Scenario and AP Tracker
GM Screen:
Alvarius's Initiative Using Detect Magic: 1d20 + 11 ⇒ (5) + 11 = 16 Onye Dinta's Initiative Using Avoid Notice, Incredible Initiative: 1d20 + 18 ⇒ (3) + 18 = 21 Daehalya's Initiative: 1d20 + 13 ⇒ (7) + 13 = 20 Nicholo Rieland's Initiative: 1d20 + 16 ⇒ (18) + 16 = 34 Nightmare Haunt: 1d20 + 30 ⇒ (4) + 30 = 34 Nicky motions south just as the incense burners begin to smoke, filling the air with strangely nostalgic scents. Without flame. Without spark. Each stick suddenly sizzles to life, trailing serpentine coils of thick, sweet-smelling smoke into the air. The room grows dense with fog-like vapor, and the frescoes above seem to ripple—faces contorting from sorrow to manic glee. Each of you must roll an initial DC 32 Fort Save.
Those who fail begin to stagger. The smoke wraps around their heads like living tendrils, seeping into nostrils, mouths, eyes. Their vision distorts, the room vanishes... They see things. Their worst regrets, their lost loved ones turning against them, endless hallways filled with screaming voices they recognize but cannot name. Weapons feel heavier. Armor tightens like it's sinking into their skin. They’re being hunted—but by what, they can’t remember. Or maybe they can, and that's worse. To the conscious observers—if any remain—the afflicted stand rigid, eyes wide, mouths open in silent screams, hands twitching as if warding off unseen foes. Every minute spent within the room forces a new nightmare. The incense never burns away. The bowl cannot be touched. The door cannot be opened until the haunt is addressed—until the source of the torment is found. Disable: DC 26 Occultism (expert) to enter a state akin to lucid dreaming so as to unweave the nightmare from within, or DC 30 Intimidation (master) to stand resolute against the nightmares and turn the fear back upon itself ★★★
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Scenario and AP Tracker
As you discuss the many strange occurences Nicky pushes into the basement library. A long and very full bookshelf runs along the east and south walls of this room. To the north is a glass cabinet displaying a white-furred monstrous costume along with a four-horned mask. To the west, a large map of the northern continent—the Crown of the World—hangs on the wall with what appears to be an expedition route tracked to the north pole. A single round table and a comfortable chair sit in the middle of the room. The map is drawn on durable yeti-hide parchment that can weather cold temperatures. DC 20 Crafting or Survival Check (Inspection of the Map):
Closer inspection reveals that the expedition route to the north pole starts at a location called “Icegate.” The route shown on the map is a proposed route rather than an actual path, marked with dangers and waypoints (including one of apparent significance—a ruined temple of Findeladlara marked with brief note that says “did I leave the yurt here?”)
DC 25 Will Save. You get a sense of deja vu as the feeling of familiarity merges with a sudden sense of freezing cold. (Frightened 1) You realize that they’ve seen this map—or a nearly identical one with a very similar route sketched out—at some point during their missing memories. The books found here form an impressive collection on the topics of dreaming, Arctic travel and survival, the Erutaki and Ilverani peoples, and the occult mysteries of psychic power. The collection as a whole is worth 600 gp, and grants a +2 item
The costume on display in the cabinet is the same one as the creature you saw following you in your dreams. Always watching from the distance but would disappear as you got closer. The costume itself functions as a suit of +1 cold resistant explorer’s clothing, while the mask functions identically to a greater coyote cloak other than in appearance and in being a worn mask. DC 30 Society: You recall the costume as that of a depiction of a saumen kar.
Scenario and AP Tracker
What I have seen don in PbP with that ability is instead of on your turn like it says the player just can use that free half stride on their turn if they wish to.
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Everything looks good. Thanks folks! I will kick this gae off Sunday evening when the Con starts. @Maneki- All corrected.
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Tai Fung wrote:
you were good on those Kuey. Just need your info for the chronicles on RPG Chronicles.
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Check-in
Macros
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RPG Chronicles
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Please fill out RPG Chronicles so I can see where we are sitting points-wise.
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Welcome and please fill out the Macros and Tactical Map links at the top of the page so that we can get started right away.
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I could be wrong but I am fairly sure that is a crafting requirement based on the rules for reading an item statblock. Please correct me if I am wrong. This was a good question. EDIT: I retract my above statement and agree with Ebonfist on it being a use requirement. Here is a link to another item with an actual Crafting requirement listed.
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@Brenael- I would post your recruitment in the recruitment tab. This way more eyes will get on it and you post won't get buried in the discussion.
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Teja Khellekdottir wrote:
Sure thing! So you started that round with 61/88 hp With a +13 Fort save your rolls were: 2+13 for a total of 15. (Crit Fail as the DC was 25 for 32 damage) 29/88
All of your reflex saves had evasion for 0 damage End HP 22/88 Looks like I counted the last Fort save as a success rather than crit success so will update the tracker to give you back 7 hp.
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Please fill out the following items Macros and Tactical Map link above and the RPG Chronicles link below. I will not start until all three are filled out.
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Hey all, I have some bad news. A lot of you know, have played with or had RVC Jack Brown (Silbeg) as a GM. He recently underwent open heart surgery. While recovering he suffered from a hemorrhagic stroke. More details are in the links below but Jack has been a staple to our online and in person community. Please offer up some kind words or encouragement and any donations to help his family out in their difficult time of need. We have a few local folks from the RPG Community visiting him each day and reading your kind words to him. He can definitely use it right now.
Scenario and AP Tracker
Hey all, I have some bad news. A lot of you know, have played with or had RVC Jack Brown (Silbeg) as a GM. He recently underwent open heart surgery. While recovering he suffered from a hemorrhagic stroke. More details are in the links below but Jack has been a staple to our online and in person community. Please offer up some kind words or encouragement and any donations to help his family out in their difficult time of need. We have a few local folks from the RPG Community visiting him each day and reading your kind words to him. He can definitely use it right now.
Scenario and AP Tracker
Hey all, I have some bad news. A lot of you know, have played with or had RVC Jack Brown (Silbeg) as a GM. He recently underwent open heart surgery. While recovering he suffered from a hemorrhagic stroke. More details are in the links below but Jack has been a staple to our online and in person community. Please offer up some kind words or encouragement and any donations to help his family out in their difficult time of need. We have a few local folks from the RPG Community visiting him each day and reading your kind words to him. He can definitely use it right now.
Scenario and AP Tracker
I can pass that RPG Chronicles link forward to Bigrin to get it reported as well.
Scenario and AP Tracker
Dranald resists the intrusion into his mind as he returns a divine lance into the strange dream. Crit for 44 damage w/ 5 resistance for 39 total. With its own mind weakened Jiki tries to trap the dream in its own nightmare as he surrounds it with mirrors. Fort DC 26: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20 22 Temp Hp. The mirrors immobilize the dream as it seems confused by the shifting nightmares. The Deimostride flies into the air, just above you heads. It gallops past each of you as its flames grow in intensity burning you as it passes by. Fire Damage: 6d6 - 2 ⇒ (5, 6, 4, 4, 6, 5) - 2 = 28 DC 28 basic reflex Astrid will get an AoO- before your AoO though you will need to make a DC 26 Fort save vs the Smoke Aura. failure is sickened 2. ★★★
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Scenario and AP Tracker
Patrick wrote: mm: 12d4 + 12 @Patrick- You have your magic missiles off a bit it seems. I am not going to change the damage on this combat as I didn't catch it in time but it is Heightened +2 meaning at Spell Levels 3,5,7,9 so on and so forth. Spell Level 1 (Level 1 character)
Heighten +1 (Spell level 2) (Level 3 character)
Heighten +2 (Spell Level 3) (Level 5 character)
Heighten +3 (Spell Level 4) (Level 7 character)
Heighten +4 (Spell Level 5) (Level 9 character)
So at most you should currently only be firing off 6 missiles.
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All successes so normal 20 minutes for time traveling here. Time Spent:
Healing after Trap = 20 minutes
You are able to shatter the mirror with simple force and free Dinetrie from his bonds. "Thanks for that. I was hoping to steal Aslynn's airship, the Gale’s Claw, to escape. I ended up obstructing the planar net in the bell tower so the ship could leave but didn't know how to pilot the thing!" More locations to choose to visit.
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Time Spent:
Healing after Trap = 20 minutes Traveling to the Cells = 25 minutes For transparency, as you travel around the castle here each room will have skill checks to decrease or even increase the time. The DC will be 26 for all of those skills. here are the results. Each travel will have a standard time of 20 minutes. Critical Success You reduce the time it takes by 5 minutes (to a minimum of 15 minutes).
As you travel to the Cells you run into a little problem with one of the sealed areas as it has not been opened in quite some time, eating up an additional 5 minutes. All successes except 1 failure which added 5 minutes. The grouchy man watches as you have little difficulty opening the cell doors and freeing them. "Thanks, I'm Venruth and that sour one is Bremix. Have you found the the workshop yet? Where they have Cetezar working?" Bremix interrupts Venruth— “Of course they don’t know that! They just got here. Give them a few minutes you dolt. If you had half a brain you can certainly see they came to rescue us first.” "Cetezar was taking to the workshop to help create weapons for Aslynn. And Dinetrie was taken away to be punished for trying to escape." Bremix interrupts Venruth again. "Serves the idiot right for doing it right in front of them." The pair look to you. "Where do we go?" You now have 4 other locations you can visit. Where to next and what do you do with these two?
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With you all being on a bit of a timer go ahead and roll Medicine checks out to see how much time it takes.
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Astrid quickly draws her blade and slashes into the dark Facet as she shatters one of them with ease and pure, raw strength. Arrus takes advantage of his speed and uses his tools to disable another of the facets causing it to lose contact and dim. Patrick tries to use some magic but it doesn't seem anywhere near powerful enough to overcome the Hag's powers. Spectral Hag hands lurch out from the walls clawing at your souls. Spectral Claw (Arrus) Damage: 2d10 + 13 ⇒ (5, 5) + 13 = 23 DC 30 Basic Will; Failure you are also grabbed Spectral Claw (Patrick) Damage: 2d10 + 13 ⇒ (8, 1) + 13 = 22 DC 30 Basic Will; Failure you are also grabbed Spectral Claw (Dranald) Damage: 2d10 + 13 ⇒ (2, 5) + 13 = 20 DC 30 Basic Will; Failure you are also grabbed Spectral Claw (Ukh) Damage: 2d10 + 13 ⇒ (2, 3) + 13 = 18 DC 30 Basic Will; Failure you are also grabbed ★★★
Terrain: Disable DC 28 (Thievery / Crafting) - Expert | Dispel Magic
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Scenario and AP Tracker
I have 3 glyphs so we will each start with 2. We could do Fighter / Cleric for pregens then? I can bring my Lvl 7 poison Fighter.
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As this is the final day to start PbP Scenarios for PaizoCon 2023 we have begun to fold tables with 0-1 players. You have been released from the following tables due to lack of players.
Scenario and AP Tracker
As this is the final day to start PbP Scenarios for PaizoCon 2023 we have begun to fold tables with 0-1 players. You have been released from the following tables due to lack of players.
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"We would need to move immediately." Evni explains as she hands you the key. "The scholars will not be able to return from the Shadow Plane on their own. Neighter will you." She taps the key. "You will need this to return." She hands you a small satchel, which contains several torn and burnt scraps of paper. Handout #1 and Handout #2 in the Maps. "Aslynn’s forces apparently took particular pleasure in destroying the Scholars’ research. Agents have pieced together various fragments, but we think based on some recovered notes that one invention may have been taken with the Scholars. If you can find this invention, please bring it back." Handout#2 will explain the actions the key can be used for. I also put it into better detail on the slide above it. Evni explains, “The Shadow Plane is another plane of existence. In some places, its features are a muted mirror of the familiar world around us. In others, they take on new and fantastical forms, as likely to be wondrous as ominous. Space doesn’t always work the same there as it does here, with places that seem impossibly distant being surprisingly near, or what seems just around the corner taking an age to reach.” The satchel also contains:
The radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded; anyone Casting a Spell with the darkness or shadow trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. A PC who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose the spell or activation.
Scenario and AP Tracker
Have any of these characters completed # Pathfinder Society Scenario #4-06: Signal from the Electric Laboratory? If so what was your determined fate of Revecka? Did you help her recharge her artificial heart or did she not survive.
Scenario and AP Tracker
You find yourselves in the Ardis Scholars’ manor. Agents previously cleared out various dangers here (during Signal from the Electric Laboratory) and now several Pathfinders are repairing and cleaning the site. Venture-Captain Evni Zongnoss has been managing the repairs and smaller details. The sound of hammering reverberates through the great hall of the manor as Pathfinder agents move in and out, arms full of construction supplies, paperwork, and strange technological items. Their work is overseen by a gnome tapping a finger on her pursed lips in concentration. Her messy brown hair peeks out from a blue turban patterned with a butterfly-shaped constellation of stars, which she distractedly pushes back from her eyes as she watches the comings and goings. An ornate carriage sits in front of the manor. Blue curtains with silver stars and golden moons hide the interior, but it appears too small to contain more than its owner, Venture-Captain Evni Zongnoss, and perhaps one or two guests. However, when she opens the door, a wide-open wooden chamber awaits. Mismatched plush chairs sit around a gnarled wooden table on a lurid purple carpet. The table holds a strange metal-and-crystal key, a box full of unusual technological items, and a satchel. A strange creature that looks like a feathered octopus made entirely of energy hovers between two chairs. Evni sighs with relief as she takes her seat. “That’s better,” she says. “The work is important, but it’s noisy repairing all the damage from Aslynn’s attack on the manor.” Her smile fades as a hint of steel enters her voice. “That’s why I asked you all to come today. As you may know, Aslynn captured a number of Ardis Scholars here. We’re ready to rescue them!” She gestures to the figure made of energy and the key on the table. “With Lumna’s help and the crystal key, we’ve been able to speak with one of Aslynn’s children, Narcela, who’s pretending she’s loyal to her mother. Narcela told us the Scholars are being held in a floating fortress on the Shadow Plane, where they’re being forced to develop technology for Aslynn. Not only is getting them home the right thing to do, but it could give us the upper hand against Aslynn!” Lumna suddenly dives into the key, their energy absorbed like a sponge soaking up water. A quick series of telepathic images shows them using a device they call an “engine” from the Ardis Scholars’ manor to focus their energy to transport the key, with their essence inside, and several people to a castle, then back. “So that’s your mission,” Evni concludes. “Go to this castle, find as many Scholars as you can and bring them home. Narcela will be waiting there to help you. She’s risking everything, so bring her back when you return. Remember, your safety takes priority! If you run into anything you can’t handle, come home, and we can figure out another way to get the Scholars and Narcela back.”
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Sent a message to cmlobue so we can get started on time. I will likely post the opening scene once PaizoCon starts and slow roll through the weekend to really ramp up the osting speed on Monday when everyone is freed up again. ★ -- ★ -- ★ -- ★ Check In
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Please also fill out this RPG Chronicles Link. ★ -- ★ -- ★ -- ★ Check In
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Is this current Outpost or one of the past ones? if one of the past ones send me a PM with what game it is with org play # and I can get it changed.
Scenario and AP Tracker
Yup, there are a few scenarios that have some additional prerequisites due to the difficulty in running them. (VO's can run them at a lower star level)
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