Your are correct. With a CHA 14 you can cast arcane scrolls up to 4th level without a second UMD check for ability required.
2 PP grants 750 gp of a single item. A scroll with the same spell and multiple castings is allowed. For example, 5 castings of 2nd level spell is 750 gp. (2 spell × 3 caster level × 25 gp × 5 castings)
-Posted with Wayfinder
There are over a hundreds of thousands table top, PbP, VTT, etc. going on every day that are better than any D&D franchise movie. Marvel movies and Star Wars are already dominating the box office.
Ask yourself, do you really want a Hollywood director/producer to make a cool D&D movie staring Chris Pratt and Scarlett Johansson? (On second thought, yes. Yes, I do.) ABC made a decent D&D series called "The Legend of the Seeker" based "The Sword of Truth" novels. It wasn't great, but fun, easy watch.
RPG's are like local artists. The better ones are usually anonymous people working at their craft for its own sake and trying to make millions of dollars. Check out Twitch and Youtube. There are some incredible GM's/DM's out there making art come to life through improv and dice.
Cool, thanks! I signed up on the alt list then.
Stupid question, but can I apply a 7th level pregen credit of Serpent's Rise to an 8th level character?
Pathfinder Society Roleplaying Guild Guide p.21 wrote:
You may not assign a Chronicle sheet earned with a pregenerated character to a character that was already at the level of the pregenerated character or higher.
Please state your PFS#, character name and faction in the discussion thread, so I am able to report the event and issue chronicles sheets ASAP.
I hope everyone enjoyed playing this adventure path! I know that for a few of you it was your first PbP. Thank you for your participation and private message me if you are interested in Book 2 starting May 1st.
"NOOOOOOOOOOO!!!" (Click link for sound effects.)
The shout echoes in the stone cell block for five long seconds as the last remaining haunt of Harrowstone dissipates into a cold vapor cloud filling the room and coating your faces with its frosty residue. It quickly descends into the flooded oubliette.
Your search the room and discover The Splatter Man had confiscated Warden Hawkran’s magical gear. These items remain at the bottom of the flooded oubliette, under 30 feet of water with the corporeal remains of the Splatter Man himself. The items are a +1 keen longsword, a +1 mithral dagger, and a ring of protection +1 (Warden's wedding ring).
You have successfully defeated the five key spirits haunting Harrowstone from possessed victims being able to complete the spelling of Vesorianna’s name. If you failed to cleanse Harrowstone of its haunts in time, then as the last letter of the ghost widow’s name is completed, eerie cold blue light erupts out of every window, door, pit, and crack of Harrowstone as the spirits of dozens of violent criminals escape, transforming into full-fledged ghosts.
True victory requires not only defeating these five evil spirits but delivering the warden’s badge of office to his widow’s ghost. When you do this, Vesorianna reunites with her husband and together they are able to use their newfound symbolic authority to actually cleanse the ruin entirely, stripping it of both haunts and the five key spirits. As she does so, she sighs in thanks as she fades away as well, the warden’s badge settling softly to the ground as the happily married couple "until death do they part" vanish. The badge continues to glow softly from then on, and functions as a rod of lesser ectoplasmic metamagic.
Vesorianna and Warken Hawkran's ghost remains behind to serve as the prison’s new wardens—the ruins remain truly haunted in this event, but unless both are removed from the site, Ravengro has nothing to fear from these ghosts and evil spirits. Harrowstone’s reputation as a haunted building persists, but over the course of a few more generations, this reputation might fade as the truth of the new developments eventually settles in to Ravengro’s rumor mill.
Unfortunately, the town is in need of a new sheriff as his body was discovered butchered in The Ravengro Jail. Two of the cells' bars were bent with supernatural strength. His deputies were also found skinned alive in Gibs Hephenus’s shack. Gibs is nowhere to be seen. Anyone who is not willing to participate in the next chapter may retire from adventuring life and take upon this vacated role. However, Drasven is the town councils' favored choice in this matter as he previously served as Professor Lorrimor's bodyguard.
Kendra's health has remarkabiltiy improved. She thanks Windom for all of his love and support with scented letters and a gold necklace with a small portrait encased in a delicate heart. A long distant love relationship begins to bloom.
Cassandra wins the favor of Father Grimburrow despite sharing a different faith. He can be counted upon as a patron in times of need through written correspondence or message spells.
Zavar's extensive research and prowess of the arcane is requested to replace Alendru Ghoroven, a retired wizard-turned-teacher, as the new entreuprenuer of The Unfurling Scroll. The story's previous owner is will to sell it to him for a modest sum of 1,000 gold pieces, which is approximately the same value of its entire inventory, structure and land.
Sadly, nDevere entered the town as a stranger and leaves with little acknowledgement except for the part-time duties of a gravekeeper. Her purpose and ambition remains a mystery. Sorry, someone has to be the middle child.
Ravengro’s citizens notice the change the very next night as the strange events and eerie happenings that have been plaguing the town cease. The next day, the town’s citizens gather and cheer as the town council gifts each of you the promised reward of 100 platinum. Eventually, it becomes time for you to honor Professor Lorrimor’s final wish and make the delivery of his books to Lepidstadt (and to collect the promised stipend of another 100 platinum!).
GM Will save: 1d20 + 8 ⇒ (20) + 8 = 28
The force scimitar misses the ghost! Windom lands another solid blow with his ghost touch morningstar! Cass channels positive energy filling the room with a bursting light! The Splatter Man shrieks in pain perhaps for the last time!
Round 6 (Previous round)
Round 7 (Current Round)
Round 8 (Next Round)
nDevere, Zavar, Windom then Ghost if he survives!
Going to speed this combat up now that silence has enveloped the room with a 40 foot diameter. Casters will need to be inside the secret door passage or at the room's corners to cast unless you have the Silent metamagic feat. The other entrance is barred.
Drasven touch channel: 1d20 + 8 ⇒ (6) + 8 = 14
The ghost floats five feet out of the watery hole to avoid cover. It would spout nasty things about your soul, but it cannot speak.
Ghost touch attack @Windom: 1d20 + 5 ⇒ (16) + 5 = 21
Spiritual Weapon: 1d20 + 7 ⇒ (2) + 7 = 9
Cass, nDevere and Zavar are up!
Drasven touch attack: 1d20 + 8 ⇒ (17) + 8 = 25
Drasven channels energy with a touch attack! The force scimitar hits the ghost from above the watery hole! Zavar rips another page from the moldy spellbook! The Splatter Man shrieks in pain!
Round 6 (Previous Round)
Round 6 (Current Round)
Windom and Drasven are up again!
The Splatterman passes through the stone floor and reappears in the watery hole. His red eyes pierce through Zavar. Four bolts of force streak toward him as he screams.
"STOP THIS IMMEDIATELY!!!"
Empowered Magic Missile @Zavar: 4d4 + 4 ⇒ (3, 1, 2, 4) + 4 = 14 x 1.5 = 20 damage
Windom and Drasven, you are in delay. Party up!
Whomever is holding the Warden's badge, can discern its special ability. It appears on the loot list that no one is wearing the belt of DEX+2 either. There are a couple items that you have gathered that maybe useful.
Can be used as a rod of lesser metamagic ectoplasmic spell. You must hold in hand to use.
Here are the special mechanics for damaging the moldy spellbook. It’s a standard action to rip pages from the book—the carrier must pick which pages (and thus which spells) he wishes to destroy. Each time he does so, the Splatter Man’s ghost takes 1d6 points of damage + 1 additional point per spell destroyed. Ripping all of the pages out at once is possible for a larger overall damage bonus on that action, but ripping spells out one at a time will do more damage to the Splatter Man in the long run. Mold has destroyed most of the book’s contents, but nine spells do remain viable: comprehend languages, dispel magic, false life, gust of wind, illusory script, levitate, mage armor, magic missile, and summon monster IV.
I will be ending the Carrion Crown saga with the current group after we wrap up Book 1, hopefully no later than Feb 1st.
I do not have the time and energy to propel it any further as my workload has grows considerably until April 15th in my world of taxes.
I plan to take a 3 month break from play-by-post and then come back with renewed vigor for Book 2 of Carrion Crown starting May 1st.
Please send me a private message if you are interested in continuing to Book 2. It's a murder mystery and court room drama called, "Trial of the Beast". You will receive a PFS chronicle for a 6-8th level with 3 XP for Book 2.
The Splatter Man extends his hand from the floor near the secret door and grabs onto Cassandra's left ankle draining her of her life force. The ghostly arm returns into the stone floor.
Roll20: Touch attack: AC 13, rolled successful miss chance, 25 damage, Fort Save 17 for half. He is in the ground adjacent to both Cass and Drasven with total cover.
Religion DC 16:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
"Regardless, you have taken your last breath. Join me in death."
Cass HP before touch attack: 46 - 25 - 20 + 8 + 9 + 2 = 20
Party is up. Cass is unconscious if she doesn't save.
Sense Motive DC 20, hunch:
The Splatter Man seems to completely avoiding Zavar. Have they formed an alliance? Or does Zavar have some type of leverage? Who knows...
I updated Roll20.
nDevere busts the rusted bars to oubliette and they sink to the bottom. You are free to swim in the watery hole. It is 30 feet deep.
Round 4 (Previous Round)
Round 5 (Current Round)
Zavar, Drasven then Ghost are up. Please wait to post in that order.
Drasven CLW on Cass: 1d8 + 5 ⇒ (3) + 5 = 8
"Your feeble attempts at magic amuse me. You pathetic creatures deserve death!"
magic missiles @Windom: 4d4 + 4 ⇒ (2, 2, 3, 3) + 4 = 14
The Splatter Man pelts Windom with four magic missiles and moves away from sight.
Concentration check DC is 26 (10+dmg+spell level)
nDevere kills the rat. Zavar casts dancing lights in the water filled hole illuminating the Splatter Man and negating the dim light. Windom begins casting Silence.
Splatter Man is a 7-8th level wizard easily discerned by his four magic missiles! Is Drasven healing Cass or attacking the ghost? After Drasven is Ghost's turn.
Drasven moves Cass and spontaneously casts a cure light wounds on her.
CLW on Cass: 1d8 + 5 ⇒ (4) + 5 = 9
The ghost reappears below the barred flooded oubliette hole (granting him cover and concealment) and laughs evilly at you all.
"Who dares to enter my quarters!?! I am The Splatter Man and will paint the walls red with your blood!"
Windom swings his magical ghost touch morning star hitting him square in the mouth through the bars and he stops laughing immediately.
"My book is nearby... Give me my book you thieves!"
nDevere kills rat with one kick and injures another (rat 4).
Zavar steps up and roasts two rats (1 & 2) attacking Cass with Burning Hands while casting defensively. Roll 20 for 12 and 6 damage.
One dire rat remains adjacent to Drasven and nDevere. It appears aggressive but doesn't oppose much of a threat. The ghost remains hidden.
A dark whisper hisses from your recently aquired moldy spellbook. "Join me in undeath by killing your companions! Great power and knowledge will be yours!"
I updated the map and moved the party into the room. The room is dimly lit. Your current light source is not sufficient enough to see the hidden caster unless you have darkvision. Drasven was busy attacking the wall in Round 1.
Although the visible bloody letters are gone, Zavar thrashes away at the wall with a melee weapon.
GM: 1d3 + 1 ⇒ (2) + 1 = 3
Four dire rats appear before Cass and nDevere followed by four bolts of force at Cass!
Rat 1 @C: 1d20 + 1 ⇒ (19) + 1 = 20
Cass, take 25 point of damage. 20 is from 4 maximized magic missiles!
During nDevere's monkey style pose, she can react to those dirty, dirty rats!
Drasven, no longer preoccuppied with the haunt, sees a ghostly figure with his darkvision floating five feet below the barred flooded oubliette hole before quickly disappearing.
Both bloody letters are destroyed, but a ghostly maniacal laughter errupts!
"You cannot defeat me! I will destroy you and then you will become my servants for eternity!"
Spellcraft DC 24:
Empowered Summom Monster II is being cast but you cannot see its source.
Cass and the rest are up! You cannot see who is speaking to you.
Zavar Perc: 1d20 + 5 ⇒ (5) + 5 = 10
Religion DC 21:
This is an isolation room that draws men insane. This haunt can be damaged by physical attacks directed against the letters forming on the walls.
Two bloody letters, "Z" and "D", begin form on the wall.
Zavar & Drasven:
Your entire name suddenly appears on a wall near you, written in fresh blood. Each round, your soul is being stolen by having your name appear on the wall, and that by destroying the bloody words, you can reclaim it. Each of you take 2 points of Wisdom damage.
Nothing else is found in the secret tunnel. You are headed to the last room.
The Nevermore (U11)
Anyone entereing The Nevermore (U11) needs to make a perception check.
Perception DC 20:
You notice drops of blood welling up along the walls
History or Local DC 20:
Sometimes, in the case of truly heinous crimes, executions were considered too merciful. In these rare cases, prisoners sent to Harrowstone were consigned to this cellblock, aptly named the “Nevermore,” with the knowledge that those who were imprisoned in a cell here would never again see the light of day, with their only trips out of the block being short journeys through a secret passageway to the torture room for grisly, recurrent punishments. These sentences were relatively rare, and as a result, this cellblock was often quite underpopulated. At the time of the fire, the only inhabitant of Nevermore was Professor Hean Feramin, the so-called Splatter Man.