Talon Stormwarden wrote: As anticipated I had a low tier party, and two of the four had 25’ movement. As it was they found Star on day 15 without visiting a third ruin site or the western oasis (which cost them a treasure bundle). I was not going to spring this “gotcha” on my players without giving them the chance to buy a mount. My group also didn't secure that TB. I did remind them that scenarios are designed to award 8 treasure bundles. The other 2 are bonuses. So they still came out ahead with 9/10.
Zoomba wrote:
I do not see this as a "gotcha" moment. Is it difficult? yes. Is it frustrating? yes. I do not think it was the intention to "get" anyone. Sometimes supplies are scarce and you do not know what you are getting into. ie. lack of horses and supplies. The blurb does say you are sent to explore a desert and find a something at an unknown location. IMO expect a harsh environment and pick one of your agents that is best suited for desert travel if you have one. If not suited, you're gonna have a rough time.
No, you can use it. On the Character Options page we see that the item is not listed under Limited Or Restricted, so it is of standard availability for PFS. The only restriction set is what is printed in the book. Next we look at its trait, uncommon. All that means is you need to meet certain criteria to gain access to this item. To gain access, like you mentioned, you have to be a member of the Society. If you are a member of the Pathfinder Society, which I believe your character is since you are posting on a Society forum, you have access and can purchase the item. No boon required. I hope I explained this clearly enough. It is still early in the morning for me.
Ran this game for my group yesterday. We were at 30 Challenge Points and party comp was 2 fighters, an inventor, a rogue, an alchemist and a warpriest cleric. Resources-Was a non factor. Cleric prepped Create Water and Create Food. Hexploration-Slowest party member was 25 and which is one travel activity a day. As all but three hexes were difficult terrain, moving through the desert was very slow going. Luckily the PC's made their checks in the rocky desert terrain to get the discount on the recon activity. Faction Missions-16 days for Vigilant Seal is no very feasible. You would pretty much have to make a b line for the ruins, destroy them and hope that you pick the right route. Then for the Grand Archive, you have to hit all three ruins and manage to study or deactivate them with in 27 days, which is when Star sends out a pulse over powering the other signals. More doable than Vigilant Seal. That being said, my group could not complete either. Treasure Bundles-ended up getting 9 out of 10 since we did not meet the merchants in the far oasis or the the 3rd ruin. Combats-Were actually challenging this time. Which was a change of pace from the first couple of scenarios this season. Time-This one is definitely a 5 hour slot. Even with out meeting the merchants in the second oasis, not hitting one of the variable encounters, not exploring the third ruin, and handwaving 2 combats early, we were still close to 4 hours.
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You see the others just inside the cave and think the bear might have gone deeper into it. You can retrieve the others and avoid the bear. You also believe that this cave system is the bear's home. It does look like the majority does want to gather wounded and run. So we will move on. The agents gather up the wounded and provide immediate healing for those who need it. With the supplies leftover, you all manage to make a litter assist in carrying the more heavily wounded. The others, once healed can manage on their own. A few more hours traveling, the PCs crest a small hill and spot the finish line. Two tall, wooden linnorm statues mark the finish line to the harrowing Balgirdtrek. Crossing the line, the gathered crowd of spectators and participants cheers and applauds. Racers are met with blankets, soup, and medical supplies almost as soon as they are within the village of Frostgarten, where spectators are gathered to celebrate the competition and those who completed it. Taking a moment to look around, the PC's notice that they are the first team to cross. Leif waiting on the other side to cement their position of second place. As a reward for assisting the other team, the officials gift the PC's a scroll of snowball , which grants you access to the spell Furthermore, since the PCs completed the race honorably, the Pathfinder Society is invited back next year to defend their title. As one last formality, the winning team is tasked with helping to prepare the feast and medical supplies for the remaining racers. Once the last of the teams cross the finish line, the festivities begin. A massive feast is prepared, and the winning team is given a place of honor at the banquet table. The End Primary Objective
Secondary Objectives
Since you all got over 20 progress points, you all get 10 treasure bundles. Congrats
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GM:
Swayahh: 1d20 + 6 ⇒ (14) + 6 = 20 Illnore: 1d20 + 7 ⇒ (20) + 7 = 27 Swayaah and Illnore both gather that the first leg of the race is traveling overland a significant distance. Both Swayahh and Illnore get a +1 circumstance bonus for the first day of travel Illnore also overhears from the officials that the first event is a tree climb of sorts. Illnore gets a +1 circumstance bonus on the Tree Climb trial GM:
1d10 ⇒ 4 While getting prepared, the Varki competitors approach the PC's and give a friendly smile. Two of them, a human male and female that share a striking resemblance begin to look over the PC's gear. The female waves you over, "Make sure to fasten this securely. Will make it easier when moving if you do not need to fight momentum going against you." The other two, another human and a half-orc wait for the others a couple feet away. The male laughs, "Ylva, you are too nice sometimes, you do realize this is a competition." "Yes Marbin I understand that. But we are first timers as well and should make a good impression by helping others in need." She turns back to the PC's before heading out, "Good Luck. See you at the starting line." ************************************ The PC's finalize their purchases and head to the starting line. A thick braided rope is tied between to wooden handholds, that are both carved with the head of a linnorm. An older female stands off to the side and begins to speak, her voice carries over the crowd with ease. "As with tradition, the reigning champions shall start the race." Leif and Oluf head to the sides to hold the rope. Steen stands in front of the assembled teams. "Is everybody ready?"
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Dreadfang delivers the ending blow to the mounted chain gun. Out of Combat Conclusion Once the PCs ensure the caravan meets up with the Gorumites, their scouting duties are essentially completed. With the squad of Gorumites traveling with the caravan, nothing short of a small army would dare attack the wagons, and the Gorumites are familiar enough with the lands to avoid any real dangers. If the PCs destroyed Synthetic Khismar (Robot Gnome), they scare off any Blue Streaks in the area. The caravan is able to make it to Starfall virtually unharried, with the exception of a pack of overly curious and somewhat vicious raccoons. Primary Objective
Success Secondary Objective
Success
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Starting tonight, I will be away at a in person convention this weekend. I am running 6 of the 8 slots, so I may not be able to post this weekend. But will update Monday night when I get a chance.
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Chronicles have been sent and scenario reported.
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@Barydeth, it seems that allies are still fighting off demons on the side lines, per the next part
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ah...the even finer details..Good catch Ionic.
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Points of view will differ on this one. I recall a big argument, not sure if it was on the boards or on a discord channel I am on, about this. But, I do rule the same way on PCs and NPCs, so it is fair. @Hoppper, correct.
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will: 1d20 ⇒ 1 Wow, just nat 1'd it on the bbeg. It is now prone and officially out of the fight for 1 round Rune status: Blue deactivated. Magenta deactivated. Yellow deactivated. Red deactivated. Lime partially deactivated. Round 5-Bold May Act
GM: Elite Demonic Spirit: 150/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. Lightning Bolt 4th/5th used. fireball used. Fear used. Blue: 96/96 Yellow: 96/96 Red: 96/96 Magenta: 96/96 Lime: 85/96, 3d4 persistent mental damage
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What I provided was the box text from the scenario. The CP adjustment changed it from 1 success to 2 successes or critical success. I failed to update the text on my end.
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I've been having the same issue, needing to refresh a few times for the post to show up. Oddly enough, it doesn't seem to lag when you choose to preview it. Pro GM tip for players and GMs alike, do your really long posts in a word doc and then copy paste over.
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Just a heads up. A lot of things are changing at my job right now, so I may slow down on posting, hopefully not though. Nothing bad, just people moving positions and a promotional process that I am in.
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Just a heads up. A lot of things are changing at my job right now, so I may slow down on posting, hopefully not though. Nothing bad, just people moving positions and a promotional process that I am in.
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Bardyth the Giant wrote:
Adjacent. But if you are large and your reach is 10, I am okay with you attempting it that way. Just can not attempt to disable it with a weapon that has reach
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Ritual Circle: The flaming ritual circle brims with energy. Any PC who attempts to cross into the circle must attempt a DC 23 Will save. Critical Success-The PC enters the circle unharmed.
Runes: Each of the trolls are chained above runes. The runes are what fuel the ritual. A PC can attempt Acrobatics, Arcana, Athletics, Occult, or Religion to disable the runes, which is a two-action activity. To attempt a check to disable a rune, the PC must be adjacent to the rune.
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Salliss wrote:
Fixed
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The smoke doesn't do anything but concealment, unless you are inside, then you would have to worry about fort saves. Ionic lands the first trident strike. The remaining miss. He then lifts his dagger in a defensive position. The demon screams out as the cold iron pierces its flesh. Round 5-Bold May Act
GM: Elite Blue Brimorak: 27/100, fireball used, breath cool down 4 rounds.
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Nothing of note really in the other door areas. As for Auldegrund. The parchment that burnt was in fact an infernal contract with Alocer. I'll give you the backstory from the book. When Korvosa gained its independence at the outset of the Age of Lost Omens, the city’s traditions evolved into customs that residents could call their own. Yet not all who remained behind in Korvosa after Cheliax withdrew welcomed these changes. Some, like the Grimcarvers—a family of dwarves who had long been allied with certain diabolic elements in Cheliax’s aristocracy—saw the changes as an affront to the old ways. When the Grimcarvers failed to overthrow Korvosa’s new leadership, the dwarven diabolists fled the city. Their stubbornness kept them from returning to Cheliax. They knew their reputation would bar them from settling in the dwarven city of Janderhoff, so they elected to retreat southeast into the heights of the Mindspin Mountains. There they began to build their own underground settlement in honor of their chosen patron, the diabolic Alocer, infernal duke of beasts, hunters, and tradition. Life in the Mindspins proved to be hard, and over the decades to follow, the Grimcarvers dwindled both in number and fame. By 4705 ar, only one Grimcarver remained—a stubborn but relatively young devotee of Alocer named Auldegrund. As he buried his older brother in the wake of a tragic wyvern hunt, Auldegrund vowed to not let his eventual death end the Grimcarver legacy. He would start a new tradition in Alocer’s honor that—no matter how gruesome or wicked—would make him feared and powerful enough to return to Cheliax and take what he believed to be his rightful place in the court of Thrune. While intelligent, Auldegrund lacked the focus and patience to devote himself to magic, and instead sought to hone his skills as a hunter. His brother’s death did present one benefit; Auldegrund could now spend his evenings poring over the family’s collection of diabolic texts—a library that only the family elder was permitted to access. In his studies, Auldegrund discovered an ancient invocation to Alocer. With this rite, he contacted the infernal duke and offered his soul in return for aid rebuilding his family name. Buoyed with power from the infernal contract he signed and the knowledge that he had the rest of his natural life to enjoy his newfound might, Auldegrund began his work. He learned to see his decades spent in obscurity as a gift, as few living today recognize the Grimcarver name. He spent a few years in the Korvosan hinterlands, building his reputation as a hunter while simultaneously and surreptitiously recruiting new followers of Alocer to his side. At the same time, he worked to renovate one of his family’s only aboveground structures, transforming the building into a hunting retreat he called Lionlodge in honor of Alocer’s favored beast. With the recruitment of a third cultist to Lionlodge, Auldegrund is ready to start the next stage in his plot. He plans to organize hunts of sapient prey to honor his patron—but he’s not satisfied with stalking and killing intelligent monsters. Auldegrund intends to establish Lionlodge as a place where hand-picked guests can come to relax for an evening before taking part in a hunt not for beasts, but for people plucked from the lowland towns and cities. Auldegrund hopes that distinguishing himself from average hunters will impress Alocer, and he’s nurtured his hatred of those who he believes wronged his family for so long that it’s grown to include anyone outside of Alocer’s faithful. As the last of his line, he views these bloodthirsty hunts as a way to exact revenge and honor his patron at the same time. His first hunt for a small group of Erastil worshippers was almost too easy, and Auldegrund now considers himself ready for a bigger challenge, hoping that tales of slaying more dangerous individuals will heighten his reputation and draw more cultists to his cause. Until he can build up a strong enough following to defend his domain, Auldegrund has decided to focus his attention on hunting small bands of adventurers who roam the wilds and whose disappearance might be less noticeable than villagers or townspeople. The dwarven diabolist believes he’s found the perfect candidates: a band of monster hunters whose accomplishments have earned them a growing amount of fame in the Korvosan hinterlands. Confident that hunting and killing such capable adversaries will make their demise that much sweeter to Alocer, Auldegrund sent off the invitations and now prepares Lionlodge to welcome the monster hunters to a final meal before offering them up to his diabolic patron. If all goes according to Auldegrund’s sinister plan, the heads of these monster hunters will soon become the next trophies on his wall! And that is when the story starts and you get your invitations.
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No problem Hopper. Just relax for the weekend. We can cover it from here.
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Correct you are. Ionic, ignore the reflex save from the bone shards Wow, Salliss can fail reflex saves ;}
Pip continues to tickle the draconic skeleton's funny bones as she waits for Hopper. Round 4-Bold May Act
GM: Weak Crumbling Ravener Husk: 69/180 Breath cool down 2 Elite Red Brimorak: 14/100, fireball used Elite Blue Brimorak: 75/100, fireball used, d6 bleeding, breath cool down 5 rounds.
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Let's reveal Barydeth first swings connect. The second finds only air. Pip makes a comment about their family. It rattles it, but only slightly. will: 1d20 - 2 ⇒ (4) - 2 = 2 Failed. Slowed 1 and can't use reactions Salliss is unaffected by the smoke, for now. He misses his first stab, but not the second. Hopper retreats. Wolfie nips it before leaving. Wolfie needs to make a DC 21 basic reflex save or take 2d4 ⇒ (1, 1) = 2 fire ************************************************************************ The Ravener keeps its focus on the heavy-hitting Barydeth. Jaws: 1d20 + 19 ⇒ (13) + 19 = 32
Hit. 12-2= 10 piercing damage. 5 negative for a total of 15. Subtract the 7 from your temp hp. So 8 real damage. claw: 1d20 + 15 ⇒ (1) + 15 = 16
************************************************************************ Red strides twice to catch up to its Prey and swings at Hopper. flaming sword: 1d20 + 17 ⇒ (3) + 17 = 20 Miss ************************************************************************ Round 3-Bold May Act
GM: Weak Crumbling Ravener Husk: 99/180 Breath cool down 2 Elite Red Brimorak: 69/100, fireball used Elite Blue Brimorak: 80/100, fireball used, d6 bleeding
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Leaving fireball formation when facing "Arson Demons" is always a good idea. Especially knowing that they cast fireball. I could only hit three of you instead of all seven, including Wolfie.
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It was supposed to apply to your first turn, so your good now. I meant to make it apart of the draconic roar, but forgot...
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There is nothing in the scenario about terrain. So i am going with no.
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mmm...good soup As you all approach the border, an abyssal firestorm rears its ugly head. Secret:
Herondal's Perception (E): 1d20 + 18 ⇒ (5) + 18 = 23 Bardyth's Perception (E): 1d20 + 17 ⇒ (2) + 17 = 19 No one spots the surge in activity The firestorm surges. randomness: 1d10 ⇒ 9 Large amounts of soot blow in on the wind. The soot moves with supernatural malice, seeking out the lungs of any creatures caught nearby. Any creature that needs to breathe must succeed at a DC 23 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The sickened condition can’t end or be reduced until a creature has spent 10 minutes breathing clean air. Pretty much until you are out of the storm
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Tower Success: Once released, the orbs emit a relieved tinkling sound and fade away. It took both attempts, but two success and two ritual points.
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Xun and Hobbs easily pick out the best things for alchemical crafting. While Zallarra picks out the metallic bits. Hobbs can discern that they are used to help keep track of these beast. He also notices little blue lightning bolts on the side of them. For gathering both the chips and organs, you all will get 3 treasure bundles The party as a whole is able to cover their tracks well enough to avoid being targeted. Hero point to Larrathion for critically succeeding the first exploration check and succeeding on the ID checks which led to avoiding the combat. Speaking of which. We need another Shortcut Through the Waste check. So I need one PC to make a Nature, Scouting Lore, or relevant
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"Each of you will be assigned three junior agents. I know it does not seem like much, but that is all that we have available. Unfortunately the storm has made communications as well as teleportation in and out of Iobaria difficult. Go out, take care of the sites, and head back. If you go missing, we may not be able to send a team out until much later." Does not give a time frame "We know of 10 sites in the immediate area that you will be responsible for. What the tasks entails, I do not know." I will provide that information when we get there and stating this now, no, you do not need to worry about all 10. It provides that many just for options.
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Disciple of Urxehl:
Perception +19; darkvision Languages Abyssal, Aklo, Common, Cyclops, Jotun, Necril Skills Acrobatics +19, Deception +19, Intimidation +19, Occultism +22, Religion +22, Society +18, Stealth +17 Str –5, Dex +5, Con +3, Int +6, Wis +5, Cha +7 AC 27; Fort +16, Ref +18, Will +21; +1 status to all saves vs. magic
Speed fly 30 feet
Divine Spontaneous Spells DC 29, attack +21; 5th (4 slots) Abyssal plague, flame strike, harm, wall of flesh (Advanced Player’s Guide 228); 4th (4 slots) divine wrath, enervation (Advanced Player’s Guide 219), silence, vampiric touch; 3rd (4 slots) blindness, crisis of faith, fear, slow; 2nd (4 slots) darkness, enlarge, see invisibility; Cantrips (5th) acid splash, know direction, mage hand, read aura, shield Channel Firestorm [one-action] (concentrate, metamagic) If the next action the Disciple of Urxehl takes is to Cast a Spell, any creature that has taken damage from Urxehl’s firestorm since the Disciple’s last turn takes a –2 circumstance penalty to AC and saves against the spell. This does not include any of the buffs/debuffs or Challenge Point adjustment.
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I didn't realize that. Feel free to check that you managed to free DD from the spirit's influence and you used the last of the ritual energy to bring back Dolok Darkfur.
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Those questions will be answered in the next scenario. Stay tuned.
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With a slight chuckle, "I'll see what I can do. It will take some time to recover from the ritual." Eando having to nearly restrain the dwarf, "Easy now. That is a member of the Decemvirate you are trying to maim."
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LOL. I forgot you wrote that scenario. It was fun, took out my druid in the final encounter. The GM missed where we could use nature to attack things, but fun either way.
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Dolok lays a reassuring paw on Pip's shoulder, in a growling voice, "Be calm little one. We will look to put an end to the events before the come."
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@ Salliss, yes. Some R&R and you will be fine. @Pip, you must represent a certain Orc Barbarian. His hireling is a lawyer/accountant.
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Will also add the two aspiration point uses per Pip's suggestion, saving one to bring back Dolok.
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Okay, thanks for chiming in. Since I like the idea that both spells are active, since neither one counteracts the other. The darkness would fail to suppress the light. So it is still bright light in a 60 foot aura around Barydeth. If they happen to move away from each other the darkness may still prevail. Since we came to a conclusion, I will move us along.
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Since we will not be able to complete the next encounter, we will just standby to start Part 2
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‘Eκάτη wrote:
I went ahead and changed your level on the sign in sheet to reflect the corrected level. This way you get the correct gold at the end. @All, sorry for the unusually late posting. I had a real-time game I was hosting and then had a call to respond to.
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