu command centre, Shakti takes a moment to obscure them from scrying eyes.

Conceal Arcana: 1d12 + 3 ⇒ (2) + 3 = 51d10 + 3 ⇒ (7) + 3 = 10

Pausing for a moment, she reflects upon how strange it feels to hide information from the universe, when her instinct is generally to try to convey as much to it as possible.

Once settled, she shares what she has learned with the group, laying it out susinctly.

"As some of you know, before coming to this world, I was deity over a small dimension of my own. Compared to this one, you might call it a pocket dimension. It was perhaps the size of a continent; not even a whole planet, but I was supreme over that realm. The presence in the mines is a being much as I was. However, her priorities are different than mine were in her position. She wishes to expand her control, and subsume surrounding dimensional space and realms. She has decided that this realm offers her an opportunity. This world is a nexus, and as such, offers her the ability to bridge to myriad other worlds."

I think it unlikely she intends to absorb this world, unless she is orders of magnitude more powerful than I remember, but neither would the process be harmless to those hereabouts. Likely, she would view life here as an expendable resource in fueling her attempts to reach out to less powerful worlds, much as she instructed her followers here to weaken the barrier with all those sacrificial deaths."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10
Burgurk wrote:

Burgurk says "Shakti, this is Captain Nerun of the Legion, he will be running things here from now on. Are you ok? Your lips were moving slightly, as if you were talking to someone."

Can I just throw that in for flavor?

Flavour is good, in my book.

Good to meet you Captain, but I am no longer a deity, though I might still be considered divine. I think you have inherited trouble here, captain."

She smiles at Burgurk, "I was speaking with someone; the recipient of all the energy harvested here. There is a being here, in a metaphysical sense. The barriers between dimensions has been made... thin, in this place. It appears that their intentions for the place are not over. Perhaps we should discuss this further from the breach."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Just exploring all options...

Shakti is a Mystic, and therefore has to abide by a code. Her code is that of the hunter; eat or be eaten. Strength in numbers and loyalty to the pack are things she understands, but honour, or the traditional understanding of it, is not a factor to her.

I don't think she'd sell out this world, but she might abandon it. If she merged with her cousin, whether or not she attacked would depend on what made sense to the new creature (which would be up the GM, as Shakti would no longer be a playable character at that point).

I have been thinking of retiring the character, and this storyline actually provides some very interesting and internally consistent opportunities to do that. Having her merge with the villain and become a potential threat would have all sorts of fun storyline implications though. Fun way to deal with an OP character can be to have them evolve into an enemy, for sure.

However, this baddy is not coming across as particularly trustworthy, so unless they could create some sort of Mystic binding that assured the outcome, Shakti would be unlikely to chance the trade. In that case Unity would be the only offer that would appeal to her. Her ultimate goal is knowledge, so adding her knowledge to that of another creature like herself would be nothing but gain in her eyes, even if the creature she is was technically destroyed in the process. The new creature would have all Shakti's knowledge, as well as all of the emeny's, and any others that might have already been absorbed by her. The new creature would act in accordance with all the knowledge it accumulated from all sources, and therefore by definition be wiser than any of the individuals that joined into it.

This is all quite in line with the Hindu philosophy I based her on (at least my western-non Hindu understanding of it).


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

"So Unity does not appeal to you? Does even that aspect of our purpose no longer hold true in you?"

Shakti takes a deep breath and remains silent a moment.

"You have given me much to ponder. I will meditate on your offer."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

"My only desire thus far has been to regain what I've lost. I dream of it. If instead I were to join with you, what role would I serve? Would I be a servant? A lieutenant? Or would my life simply become fuel to your ambitions? Or would we merge; our experiences added to those of each other, our knowledge pooled, our purpose joined?"

To merge together with another held no distaste to Shakti. This was the fate of every creature that lived along the tree - the purpose of each life. How else could the universe learn but to experience each aspect of that creation through different eyes? At the end of each life, all the knowledge accumulated rejoined the whole, adding everything it had learned. In fact, joining with Ceyrana held a certain appeal; while divine beings should not be able to lie, some sort of betrayal seemed inherent in this creature. However, if they were the same creature, their experiences and mutual knowledge would reshape their goals, and whatever decision was arrived at for the future would be to the benefit of their mutual self; no betrayal would be possible.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti smiles. "This world is a nexus; it swells and swirls with the tempestuous energy of infinite worlds, distilled down to one. Make sure you do not set your sights too high. This world would choke you if you tried to swallow it. Even if you got it down, it would burst from you like a crocodile from the stomach of an over eager snake."

"We may be kin, but there are differences too. Just as each of our worlds has its common features, each must be distinct as well. In this, our world's are more remarkable in their differences than in their sameness, as are you and I."

"Your pursuit of the infinite will likely be your undoing, sister. I am not interested in assimilated all. I believe our distinctness provides for more knowledge than our similarities."

"However, you do offer something I want. This place does not offer the existence I was born to; it is but a pale shadow. To be barely more than mortal, with only echoes of my power, is a bitter fate. I may, therefore, be amenable to a trade. My access to this world, for control of one of ours. Give me but one of those pearls, and I will cement your foothold here. We will bind ourselves not to interfere, each with the other, lest of course there are no other worlds left to subsume. What say you?"


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

"So, you do not want to rule these worlds, but rather just to harvest their energy?"

As a predator, Shakti is not actually opposed to the concept of a greater force eating a lesser. That she could do such to this world was a near impossibility however. This world was a nexus, and as such flowed with the power of myriad worlds. More likely it was its status as a nexus that made it appealing to Ceyrana. From here, she could vastly expand her reach to all those other worlds.

"What is you propose?"


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti allows an eyebrow to raise in surprise at the greeting, a reaction to her that might be the equivalent of jumping in surprise for anyone else. This was not who she had expected.

Her world had been an all encompassing entity when it existed; a world in and of itself, separate and distinct from all others. She had been the supreme being over that world, ruler of every snail and insect, just as much as she ruled over the spirit of every man, dragon, and naga. However, that world could also be seen as a single pearl, on a strand of pearls extending infinitely in each direction; one of an infinite variation of worlds, each allowing the divine to see and know each permutation of reality. It was the tree of knowledge that connected all those worlds, a splinter of which formed the mystic staff that lay upon her lap. It was her connection to that tree that still granted her access to in the infinite wisdom of infinite worlds, seen by infinite permutations of the deities that ruled each variation. Ceyrana was one of these.

A cousin, a sister, or a twin, Ceyrana had perverted the purpose of her world to one of her own. Instead of exploring and fostering her world, adding to the knowledge of the tree by encouraging her world's distinctness from all the others, she had sought to merge those worlds; to expand the barriers of her world to overtake the boundaries of her neighbours. It had been a perversion of their joint purpose, and as such, Shakti had rightly opposed it.

Only now, her world was gone, and with it, her purpose. Shared divinity now held a temptation that it had not before. Her world had been destroyed by the disruptive storm represented by the one she now occupied. Ceyrana's world, presumably, had not. In that, there was opportunity. Displacing her and resuming divinity within one of the infinite worlds was possible; it would not be her world, made to her image and mindset, but perhaps it could be resculpted in to a semblance of what she had created. One deity displacing another within the infinite worlds was not unknown, just rare. Alternatively, some of the larger pearls had room for more gods... pantheons. Such had appealed to her not in the least when Ceyrana had forced her hand eons ago, but then she had been supreme over a realm of her own, with no desire to share.

All of these thoughts flashing through her mind in the barest of an instant, she found herself considering. Sending her thoughts back along the vines and branches that connected this world to the point, Shakti addressed her reflection, "Why do you still desire that which lies outside your grasp? You have all that lays beneath your gaze; all your world has to offer, and yet you still crave more. Why?"


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10
DM ShadowBloodmoon wrote:

As for recreating Shakti in SWADE, I am thinking a MARS with Arcane Background would be more appropriate for her, if we did that as a theoretical exercise.

Has there been more discussion of switching to SWADE? I thought you were against the idea? Ya, I'm sure there might be a few ways to mock up a character similar enough to feel like a carryover of Shakti. However, to be honest, I sort of feel like I am getting a bit tired of the character. Sometimes being too good at things is not fun, and the Flame-Dragon-form fixes everything problem isn't going away yet... {though she is a bit of a glass cannon. She is only of pretty typical human toughness in her own shape, so if anyone figured out she was the main threat, a concentrated attack could end her pretty quickly.)


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti takes the lull in the conflict, with Hollis apparent retreat, to investigate the sensation she felt before, emanating from the mines. If there is any residual infection, subversion, or presence there, she means to find it. She informs Burgurk of her intention, against the possibility she is needed if Hollis returns, or in case she should fail to return. Should that happen, she suggests they not attempt to look for her, but rather collapse the entrances to the mine with explosives, and send for a more powerful Mystic or Shifter, or a team of said specialists, from castle refuge to address the remaining taint.

There is also the factor that she was unable thus far to put a name to the familiarity of the being's presence. She had been sure at one point that the entity was one she had known in the past, perhaps even with her own world.

Moving down into the mines, she returns to the location of the rift, where the Demon Lord was initially summoned. Sitting herself cross legged upon the floor, she begins to meditate on the problem.

Greater Sense Arcana: 1d12 + 3 ⇒ (8) + 3 = 111d10 + 3 ⇒ (7) + 3 = 10

She also casts her mind into the greater sea of understanding, seeking the name of the foe they fought here.
Divination: 1d12 + 3 ⇒ (4) + 3 = 71d10 + 3 ⇒ (4) + 3 = 7


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Sorry I've been absent. I've been going through some marital difficulties and my wife and I are separating. I could use some distraction, so I will try to get reinvested quickly.

Looks like Hollis has been driven off for a second time, and we are waiting to see if he tries to take the town a third time?


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Sorry for my lack of participation lately. I'll try to get caught up and and post this evening.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Enkidu will hop over to an awning near the Pair and listen in as the pair talks.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti looks around at the silence, and decides it's time for the obligatory speech. She steps out from the wall where she was leaning, summoning a little light to her staff, and a little boost to her tongue, to compensate for the paranoia of these simple, xenophobic simpletons.

Gr Boost Persuasion: 1d12 + 3 ⇒ (9) + 3 = 121d10 + 3 ⇒ (2) + 3 = 5

Persuasion: 1d12 + 1 - 2 ⇒ (11) + 1 - 2 = 101d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2
She is at -2 due to her off-putting appearance (included), -4 to any coalition type human supremacists.

"Nothing is certain in life. The magi and the demon he was summoning represented an intolerable risk to life. Before long, the creature would have exhausted their supply of easy fodder," she gestures at one of the blue-skinned d-bees. "When they were all gone, what do you suppose they would have turned to next to feed its power? Do you suppose Hollis would have volunteered some of his men, and kept your citizens safe? Now that he is gone you have choices. If you think your lot might be better with him should he return, then by all means, welcome him. Blame us for his expulsion, and live under this warlord, subject to his whims; at least in till a more powerful one comes along to displace him."

"The Tomorrow Legion has an army true, but it is small compared to the coalition or even the federation, and it cannot be everywhere at once. It survives as a pact between peoples, for mutual protection, not servitude. They'll not force your hand, but would welcome you should you choose to join."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Spellcasting: 1d12 + 3 ⇒ (8) + 3 = 111d10 + 3 ⇒ (6) + 3 = 9


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

The plan was continue holding the mind control until nightfall, when he will presumably be at least a few miles off. I don't think a dramatic challenge makes much sense here either way, as he is far away, and his choice to return or not is beyond our influence.

As things stand now, I was under the impression I was still holding the spell at the present time.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti replies back into her coms from her chosen meditation space, "As you wish commander. However, due to my rather exhausted state, I suggest we triage the wounded in terms of usefulness in repelling any attempted assualt. While I am hopeful that once my control ebbs that the Hollis will keep his company away, in order to save face in front of his men if nothing else, there is a chance he will instead decide to turn around and attempt recapture of this village. I suggest this might be a good time to approach the local leadership to accept Tomorrow Legion assistance. If they decline, we should withdraw to a safe distance."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Replying to Burgurk's command Shakti says, "With your pardon commander, but I think it might be a better use of my time to sit and meditate upon my control of the erstwhile warlord, Hollis. He is removing his team from the village, but should my control lapse, there is nothing stopping him from turning around and coming back. I considered that a better option than fighting in the town square. At least then, the bystanders can be gotten to cover. However, my command to him was to get his band as far from here as possible, as fast as possible. If I maintain my control a bit longer, till dusk for instance, they are that much less likely to simply return when Hollis returns to his own wits."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Did you see that they had ceased fire?


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Hail Mary, full of grace...

Whispering to Burgurk Shakti says, "Alright, let me try something. If this goes sideways, I will try to teleport us away before the crossfire begins. Be warned; I am nearing my limits, and greater magics might be beyond me."

Gr. Boost Mysticism: 1d12 + 3 ⇒ (2) + 3 = 51d10 + 3 ⇒ (6) + 3 = 9

Puppet/Mind Control: 1d12 + 7 ⇒ (4) + 7 = 111d10 + 7 + 1d10 ⇒ (10) + 7 + (7) = 24

*Presuming Success she does the following*

As she strides forward she addresses the leader, in a casual tone that would sound that belies the true command laid into the phrase, "Allow me to approach and speak for your ear alone, Hollis."

After speaking, she marches directly up to the warlord, holding only her staff, her other weapons stowed and non-threatening. Once there she wraps herself around him, many of her arms running over his face and shoulders in a very familiar fashion. She leans close to whisper in his ear.

"You will tell your men to stand down. As soon as I leave your side, you will act as though you are restraining fear. Let your fear of me show, if you like. You will leave the square and tell your men to strike camp and leave immediately. Any gear not immediately mobile is to be abandoned. If there are any among your men you feel require an explanation, you will tell them that the demon summoned in the mine was angered and breaking through, and that this entire village and its surrounds will very soon be pulled into hell. You want your company to be as far away as possible when that happens. You will order that villagers not be harmed, as the more sacrifices the demon can claim, the smaller the chunk of this world claimed will be and the more assured your escape. You will believe this. You may reveal to your men it was I that revealed this to you, but you will make them believe that you believe it to be true. Do as I command now, and command your men to use all possible haste."

She gives Hollis a kiss on the lips, and then shoves him away, just a little roughly.

"Well?

Should my mind control fail, then of course she'll take a totally different set of actions. Since the roll is good, I'm hoping this will work; let me know if it doesn't.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Is this Hollis character visible? If we can lure him out I might be able to mind-control him. If not, we could always kill him, and hope they lack enough organization without him to react. Otherwise, a hundred guys is a lot to try and take out.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti smiles and shows her pointed teeth, "As long as you lot withhold your squeamish attitudes, I'd take pleasure in it; I eat my kills, and I am very tired of seeing good meat go to waste."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti takes count of how many guards and mercenaries are visible, as well as any heavy weapons that might cause them trouble.

She opens up her third eye as well, looking for supernatural energies, particularly if there is any more demonic power spilling out.
Detect Arcana: 1d12 + 3 ⇒ (1) + 3 = 41d10 + 3 ⇒ (4) + 3 = 7


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti stands by while Burgurk addresses the crowd, off to one side. She keeps a rifle at the ready in case there prove to be more demonic sympathizers amongst the townsfolk.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti moves to a vantage point where she can see the Sorcerer, and targets his position with two of her rifles. Pressing the trigger firmly on each, she peppers him with laser bolts, like some primitive action hero.

1d12 + 1 + 2 ⇒ (6) + 1 + 2 = 91d12 + 1 + 2 ⇒ (3) + 1 + 2 = 61d12 + 1 + 2 ⇒ (10) + 1 + 2 = 131d12 + 1 + 2 ⇒ (10) + 1 + 2 = 131d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Damage AP2: 3d6 + 1 + 2 ⇒ (1, 4, 2) + 1 + 2 = 103d6 + 1 + 2 + 1d6 ⇒ (1, 5, 4) + 1 + 2 + (3) = 163d6 + 1 + 2 + 1d6 ⇒ (4, 2, 4) + 1 + 2 + (1) = 143d6 + 1 + 2 ⇒ (5, 4, 2) + 1 + 2 = 14

1d12 + 1 + 2 ⇒ (3) + 1 + 2 = 61d12 + 1 + 2 ⇒ (4) + 1 + 2 = 71d12 + 1 + 2 ⇒ (6) + 1 + 2 = 91d12 + 1 + 2 ⇒ (9) + 1 + 2 = 121d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Damage AP2: 3d6 + 1 + 2 + 1d6 + 1d6 + 1d6 ⇒ (1, 6, 1) + 1 + 2 + (6) + (6) + (1) = 243d6 + 1 + 2 + 1d6 ⇒ (1, 6, 5) + 1 + 2 + (4) = 193d6 + 1 + 2 ⇒ (3, 1, 3) + 1 + 2 = 103d6 + 1 + 2 + 1d6 + 1d6 ⇒ (5, 6, 6) + 1 + 2 + (5) + (5) = 30

Boost Shooting Anya: 1d12 + 3 + 2 ⇒ (6) + 3 + 2 = 111d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 A raise, for +2 to her skill


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Differences I've noticed are mostly polish, and dealing with a few game breaking mechanics like Quickness.

In Rifts, the main changes you notice are way fewer Heroes Journey rolls, fewer MARS rolls, a few cybernetics are nixed, etc. Just about any class that has capacity to do damage on its own (dragon, casters, Bursters, Cyber-Knight, etc) have had that damage reduced, while at the same time, most hand held weapons have been subtly increased. Some things that used to be doable by anyone (doubletap, 3 rd burst) now require an Edge.

There are others, but in general, every class is subtly different, and old builds often don't work, requiring you to find new exploits (or just play vanilla characters...).


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

All true, but one the whole, I like a lot of the fixes. If you were to bring it into this game, you would almost need a bit of a soft-reboot, where we skip a little time and see the characters as they are now. However, I am in no rush, and if the concensus is to stay put with how things are, I am fine with that too.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Your descriptive text said the Giant Demon disappeared, and pulled my Dragon through the Rift? Am I reading that right? Both are gone?

Shapeshifting:
DM ShadowBloodmoon wrote:
Just an interesting note. I was reading somewhere about the shapeshifting power because of the upcoming Pathfinder conversion, and I noticed there is actually a limiting factor based on character rank. I was going to look for our conversation on it, but suffice to say that we've already established that Shakti can do this in the game.

I actually asked you about that when making the character (Here and here). You are right that characters are limited by the rank at which they take the Edge. However, on the PEG boards, Clint was posed the question in regards to Rifts, and he responded that because of the Born a Hero setting rule, characters are effectively Legendary when choosing the spell, allowing them to function as if Legendary when using that particular piece of Magic, so long as it was chosen at character creation.

I find that second post especially prophetic:

Rigor Rictus wrote:
I'm not as worried about the logistics as I am about the imbalancing effect it might have. I've not seen it in action in a game, but the ability of a Novice Character to change into Adult Flame Wind Dragon, even if it does take most of his PPE for the day, turns a character into a extremely heavy hitter, albeit briefly.

As always, I am fine scaling back the power if needed, as it is pretty ripe for abuse... the options are also very limited, as the only real book of Rifts monsters is Savage Foes of NA. I've looked through the book a couple of times, and I just keep coming back to the Dragon, as nothing else really compares.

Going through the process of making a new character for Tumbler's game in SWADE has kind of gotten me interested in that version. Most of the ridiculous exploits Shakti uses no longer work in SWADE.

On a different note, I still can't log in on Chrome. If anyone out there is still unable to log in, try a different browser!


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Round A

Shakti continues moving quietly towards the center of the chamber, augmenting herself and her allies as she moves.

Quickness: 1d12 + 3 ⇒ (4) + 3 = 71d10 + 3 ⇒ (1) + 3 = 4
Summon Ally: 1d12 + 3 ⇒ (4) + 3 = 71d10 + 3 + 1d10 ⇒ (10) + 3 + (7) = 20
Exalted Sense Arcana: 1d12 + 3 ⇒ (6) + 3 = 91d10 + 3 + 1d10 ⇒ (10) + 3 + (7) = 20
Let's me know stats, see invisible, etc. I am presuming this is a Greater Demon from Savage Foes of NA?
PPE Used: 4 - 0 + 7 - 5 + 4 - 4 = 6

Clone's Round A
A duplicate of Shakti, almost indistinguishable from the original, materializes ahead, just the other side of the rocks from the largest creature. She prepares herself, and then shifts into the massive form of an adult dragon, a creaturenon the scale of the chief demon itself.

Quickness: 1d12 + 1 ⇒ (6) + 1 = 7
Boost Fighting: 1d12 + 1 ⇒ (4) + 1 = 5
Shape change Flame Wind Dragon: 1d12 + 1 ⇒ (5) + 1 = 6

Round B

Whispered over Coms: "Remeber, these are spiritual creatures; weapons of supernatural power, silver, and the holy divine will work best."

Quickness on Burgurk: 1d12 + 3 ⇒ (2) + 3 = 51d10 + 3 ⇒ (5) + 3 = 8
Greater Boost Psionics Burgurk: 1d12 + 3 ⇒ (7) + 3 = 101d10 + 3 ⇒ (1) + 3 = 4 That's a raise, so +4 dice to your Psionics skill.
Greater Boost Shooting: 1d12 + 3 ⇒ (8) + 3 = 111d10 + 3 + 1d10 ⇒ (10) + 3 + (9) = 22
PPE Used: 4 - 2 + 4 - 2 + 4 - 4 = 4

Clone's Round B

The newly emerged dragon immediately calls its flaming aura into being, and charges in towards the largest demon, assaulting it mystically and physically at the same time.

Greater Lower On Greater Demon's Spellcasting skill: 1d12 + 1 + 1d12 + 1d12 ⇒ (12) + 1 + (12) + (6) = 31
Fighting with claws: 1d12 + 1 ⇒ (12) + 1 = 13
Damage: 1d12 + 8 + 3d8 + 3d8 + 1d8 ⇒ (2) + 8 + (2, 4, 8) + (4, 5, 1) + (5) = 39 AP 8
If this is a Greater Demom, that 13 won't even make it past his Parry.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti would agree with Burgurk on this one. She has no specific allegiance to this potential victim, so his or her fate is irrelevant to her. Her concern would be that if the demon continues to grow in power, that it might become a threat to her, or individuals with whom she does hold allegiance. The demon needs to be confronted, but before or after this particular sacrifice is mostly irrelevant.

Stealth: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 + 1d6 + 1d6 ⇒ (6) - 2 + (6) + (3) = 13


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti nods at Burgurk's orders, and begins moving closer to the action, hunkered low and moving behind the rocks. She gestures to the next person to keep a 5 meter spread, so we don't all get caught in the same fireball.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I was about to ask something similar; is there a way to get closer unseen?


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I think I'm going to have to go back over a few posts and see how much PPE I actually have left, as I presently have no clue.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti gives one of the demons' corpses a kick and calls after Casey, "They are not overly common in this realm; you should take a souvenir!" She grabs a severed demon head and plops it in the dumbfounded woman's hands before following after the Simvan.

"The teeth and horns would make an impressive fetish."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Round A
Sword 1: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (4) + 3 = 7
Damage: 1d12 + 1 + 2d8 + 1d8 ⇒ (7) + 1 + (8, 4) + (4) = 24
Sword 2: 1d12 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (3) + 3 = 6
Damage: 1d12 + 1 + 2d8 + 1d6 + 1d8 ⇒ (8) + 1 + (8, 5) + (4) + (1) = 27
Staff: 1d12 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (6) + 3 = 9
Damage: 1d12 + 1 + 1d6 + 1d6 ⇒ (10) + 1 + (1) + (4) = 16

First one should be Shaken, second one shaken, third one killed (surprisingly, but the staff is magic).

Round B
Sword 2: 1d12 + 3 ⇒ (2) + 3 = 51d6 + 3 ⇒ (2) + 3 = 5
Sword 2: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (4) + 3 = 7
Damage: 1d12 + 1 + 2d8 ⇒ (6) + 1 + (4, 1) = 12
Staff: 1d12 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (4) + 3 = 7
Damage: 1d12 + 1 + 1d6 + 1d6 + 1d6 ⇒ (11) + 1 + (6) + (2) + (5) = 25

Staff kills another one.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Seeing the Demons close at hand and laying into them with tooth and nail, Shatki pulls out her swords, and enhances both the skill and strength with which she wields them.

Quickness Round A:
Boost Fighting: 1d12 + 3 ⇒ (4) + 3 = 71d10 + 3 ⇒ (7) + 3 = 10
Boost Strength: 1d12 + 3 ⇒ (10) + 3 = 131d10 + 3 ⇒ (4) + 3 = 7
Raise on each. Fighting increased to d12+2, Strength to d12+1
Sword attack: 1d12 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4
Damage: 1d12 + 1 + 2d8 ⇒ (6) + 1 + (2, 5) = 14

Quickness Round B:
Sword attack: 1d12 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (5) + 2 = 7
Damage: 1d12 + 1 + 2d8 + 1d8 ⇒ (11) + 1 + (7, 8) + (7) = 34
Sword attack: 1d12 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (2) + 2 = 4
Staff Strike: 1d12 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (6) + 2 = 8

Got two of them... but the swords are non-magical, so I guess the first would shake off the attack. The second one should be dead though.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I'd suggest you could get the most for the least by simply changing your main pre-made gadgets. 3-4 rounds becomes 1-2 if you make quickness one of your three known. Make the others combat utility spells like Smite and either Shield or Deflection. Raise/Lower Ability is another good one as it can both buff or debuff.

Other than that, see if you can reassign an edge to take Master of Magic. You might need to rearrange a few skill points, and or Stats, in order to make the prereqs, but it'll be worth it.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10
Storm Dragon wrote:
I know it, I just didn't know the fiddly extra bits like "demons take +8 damage from holy", which is what I meant when I said I don't know how to optimize the system; I don't have any idea where that's listed.

Like any game, it is usually a matter of having a few of the knowledge skills in order to have a shot at knowing the major highlights of the various baddies.

I'm on a night shift tonight. If you like, I can try to take a look and see if I can suggest any tweaks to help you out.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Hey, sorry I haven't been around much. Life has been a cruel mistress lately, but I'm not dead; at least, not yet.

That was me that made up the Psycho-kinetic; basically just a TK based re-
skin of the Burster, and not any more powerful.

I played in a irl Rifts game a while back and in that game I played a Techno-Wizard. To be honest, I think I was the most versatile character in the group. I had some heavy-hitter type options (I used Filthy rich to start with a vehicle, which I was able to use in a lot of encounters), but usually, just the insane flexibility of the TW is enough to break most encounters.

Build-wise, Master of Magic is an essential edge - it basically doubles the power of all your enchantments. Next, get your TW skill as high as possible to ensure you get a raise on most inventions.

Regardless, think of it this way; you are always within one action of having the perfect tool for any job! Demons? Create a laser-enhancer that magnifies the damage of your blaster (Greater Smite), and with Master of Magic, you can add an aura (or whatever they're called - Trapping, that's it) to it - such as Good, Holy, Silver, etc. Now your 2d6 blaster is doing 2d6+8+8* (Demon's take +8 from Holy or Silver).

Need a sneak attack? Cloaking Device. Need to get away quick or get inside the vault? Teleporter. Need a translator? Speak Language. Get through a battlefield untouched? Phase Shifter. Don't even get me started on the buff and debuffs they can access (Boost/Lower stat, Blind, Obscure, Quickness, Speed, Warrior's Blessing, and so on).

It got so bad that I actually switched characters when one session broke the immersion. It was becoming a running joke that my character could do almost anything, and if she couldn't, she could build it. We ended up at the end of a long battle that actually resulted in collapsing a town's only skyscrapper with us buried in the basement, trapped in the elevator. After I built a teleported to get us out, and we ran around for hours finishing off the remaining bad guys and rescuing all the peasants, someone asked if I had a device that could provide amazing coffee, to help deal with the exhaustion. I simply responded, "No, but I can build one." (Succor)

The whole table lost it laughing, and we had to end the session right there as the mood was just destroyed. It was a good time though.

Long story short, Techno-Wizards have the potential to be the most bad-ass archtype in the game, and with a few tweeks, I'm sure yours could be too.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Hey, checking in as DMsbm sent me a message. Ill try ti get caught up and post soon.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I have. Work has been intense, and we just got a new puppy, so nobody has been sleeping either.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

It is always a shame to see someone drop out of a game. In this case however, I have more mixed feelings, as Anya was clearly mismatched with our team. While a quirky wildcard is pretty standard in any typical adventuring crew, in a military campaign, it was a very poor fit.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti rejoins the group, screening her face from the dust and dirt being kicked up by the hovering mech suit, and shouts to be heard overtop of the sound of the muffled exhaust ports.

"I though Burgurk gave you orders not to retrieve your suit. Burgurk, have you decided to defy the village ordinance by reversing the order?"

I think the closest thing here to a reasonable compromise would be for Anya to ask her commanding officer if it would acceptable to remain suited up, but hang back outside the village boundaries until needed and Birgurk orders her in.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

I have to side with Burgurk here. And not just a little, as Anya's actions make no sense at all from a military, or even common sense perspective. She is definately quirky and impulsive, but her actions arr reaching over into mental health kind of territory.

A) This is a military unit. Based on her bahavoiurs so far, I would expect Burgurk's first action when we get back to base to be to report her for insubordination. She has ignored and disobeyed multiple direct orders. She should probably face disciplinary action of some sort based on her conduct thus far, and at the very least I think he would have obvious grounds to have her removed from his unit. A soldier that cannot follow orders is a liability. Even Shakti, who does not consider herself part of this "quaint hierarchy" would regard the mission as under Burgurk's direction. She might defy him if she felt it was in the/her greater interest, but she would expect to lose any standing she has with the Tomorrow Legion as a result, so would weigh the advantages and disadvantages of those actions very carefully before committing to them.

B) The suit is not invisible, at all. I am on board with a Notice -2, as the other interpretation does seem like a hole in the rules. However, it still runs on turbines, and kicks up winds and dust wherever it goes. When it comes to rolling stealth with such a vehicle, I think this is more like a active firing sniper. You can hear the gunshots, tell that they are probably coming from that ridge to the south, but still be unable to spot the sniper. Hes there, hes operating a noisy piece of equipment (whether my firing sniper, or your mech suit), but you still cannot tell exactly where he is. His position is obscured. I think that is about the best result that can be achieved with this stealth system. Everybody can tell there is a flying armour in the area, but the noise is more defused and echoey than a regular suit would be, and with the chameleon system, they may not be able to track it easily with the eye, but they all know it is there somewhere (just like the sniper). I would think that like firing a gun, starting up the turbines means people will know someone is about. They may not know if the suit is on this street, or over on the next street, but they know a mech is operating. If she want to have any chance of being invisible, she more or less needs to be walking or holding still.

C) Not sure what exactly you are going for with the character. Is she delusional in regards to what it can do, or just wanting to use her toys and making excuses (which I get, but again shes been ordered not to do so)? That should be the end of discussion. If she disobeys that, we can't stop her, but if she has any idea what military protocols are required, she should be expecting suspension of duty upon returning to Castle Refuge, pending a potential Court Martial. Burgurk would be within his rights right now to order the rest of us to arrest her (if we could - none of us has a mech suit) and hold her until she can be delivered for said court martial. Just like Shakti would expect if she defies the military commander of the mission, Wraith should be completely aware of the consequences. This relates back to point A: military campaigns are not typical D&D parties. They are different in a few ways. In most games, when the rogue tells the Paladin to sod off and goes and robs the townspeople of the village, if he finds out, they fight, and work it out. As while he might be the leader, the Paladin is not necessarily the commander. This situation is very different. You are a soldier and have been placed under Burgurk's command. If you defy him, you are now a soldier that cannot follow orders. Soldiers that cannot be counted on to follow their orders are useless to a military, (less than useless actually) and will be treated accordingly.

I just really think Anya is not on the same page as the rest of us, and not sure if that is intended as quirky behaviour, or if it relates to the player seeing the game as different from the rest of us.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Shakti smiles at the man, though whether showing her pointed teeth was by design or unintentional is unclear.

"It appears to be the first possibility. The stink merely clings to him; he is not infested."

She looks him up and down once more, "At least not by anything supernatural. There is nothing remarkable about him otherwise."


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

"I felt a bit of a... taint... on Hollis when we saw him in the saloon, as well as on the men with him. Now we have one here for a more detailed examination, perhaps I can figure out what it was."

She walks over to the man, his concentration still firmly in Wraith's hand, and looks at him with a concentrated gaze. She opens her (metaphorical) third eye, gazing through any glamours or shields against detection...

Exalted Detect Arcana: 1d12 + 3 ⇒ (3) + 3 = 61d10 + 3 + 1d10 + 1d10 ⇒ (10) + 3 + (10) + (5) = 28

"It may be something as simple as the demon's scent, left over due to simply occupying the same space, though at different times. It could also be a marker, like a signal to other demons that this prey is claimed, find your own servants or food. The last possibility is something more sinister, that it has done something to these men to control or modify them. Mind control, subtle influence, or perhaps a portion of its essence; which might operate like a remote control, or perhaps like an egg - over time it could grow, feeding on the bodies or souls of the mercenaries until it bursts out of them, either physically or spiritually."

With that roll I should be able to tell how he lost his virginity and the subject of his first wet dream...


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 6, PPE: 20/20, Staff PPE: 10/7, ISP: 10/10

Sorry about being absent so long. Going through a rough patch lately. Will try to stick with it.


Grand Lodge

I would like to cancel both AP subs.

Thank you.


"We got a little trouble over at the Blakros Museum again," Venture-Captain Adril Hestram growled when you first entered the trophy hall in the Grand Lodge earlier this afternoon and gestured for you to walk with him. Between sheets of muscle and the layer of blubber he's packed on since retirement from field duty Hestram is a truly massive man with a wiry beard. The smell of booze on him makes it clear he's already several cups in by early afternoon. No surprise considering booze and arm wrestling top his favorite pastimes and he had never been shy about trying to rope his students into one the other or both. Hestram heads up exploration of the ancient siege towers and fortresses surrounding Absalom from ages past. Typically he runs new recruits through several towers cleared and set up as tests of skill for trainees so most if not all of you have trained with him in the past.

"The museum's curator, Nigel Aldain, came to me this morning asking for help. Apparently, a wayward daughter of his illustrious patrons, the Blakros family, has disappeared, along with a few of the museum's watchmen who went looking for her. The Society has helped him in the past, and he wants us to find her, before he loses his job, or worse. Now Nigel's an old friend, and a former Pathfinder, but this kind of missing person case isn't really our bailiwick and he knows it. Normally I'd tell him to find the district guard and leave the Society out of it."

Hestram stops in front of a preserved hydra sleek in shades of blue and green, posed as if ready to strike and laughs, "Matter of fact that is exactly what I told him, but then he made me an offer that was too good to pass up. Not only will he allow the Society access to the Blakros Museum's extensive and very private library, but apparently this same missing daughter just returned to Absalom with a pack full of ancient relics collected throughout Osirion and northern Garund. And Nigel promised the Society first pick of any of those pieces that catch our fancy. I don't need to tell you what those kinds of things might be worth, so it looks like you're heading to the Blakros Museum tonight as soon as they close."

"The missing daughter is named Imrizade Blakros— half-Osirian herself and a pretty successful adventurer and fortune hunter by all accounts. She just arrived in Absalom out of the blue a few days ago, after a couple of years' worth of tomb-raiding in the Osirian deserts, and carrying an odd metal cylinder covered in hieroglyphs, like nothing Nigel has ever seen before. Nigel says she went straight to the basement of the museum to do some research in the family's library, muttering something about 'whispers in the dark' and 'old tapestries,' or something.

"Well- he didn't hear from her for a couple of days, which isn't unusual when someone is deep into their research in the archives, but he got worried when strange noises started coming from the basement. He sent a watchman down there to investigate, and when he didn't return, Nigel sent a few more. That was last night, and they haven’t come back up either." Hestram fixes you all with a serious stare, but soon enough breaks into a gap toothed smile and shakes his head, "Say what you will about Nigel, the man never was one to stick his neck out as a Pathfinder, but he's kept his head sitting there plenty of years longer than many a field agent I've known. Heh- I'm willing to bet that he hasn't said a word to the Blackros family about any of this or first pick of the artifacts certainly wouldn't be on the table."

"The museum closes at sunset. You got a little time to pick up some gear if you need something specific but then I want you over there and Nigel will hustle you in. Find out what happened to Imrizade Blakros and the watchmen. He wants them alive, of course, especially the Blakros woman, but the Society is more interested in what she brought back with her. I've got a hunch it wasn’t just grave goods and pretty jewelry. Whatever she found, the Society wants it, or at the very least some information about it."

Grand Lodge

Our ooc thread. I'll check over characters here.

Grand Lodge

I'm putting together a PFS one shot for Voice in the Void, a season 1 Pathfinder Society scenario. It will be an official PFS game so all characters will need to be legal PFS characters. This game will take about two months (roughly) from beginning to end and we are looking for people who can make a commitment to stick it out to the end. Once we complete the scenario I will fill out the GM portion of chronicle sheets, scan them and email them to you.

This is a tier 1-7 scenario and will be run at either subtier 1-2 or 3-4 depending how the rest of the table fills out.

Currently we have:

1) Jake Hargrove, fighter 2
2) Marchello Aria, inquisitor 1
3) Mordecai Shrykeson, oracle of life 2
4)
5)
6)

First three to sign on are in and round out this table at six players.
This game will begin Thursday, the 16th.

EDIT: changed oracle type.

Grand Lodge

We have an ongoing PFS pbp group in need of some new blood. We need someone who can play the tier 1-5 scenarios, preferably close to the center of that spread so the group stays near each other in levels.

We are looking for any class able to mix it up in melee to correct our current party imbalance. We run at a medium posting pace so a scenario takes about two months to complete and your PC is locked in to the pbp for its duration meaning you won't be able to play it elsewhere. Ideally we would like someone who was willing to dedicate a PC to adventuring as part of this team, but a short term commitment is fine as well as long as you can stick it out to complete the scenario you sign on for.

Current group:
Sorcerer (elemental fire) 3
Sorcerer (fey) 3
Cleric 1 / Fighter 1
New PC (undecided class, will level in real time games to catch up)

Our next scenario is Among the Dead and we plan to play Among the Gods once everyone has made level 3. The City of Strangers double is on the docket for future scenarios as well.

We are looking for one or possibly two recruits at the moment.

Grand Lodge

They work really well as a group of trailblazers for your primary rival group. In our case the PCs are with the PFS so the Hands of Slaughter are the advance group for the Aspis Expedition. They can harass the PCs from afar as a recurring group of antagonists to play up the rivalry a little more.

Curious if anyone has done anything interesting with them.

Grand Lodge

This came up the other day and we rolled with it, but I was wondering afterward if the way I did so is actually possible.

The situation:
Medium sized flying attacker with grab and fly by attack swoops in and makes a claw attack vs a gnome. Free grab attempt is successful, it has a str of 17 and the gnome weighs about 30-40 pounds so I let it continue flying with him for the remainder of its movement for that turn.

Looking back now I think maybe it cannot move him at all until a second round is spent maintaining the grapple to achieve the "move" condition of grapple.

prd wrote:

Flyby Attack

This creature can make an attack before and after it moves while flying.

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move.

prd Grapple wrote:

Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

I think I've more or less proposed and answered my own question while writing this post, but I'll go ahead and see if anyone has more thoughts on the matter especially regarding flying with the other creature in case I've missed anything else.

Grand Lodge

Let's say you were running a certain AP with an abundance of poisonous plants and creatures spread throughout. Now let's say your group has both an alchemist and a witch with the cauldron hex and an extremely high alchemy score at first level.

I understand how the crafting rules work as far as time/cost required to take supplies and transform them into the kind of poison you can apply to a weapon, however as the AP goes along they are going to be fighting and killing things which provide a great source of raw material to work with.

My questions are these-

1) In this situation would you require a roll to "harvest" the poison sack/gland successfully from the corpse of a snake or some other creature? If so what would that roll be and how would you set the DC? The witch PC has a scorpion familiar, which should allow him to milk the stinger for free access to a very low DC raw material.

2) Assuming raw materials have been acquired, how many doses can conceivably be manufactured from a medium creature? A large creature? A small creature?

3) If the gland is acquired successfully would you consider the material to have a "date of expiration" as they are of course going to rot and breakdown? Would you allow them an alchemy roll to preserve it indefinitely and if so what DC seems fair?

I should also say I don't have any issues about the moral dilemmas of poison in a game. As they are going to be on the receiving end of it fairly often, turn about is fair play and will probably be pretty satisfying for them. As far as I'm concerned it is simply a tool, but (like any other tool) one that I don't want to get out of hand. At this point in the game crafting poison takes an impossible amount of downtime for a group of 1st level PCs, but at some point they may have crazy high scores that allow them to manufacture doses quickly enough to take advantage of. I'd like to be prepared for when that happens (and they are already at 1st level trying to harvest poison sacks from snakes etc).

Grand Lodge

Kayluss, Aldred, & Fog

Spoiler:
Yesterday one of the Eagle Knights Kayluss met after the expedition to the Aspodell Pass invited him and a couple of his friends over for dinner at his home. Several other Eagle Knights attend and express a lot of interest in what happened in Falcon's Hollow and your meeting with Syntira. Before the evening winds down, your host passes each of you a sealed note and nods, "The Captain has another assignment for you. Word has it Zey is putting you on a team heading into the the Mwangi Expanse tomorrow. Good luck."

Wadi

Spoiler:
A couple of days ago at a cast party, your chorus girl contact pulled you into a corner and while making out "as a cover" that she seemed to enjoy just a little too much, slipped a folded note into your pocket. She leaves you with a flirtatious wink and her lipstick marks trailing up your throat to one ear.

Sekhemre

Spoiler:
Yesterday, a courier delivered an invitation to meet your new contact at a quiet tea house in Absalom. Ahkmet, is a sage studying Ancient Osirian burial rites and tomb defenses. Over a light aromatic pot of tea and shared water pipe of flavored tobacco he asks about your recent work with the Society and tells you about his current projects. Before parting ways he slides a sealed note across the table.

Alie

Spoiler:
When picking up a new outfit from your tailor, he silently indicates a note tucked into an interior pocket.

Grand Lodge

Continuation of the PFS pbp series for Alie, Kayluss, Sekhemre, Wadi, Fog, & Aldred.

If you guys bought anything significant let me know here. I'll be starting The Bloodcove Disguise tomorrow.

Grand Lodge

Andoran, Almas

On one of the first warm days of spring Venture Captain Brackett has assembled a new team in one of the planning rooms of the lodge that was once the Grand Cathedral of Aroden. He gestures to seats around a central table and calls the meeting to order. Patches of colored light cast by the stained glass windows illuminate the table and Brackett at its head.

"Alright boys," the hawk faced man nods to Alie, "and lady- an opportunity has just presented itself and I need to assemble a team and get them up to Falcon's Hollow as soon as possible. Little sparrow showed up yesterday and started following me all over town." He snorts and shakes his head, "Took half the day before I realized it had a tiny little note wrapped around its leg. Faerie queens. Can't expect 'em to do anything the normal way."

"Don't know if any of you would have heard of Syntira- nymph Queen of Darkmoon Wood up north? That's the woods around Falcon's Hollow. Well- according to her note the fey up there have been hit by plague and its sweeping through their woods wiping out her Court. They are desperate for some help to find a cure. I'm not gonna lie- humanitarian aid is not really our business here, but there are a couple of things in play that might make this worth our while."

"As fey go, Syntira seems decent enough. For a long time now she has been working to improve relations between her Court and the settlers at Falcon's Hollow. That has more or less been a one sided affair. The Lumber Consortium would just as soon see the fey dead. Easier to log it out that way. Bunch of short sided fools if you ask me. They don't have the sense to realize Syntira is the only thing keeping the fey of the Darkmoon Vale in check. I don't know if its true, but I've heard a faerie queen can't die from something like disease, but it could leave her changed- twisted. We can't afford to have that happen. The majority of the lumber here in Almas comes from Darkmoon Vale. Keeping things under control will be worth a certain amount of favor trading here in town. Besides that- I think we all know how hard it is to earn anything approaching trust among the fey. This could be our chance to cultivate a powerful ally and learn about some of the most elusive beings here in Andoran. Their magical nature... the First World they claim to have come from... there are possibilities to break new ground here."

"I spoke with Telfyr, our librarian here, and he thinks the disease may originate from a cursed relic known as Isandrea's Basin that has been rumored to be hidden deep in Darkmoon Wood. If this theory proves accurate, I want you to obtain the basin and bring it to me for study. If it really is the basin, this thing has lain dormant for decades. I imagine an external force must have figured out how to harness the artifact's power. If so, it is probably under heavy guard. Be prepared."

"One Lumber Consortium logging camp in particular has been particularly... aggressive" he says the word with distaste, "toward the resident fey over the last year. Both Syntira and I believe this would be the place to start your investigation." He slides a folded map and a set of tickets across the table towards you. "This map ought to get you to the cutyard and we're sending you by riverboat this time. They'll drop you right in Falcon's Hollow. Don't expect too much there. This is a company settlement. Not enough people and those who are there are too poor to afford the kind of gear professionals might want. Stock up here in Almas, but the boat leaves at dawn tomorrow. The disease sounds like it's spreading fast. We need to stop this before it gets out of hand or we don't have any leverage or favors left to call in and the assignment is a bust. Get in, identify the disease, find Syntira and aid her any way you can. Got it?"

Grand Lodge

Almas, Andoran

The private conference room in the society lodge of Almas had probably once been a study for a priest of Aroden back when the Cathedral was still a holy site. Now maps and charts dominate the walls and the shelves are stacked with bound surveys of the geographical features and creatures of Andoran. An autumn chill seeps in through the stained glass window dominating one wall and Venture-Captain Brackett rubbed his hands together for warmth as the librarian began laying out a small wooden box and a map on the table in the center of the conference room. Although Brackett was normally brash and outgoing, the hatchet-faced veteran’s face wore an expression of guarded concern this evening. "I need to get a team into the Aspodell Mountains between Cheliax and Andoran as soon as possible. A dwarven prospector, Torvic, has a team up there searching for the hidden halls of his ancestor, Barek Triongger, a legendary craftsman from a lost empire. Torvic's been obsessed with finding this place for decades and it isn't his first expedition. Normally we'd leave him to his wandering, but this time we think he's onto something and we want in."

At this point, the chapter’s librarian Wystorn Telfyr opens the small wooden case and produces several tattered scrolls and a gleaming, strangely phosphorescent pearl. “We recently acquired these from a vagabond who goes by the name Beggar." Wystorn traces one finger down a scroll looks up excited as he turns it around to face you, "These scrolls describe the Gallery of Wonders built by Barek Triongger during the death throes of the dwarven Empire of Tar Khadurrm.”

Picking up the strangely-glowing pearl, the librarian continues, “Now... This odd variety of pearl is only found in the deepest of the Darklands’ seas far below the surface of Golarion. While not especially valuable individually, a cache of these would be a rare find. From what little records survive we know that Barek did work with rare items like this. According to my divinations, he designed this one as a key. If this opens anything that the legendary Master Triongger thought was worth locking, well that would be information that the dwarves of Emperor's Peak would trade dearly for."

Venture-Captain Brackett took over. "It's fairly obvious that Beggar stole the scrolls and pearl. He denied it up and down, but a wandering scholar of dwarven history he is not. He has his uses though. Looking through these documents and comparing them to Pathfinder Chronicles on the matter, it’s clear that Torvic is close this time." Brackett cocked a thumb toward Telfyr. "Our librarian was able to sift through Beggar's memories and thoughts enough to get a good idea as to where and how Beggar really acquired these items. Since then he's been working out a ritual to track down where Torvic has made it to by now." Brackett passes a crisp new map across the table with a location in the Aspodell mountains marked in red. "I want you to find him and make an alliance with him. You have his scrolls and the pearl. He may need them to find the Gallery in the end or just want them back as heirloom property. I leave it in your hands. If he refuses, track him to the Gallery anyways. Help him from afar if need be, just make sure he succeeds. As long as we get the location at a minimum, we have some leverage with the dwarves of Emperor's Peak. I don't know if any of you have worked together in the past, but I hear good things from the Grand Lodge in Absalom and that none of you are currently on assignment. So I hope you've enjoyed your stay with us, but now comes the price of our hospitality." Brackett breaks into his more characteristic grin and laughs aloud, "I suggest you get a nice warm meal and enjoy your beds tonight. It is going to be a long trek and I can feel the fall rains coming on any day now."

It is early evening, just a little after dark. You all can jump in from here, with introductions, questions, etc.

Grand Lodge

1) Evan Whitefield, Kayluss - Fighter 1
2) Ramarren, Khedon - Wizard 1 (Conjurer)
3) Eric Swanson, Wadi Ahk'kolon, Sorcerer 1 (Elemental)
4) Gerald, Alie Saechell - Sorcerer 1 (Fey)
5) Luke Parry, Sekhemre of Karnak - Alchemist 1
6) RedAssassin, Dakram Kasail - Rogue 1

Alt
1) Jelloarm, Samyiel Nesticar - Rogue 1

Heavy on the arcane, no cleric, all first game characters. Never know what you are going to get at a PFS table :)

Grand Lodge

****
When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself.
****

So... this is going to be a Pathfinder Society game in pbp format. That means characters will need to be PFS legal. If you are interested, but don't already have a PFS character it isn't complicated. Basically you need a 20 point-buy character. You can get the full details in the guide to organized play.

I'm looking for 6 players. Because these scenarios are designed to be playable at different tiers of difficulty we will need six players who are close enough in level to play together. This particular scenario could be played at levels 1-2, or 3-4, or 6-7. Once we have four people signed on who are interested in one of those tiers that will be the official level this table plays at.

This game is a short scenario by design, but being pbp will probably run around 3-4 months at a rough guess. If your character is in the middle of a play-by-post they won't be eligible to sit in on other tables- so you may want to make a new one or use a secondary character if you are someone who is playing at cons or local meet-ups.

Once the scenario is finished, I will fill out and scan the chronicle sheets as pdfs, then email them.

Okay now... who wants to find that lost Dwarven Gallery?

Grand Lodge 2/5

Would I be correct in saying that at present (final playtest rules, pre-publishing of the APG) the cavalier mounts list for PFS is restricted to:

Medium Character: Horse or Camel

Small Character: Wolf or Pony

Small Character of 4th Level or higher: Wolf, Pony, Dog, Boar

?

Final Class Playtest wrote:

Mount (Ex): A cavalier gains the service of a loyal

and trusty steed to carry him into battle. This mount
functions as a druid’s animal companion, using the
cavalier’s level as his effective druid level. The creature
must be one that he is capable of riding and is suitable as
a mount. A Medium cavalier can select a camel or a horse.
A Small cavalier can select a pony or wolf, but can also
select a boar or a dog if he is at least 4th level. The GM
might approve other animals as suitable mounts.

Being organized play I'm working under the assumption that GM's have no leniency in allowing other mounts outside of maybe home games.

Grand Lodge

Let's say you use the Intimidate skill to demoralize an opponent and successfully make them shaken. Then the next round you use it again on the same opponent.

Is that opponent now frightened since you have imposed a shaken status on someone who already has it, thus moving them up the chain of fear conditions? Or is this meant to be a non-stackable use? If anyone knows of a solid rules reference here I would appreciate it.

Grand Lodge

I added a subscription to the AP on Thursday, but have yet to get a confirmation mail or anything. The order is pending. Wondering when it would go through?

Also the first issue available with the sub was 11 so I went with that. Will I receive 11, 12, & 13 this month catching me up with the path or will I remain perpetually 2 issues behind? I'd prefer to be in sync with the current issues.

Thanks,
-d

Grand Lodge

I saw a thread about this on enworld where someone is fishing for interest in starting a Living Pathfinder campaign and I thought someone over here might be up for the challenge.

http://www.enworld.org/showthread.php?t=223027

The "Living ______" setup is something like a shared world pbp. Multiple dms running their own storylines (usually single adventures- not AP's and the like). When you finish one your character can group up with a different crew and take the next job (& dm) that comes along. I suppose it's sort of like rpga-lite, because to keep things balanced there has to be a general agreement on awards, what source books are kosher and all that. Typically a few people end up as sort of overseers and vote or put up an open vote on what will be allowed. You can look at the Living Eberron and Living Enworld boards to get the idea.

Anyways- there's the link if that sounds appealing to anyone.


3rd of Zarantyr (Mid-winter in a winter-less city)
The Stores (Warehouse District - Lower Dura)

The midday heat in the depths of Sharn is overbearing despite the fact that this is what passes for winter in the south of Breland. Even in the absence of direct sunlight, heavy air thick with humidity and the stench of urban life has a way of settling on the lower wards. With any breeze blocked by the massive tower foundations, it doesn’t take long before a layer of sweat leaves your clothes clinging uncomfortably. But the tower block should be up ahead…

Halfling teamsters and their reptilian beasts of burden dominate the flow of street traffic in the district, though laborers of all races contribute to the flow of goods to and from the city. Not everyone can afford the more heavily patrolled or Kundarak guaranteed riverside warehouse towers of Precarious and so The Stores thrives in its own way as the constant procession of wagons, carts, and dollies attest. Noticing your approach, a halfling overseer in a white undershirt and loose black pants tied tight around the ankles breaks off from a trio milling about in the shade of a tower’s loading dock and waves you over. In the undershirt he manages to show off both tattoos and an impressive collection of scars… undeniably a record of his work history from a life spent on and around the docks of Sharn. The twin knives strapped to his belt and his hard appraising eye tell a bit more.

“You’ll be the Watchtower then? I’m Varlin. Other guy’s already up there…” The supervisor waves you into the tower loading dock and turns to lead as he talks, “Temple of the Host hired this guy.” He smirks and opens the lift gate before continuing, “But we’ve hired the six of you- and we expect results. Whoever this psycho is it’s time he learned that there are consequences for running wild in someone else’s territory. We like to keep things tidy.” Varlin slams the gate closed and the lift rises smoothly once he pulls a long lever embedded in the floor. “Deal stands as discussed; daily rate for the lot of you, three thousand bonus you bring this creep to us- alive. Dead…” he shrugs, “fifteen hundred. Watch got no time to find lunatics, then we got no inclination to see to if they know how to dole out proper justice.” The lift glides to a stop and Varlin grabs the gate grunting as he hefts it up.

The third floor of the warehouse is stacked high with crates dividing the floor into shadowy aisles illuminated by the occasional narrow window. A bobbing light spilling from one of the aisles marks the temple Inquisitive’s position. A pair of legs visible between another must be one of the victims.

The halfling ushers you in, “Here it is. Take a look around, I'll see you when you are finished.”

Background

Spoiler:

A prologue of sorts, this one comes from the early case files of the Agency- nine months ago. The first case to come along offering the kind of big payout you've been looking for, it was too much to pass up...

Over the last two weeks a mass murderer has been stalking the Cogs killing clergy and the faithful, stealing a finger and any religious iconography from every victim. While terrible, as long it was confined to the Cogs the powers that be were more or less willing to let things sort themselves out. But two new victims were found last night in a warehouse district of Lower Dura. The priest they were escorting has gone missing. The killer has finally gone too far disturbing both business and a temple with the means to do something about it. The teamster's sent a representative by the office earlier this morning to discuss terms.

Kn Local DC 15

Spoiler:

The tattoos mark Varlin as an enforcer for Boromar Clan- Sharn’s entrenched halfling crime syndicate. The Boromars have had a stranglehold on smuggling in and out of the city for longer than anyone can remember. The Stores are an important district for them financially.


The beginning of our ooc thread...

Regarding the 1000 vs 2000 office cost... ask yourselves if you want to be in a middle class district or upper class. Because that's the difference between those two. For example 1000 each gives you a 6000 business fund. That places you in a very nice and spacious business front in a middle class district(where you could each potentially have an office if you want)- or a smaller (shared space) more out of the way office in a much nicer district.

2000 each (for 12,000 total) places you firmly in an upper class district. It won't be the nicest of the nice, but it will be very respectable and in a prominent area. Individual space will be no problem here.


I’m looking to start a mid-level medium-length campaign based around some of the Eberron stories printed in Dungeon. I don’t mind if you’ve read them as long as you are fine with keeping that information separate from your character’s point of view. If you can guess which three part series the thread title refers to then you know where this storyline is going and can decide if you know too much for your own enjoyment. I’ll take the first five people who are interested and willing to commit for at least the first third of the story-arc and are able to post at least every other day. Given the rate of pbp I’m guessing the first third will run around four months or more. When we wrap that up we’ll see where we are and decide where we are going.

So here's the drill:

- Five players
- 32 point buy
- 5th Level
- Max hp, then roll. Take ½ of each HD if you roll below that.
- Standard starting wealth (9000gp), No more than ½ on a single item
- Sources- Core, Complete, PHII, Eberron & by request. No psionics and no Book of 9 Swords. They might be great, but I don’t own them and would need to if I wanted to include them.

The premise for this storyline will be that the characters are the staff of an Inquisitive Agency in Sharn. At least one of you will be the owner of the business, if not all of you. Non-partners will be employees of the owners who round out the staff of the Agency with the exception of your secretary.
- All characters must have at least one link to another character. You’ve been working together for anywhere from a month to years depending on your backstory. Not looking for a band of 5 isolated loners for this one ;)
- For each point of charisma bonus a character has, they get one contact within the city. They represent information, not favors. These can be criminal, mercantile, law enforcement, professions, gangs, (some) dragon marked houses, religions, etc In nearly all cases the contacts will be npc classes (commoners, experts, warriors etc). Some organizations will be off the table, but we’ll just go case by case there. If it is a group that survives based on its closed nature or thrives on secretiveness then it’ll get a no. (Includes House Sivis, Phiarlin, & Thuranni for non members as well as religious cults like the Blood of Vol for example.)
- Player’s will need to name their business and decide how ramshackle or respectable it is. Cost of a business front: Poor (2d4 x 100gp), average (2d4x1000), or upscale (4d8x1000). I suppose only the business partners will want to pay this, but it can be split any way you guys want to do it. No roll for this. You’ll just choose and we’ll place it within the city in a location and state of repair reflecting its cost.
- You also get to pick a standard of living as you'll all be semi permanent citizens of Sharn. Renting: Poor 1d4 gp/month, Average 1d4x10 gp/month, Upscale 2d8x10 gp/month. Buying a place is also an option if you are so inclined.
- The Last War was a huge world changing event stretching on over a century and it’s been less than two years since the end of hostilities. What was your character’s experience of the war?
- Every character should include in their bg at least one person from outside the group of PC be it family, a war buddy, an ex, an old employer, a rival or enemy or what have you. Just an idea that you have a history as an individual and people care if you live or die.

Okay… So anyone like the sound of that?

Grand Lodge

Anyone else here an English speaking gamer in Athens Greece? That's a long shot I know but what the hell, thought I'd see if anyone was out there.

Grand Lodge

So I bought the pdf version of D1 flipped through it a few times and went back to look at it today, but I can't open it.

I'm getting this message: (Translated from Greek so the wording might not be the /exact/ windows message in English.)

"The compressed zip folder is not valid or is corrupt."

I had at some point trimmed the name of the folder the pdf comes in and it didn't cause a problem at the time, but it was my first thought. So I dled the product again through the My Account section. Same problem. What's going on here?