Chaleb Sazomal

The Dire GM's page

2,518 posts. Alias of CanisDirus (Contributor).


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Wayfinders 4/5 5/55/55/55/5 *****

It wasn't written into the scenario, but the base rules for Complications suggest that they are singular events handled by a single roll and are not individual challenges. It's up to the GM whether or not that's handled by a single PC or whether or not the party can aid that PC.

Rob allowing a single person to handle it fits in-line with how those rules are written (albeit confusingly), and is how our local GMs are doing it as well.

Wayfinders 4/5 5/55/55/55/5 *****

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GM Bret wrote:
Z...D... wrote:

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.

I plan to make it a single action where her reaction must have been used and critically succeeded since the end of her last round. I feel that is less of a change than making it a free action.

That's what I did when I ran this, and it flowed really well in the scenario.

Wayfinders 4/5 5/55/55/55/5 *****

andreww wrote:

I have nearly finished my prep and there are a number of editing errors in this.

Failing the chase is said to have an effect on subsequent encounters but I cannot find any such reference in the scenario. Given there are no penalties for failing chase sections it is entirely pointless.

Also, the ritual point thresholds leave a complete gap where Hesla is not co-operating between the PC's and Jorstal.

The consequences for failing chase sections are the narrative bits (and subsequent reporting conditions), but yea, no mechanical penalties for failing the chase seem to exist.

The ritual thresholds don't seem to hold a gap? If the PCs fail and Hesla is not a participant, it just falls to Jorsal. That's it.

Wayfinders 4/5 5/55/55/55/5 *****

Quentin Coldwater wrote:
Ran this yesterday, I have a few comments:

Make sure to leave a review on the product page if you and your players liked it - authors love that sort of thing!

Wayfinders 4/5 5/55/55/55/5 *****

Lorespire Website wrote:

Upon rebuilding, your character starts with gold equal based on the Rebuild Starting Gold Table below.

Alternatively, a player character may sell any and all currently-held items at purchase price and purchase new items as normal.

Regardless of which Remaster Rebuild option you choose, do not re-apply Downtime. Downtime earnings for adventures the character has previously completed have already been factored into the Starting Gold amounts.

Emphasis mine. So, if you've kept good records, you might have better luck just selling everything back and re-buying the items you want to hold on to.

Wayfinders

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| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Chronicle sheets have been sent!
(Dated for the report date of the convention)

If you don't see them immediately, check your spam folders, as that happens sometimes.

I'll leave this game open for a few days in case anyone wants to poke me about anything. Otherwise, thank you all again for playing!

Wayfinders

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The "Special" makes me wonder if you can check all three or since it says "multiple copies" if that only means that's okay from multiple PCs.

For now, I'll go with 8, but if we find anything that says otherwise I'll happily re-issue for 10.

Also I obviously got delayed in sending these out, but will do so shortly.

Wayfinders

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Thank you all again so much for playing and for your patience!

James and Anaissah, drop me a line if you want regarding my note. Otherwise I'll get all of your chronicle sheets out soon!

Wayfinders

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The clawed hand comes flying down, tearing the landscape asunder and causing the entire Dustbound Isle to collapse into darkness.

Exactly 13 minutes after all six of you fell asleep, you all awake at the same time, exactly where you were, in the Grand Lodge in Absalom. Sarnia and Captain Zendrani are nowhere to be seen. James and Anaissah are unharmed, and don't remember anything after they started to "wake up" on the island.

Strangely, upon awaking, you find Sarnia's scarf (an alluring scarf) on the ground nearby.

Soundtrack #10: Optimal Conclusion - Mountains of Home

Back in the Grand Lodge, Toldrar, Valais, and Urwal help you back to your feet as you wake. After giving your report, Toldrar seems concerned. Aslynn is an old enemy of the Society. If she intends to make her move against the Onyx Alliance soon, and if she’s truly about to acquire significant power, the Society needs to send agents to Shadow Absalom right away!

Valais and Urwal inquire about your other findings. Urwal eagerly questions you about the isle’s nature and the monoliths. Valais expresses her delight when you report that you rescued Captain Zendrani. Both faction leaders are impressed that you purified all of the monoliths, and insist that you go now and get some rest!

The Year of Shattered Sanctuaries metaplot, and the continuation of this story, conclude in Pathfinder Society Scenario #3-19: Mean Streets of Shadow Absalom!

~~~~~

PRIMARY OBJECTIVES
The PCs complete their primary objective if they successfully completed Event 2 and learned about Aslynn’s threat. Doing so earns each PC 2 Reputation with their chosen faction.

Success!

SECONDARY OBJECTIVES
The PCs fulfill their secondary objective if they rescued Captain Zendrani. Doing so earns each PC 2 Reputation with their chosen faction.

Success!

FACTION NOTES
This adventure is of particular interest to the Radiant Oath and Verdant Wheel factions.

Radiant Oath: If the PCs rescued Captain Zendrani and destroyed or purified all four monoliths, they earn 2 Reputation with the Radiant Oath faction.

Success!

Verdant Wheel: If the PCs purified or disabled all four monoliths without destroying them and earned at least 13 Dream Points, they earn 2 Reputation with the Verdant Wheel faction.

Success!

~~~~~

And with that, you have awoken from your Dreams of a Dustbound Isle!

Soundtrack #11: Post-Game - Lift Thine Eyes

~~~~~

Thank you all for playing! Again, I'm sorry we ran a bit long. The game was reported on November 20th before the convention concluded, and I'll have your chronicle sheets out to you before I go to bed tonight. Please feel free to roleplay as much as you'd like in the meantime, and ask me any questions you'd like in the Discussion thread!

James and Anaissah:
I see nothing saying that you don't benefit from the Primary, Secondary, and Faction goals. This means you get full reputation and XP from the adventure. However, the treasure bundles for the final part reads as follows:

Quote:
Event 2, page 16: 3 Treasure Bundles for defeating the encounter and earning Sarnia’s rewards.

After consulting with several other GMs, I'm going to rule that your characters don't get these 3 treasure bundles because you did not take part in Event 2 (the final combat and RP following it). If you want to spend AcP to buy a treasure bundle insurance boon, let me know soon and I'll take care of your chronicles accordingly.

Thanks for understanding!

Wayfinders

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Hobbs reaches into the fabric of the demiplane and unweaves the void boils, rendering them inert!

Dran'Thil misses with his first strike, but thanks to Azu making it flat-footed, the followup is a hit, destroying this incarnation of the nightmare!

At this point, you've managed to hit the mental threshold I set for the table, so I am going to move us on - the cyan nightmare will reform on its turn next round in the same spot you destroyed its progenitor in, but since you saw that happen already with the red one, you'd each have one full turn to prepare for its return. Given how well you're doing, we will run that in the theater of the mind that you slaughter it, and are now out of combat!

Soundtrack #9: Hag's Hand - Zakelite (Loop)
(If you've listened to none of the music so far, this is the one I recommend for the ambience ;)

The final piece of scenery is now visible on Slide 12!

Sarnia holds a web of thoughts in her hands. “You’ve proven your worth. Now, let’s see what spoils we’ve claimed.” She tugs a strand. “I see a ship. And a storm. Vast treasures in the shadows. Puppets… so many puppets… they’re us.”

The web dissolves. Sarnia grimaces as a cackle erupts from the storm clouds. CRACK. Puppets on strings descend from the sky. CRACK. A fetchling puppet and broken wayfinder dance jerkily on the strings. CRACK. The fetchling strikes the wayfinder. But the cracking sound comes from something else—a massive, gaunt, midnight-black clawed hand descends from the clouds, knuckles cracking as it pulls the puppet strings. CRACK. The wayfinder shatters. Another cackle. The hand grasps the fetchling puppet and grinds it to dust.

Sarnia gasps. “My son! I sensed her in my son’s mind. Marcien is afraid—panicked...and he’s moved to secure our treasures. But she knows where. It’s Aslynn the night hag! It’s all a trick to empty the Onyx Repository! Vast wealth and power is stored there. Please, help me warn Mar—”

A quiet cackle echoes as Sarnia’s projection shatters into a million pieces. Palpable terror freezes your limbs and thoughts. A crone’s voice pierces the air, shaking the entire demiplane around you. “What a regrettable development. Pathfinders stealing from poor old Aslynn. Your predecessors were far more willing to do business. To make bargains.

“Ah, well. We’ve dwelled too much on the past. It’s time to look to the future. I, too, have changed. I can’t wait for you to see the boundless nightmares I’m brewing for you after the Onyx Alliance’s treasures are mine!

"Now, GET OUT.”

Wayfinders

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Yep, meant that to be Dran'Thil - my bad. Still a miss though! :P

Rhizzuk shrugs off most of the damage, though his strikes fail to find their mark.

Azu advances and scores a critical hit on the nightmare, then follows it up with another hit!

Soundtrack #8: The Plan - War of Kings

The void boils are able to target more of you, since it can no longer risk hitting the red horse. They fire at Dran'Thil, Rhizzuk, and Azu!

DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (7, 4, 4, 7) = 22
CS = 0, NS = 11, NF = 22, CF = 44

ROUND 4
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 37 damage) / Stupefied 1 (Inside Smoke Aura) Reflex Save
Cyan Nightmare (63 damage) (Flat-Footed)
Azu (47 damage) / Stupefied 1 Reflex Save
Ako (32 damage) / (Inside Smoke Aura)
Rhizzuk (57 damage) / (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 5
Void Boils Hazard (1/2 Disabled)

Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.

Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.

Hobbs and Dran'Thil are up! (Reflex saves for three of you!)
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)

Wayfinders

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All facts considering, we're nearing the end. The con technically ended over a week ago and I reported based on how I thought things were going. If anyone has anything they need from me between game end and chronicles, consider dropping a post here in Discussion soon.

I'm sorry we ran long (as much my fault as the dice), and I'll make sure the finale doesn't drag.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Hobbs fails to cough anything up, and he feels he barely succeeded at working on dispelling the void boils...probably halfway disabled, now!

3d20 ⇒ (5, 7, 9) = 21

Dran'Thil fights through the smoke aura!

Ya know, I don'd like that natural 1, Dran'Thil - so I'm going to use my campaign service award and give you a hero point reroll!

+1 striking dwarven war axe: 1d20 + 16 ⇒ (20) + 16 = 36 O.o

Crit!

All three of Dran'Thil's strikes find their mark!

17 + 17 + 15 + 12 = 61 Damage...and Dran'Thil murders the reconstituted Red smoldering nightmare!

Soundtrack #8: The Plan - War of Kings

The cyan Nightmare tries to strike Rhizzuk with a bite! (◆)

Jaws: 1d20 + 16 - 1 ⇒ (20) + 16 - 1 = 35
Piercing Damage: 2d10 + 6 ⇒ (4, 4) + 6 = 14
Evil Damage: 1d6 ⇒ 6

Rhizzuk resists some of that, but still takes a nasty wound from the critical hit!
14x2 = 28-7 = 21 and 6x2 = 12-7 = 5

It then follows up trying to hoof attack Rhizzuk again! (◆)

Hoof: 1d20 + 12 - 1 ⇒ (11) + 12 - 1 = 22
Bludgeoning Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Evil Damage: 1d6 ⇒ 2
Fire Damage: 1d8 ⇒ 5

and then Ako with its last strike! (◆)

Hoof: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Bludgeoning Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Evil Damage: 1d6 ⇒ 3
Fire Damage: 1d8 ⇒ 1

But misses both hooves.

ROUND 3
Azu (47 damage) Stupefied 1
Ako (32 damage) (Inside Smoke Aura)
Rhizzuk (54 damage) (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 4
Red Nightmare Smoldering Nightmare (Destroyed!)
Void Boils Hazard (1/2 Disabled)
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 37 damage) Stupefied 1 (Inside Smoke Aura)
Cyan Nightmare (28 damage)

Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.

Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.

Azu and Rhizzuk are up! (Reflex for Rhizzuk from last round's void boils)
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Hobbs is correct - we're effectively doing this fight at low subtier because of stuff.

Azu makes a mighty throw, but unfortunately misses the strike.

Soundtrack #8: The Plan - War of Kings

With a burst of flame and shadow, the red nightmare re-appears where it was previously destroyed! Although, this version looks like it is significantly weaker than its previous incarnation!

The void boils erupt once again, targeting Dran'Thil and Rhizzuk - still erupting in bursts such that they avoid hitting the nightmares!

DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (4, 7, 7, 2) = 20
CS = 0, NS = 10, NF = 20, CF = 40

ROUND 3
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 24 damage) Stupefied 1 (Inside Smoke Aura) Resist 7, 1 round Reflex Save
Cyan Nightmare (28 damage)
Azu (47 damage) Stupefied 1
Ako (32 damage) (Inside Smoke Aura)
Rhizzuk (28 damage) (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 4
Red Nightmare Smoldering Nightmare (0 damage)
Void Boils Hazard

Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.

Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.

Hobbs and Dran'Thil are up!
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)

Wayfinders

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Yep, you're right and I blanked on that. Thank you, Rob!

Will update the game as soon as I'm done with dinner.

Wayfinders

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Arg, I also forgot to update Rhizzuk's damage on my last post, too. My bad, again. Okay, so 30 damage to start, then he took 19 (26-7) making it 49 damage. Lay on hands for 18 means Rhizzuk currently has 31 damage, or 55/86.

Rhizzuk focuses on defense, then strikes the cyan nightmare with a solid blow!

Cyan Nightmare (28 damage)

Azu is still up!

Wayfinders

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Somehow I only just now noticed that my last post also had incorrect hp for Ako, which should be 32 and not 12

Wayfinders

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No worries :)

Also, correction - Hobbs and Azu are outside the smoke auras - the note on Azu in my last post is an artifact preceding red's demise. Please ignore!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Dran'Thil's axe comes crushing down on the red nightmare with a critical hit, shattering it into shards of smoke that smolder in the location it died in as its aura dissapates! He then patches up a bit of his wounds.

Dran'Thil, I presume the "crit" on your medicine was in error, or perhaps due to a changing d20? ;) Either way, your numbers look right, in the end.

Hobbs tries to figure out what's going on with these horses, then make them whinny in fear!

GM Screen:

1d20 + 16 ⇒ (13) + 16 = 29
1d20 + 12 ⇒ (19) + 12 = 31

Hobbs recalls that these are Nightmares, flaming deamonic horses that not only dish out evil and flame with their hooves and flaming gallops, but are also resistant to fire! Hobbs feels that there is also something "more" to these particular nightmares than meets the eye, but nay, he cannot discern it just yet.

The cyan nightmare is slightly frightened (frightened 1) by the spell!

Soundtrack #8: The Plan - War of Kings

The cyan Nightmare tries to strike Rhizzuk with a bite! (◆)

Jaws: 1d20 + 16 - 1 ⇒ (14) + 16 - 1 = 29
Piercing Damage: 2d10 + 6 ⇒ (7, 10) + 6 = 23
Evil Damage: 1d6 ⇒ 3

Rhizzuk resists some of that, but still takes a nasty wound!

It then follows up trying to hoof attack Ako! (◆)

Hoof: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30
Bludgeoning Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Evil Damage: 1d6 ⇒ 2
Fire Damage: 1d8 ⇒ 6

Even though this critically hits Ako (no evil damage though - I don't think companions share your alignment), this triggers Rhizzuk's reaction! Rhizzuk misses his strike due to concealment, but still protects Ako from 8 damage!

and then Rhizzuk a second time! (◆)

Hoof: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Bludgeoning Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Evil Damage: 1d6 ⇒ 6
Fire Damage: 1d8 ⇒ 3

But misses this final strike.

ROUND 2
Azu (47 damage) Stupefied 1 (Inside Smoke Aura)
Ako (12 damage) (Inside Smoke Aura)
Rhizzuk (30 damage) (Inside Smoke Aura) Resist 7, 1 round
ROUND 3
Red Nightmare (Destroyed)
Void Boils Hazard
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 24 damage) Stupefied 1 (Inside Smoke Aura) Resist 7, 1 round
Cyan Nightmare (16 damage)

Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.

Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.

Azu and Rhizzuk are up!
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Thanks very much for adding the dream actions, Rhizzuk!

Rhizzuk hardens his resistance against the dream forces, then lands a critical hit against the red nightmare, causing it to fall from the air (but not far enough to cause it damage). His final strike is a miss, however.

Azu, I don't see any critical success saving throws for you, so I believe my numbers are correct. Did I miss something?

Unfortunately, Azu's strikes both miss.

Soundtrack #8: The Plan - War of Kings

The red nightmare rises to its feet (◆), while Azu takes an attack of opportunity against it. Unfortunately, he misses.

It then tries to strike (◆) Azu

Jaws: 1d20 + 16 ⇒ (8) + 16 = 24
Piercing Damage: 2d10 + 6 ⇒ (8, 2) + 6 = 16
Evil Damage: 1d6 ⇒ 3

It follows up by kicking backwards at Dran'Thil with another strike (◆)

Hoof: 1d20 + 12 ⇒ (8) + 12 = 20
Bludgeoning Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Evil Damage: 1d6 ⇒ 4
Fire Damage: 1d8 ⇒ 7

The void boils erupt once again, targeting Ako, Dran'Thil, and Rhizzuk - seeming to fire in bursts such that they avoid hitting the nightmares!

DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (6, 6, 6, 8) = 26
CS = 0, NS = 13, NF = 26, CF = 52

ROUND 2
Hobbs (10 damage) / Sickened 2
Dran'Thil (10 temp hp / 28 damage) Stupefied 1 (Inside Smoke Aura) Resist 7, 1 round Reflex Save
Cyan Nightmare (16 damage)
Azu (33 damage) Stupefied 1 (Inside Smoke Aura)
Ako (12 damage) (Inside Smoke Aura) Reflex Save
Rhizzuk (24 damage) (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 3
Red Nightmare (76 damage)
Void Boils Hazard

Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.

Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.

Hobbs and Dran'Thil are up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Hey gang. Very sorry for going AWOL. Let's just say I had a "work thing" that required my full attention for the last five days, to the point that I've probably got less than 15 hours of sleep since my last post here.

Thanks for your patience.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Dran'Thil Fort: 1d20 + 16 ⇒ (9) + 16 = 25
Flat Check: 1d20 ⇒ 14

Red Fort: 1d20 + 15 ⇒ (20) + 15 = 35

Hobbs blasts the pair with lightning as Dran'Thil fights off the sickness and lands a critical hit against the Red Nightmare, even as that beast ignores the dwarf's holy powers.

Soundtrack #8: The Plan - War of Kings

The cyan Nightmare nightmarish steed turns on its smoky aura then engages in a (◆◆) Flaming Gallop, coursing past Dran'Thil, Ako, Azu, and Rhizzuk, before ending up behind Rhizzuk.

DC 24 BASIC REFLEX SAVE: (everyone except Hobbs)
Fire Damage: 3d6 ⇒ (3, 3, 2) = 8
CS = 0, NS = 4, NF = 8, CF = 16

It then tries to strike (◆) Rihzzuk!

Jaws: 1d20 + 16 ⇒ (3) + 16 = 19
Piercing Damage: 2d10 + 6 ⇒ (9, 7) + 6 = 22
Evil Damage: 1d6 ⇒ 6

ROUND 1
Azu (10 damage) Stupefied 1 (Inside Smoke Aura) Reflex Save
Ako (4 damage) (Inside Smoke Aura) Reflex Save
Rhizzuk (20 damage) (Inside Smoke Aura) Reflex Save
ROUND 2
Red Nightmare (52 damage)
Void Boils Hazard
Hobbs (10 damage) / Sickened 2
Dran'Thil (10 temp hp / 28 damage) Stupefied 1 (Inside Smoke Aura) Resist 7 1 round Reflex Save
Cyan Nightmare (16 damage)

Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.

Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.

Azu and Rhizzuk are up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Hobbs is indeed Sickened 2, but he is immune from further sickening for a minute now.

Cyan: 1d20 + 15 ⇒ (14) + 15 = 29
Red: 1d20 + 15 ⇒ (7) + 15 = 22

Cyan manages to dodge the worst of the bolt, but Red takes it full-on. Both creatures take full damage from the lightning without any resistance!

Cyan (16 damage)
Red (32 damage)

Dran'Thil is still up!

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The red nightmarish steed turns on its smoky aura then engages in a (◆◆) Flaming Gallop, coursing past every one of you before ending up behind Dran'Thil.

DC 24 BASIC REFLEX SAVE:
Fire Damage: 3d6 ⇒ (1, 4, 3) = 8
CS = 0, NS = 4, NF = 8, CF = 16

It then tries to strike (◆) Dran'Thil!

Jaws: 1d20 + 16 ⇒ (18) + 16 = 34
Piercing Damage: 2d10 + 6 ⇒ (3, 10) + 6 = 19
Evil Damage: 1d6 ⇒ 3

Next, tumor-like growths erupt from the island as it responds to the psychic attack, spewing black lightning and fire in every direction!

A burst targets everyone except Ako!
DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (3, 4, 1, 4) = 12
CS = 0, NS = 6, NF = 12, CF = 24

Disable: You can disable this hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.

Soundtrack #8: The Plan - War of Kings

Smoke Aura: This aura provides concealment that the horses can see through. If you start inside the aura, you become Sickened 2 (DC 23 Fortitude Negates). You are then immune to sickness from the smoke for 1 minute. Immunity to poison or holding your breath makes you immune to the sickness but not the concealment.

ROUND 1
Hobbs (? damage) / 2x Basic Reflex (Inside Red Aura)
Dran'Thil (22+? damage) Stupefied (ooh ah ah ah ah) / 2x Basic Reflex (Inside Red Aura)
Cyan Nightmare
Azu (? damage) Stupefied (ooh ah ah ah ah) / 2x Basic Reflex (Inside Red Aura)
Ako (? damage) DC 22 Will Save or Stupefied / 1x Basic Reflex (Inside Red Aura)
Rhizzuk (? damage) / 2x Basic Reflex (Inside Red Aura)
ROUND 2
Red Nightmare
Void Boils Hazard

Horse Identification: Arcana, Nature, or Religion

Hobbs and Dran'Thil are up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)

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Soundtrack #7: Prisoner - Murphy'sGhost

Sarnia thinks "I'm not sure where he is, but I don't think anything bad happened to him...or her." As Anaissah also vanishes.

Rather than bot Anaissah through the rest of the scenario, I think it'll be easier to have her wake up as well. Regardless, I'm making the call to adjust your challenge points for the final encounter to match the PCs present on the island rather than the ones who started on it.

When you respond in the positive she nods approvingly, “Perhaps a portent of future collaboration,” and draws on your minds as she begins to enact her plan.

Everyone must make a DC 22 Will save against the "mental tax" Sarnia mentioned. Failure means you are Stupefied 1!

Sarnia drifts down and places her hand on the pyramid’s stone as both she and the pyramid shift "out of phase" where they cannot be affected for a minute or two. “Let’s see what you’re hiding.” The dust vibrates with growing psychic force, while phantasms of stray thoughts manifest all about. The stars above turn into storm clouds, bathing the isle in eerie crimson as a mental presence starts to take shape.

Art on Slide 11

Two smoke-shrouded, fiery horses appear, while nightmarish boils begin to erupt nearby, sending dark energy everywhere!

Soundtrack #8: The Plan - War of Kings

INITIATIVE
Cyan Nightmare: 1d20 + 14 ⇒ (6) + 14 = 20
Red Nightmare: 1d20 + 14 ⇒ (16) + 14 = 30
Void Boils: 1d20 + 15 ⇒ (12) + 15 = 27 (not visible at this time)
Identification: Arcana, Nature, or Religion

If you get above a 30, you may act!
Map is updated!
Note: Dream Points have been redistributed. Hobbs, Rhizzuk, and Dran'Thil have 5. Azu has 4.
Hero point award to Dran'Thil to make sure the four of you still with the game all go into this with 2!

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Sarnia answers as best she can.

Quote:
Who is this enemy?

“I’m not sure—someone who hates us both, and wants what we have. I have seen into their mind and know fragments of their schemes, but much remains obscured.”

Quote:
How did you manage to glimpse its mind?

"I'm not entirely sure. A by-product of how I was imprisoned, perhaps?"

Quote:
What exactly is this place? What does this place have to do with Desna? Who are all these souls that are trapped here and why were they trapped?

"Some sort of demi-plane, where minds and souls are trapped in-between life and death. Or at least that's my theory so far. I believe my body slumbers elsewhere. Now I can finally wake...once we're finished here.”

Quote:
Since we seem to have a common enemy, can we end this absurd conflict between the society and the alliance?

"Our true foe misled me into believing the Society plotted to betray our truce and side with the rest of the Blakros family. I’m sure you manage adversaries with similar decisive action. I was completely fooled, and I’m sorry for what happened. When I realized that our foe dragged the Drake’s captain in here too, I tried to help her as best I could.”

“I have a plan to learn more about our foe if you’re ready to help. Then I mean to leave this place. Perhaps we can test our ability to work together here?"

Quote:
Would you care for a pickle?

"I...I'm not sure if I'm physically here enough to enjoy one, but thank you for the offer. Perhaps when we meet in person?"

Looking over all of you, she continues.

“Before we part, I have sensed our enemy’s mind while bound here and can infiltrate it with your help. This may tax your minds and have unpredictable effects, but should work. Together we’ll learn what their next move will be. Will you help?"

Just then, James vanishes, leaving behind any equipment he had acquired while on the island behind (his dream points have been redistributed to the rest of the party).

James Only:
Unfortunately, your participation in the scenario has now ended. The scenario directs GMs to not give any further details until the rest of the PCs wake up or the scenario ends, so I guess just hang tight until then.

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As a reminder:

Quote:
Wake Up (◆◆) Unless otherwise noted, you can voluntarily wake up and leave the dream realm. What happens to you once you awake will be revealed once all PCs have woken up, or the end of the adventure.

James, are you sure you still want to do this?

Hobbs makes several discoveries (earning the party 2 dream points).

The first is that this pyramid is identical (sans being upside-down) to the Wightir Conjunction, an object that once connected the Blakros Museum to the Shadow Plane for the Onyx Alliance. An object Pathfinders interacted with over a decade ago.

The second is that the two symbols are that of the Onyx Alliance and the Blakros family. You think the bell might have been useful in weakening the hardness of the monoliths, had you sought to destroy rather than purify them.

---

Soundtrack #7: Prisoner - Murphy'sGhost

As the bell tolls, the black pyramid’s blocks finish reconfiguring, and the structure sinks into the dust. Golden eyes first manifest above it, then the rest of an alabaster-pale woman wearing fitted dress armor slowly fades into view, her visage rippling slightly like a watery reflection.

(Appearing on Slide 10!)

“I knew you Pathfinders couldn’t help yourselves. I am Sarnia Blakros, leader of the Onyx Alliance. I expect you think that makes us enemies, given recent events, but a larger threat has played us against each other. Our foe convinced me that your ship, the Sixwing Drake, carried evidence of the Society’s plots to undermine the Onyx Alliance. They then kidnapped me and trapped my mind here after I set events in motion to acquire the Sixwing Drake’s cargo. I’ll correct that mistake and return the favor of your rescue with a warning: I’ve glimpsed this enemy’s mind. They’ve orchestrated attacks against Pathfinder lodges around the Inner Sea, while shifting blame to the Onyx Alliance.” She pauses. “Well, I expect you have questions after all that, and I owe you at least a few answers.”

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With nothing left to examine, you approach the rumbling pyramid.

Soundtrack #3: Island Ambient - City

An inverted ebon pyramid adorned with blood-red gems floats ten feet above the ground. The blocks of the black edifice slowly shift about, stones grinding in a low growl. Shadow-obscured markings scurry beneath the eye, avoiding comprehension. Darkness flows from its tip into the earth, sending out ripples of black dust.

You can investigate the pyramid with a difficult Arcana check, or a slightly easier Pathfinder Society Lore check.

An internet-inspired image appears on Slide 10

In the dirt nearby the pyramid is a ring bearing a unique sigil upon it. If anyone studies it, it momentarily turns into a different kind of signet ring, then into a small bell bearing both crests. The bell lets out a startling, clear sound.

You can study this bell and its symbology with a Society check, or a slightly easier Pathfinder Society Lore or Heraldry Lore check.

The bell appears on Slide 9

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Hobbs:
To quote the adventure:
Quote:
If a PC is able to see or reveal invisible things (such as by casting see invisibility or using dust of appearance), they discover...

I can't really comment on your question beyond that.

You get the sense that the dust you carry would work, in this instance.

Soundtrack #3: Island Ambient - City

Assuming that you use it, tiny invisible stars are revealed, forming a winged serpent constellation within, along with an invisible poem that had been hidden on the surface:

"Starlight speed the hunter along my trail.
Hidden and sundered and lost in four dreams."

Nearby, the dust also reveals a a worn traveler’s satchel stitched with a butterfly. Inside is an invisibility potion and an identical empty vial.

Hobbs' ritual is a success! Purifying starlight shines down on the monolith. Luminescent blue butterflies flit around it as the stone fades away, returning to Desna and freeing the trapped minds. The black pyramid rumbles in the distance as its defenses seem to be nearly to their breaking point!

Next post coming shortly.

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Rhizzuk tries to make a rubbing, but only ends up with a chalk-covered piece of paper.
(Great idea, though!)

GM Screen:
A, A, D, H, J, R Flat Checks: 6d20 ⇒ (5, 9, 3, 11, 14, 14) = 56

Hobbs, James, and Rhizzuk:
You recall that you were given some equipment before entering the dream realm. Items that do exist here as well as in the real world...

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The lantern seems to have no effect.

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After figuring out the trick of the bridge (Hobbs can share it with the rest of you), you all cross, and find yourselves in front of another monolith.

(Let's save that roll result for a moment, Hobbs)

This monolith is pitch black, so dark that you can't even see its features when light shines upon it, almost as if the darkness here were so deep that it functioned like an invisibility spell!

Would you like to do anything before Hobbs performs the ritual?

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GM Screen:
Hey! You shouldn't be looking here! :P

It's okay, though. Nothing to see, really. Let's have some fun with it. Add the word "vanilla" to your next post to own up to it. I promise I won't be mad - I actually do this from time to time in a lot of the PbPs I run when I put a GM Screen spoiler that actually isn't doing much!

Dran'Thil simply...crosses the bridge with barely any effort!

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Hobbs walks across the bridge carefully. As he does, the winds pick up, the ropes creak...but Hobbs makes it to the other side with no issues!

Hobbs Only:
With a critical success on the secret Will save I rolled for you, your PC immediately becomes aware that the bridge is enchanted. It is a test of courage. Fear is the only danger while crossing. Those who simply walk across will easily reach the other side, while those who are cautious may risk the enchantment sending phantasms at them and those who wait behind them!

Hobbs earns the party another Dream Point, awarded on the slides (but not to Hobbs as the goal is to spread them out as evenly as possible).

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GM Screen:
Rh: 1d20 ⇒ 18
H: 1d20 ⇒ 20

Neither of you are quite certain how stable the bridge is.

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Giving the floating pyramid a wide berth, you head towards the final monolith.

A dilapidated rope bridge leads to a broken natural pillar separated from the rest of the island. A solid, onyx monolith stands atop it. As you approach, the pillar and bridge extend away with growing vertigo as the wind picks up.

How would you like to handle crossing this bridge?

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Prior to the ritual, Dran'Thil identifies the monolith's structure as a petrified tree trunk from the Enchanted Forest in the Dreamlands, also known as the Dimension of Dreams. (And earns the group another Dream Point - awarded on the slides)

Barring a critical success to aid the ritual (Hobbs missed it by just a tiny bit on that Arcana check) -

Dran'Thil finishes his prayers. Purifying starlight shines down on the monolith. Luminescent blue butterflies flit around it as the stone fades away, returning to Desna and freeing the trapped minds. The black pyramid rumbles in the distance as its defenses weaken even further.

Where to now? Only two locales left!

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Hobbs Picklesmith wrote:
The Dire GM wrote:

(botting) Anaissah attempts to aid the ritual to see if she can help it critically succeed...

[dice=Arcana]1d20+13

One more successful aid and that's a critical succcess for Dran'Thil!

Technically aid another provides a circumstance bonus. A second success will only provide a second circumstance bonus which will not stack with first one. A critical success on an aid however will provide a +2 bonus which would override the +1 that Anaissah got.

You are correct. I was PF1/SFS braining (while also writing 5e stuff). My bad.

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(botting) Anaissah attempts to aid the ritual to see if she can help it critically succeed...

Arcana: 1d20 + 13 ⇒ (16) + 13 = 29

One more successful aid and that's a critical succcess for Dran'Thil!

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To the east:

Soundtrack #3: Island Ambient - City

The constellations above the isle’s highest point shift as the viewer changes position. Shadows obscure the faint star patterns carved into the stone steps. As the PCs walk up the steps, the hilltop grows in height to tower over the landscape from the viewer’s perspective.

At first, the hill seems to grow with each step you take, preventing your ascent...but then the dustbound scroll in your possession begins to thrum audibly, causing the carvings to illuminate and revealing a path. Taking this route, you reach the hill without even breaking a sweat.

When you reach the monolith, you discover that a four-pointed starknife constellation shines on countless words carved in the monolith, highlighting a specific section of a poem.

"Song of spheres, I remember thy music.
Free me from these nightmares and restore dreams."

You can examine the monolith and constellations with Occultism or Religion or a slightly easier Nature or related Lore check. You may also attempt to deal with the monolith itself in whatever fashion you choose.

Quote:

Destroying a monolith: Dealing damage to it (Hardness 20), or toppling it (three difficult Athletics checks)

Purifying a monolith: One PC can spend 1 minute performing a rite, then making a difficult Arcana, Occultism, or Religion check (others may assist, but only one person may attempt the rite at a time).

Suppress a monolith: You gain the Drained 1 condition until further notice. You cannot suppress a monolith if you currently have the Drained condition.

Because you've done several rituals already, I'll reveal a bit more information so you can more easily decide on Hero Point or Dream Point expenditures: Athletics and Ritual DCs are all 25, and the monolith has Hardness 20 with 56 Hit Points.

What shall ye do now, Pathfinders?

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With no more questions, the captain's spirit fades, as does the wreck itself. You have a feeling in your hearts that thanks to your efforts, Desna herself may have intervened in the fates of the souls trapped aboard.

The island seems less cluttered now, with only the floating black pyramid (in purple) and two more monoliths remaining.

The air grows chill though, suggesting that your activities might coming close to being noticed.

Where to, Pathfinders? The stairs to the east, the bridge to the north, or the inverted floating pyramid?

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“A storm came up from nothing and we were attacked under cover of dark clouds. Horrible bugbears boarded the ship, swinging down from above. After that was darkness, pain, and gleaming white eyes. I felt everything that was me slipping away. I almost gave up, but someone else trapped here helped strengthen my resolve. I remember her glowing yellow eyes and reassuring voice, but not much else.”

When Hobbs mentions the crew, the captain frowns. “I know some died. I heard an old woman talking about markets. I shudder to think.”

And to the final question, the captain touches one of her butterfly tattoos. “I’ve felt other minds and souls trapped here, and I think they want to help. Look to the scroll, and my memories will guide you.”

You gain another Dream Point (distributed on the slides) for obtaining this information and the Dustbound Scroll, and treasure bundles for information that you can report back to Absalom regarding the fate of the Sixwing Drake and her crew.

Hero Point to Hobbs for great questions and RP!

I'm headed to bed at the moment, but will move us on when I wake up - feel free to ask any other questions/etc. in the meantime and I'll tackle those first when I log in next!

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Soundtrack #6: Shipwreck - Flak Tower

As some failures accrue, the wreck shudders and shakes, losing some of its structural integrity. However, enough of you succeed such that progress is made, and Azu's sharp eyes earn you one more Dream Point (awarded on slides).

From the deck...
You see ghostly Pathfinder crew members locked in battle. A hulking bugbear in leather armor drops from somewhere above and snatches a Pathfinder before swinging away on a gleaming chain. A a blue butterfly fluttering into the hold leads you onwards.

In the hold...
You glimpse crew members scrambling for weapons. Unseen creatures drag them into darkness. Azu spots a faded butterfly darting into a nearby room.

Inside the crew quarters...
You spot dice that have fallen into a winning set for a game called bounder, with the shooter on 1 and 20 and the house on triple 3s. The doors to the captain's cabin now open.

A spectral Varisian woman in a tattered sea coat frantically rummages through the captain’s desk, occasionally pausing to scratch the wood with a quill, writing without ink or paper. Her destroyed quarters slowly collapse around her, save for a bubble of stability that moves with her. She looks up, sun‑weathered face distorted in despair. “The log. Where did I put the log? Can’t fix anything if I can’t remember anything.”

Cold blue-white ember eyes observe the captain a moment before vanishing.

The captain appears on Slide 10

She moves around the room, though she seems unaware of the presence of others. The cabin becomes pristine and intact near her, and ruined when she moves away. Cabinets circle the room, each etched with seemingly infinite triple-digit numbers. But thanks to your spiritual strength, you guide the captain to a cabinet bearing the number “333.” She opens it and a strange scroll spills out.

Appearing on Slide 9

The ship fades away and the spectral captain smiles with gratitude, motes of starlight shining through her dark hair. “I knew Lady Luck and the Society wouldn’t let me down. Captain Zarah Zendrani of the Sixwing Drake at your service. I must get the ship’s log back home. Can you help?”

You feel you might be able to ask her a few questions before her soul fades.

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Soundtrack #6: Shipwreck - Flak Tower

(Note that if too many failures are rolled, your progress might end before you reach each of these areas. I am posting all of them now to try and make up for my tardiness these last few days)

DECK
Cracks rend the broken deck, and claw marks mar the rails and masts. The occasional shout of alarm echoes faintly, and the scent of blood and burning fur fill the air. Creaking stairs lead to the hold.
Check: Perception

HOLD
Wreckage and fallen crates obscure the hold, and you wander seemingly for hours, unable to lend aid to the crew members battling for their lives.
Checks: Athletics, Perception, Occultism, or Survival

CREW QUARTERS
Mangled bunks decorate the room and dashed-about cards and dice litter the floor around a crushed table. The ship’s crew stands silent around the chamber, terrible wounds marring many, wayfinders and Open Road tattoos visible on most. Their eyes flash like cold, white embers. The crew crumbles to black dust, whispering accusations in the direction of the captain's cabin, “Thought you brought us luck, Captain,” “How’d you miss that storm?” “They came for you and we paid the price,” “Their ship... it can’t be real...” and other claims that you can tell wear on the captain’s soul.
Checks: Perception or Society or Gambling Lore

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After taking some time to rest and heal (I'm going to assume you used a combination of focus spells, aeon stones, and medicine checks to restore everyone to full HP, then refocused to get those points back too), you continue towards the ship, as planned.

Soundtrack #6: Shipwreck - Flak Tower

The shattered hull of a blue-sailed vessel rests on the beach, the wood creaking and splintering under its own weight. The name Sixwing Drake is emblazoned on the prow in faded paint.

Rhizzuk recognizes the Sixwing Drake as a Pathfinder vessel that exploded at Absalom’s docks and whose crew remains missing (presumed dead).

As soon as you approach the wreck, you are all sucked into a dreamlike trance, allowing you to witness things onboard the doomed vessel. For each vision, there is an associated skill check. Only one PC is required to roll, although as many of you may do so as you'd like to. Information might be gleaned through success, more via critical successes, but failures could be costly!

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I owe you all a huge apology, gang.

I last wrote you from customs in Austria, then had virtually no signal after that until I was through O'Hare in Chicago. After that I had 6 hours of driving, a few hours of sleep, and then a convention to help run / GM 5 games for (plus another thing the day after the con). I've been in jetlag-burnout for the last several days and am only just now feeling human again.

Look for a post accelerating us ahead shortly, and sorry again.

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Anaissah Will Save: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21

After struggling against the haunt for a bit longer, Rhizzuk cows them into ceasing their assault. This timing is especially fortunate because James was about to become confused and start attacking the party again otherwise!

Soundtrack #3: Island Ambient - City

The exact moment that they do, you each see familiar yellow eyes in your mind, along with a telepathic voice speaking (though not necessarily to you directly).

“Enough. I won’t let fear rule me.”

You feel a surge of willpower flow through you as you hear these words, as the fatigued condition is purged from any of you that have it, the drained condition is halved, and each character is healed for 4d8 ⇒ (5, 8, 1, 2) = 16 hit points.

CURRENT STATUS
Azu (21 damage)
Ako (12 damage)
Anaissah (21 damage) Enfeebled 2
James (50 damage)
Rhizzuk (8 damage)
Hobbs (31 damage)
Dran'Thil (4 damage)

Now that the statues seem calm, you can investigate further while healing up with Occultism, Religion, or any related Lore checks.

Hero Point Award: Rhizzuk for clutch actions there. When I played this we got hammered in this section because the DCs are all super high!

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Botting Anaissah:

Will Save: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29

Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28

The sorcerer resists the terror, and speaks to them quite eloquently!

Hobbs critically succeeds at trying to disable the haunt as well!

Nobody else makes any headway at escaping or disabling.

Soundtrack #5: Haunted - Nine Sisters

↺ Seize: The haunt attempts an Athletics check to Grapple each creature in the area. On a success, a creature is Grabbed.

Athletics: 1d20 + 21 ⇒ (11) + 21 = 32 vs. Fortitude DC

You are all Grabbed

Haunt Routine: On the haunt’s initiative, creatures in the area sink deeper into the dust as statues grasp at them. Creatures in the area take 2d10+13 mental damage (DC 28 basic Will saving throw). On a critical failure, the creature is also confused for 1 round. Creatures Grabbed by the haunt take a –1 circumstance penalty to their saving throw.

Mental Damage: 2d10 + 13 ⇒ (10, 5) + 13 = 28

ROUND 2
Azu (9 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Ako (0 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Anaissah (0 damage +28?) Enfeebled 2 Grabbed: Basic Will Save w/ -1 penalty
James (10 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Rhizzuk (0 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Hobbs (19 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Dran'Thil (9 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
ROUND 3
Waking Terror Haunt (~3 disable successes)

DC 21 Religion (Recall Knowledge):

You can use Diplomacy (expert proficiency required) to urge the statues to work together to help you and each other, Intimidation (expert required) to Coerce the statues away from you, or Occultism (trained) to oppose the psychic influence that is harming and panicking them!

Note that each check to disable the haunt is a two-action activity.

The whole party is up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

You cross the bridge, heading for the shipwreck.

Pale, faceless statues, half-buried in black dust, litter the field at the island’s center. An occasional hand or head peeks out from below, pressed downward beneath another statue lifting itself to the air.

GM Screen:
3d20 ⇒ (12, 10, 2) = 24

Anaissah notices that all of the statues appear to be of women.

Dran'Thil notices that the statues move when viewed only in your peripheral vision, struggling to stay above the dust.

None of you, unfortunately, notice the haunt before it activates (area indicated on the map)!

Soundtrack #5: Haunted - Nine Sisters

Faceless statues struggle against each other to stay above the black dust from all around you. A whispered shout carries through the air: “I have a face! I have a name! My sisters may be forgotten, but I will reclaim what’s mine!” Sinking statues desperately grasp at creatures in the area, struggling to stay above the surface.

↺ Seize: The haunt attempts an Athletics check to Grapple each creature in the area. On a success, a creature is Grabbed. The haunt then rolls initiative.

Athletics: 1d20 + 21 ⇒ (4) + 21 = 25 vs. Fortitude DC

Anaissah, Azu, Hobbs, James, Rhizzuk, and Ako are all Grabbed

INITIATIVE
Waking Terror: 1d20 + 21 - 1 ⇒ (15) + 21 - 1 = 35
(Rhizzuk's Scouting has been adjusted as a penalty to the Haunt, to make it easier for everyone)

Unfortunately, I don't think anyone can beat that, so, let's just skip you wasting potentially good dice on initiative and move on...

Haunt Routine: On the haunt’s initiative, creatures in the area sink deeper into the dust as statues grasp at them. Creatures in the area take 2d10+13 mental damage (DC 28 basic Will saving throw). On a critical failure, the creature is also confused for 1 round. Creatures Grabbed by the haunt take a –1 circumstance penalty to their saving throw.

Mental Damage: 2d10 + 13 ⇒ (2, 4) + 13 = 19

ROUND 1
Azu (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Ako (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Anaissah (9 or 19 damage) Enfeebled 2 Grabbed: Basic Will Save w/ -1 penalty
James (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Rhizzuk (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Hobbs (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Dran'Thil (9 or 19 damage) Basic Will Save
ROUND 2
Waking Terror Haunt ()

DC 21 Religion (Recall Knowledge):
You can use Diplomacy (expert proficiency required) to urge the statues to work together to help you and each other, Intimidation (expert required) to Coerce the statues away from you, or Occultism (trained) to oppose the psychic influence that is harming and panicking them!

Note that each check to disable the haunt is a two-action activity.

The whole party is up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Will try to get an update posted tomorrow. Something will happen once you cross the bridge. I'm trying to frantically pack for a trip out of the country in a couple of days while a bunch of things are (of course) all happening at once. Once I'm organized I'll be back to normal posting (except during the 10 hours each way I'm in the air, that is).

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