Zon-Kuthon

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****** Venture-Agent, Massachusetts—Boston Metro 266 posts (10,444 including aliases). 15 reviews. No lists. No wishlists. 46 Organized Play characters. 19 aliases.


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Manifold Host

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Agender thyr technomancer 2 | SP 7/11 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort +1; Ref +2; Will +4 | Init: +2 | Perc: +1 Senses: normal | Speed 10ft, fly 30 ft

I think they are:

Life Science: 1d20 + 9 ⇒ (1) + 9 = 10

Yes. Likely armadillos.

Welp, good to incur Desna's wrath early


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Blooming Catastrophe Return to Grave

Ah, yes. (Have I mentioned I’m not a fan of how imo unclearly those boxes are labeled :p


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To me what struck me as a bit strange or out of place was that it is the player characters who are called on to be the ones called to treat with her. I mean from a gameplay perspective, of course: the PCs are the movers and shakers.

But at this point the PCs are also random adventurers who might not even be from Sandpoint at all. They are not official representatives of Sandpoint and could easily have less claim to 'speak for the town' than the dozens of Sandpoint locals who approach to argue against the ritual. Aurahani - a cleric of a faith dedicated to helping lost souls - and Abstalar - a figure who both represents the institution that failed her and regrets it and a man who clearly knows her story deeply - narratively seem to make much more sense as the people delivering said apology and forgiveness.


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Blooming Catastrophe Return to Grave

The leshy crafter looks around, still confused as he takes in all of the bizarre sights. Everything different a minute ago. Well, the same. But it looked like that same was 'good'. He turns to the monolith. It still stands with swirling curving script, but the magical glow is no more. I saw this fancy standing stone, clearly left by ancient druids and spirits. Then think I tripped or something. Woke up, the whole forest around looked wrong. I thought I was fixing things. But the pollution...was me?

While the leaf leshy processes what may have happened, Bláinn and Hallow looking around see that the remaining macabre leshys are still moving around. Some seem to slowly be sloughing off some of the rocks and animal parts the crafter had used for their bodies. They look like the bodies these nature spirits are animating are slowly returning towards 'normal', but some odd an ominous signs still remain on them. like a few stray vines that seem to sway to a non-existent breeze almost like tentacles, or a leshy whose tree bark in one spot contains a pattern that looks vaguely like a bleeding skull from some angles...

4/5 ** Venture-Agent, Massachusetts—Boston Metro

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On the reveal at the end of this scenario:
Glad to see the Society works so much like real life: they'd rather promote an outside recruit over people who have been already working in the organization for years :p


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Blooming Catastrophe Return to Grave

You continue through the fog. It stubbornly refuses to lift. Every so often there is a flash of light up above you - like a lightning flash, but unaccompanied but any peal of thunder. But you have faith and push through the mist. Until after hours it thins just in time for you to halt before stepping right into an old mudflow.

The wreckage of a carriage is mired in the shallow mud basin of a meander of the Path River, seemingly driven off the road by a mudslide. The carriage train once bordered on opulent with its colorful paint, decorative filigree, and plush cabins, but it shows little of its former elegance. Of the occupants and team of horses that had once pulled the caravan, no trace remains.

...actually that may not be true. Milling about near the wrecked carriage stands a horse whose skin is ripped and torn and covered in fatal wounds that it is ignoring. And several shambling figures roam on the south bank of the basin. Figures that Ahzeem quickly clocks as undead zombies, though of exactly what sort he can't quite tell.

GM:
Ebren Windbrook's Initiative Using Avoid Notice (Stealth, trained): 1d20 + 7 ⇒ (1) + 7 = 8
BAGA's Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Popcorn's Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Ahzeem's's Initiative: 1d20 + 11 ⇒ (5) + 11 = 16
Tux 27
Cordelia Maxwell's Initiative: 1d20 + 7 ⇒ (3) + 7 = 10

F: 1d20 + 4 ⇒ (12) + 4 = 16
R: 1d20 ⇒ 17
B: 1d20 ⇒ 19
Y: 1d20 ⇒ 19
G: 1d20 ⇒ 6

ARKR: 1d20 + 8 ⇒ (4) + 8 = 12

Initative

Tux
Popcorn

something
Ahzeem
something
Baga
Cordelia
Ebren
something

Reminder: Dim light around (though Bright light w/in 20 feet of Ahzeem at the moment)
The muddy 'river' on the map is passable but difficult terrain for Medium or smaller creatures.


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Blooming Catastrophe Return to Grave

Slight error/correction on my end: Claudiette estimates Steadfast is only about a day's travel from the border to the Gravelands. Getting to that border itself will take a few days (though Envi will provide rations, tents, and the like for you to use for your journey.

Stocked, supplied, and forewarned about your mission, Envi and Claudiette both wish you luck as the six of you depart. The trek out from Caliphas is uneventful and smooth as you can mostly stick to well-paved roads. With each day however you see less and less fellow travellers as you go. The last stretch is particularly odd: beautiful fields stretch out to either side of an otherwise deserted thoroughfare being walked down only by yourselves.

Early on the third day you can see up ahead the stone bridge Caludiette wrote about in her report. The old bridge crosses over one of the narrowest points of the Path River, marking a demarcation between the dubious safety of Ustalav for the wilds of the Gravelands. The stretch of path leading to the bridge has clearly not been kept up for many years but the bareness of the river banks and sparse foliage keeps it easy to follow. A light mist draws itself up from the river below, setting the far shore in a slight haze.

GM:
EP: 1d20 + 4 ⇒ (11) + 4 = 15
bP: 1d20 + 9 ⇒ (4) + 9 = 13
pP: 1d20 + 7 ⇒ (10) + 7 = 17
tP: 1d20 + 5 ⇒ (13) + 5 = 18
aP: 1d20 + 9 ⇒ (11) + 9 = 20
CP: 1d20 + 7 ⇒ (19) + 7 = 26

Cordelia and Ahzeem up ahead can make out what look like four figures sitting near the river's edge on the Ustalav side. They can make out fragments of a conversation.

*…hope they managed to stumble back into a town all right.
*I'm sure they did! They're hearty folk if they were able to get back out of there.
*Can't imagine what they had to go through in those dead woods. Praise the Lady for guiding them safe, but seems every month there's less and less who come out of there. Alive anyway.


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Blooming Catastrophe Return to Grave

That's the one! (or close enough: eventually they'd need to winnow each other down; for that mission they're still training and used to test you)

Chronicles are up HERE. Please let me know if there are any issues or corrections needed!


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Blooming Catastrophe Return to Grave

We are very near the end of the scenario, so if you all could double-check you posted info and roll any Day Jobs you may or may not have/care to that'll help me make sure I can get chronicles out swiftly!

And if any of your PCs are in an OutPost game and thus will need the credits/details to get set for those ASAP let me know! That last fight was a doozy - and took a bit longer than I'd initially predicted. Dicebot didn't seem to care for many of you...


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Blooming Catastrophe Return to Grave

That lunging jump is exactly the sort of thing I'd've granted a Hero Point for...were this yet a system that had those.


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Blooming Catastrophe Return to Grave

As frustrating as I understand a maze like this can be, you've stumbled across something you can now vent your frustrations out on in combat!

(and so far while the dead ends and backtracking are annoying and time-wasting {you're still doing okay on it: as this fight begins you've expended ~40 minutes as this fight begins} you have been relatively stealthy by getting into the base quickly and avoiding setting off several loud hazards or traps. Hence you're still catching this set of ysoki by surprise.


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Blooming Catastrophe Return to Grave

Love me a stormcaller - my envoy/solider has one.
They are close enough you could hit two with that sort of line (or other area effect like a big grenade or a fireball explosive blast

The sylph jumps to the moment and lines up an incredibly tightly-aimed arc. The electricity dances through the two smaller debris chunks, fully obliterating the smallest while leaving the 'middle' piece of shrapnel badly scorched.

Meanwhile Sefel aims at the easiest target, and while one of his blasts still misses the first opens some holes in the piece.

Smallest: gone! Medium 28 damage, Large 12 damage.


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Blooming Catastrophe Return to Grave

Gunnz continues to help you all line up your shots!

Starship Combat in PbP is tricky to balance keeping things moving with waiting for each role to have their chance, so I am aware Engineering/Science hasn't rolled yet for Round '5'.

Feel free to do that now, as well as Fire. Everyone but Gunnz can take their Round 5 actions now!


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Blooming Catastrophe Return to Grave

Whoops: Forgot their shots
Red Particle Beam: 1d20 + 18 ⇒ (9) + 18 = 27 for fore damage: 10d6 ⇒ (1, 1, 2, 1, 5, 1, 6, 1, 3, 1) = 22
Blue Particle Beam: 1d20 + 18 ⇒ (7) + 18 = 25 for fore damage: 10d6 ⇒ (3, 2, 1, 1, 4, 2, 5, 1, 5, 5) = 29
Turret: 1d20 + 10 ⇒ (7) + 10 = 17 for damage: 8d6 ⇒ (4, 2, 1, 3, 4, 6, 2, 5) = 27

Thanks to Gunnz's evasive maneuvers, all of the shots against you miss!


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Blooming Catastrophe Return to Grave

Average level is 10.0 not counting your PC cmlobue so we'll definitely be low tier regardless of our 6th PC.

And yes: Magic Officer is pretty nice. Many of its options overlap with other Ship Roles but I'm a big fan of having alternate options to let more builds engage with Starship Combat and have advocated before that a Starship Boon to give a ships weapons the 'mystical' property seems like a no-brainer ACP boon imo :P


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Blooming Catastrophe Return to Grave

Manny focuses on the dreamscpae around you all (while Itka focuses on getting the bard up to full). Shylye's prescence solidifes once more as the bard channels pure will into reshaping the dreamscape. The celestial moves about the space gathering each last escaped fragment of Zarta's being. Slowly the disparate pieces of memory and soul are brought together and as they clump there is a *flash* and the mass races back into Zarta's head.

Zarta herself finally twitches, followed shortly by a moan as her body starts to stir. In the corner of the room Aslynn frowns for the first time. Meanwhile the edges of the lodge begin to shift at the edges of your vision and each of you feels a faint but growing *tugging* sensations. Your astral forms are getting pulled back to your physical bodies as the Wind Fish Zarta's dream is collapsing...

You've successfully freed Zarta, who's about to awake! And that means all of you (including Aslynn) are about to be shunted back into the 'real' world.

Feel free to RP or react to your final moments in the dreamscape before you return to reality.

Atae 63/69 HP
Bakbat 61/62 HP
Rest are full
1 Dream Point not used


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Blooming Catastrophe Return to Grave

Discussion Thread!

Feel free to post in here and discuss your characters. If you could let me know you:

Character name:
Level:
PFS #:
Faction you're repping for this mission:

Also if you have any GM glyphs to apply here, or any weird character element (especially important passive abilities like Trap Spotter) I should know about please let me know that as well!

Vigilant Seal

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NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Don't forget those are +1 better due to Vella's aura!

Knocked to the ground, Vella shoves herself up and stares out at the frothing Bremix. It's the fault of Aslynn! And at this point yourself; we have risked our lives to rescue all of you, but if you refuse to accept the hands given out with generosity then I pity you. But I cannot let you hurt any more!

If yellow's still up, Vella will strike them. And if its still up after that she'll Strike again. But if Lydia's two strikes (and possibly two crits!) dropped it, or if Vella's own first swing does) she'll instead Stride right up to Bremix to the star-marked square (and Raise Shield with her 3rd action if still available)

Strike v off-guard: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32 for Bludgeoning: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Strike v off-guard: 1d20 + 18 + 1 - 5 ⇒ (6) + 18 + 1 - 5 = 20 for Bludgeoning: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Reaction to give Resist all, as always


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Blooming Catastrophe Return to Grave

And chrocniles are up HERE! Please let me know if anything needs to be corrected!

The boon on the chronicle:
It seems that Aslynn's schemes made her an irritant to another powerful witch of note - a witch who is so pleased with your defeat of the hag that she's willing to offer a favor in return - a character of your choice can get access to the rare Baba Yaga witch patron option.

Vigilant Seal

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NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Low rolls are low rolls, but don’t forget they’re +1 better due to being w/in 10 feet of me!

Also GM, if Lydia is struck Vella will use her Champion’s reaction on it (enemy can either deal no damage, or be Enfeebled 2 and Lydia has Resist 11 All to the strike)


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Atalius wrote:


I read a lot about Heightened Fear, is it only good to cast at high levels if someone has an ability specifically that can exploit the Frightened condition? Or is it good even if you don't? We have the ability to cast ninth level spells now and I seldom ever find a time to cast 3rd level Fear. I find myself casting Heightened Slow, Synaptic Pulse and other spells 5th level and above.

I mean most parties can take advantage of Frightened enemies - it reduces their saves and ACs while also protecting you by their attacks and DCs. But like most spells it’s a matter of how and when you use it. Since Frightened naturally goes away, casting Fear right away only for the rest of the party to spend the following turn bugging or moving, or when the ememy’s turn is directly after you (and so it’s condition will be better by the time any of you can act) isn’t making good use of the debuff. But you could hold off the spell until your Allie’s are in the thick of it, or even Delay to cast it right after a group of enemies go to get a full ‘rounds-worth’ of the higher Frightened condition.

It’s a good spell, but like most control spells in 2e knowing when to use which tool is key. Slow (regular or heightened) is usually best as an opener, Synethesia (which is already one of the more overturned spells) is most effective when the whole party’s set up for one big turn on the boss. More awareness of the current tactical situation is required compared to the plethora of 1e control spells that were ‘save or lose’

It’s also normal that higher rank spells are better and more desireable to use in more situations than lower rank ones. But there are cases where you might either be out of those or not want to use them on a more moderate encounter when you know there’s more to come: then lower-rank control spells like Fear can still maintain their usefulness (often much more than lower-rank blasting magic)

Manifold Host

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Nanocyte 3 |SP 27/27|HP 22/22|RP 4/4|EAC 16; KAC 17|Fort +6; Ref +5; Will +2 (+2 vs charm/compulsion)|Init +4|Perc +7, SM: +1 |Speed 30ft|Active conditions: None.

Tocti’s eyes widen. A ball of string…that’s dangerous! Not fun! All of the pahtra’s instincts fail her for a moment at this unfathomable situation.

But just a moment - she’s a Starfinder after all. Quickly starting to sprint down the bridge she yells as she does so - Move! Move!!You can take yourr picturres frrom the other side!

Move, then trying Diplomacy on the tourist next to her who’s closer to the twine

Diplomacy (via hireling): 1d20 + 5 ⇒ (1) + 5 = 6

Unfortunately even with some pointers it comes across as more of a ‘charging snarling cat hissing at you’

Second Seekers (Ehu Hadif)

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Operative (Magical Assassin) 6 |SP 42/42|HP 39/39|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +8|Perc +15, SM: +15 |Speed 40ft|Active conditions: None.

Excellent flying! Atu compliments Lifft even as they shift over to the secondary flight controls. If you can keep that up, I can activate the boosters on your mark to fling up closer to the Lane boundaries. They likely will not be expecting that.

Piloting: 1d20 + 17 ⇒ (16) + 17 = 33

Second Seekers (Ehu Hadif)

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Operative (Magical Assassin) 6 |SP 42/42|HP 39/39|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +8|Perc +15, SM: +15 |Speed 40ft|Active conditions: None.

Evasive Manuevers Lifft! Atu explains as they focus. We will see if e can provide some distractions.

Slosing all of thier eyes in prayer, Atu reaches out to Hylax. Inspired by the Union they are leaving, the mutter from many, one and pray for a miracle - a miracle of the Thunderbolt disassembling itself inot dozens of smaller component ships all scattering away as they outnumber the pirate and overwhelm their sensors.
Or at least the illusion of that happening anyway :)

Mysticism: 1d20 + 16 ⇒ (13) + 16 = 29


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Blooming Catastrophe Return to Grave

In 'live' game tonight, so next post after/tomorrow AM.

And for Astrid's very fair question about 'why not just use the Draught again ASAP to get into Zarta's head: the Draught cannot be used to link to an individual's dreamscape multiple times within the same rest. Until Zarta awakens from her current slumber, it will not open a doorway into a dream it has already breached. And you get a Marvel No-Prizetm :p

4/5 ** Venture-Agent, Massachusetts—Boston Metro

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Watery Soup wrote:

I don't understand the rebuild boon.

I have an alchemist who could benefit from a rebuild. Ideally, they would be rebuilt when Player Core 2 comes out. Am I correct in understanding that there will be no rebuild boon for Player Core 2, so I either rebuild them by 12/31 (before the alchemist becomes remastered), or I need to buy a rebuild boon after Core 2 comes out?

The 'free rebuild for every existing/reported character' has a deadline of 12/31/2024, which is the end of next year. So your alchemist can wait until Core 2 is released next summer and still have 6 months to decide if they want to rebuild to incorporate those changes.

It's a very far out deadline, with the caveat each character can only take advantage of it once. So if you for whatever reason do want to rebuild your alchemist right now you can do so, but if after Core 2 comes out and you want to rebuild with all of those cool new tricks then you would need to buy an ACP rebuild boon.


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Blooming Catastrophe Return to Grave

a) Sorry - slightly longer pause post-Turkey Day than expected! but got to see and enjoy some very different character attitudes towards messaging :)

b) Whoever decided 9 years into her presence that Aslynn suddenly rhymes all the time like Gruntilda now...well it makes it a bit slower to type those posts :p

Dataphiles

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Agender android witchwarper 7 | SP 42/42 HP 39/39 | RP 9/9 | EAC 22; KAC 22 | Fort +4; Ref +11; Will +3 | Init: +5 | Perc: +0, SM: -2 Senses: Low-Light | Speed 40ft

Festive Operation

Speaking of festive celebrations, happy Thanksgiving to those in the States.

Manifold Host

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Nanocyte 3 |SP 27/27|HP 22/22|RP 4/4|EAC 16; KAC 17|Fort +6; Ref +5; Will +2 (+2 vs charm/compulsion)|Init +4|Perc +7, SM: +1 |Speed 30ft|Active conditions: None.

Acrobatics: 1d20 + 12 ⇒ (15) + 12 = 27

Tocti gracefully dives from the plane upon arrival and lands on her feet just like a…person who is good at landing.

As the ryphorian host explains the meal of the day, her fur begins to dampen a bit with sweat. Shellfish. Why couldn’t it be free-range fish. Much better at catching those.

Looking to Lapodie, she whispers Yourr worrld is highly aquatic. Perrrhaps you could drraw on that to give some perrrsonal flairr to the rrolls?

Tocti’s mods are +5, +0 (and that’s [i]with a strengthening Sheath), and +0 respectively. So she will happily step back to be a mediocre assistant


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Blooming Catastrophe Return to Grave

Astrid’s second attempt at a story again starts off on a bad note as Narcela doesn’t seem to get the connection between Amma’s exploits and the current situation as much as Astrid does. But when Astrid takes in her audience’s reactions and tweaks the tale accordingly Narcela gets more into it and is nodding along by the end.

Well, your family certainly has a colorful history. But I suppose I see your meaning. Hags, and my mother, are devious cruel and dangerous. But they are not invincible.

Success!
Teja: there is still a bit more you could help her out/calm her.


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Blooming Catastrophe Return to Grave

Revecka

The Ardis Scholar smiles as Fortiva joins her once more - and even further as the chirper is silenced. Thanks. So much easier to focus! She is a bit surprised at the hug, but accepts it. And yes, we Acholars may have taken a bad hit from Aslynn's focus on us the last couple of years, but in the process I have been able to make some breakthroughs. See, hold that there for just...a...bit... She directs both Drak and Fortiva to hold some crystals close together while she carefully wraps some filament around them. You see, these crystals will work as capacitors to channel the Satasian energy through the coils and electric relays. It'll give a solid charge on its own, but the real kicker is how they react to certain other energies. Like ethereal ones. she smirks. That should cause a minor feedback loop, which shunts...well the math is complicated. But the summary is it'll serve as an extraplanar inhibitor.

She stands up and takes a look at the recent work. Well, it will be soon. Assuming we can get all of these set quick enough. Revecka then sheepishly kneels back down and slightly adjusts the few crystals Drak had been holding.
That is a successful Influence Point from shutting off that annoying bird, and another from Fortiva's Thievery (sadly the knowledge Drak seems to have picked up in tales doesn't seem to have been detailed enough). 3 Points total so far.

Star

Teja Khellekdottir wrote:
"I was trapped beneath the sands once myself, but not for as long as you." she reminisces. "I have heard the stars are other worlds, similar to ours. Is that why you call yourself Star? You wish to visit them one day?"

Perhaps? Star responds in a slow and calm voice to the question. I have not thought about going so far above to meet them. There is so much I have not seen here. A very different world than I recall. But for a while I could only gaze on the stars and sky as it moved. I had no other stories to hear or tell myself than the stories of the constellations and the changing sky. Teja tries to keep up with Star on the topic, talking about what she knows of Astronomy and their movement through the sky and space, but the automaton doesn't seem to fully warm to how she presents the topic. That Influence roll is a failure

Jakoby wrote:
"We tonight seek to put an end to a Dream-Stealing Witch's schemes - I am wondering if, having divined them for so long, you are able to foresee any contingencies we haven't already considered?"

I am not a seer. Are you? To see the future, or predict experiences is fascinating Star sighs. But it is true I have stared at them for a long time. So very long. But I stayed still. Unlike the stars, or the flowers that sometimes lived near me for a time. They start small, then grow, change, develop. And then pass. It is strange. My kind was not built to grow, and now I think I may be the only one of my kind left.

They turn their head down towards the two of you. I have heard many of the people who have visited me talk about “friendship”. What is a "friend"?
While Teja's roll was a failure, Jakoby's gamble paid off - Nature is an Influencable skill, and you have gained 1 Influence Point with Star.

Narcela

Narcela listens to Astrid's tale while she works, but the saga puts the changeling even more on edge. Gingerbread hags - nasty sorts. But Aslynn's a night hag and they're even more powerful. Plus in that story so many children were killed before she was finally stopped!

Patrick's contributions seem to put her a bit more at ease however, especially as he mentions Revecka. Oh that was you! Yes, they made her day! I'll be honest I can't fully understand what she's talking about when working half the time, but what she can come up with. And create! It's genius! And she just keeps on no matter what problems crop up. Ah, see!

Looking over Patrick's notes and sorted documents prompts Narcela to pull out a complex-looking schematic of a small projector. Recognize this? When we captured the Gale's Claw Revecka was able to study the ship and reverse engineer it. Aslynn stole enough components from the Arids Scholars that I wouldn't be surprised if she were able to build another airship, but Ree's containment field can jam it too. Even if she arrives in a ship, their own Stasian engines won't be able to draw on the needed power to transit back out to another plane!

Astrid failed to make a useful mark this round, but Patrick (with some modifiers for you all helping Revecka) succeeds. 3 Influence Points so far!

Vigilant Seal

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NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Reduce that by another 11 Lydia, as Vella will use her Champion's Reaction to give you Resist 11 to it

Fort: 1d20 + 20 ⇒ (13) + 20 = 33
No damage due to Juggernaut!

Gah! the dwarf expresses as the guard literally dissolves before them. What sort of foul magics has Aslynn wrought on her allies?


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Itka Biklest wrote:

And Itka is a witch. What a switch! ;D

Yes, bit of a hitch

So, trying to divvy up the tables for levels, classes, characters, etc

So, could the following PCs please check in HERE

Atae (witch 7)
Itka (cleric 7)
Anjo (Archer Ranger 7)
Zabu (Barb 8)
Kalderaan (Flurry Ranger 8)
Emmanuel/Manny (Bard 7)

--

And could these lovely six please check in HERE, for Table 2

Drak (Bard 8)
Rainzax (Animal friend ranger/cleric 9)
Astrid (fighter 10)
Patrick (Wiz 8)
Teja (Rouge 8)
Fortiva (Rogue 10)

And for any others, unfortunately I'm capped and a bit at my limit atm to be unable to run a 3rd table right now. But never fear! There will be more games coming in the future!

Vigilant Seal

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NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Rescuing the scholars is what we came here to do. Vella argues. If we can ride away with one of Aslynn's vessels all the better, but the seneschal's notes imply there's something in the vault we'd need to recover to make it usable, did they not?

If so, and in case we do not have time to make it to all three spaces, I feel Cetezar must be the priority. Her vote at least.

As the group debates, Vella looks over Dinetrie. Are you badly injured?


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Blooming Catastrophe Return to Grave

This is the same day.

And yes - these undead seem to have interrupted your preperations a bit early. Very ride of them I know :)

Vigilant Seal

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NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Vella peers over the offered items. Glancing at that strange coil, she unhooks her shield from her back and says to it: This could be an interesting addition. What do you think?

Unexpectedly a quiet voice emmanates from the shield in response: if it could help guard you and our fellows i would be adorned with it.

The dwrf begins affixing the talsiman assuming okay with the party to her shield while explaining to those with confused expressions on their faces. Apologies, didn't mean to be rude. This is Myrsa. We found each other a few months back - may be different faiths but in the major things we agree. And rescuing these trapped scholars is something important to both of us.

Vella will also grab some dust of appearance for her school item.


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Blooming Catastrophe Return to Grave

Yes: congrats (once again for the wedding part, new for the MBA element) to you Zenith/redeux!

And a pre-emptive congrats to you and yours rainzax/Moonlight!

As for the rest of you Chronicles are once again HERE. Anything I did wrong while tired and that needs fixing let me know! I'll report the session in a day or two to give time to point out any major corrections.


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Blooming Catastrophe Return to Grave

"Hmm? The venture-captain says at Manny's comment. He notices the bard's injuries, and Franzine's who may have resisted Stage 2 today, but is also still afflicted by the cursed disease. Ah

Balentiir grimaces and looks frustrated, but says: After all you've done for us, our lodge will give you as much assitacne as we can. I can call in a few favors to get those wounds cleansed and cured. It may draw the Ruby Prince's attnetion a bit towards us, but it is the right thing to do given all your help.

For this scenario, the VC will take care of the curse clearing.


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Blooming Catastrophe Return to Grave

Toruk quickly and eagerly moves to borrow one of the recovered Umbral Vises from you as Manny continues their tale. Hmm. Fascinating object. Detecting some energy leakage here. Esocteric design. Who crafted these?* While the Venture Captain and Kinlynn listen with rapt attention as Manny describes the pyramid itself. The Horizon Hunter rep furiously scribbles notes and Balentiir notes aloud:

We'll make sure to secure that amulet until it can be cleansed then. But you say the pyramid this path led to seemed to be mobile? Some form of interplanar vessel? The venture-captain scratches his chin. I've heard of planar vehciles of course, but something of that scope created so long ago - this could be a remarkable discovery on a purely mechincal level alone! And if it is also the resting place of a pahroah's consort and her forces...We'll need to arrange some further expeditions as soon as we can get the resources. Especially now that it sounds like you have secured it from threats.

The venture-captain nods satisfied. Again, you have my thanks for once again helping defend our lodge and rescuing our agents. As you've well faced yourselves we've had plenty of trouble with undead lately - he pauses, then looks at 'Wormcaller' -though I have heard some unusal reports from other lodges of certain types of those adjusting smoothly into our organization. Perhaps we could talk further over the coming days. Turnign back to rest of you, he continues But a demon was unexpected. As it this other group you mentionned presumably. These 'Ardis Scholars'? Do you think they are the reasons our lodge seems to have been targetted? And why, what have we done to draw the ire of that fiend of this research group?

*Those agents interested in following this lead to investigate this strange group of Ardis Scholars may want to keep their eyes peeled for missions involving Signals from the Electric Laboratory (4-06)


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Blooming Catastrophe Return to Grave

Moonlight: I'll admit to being just as confused as anyone there for a bit until I realized what you were doing. So this is going to be the origin story for your future skeleton character? If so...well done!

And it was my pleasure to run for all of you! This was a fun group, and it can be great to keep a party together across several scenarios to build a greater group-vibe and narrative.


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Blooming Catastrophe Return to Grave
Zenith by redeux wrote:

and two of them wasted! But good to know Cu Sith has reflex DC greater than 29. yikes

Spoilers: It was that damned fr-fr-fr-frightened penalty (Ref DC 30, their best save)

Franzine Morgenstern wrote:
Does Manny's heroism give a +1 or +2 to rolls?

+1 status bonus


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Blooming Catastrophe Return to Grave

While the 'lillend's arrow delivers a perfect shot on the organ-spider, the strange thing seeems unfazed and unharmed by the strike!

And as Manny and Itka both feel a bit off from the whispered words echoing in their head, Itka's feel more personally targetted. as her attack fails to land on Glurourchaes.

you seek to play with shadows? you think they are your allies?
you merely adapted them. i was born into it, am shaped by and from it

Initiative
Inspire Courage up (lingering)

Moonlight 15/56 HP, sickened 1, organsight up, bleeding 2d6
Glurourchaes 102 damage

Anjo, sickened 1
Franzine

Itka, sickened 1
Zenith
Manny, sickened 1
organ-spider

All those who end their turn within 30 feet of Glurourchaes need to make that DC 25 Will save again or else find yourselves Sickened 1 from his whispering wounds (if you're already sickened as your turn ends then no need)


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Blooming Catastrophe Return to Grave

GM:
MMk: 1d20 + 17 ⇒ (20) + 17 = 37
IK: 1d20 + 12 ⇒ (13) + 12 = 25

Moonlight that is a success

Moonlight:
The structure of his organs is messed up. Even for an outsider the organs seem to have been manipulated and moves about in bizarre ways and there are signs of extensive damage (and repairs, then more damage over a long time) to his musculature and veins. You are able to notice a potentially exposed weak spot however.

Itka:
Glurorchaes is a Velstrac - a fiend who lives in the Netherworld seeking enlightenment and sensation through self-mutilation and pain think Hellraiser and its ilk In particular he appears to be an Ostiarius: a breed that tend to serve as emissaries between velstracs and other creatures. They have an unnerving and potentially Sickening gaze and aura.

portals, yes the figure replies to Manny while looking bemused at Moonlight as the ‘mummy’ speaks in a strange tongue several little needles stabbed between your world and this one lately. those other folk, so curious. I am certain they learned so much. He grins. Janahar here got lost over here thanks to one. and i imagine you followed a similar path


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Blooming Catastrophe Return to Grave

GM:
Ma: 1d20 + 11 ⇒ (5) + 11 = 16
Mo: 1d20 + 12 ⇒ (15) + 12 = 27
J Perc: 1d20 + 10 ⇒ (7) + 10 = 17

MANNY? Is...is that you? the woman says. She seems confused by your nonchalant attitude next to the mummy. I'm all right but your friend...has he turned?

Meanwhile the other figure also responds to the bard's question. ah. so you must be the heroes my friend was so sure would come to rescue her. or perhaps just more lost lambs in need of help? i am Glurorchaes. and you seem very far from home. he says as he eyes your party. well, perhaps most of you dears at least as his gaze lands on Zenith.

Glurorchaes helped me stay alive here! Janahar empathically explains. I got separated from Yawellis and then Tetabu. And then the undead kept coming but he helped drive them off! She moves towards you in relief, and you can see her own exposed skin is covered in scratches and cuts. Meanwhile Glurorchaes merely nods and gestures towards a corner of the room where several strange and distorted bones lie smashed. it was my pleasure to help a lost mortal embrace their freedom.

Manny:
That man is definitely odd - and is bearing some gnarly injuries - but while he does not seem to be human as if his refence to 'mortals' wasn't a tip off you're also not quite sure what he is

Moonlight:
This man - cloaked in shadows and with every sculpted muscle of his body covered in deep and presumably painful wounds - is a velstrac: fiends who live in the Netherworld seeking enlightenment and sensation through self-mutilation and pain think Hellraiser and its ilk. From this one's still relatively 'normal' appearance you estimate this is perhaps an Ostiarius: a breed that tend to serve as emissaries between velstracs and other creatures and that frequently tend to portals between the Netherworld and other realms. You would also know they can Regenerate their wounds, though silver or good damage can badly affect them


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Blooming Catastrophe Return to Grave

Just hadn't been updated - you're fine (for now...)


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Blooming Catastrophe Return to Grave

MAnny lashes out at the non-mummy target before him but firghtened as he is he just cant put enough force behind the swing to wrap around it. Luckily his previous step back gave him some breathing room and his soothing spell knits together a lot of his injuries

Zenith, now mobile again, is hit hard by the undead's cry. Luckily they manage to hit back at the creature not quite at much as you'd hope - the bony form seems to resist slashing and quaff a potion themselves. Then they vanish in the blink of an eye before reappearing...exactly where they were. due to your starting position right at the room's edge and the nature of the effect, I believe you weirdly stay where you are.

Zenith:
You feel a tugging sensation that you're not quite able to fight off. In the blink of an eye the room before you changes: its general shape and size is the same but everything is dark and dim. The ceiling is still adorned with a painted map but the planes depicted seem in a different alignment. The sarcophagus on the raised dais is not positioned shoved hard against the stairwell behind you. What's more, while the Umbral Vise is still sitting and glowing in its same position all of the undead - and your allies - are no longer there!

Instead the room's only occupant seems to be a dwarven man with a shaved head. His features are hard to make out as he too is shrouded in the gloom lingering around the whole room but his eyes catch yours for a moment and he says - in Common - What's going on? Is it safe to flip ba-

Just as abruptly you seem back in the same room you were just in, encroaching mummy and bony figures and your allies and all.

Initiative
If w/in 30 feet of mummy, you're Frightened 1 until you're not w'in 30 feet of her

Moonlight 6/56 HP, Quickened 1, invisible
Anjo 56/92 HP, frightened 1 need bonus Will save v paralysis
mummy 31 damage
Franzine 58/82 HP, frightened 1, need Will save
blue bone winged creature 8 damage
red bone winged creature 13 damage
Zenith 36/86 HP, frightened 1, circle of protection around them, need Will save

Itka 44/62 HP, frightened 1, need basic Will save v scream (w/ +1 from circle - you were in it at the time of the save)
Manny 60/85 HP, frightened 1


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Blooming Catastrophe Return to Grave

Either way it would've just been one more I rolled a '2' for you (and Moonlight as well) but yeah - tricky to play an immobile character so glad to have you back in the fight!


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Currently mid-ish way through this AP as a player party's a ways into book 2

To echo but elaborate a bit on the above: the AP can be quite fun but the player's guide for it I found to be a bit rougher than most. The 'Recommended Skills' section I know was called out at the time and the Devs' response was Medicine was on the 'Not Recommended' list because there was nothing/little in the three adventures where it came up. While that may be true that there may be almost no 'Medicine Check' bits in the AP, the skill itself is just as useful for an adventuring party to heal as ever. I would definitely have just left it off entirely if that was their thought process - 'Not Recommended' makes it seem like the skill should be actively discouraged (which it absolutely should not be unless you have plenty of other healing methods) not merely 'no special uses here'

Regarding the classes, as Bag of Marbles says they are listed much more in a 'theme/setting commonality' way than 'use in an adventuring party. Take the Wizard - it's lumped into 'Appropriate' because narratively magic is super unreliable in Alkenstar and so there's little reason for wizard schools to be set up there. note the 'recommended' magic classes are all sorc and oracle (spontaneous casters where thematically their control of magic is already more fluid and less playing by normal rules), bard (whose non-spell abilities and general face-skills and lore-gathering is always found in a city) and clerics (every city has priests). But Mechanically the AP sort of handwaves all that and says magic's assumed to function reliably for the players. While it doesn't make any sense for a party full of druids and wizards to join up in alkenstar, the AP itself would work just fine with them.

I will say the alchmeist isn't quite as bad as its reputation after a progressive series of buffs and new releases since the edition launched we have one in our party and he's very much a good addition. Inventors too are fine well, some imo; construct inventors are similar to other pet classes and armor has some interesting tricks. Weapon still is underwhelming in my experience - they're not a 'top tier' but in general APs aren't meant to require higher-end optimization to work. That said, both classes are on the more complicated side to build/play enjoyably, so they might not be the best for brand new players to the system.

One question OP: if this is some of your player's first experience with PF at all, have you considered running an Adventure module instead? An AP could be a long commitment if they're not sure if they'll even like playing Pathfinder yet (or even if they do like the game, they may quickly realize they don't love the first class they tried). Especially if the most obvious low-level AP is out (AV), a module like Crown of the Kobold King might be a middle ground.


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Blooming Catastrophe Return to Grave

Zenith: you are now no longer paralyzed. There was an update/revision to the scenario after it was originally released that made a few changes, including to this encounter. The most relevant - the despair aura's paralysis effect was reduced to just a single round on a failure (rather than 1d4).

It also reduced the DC to 25, meaning Manny wouldn't have needed to use Zenith's Campaign Coin so that is still in play here

I have and am continuing to go through to confirm no one lese has been penalized by me using the old encounter verison doesn't currently look so - all failures were still below the 'new' DC and no one missed more than a single round from paralysis - but I want to be sure I'm playing as fair as I can Very much apologize for any inconvenience/encounter error - as you can tell this is a difficult enough situation as it is!


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Blooming Catastrophe Return to Grave

1. To disable in a way it could still function later would be two actions adjacent to it (no check needed since you’ve learned a lot about how they work). You could also just smack it hard with something and it’d break for good - these things are very delicate.

Dumb barely relevant quote but this is is ooc thread so who cares:
-‘The Remonster can only be killed by stabbing him in the heart with the ancient bone saber of Zumacalis!’
~’Or maybe his head and lungs too. Just stab him wherever.’
-‘And the saber probably doesn't have to be bone.’
~’Yeah, just anything sharp lying around the house.’
-‘You could poke him with a pillow and kill him’

2.Retroactively no. If you speak ‘modern’ Osiriani there are enough similar words that you may recognize a bit or snippets but imprecisely.

3. I’ll rule here that the flourish could be visual and audible (but not needing to understand the exact wording). So a lack of shared language would not make her immune to that spell.

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