This was the first ancestry I've gotten to write for Paizo, and I had so much fun with it. I hope everyone loves them as much as I do and is as eager to play with them as I am. (I also secretly hope that they make you ask your GM if you can have ancestral paragon instead of free archetype. Though I guess I just spilled that secret.)
F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11
Great Groetus, why is Unset hitting me?! :D "It was a night hag! Or maybe another doppelganger pretending to be a night hag to take the blame off you!" Rova says, mind racing the possible permutations. She wonders if she should stab "Vandy," just to be sure.
HP 17, AC 16, F+4/ R+7/ W +5, Per +3 | Android envoy 1
Diplomacy (trained): 1d20 + 6 ⇒ (6) + 6 = 12 "Everybody dance now," Proxy-83959 calls out. "Here is the dome, back with the bass; The jam is live in effect and I don't waste time; On the mike with a dope rhyme; Jump to the rhythm, jump, jump to the rhythm jump." He does not seem particularly enthusiastic about it.
Earlier
In the cafeteria, she listens in to surrounding conversation before Eruco shows up.
Now
"And why did you approach us? How did you know we were looking for Prof Tierny?" She's curious if Eruco was the person on the other side of the message, or whether it's another attempt at obfuscation.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Oh, it's a sporesaur!" Takarias exclaims. "No, wait, a Tyrannosporus rex!" He fires an arrow into it, and then another in the same direction. Defiant Banner, Fortunate Blow (Raneshi), Strike
+1 striking astral composite shortbow: 1d20 + 24 - 5 ⇒ (9) + 24 - 5 = 28
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points. Will do Buckle-Cut Blitz next round if they haven't closed in. I figured it was better to have them use their actions to move.
As the creature that once employed several of you, Count Haserton Lowls IV, returns from his extradimensional maze, the group immediately attacks, slashing, stabbing and otherwise attempting to permanently end his threat. It's nearly impossible to see for a moment as bits of plant matter go everywhere, followed by a storm of dust when Tristain's spell hits. After a few seconds, when the dust clears, you realize you are alone in the tower heights. The Briarstone Witch remains dead and at long last, Lowls has been defeated and slain! Defeating Ariadnah and the transformed Lowls prevents Carcosa from drawing Thrushmoor into its patchwork form and cuts off any power that Carcosa could have absorbed from such an event. Gathering this power might have contributed to Hastur’s emergence as an Outer God -- a fate that will not come to pass this day! Unless you wish to remain in Carcosa and further attract the attention of Hastur, the first thing you need to do is find a way home. Thankfully, you know you can use the path to the black star occult ritual to return to Neruzavin and from there make your way home. Upon returning to Golarion, you discover that few people there are aware of the horrible dangers the heroes thwarted. There is no grand fanfare when you return and no elaborate reward. Most think Tristain is completely crazy if he speaks of it. However, those who listen to the whispers of the hidden world of the occult could know that a great evil has been stopped. Now that your quest is complete and yours minds are restored (such as it is, with Lothan), you can return to your lives before your unfortunate encounter with Count Haserton Lowls IV (and his former followers). After your journey, many scholars on Golarion would be thrilled to hear of your adventures in the Dreamlands, the forgotten city of Neruzavin, and lost Carcosa. If one of you details your experiences in writing, that tome could fetch a high price to those who study the esoteric and occult. If put into publication, this account would sell countless copies and would earn great prestige for the author. Congratulations! After more than eight and a half years, we have finished Strange Aeons! Everyone can take some time to wrap up their characters' stories, and I'll close the campaign in a week or two. This was the last Pathfinder 1 game I was involved with, and I really appreciate everyone putting up with me to get to the end. I'm not sure if I'll run another game -- I think I'm far busier than I was when I started running way back with Kingmaker 15 years ago, though I'll admit I'm tempted to do Hellbreakers next year -- but I would be happy to play with any of you again!
F HP 160, AC 30, F+21, R +21, W +17, Hero Pts 3 Halfling circusfolk doomsayer 11
Athletics (trained): 1d20 + 15 ⇒ (18) + 15 = 33
Rova gestures for Thkrull to wait for everyone else. Then scrambling up the pachyderm's back to get a boost, she easily follows Unset up, just like Uncle Hektir taught her so many years ago. Oh wait, 300 feet. Maybe I'll just ride Thkrull the rest of the way if he can carry me and Kennari ...
Tristain thinks perhaps trying to wake them up might work. Shooting them with arrows probably isn't a good idea, but maybe shaking them (gently, Lothan!) or pouring some (not too hot) water on them, or even calling out something specifically to them. Maybe there's some other way to wake people up that's not as obnoxious as an annoying spouse hitting snooze on their alarm spell over and over.
HP 118, AC 28, F+19, R+19, W+18, Per +18 Savage elephant animal companion 11
Status:
HP 108/108 AC 27 (28, plus physical resistance, when inspired) Fort +18, Ref +18, Will +17 (+1 to all when inspired) Effects: Hunted prey (xx)?, inspired (defense, courage: +1 status to attacks, damage)? Thkrull grumbles in derision as he realizes this stupid stinky thing is trying to make it seem like he's bigger than Thkrull, but that's ridiculous. Thkrull's legs are much bigger than its arms, and his trunk is more useful than the stinky thing's two legs put together! Stride as single action for mature companion
After you complete the ritual and deactivate the Paris nexus’s Star Stela, Queen Cassilda again appears at your side. "Friends, you have deactivated the Star Stelae that bind your world to Carcosa, but I fear I bring awful tidings. The spawn of Carcosa, Xhamen-Dor, has completely subsumed a man from your world and so has returned to life, as only the Great Old Ones can! The Inmost Blot has not recovered its full power, but the connection to the man from your world lets it reach across time and space and maintain a hold on your home. Soon your home is to be pulled into Carcosa’s maw. You must regain your strength, and I will transport us to where this terrible new Thrushmoor is to be born.” Cassilda strongly encourages your to rest and prepare yourselves for the battle ahead, but warns you have no more than 12 hours in which to tarry. She volunteers to stand watch so you can all fully rest.
The worm is large enough that Tristain could have closed his eyes and pretended he was Lothan on the half-elf's worst day (which was pretty much every day since he'd met the human loon) and still hit the worm, which is enough to kill it along with two of Al and Lothan's arrows! It was down to 18 hp, fortunately for you. He's able to resume the ritual in time before the magic is disrupted!
HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7
"You have so many cisterns here in the south," Daehalya murmurs. "I forget that you don't just live on ice where you can get your water." She hesitates at Onye's words. "Maybe not to lay them to rest now, but I think taking some time to investigate here would be worth it." She begins inspecting the corpses to see if she can find any clues as to their identity, or what killed them. +14 Perception, and I guess I won't do Medicine since that's just +1
At this point, I'm kind of fudging the map, because the scale is so off with the size of this b-hole. Round 5:
Tristain: 19 Albert: 18 Lothan: 15 Kyffin: 11 Starflit: 8 Antagonist: 23, serenity (3d6 each round it attacks) Al and Lothan continue their barrage from afar, pelting the creature with arrows. Lothan's aim is true, and shaft after adamantine shaft slam into the creature. Al has much less luck, each of his arrows bouncing off the worm's tough hide. The lillend is unable to do anything against the creature, which swallows it/sends it back to the celestial planes before roaring in pain as Kyffin flenses flesh off it. It turns its full attention to the half-orc. Despite its grievous wounds, it dishes out as good as it gets, slamming into the half-orc before biting him and holding on! 119 hp, plus grabbed! Mechanics: Will: 1d20 + 11 ⇒ (4) + 11 = 15 Grapple: 1d20 + 49 ⇒ (4) + 49 = 53
Slam: 1d20 + 29 ⇒ (20) + 29 = 49
Bite: 1d20 + 29 ⇒ (19) + 29 = 48
Crit slam?: 1d20 + 29 ⇒ (2) + 29 = 31
Melee bite +29 (6d6+25/19–20 plus grab), slam +29 (3d8+25/19–20) B: 272
HP 68, AC 23, F +10, R +14, W +11 Kitsune rogue 6
Despite herself, Hooli shivers with the thrill of Li Jie's sudden fear but she keeps her attention on the matters at hand. "Can we talk to Kugaptee? Maybe see him for ourselves so we can get the insight we need?" Invigorating Fear reaction (once/hour); Trigger A creature within 60 feet gains the frightened condition. Effect: You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute.
Goblin chef
Those are the stat blocks (though I think the lore, which isn't on AON, is also a lot of fun).
Just a reminder, I'm heading out for a couple of weeks, starting tomorrow. I'm getting back June 7 and hope to get caught up on my PBPs that weekend. Also, I'm excited to say I can finally tell you one of the reasons for my slightly slower posting rate. My first AP was announced at PaizoCon: Hellbreakers (I suppose it was announced a while ago, but Paizo announced my role as one of the authors yesterday)!
Staflit, you inhale a lungful of cigarette smoke, thanks to Al and Lothan. Thank to your accompaniment, a flock of shantaks avoid descending for a fight, and you arrive soon enough at your destination. The remnants of a fantastic iron tower stand here over a broken and rubble-strewn street. The tower is fashioned from a lattice of riveted iron girders. The shattered remains of an elevator system occupy the leg area along with a set of iron stairs. The height of the tower was once approximately one thousand feet, though it has since been snapped in half. The base and two floors are still somewhat intact, although wreckage and twisted metal litter the structure and surrounding area. The first observation deck is at approximately 190 feet above the ground, and the second observation deck is 380 feet above the ground. Scaling the tower requires a successful DC 15 Climb check, although the height to the second deck may make that impractical. One or more of the staircases are navigable but count as difficult terrain. There is no obstacle to flying. The Star Stela is on the second observation deck in the center of what was once a restaurant.
The bartender is not happy, per se, but nonplussed at the idea of showing you around. He seems to warm up once he realizes Lothan can speak a proper language, however, and shows you around. The club at first seems to have little of interest. But the storeroom, marked “Staff Only,” contains dozens of crates of wine, liquor, and beer that have been scavenged from throughout the Paris nexus since it formed. Cartons of cigarettes sit stacked on a shelf near the drinks. All of the beverages are potable for the living and dead alike. The owner's quarters contain an iron chest with a ring of protection +3, a steel scroll case that contains a scroll of cat’s grace, a scroll of mage’s private sanctum, and a scroll of communal resist energy, 2,396 gp, and several tall stacks of worthless paper currency. -- By the time you return to Erich’s house, a small crowd of Leng ghouls and humans has gathered in the street out front and meets you with cheers. A spokesperson on Erich’s behalf informs the community of your role in Zann’s liberation and restoration. The gendarmes then formally surrender to Erich’s authority. Erich asks you to accompany him to the ruins of a shop that used to sell musical instruments. There he produces three items to assist you on your quest: a gem of seeing, a horn of blasting, and an orb of pure law. Additionally, Erich orders a squadron of the gendarmes to follow you up the Seine River toward the Eiffel Tower. He says this escort will help to clear the sky of shantaks and makes it easier for you to reach the Star Stela.
Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8
Quick stats:
HP 104/104 (currently 55/88) AC 25 Fort +15, Ref +14, Will +14 (resolve) Hero points: 2 Effects: drained 2, doomed 1, 4d6 persistent void, marshal's stance Kadosh falls, even as the fell magic continues to weaken him, falls into his fighting stance and swings his mace. Inspiring stance, Strike x2
+1 striking light mace (agile, finesse, shove): 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
+1 striking light mace (agile, finesse, shove), iterative: 1d20 + 16 - 4 + 1 ⇒ (14) + 16 - 4 + 1 = 27
Void: 4d6 ⇒ (6, 5, 4, 3) = 18
Stance! Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
A gendarme shook down my wife in Paris when she didn't realize she needed to present her subway ticket to get off the train/out of the station. She's still traumatized. "Tu me prends pour un Anglais ? Je ne parle pas une langue vulgaire et vulgaire ! Je parle le FRANÇAIS, la langue de l'amour," the guard responds to Lothan. Translation:
"What do you think I am, English? I don't speak some common, low-brow tongue! I speak FRENCH, the language of love!" Through a few back and forths, it becomes clear Armel is likely in the tavern room, along with a large number of other people. The guard suggests you try to play on Armel’s ego by suggesting that he demonstrate that he is the most dangerous creature in all of the Paris nexus to get him to fight you on his own. "Mais ce ne sera pas facile. Armel n'est pas idiot." Translation: "But this will not be easy. Armel is no fool"
HP 122, AC 25, F+15, R+15, W+12 Minotaur fighter 8
"I think we should go that way," Kilitsi suggests. As usually for the famously directionally challenged minotaur, it is not the most direct path. Perception (master): 1d20 + 13 ⇒ (6) + 13 = 19 I'll use a Hero Point; 2 remaining
Tristain suspects this nexus is only partially formed. What exists is a mere copy and not even the entirety of the original, which likely comes from a long time ago in a galaxy far, far away. He suspects they melt cheese into wine, so it's not all bad. Also, very thin pancakes. And wine. And delicious long loaves of bread. And wine. And when there's not a lot of wine, there's probably a lot of butter. So definitely not all bad.
Erich Zann guides you to his home nexus, a trip long enough that you can rest before crossing over. You arrive in a place called Paree -- though he says, oddly, it's spelled Paris -- a strange place where the streets are mostly empty save for a handful of deranged lunatics or unfortunate souls who read The King in Yellow, found themselves lost in this terrible world, and now hide behind boarded-up windows and doors just to survive. He leads you to a cobbled street that begins south of a river he calls the Seine pronounced Sen; again you're not sure why there are extra letters in the name, and crosses it twice over large bridges of black stone. The river here has a foul smell, and the light from Carcosa’s black suns is particularly dim. Once past the northernmost bridge, the street becomes very narrow and precariously steep, occasionally nothing more than flights of steps with rails. Toward its end, the street becomes a patchwork of cobble, paving stones, and bare earth with struggling greenish-gray vegetation that ends at an ivy-covered wall. One house in particular stands taller than all the others, a rickety five-story building with a garret room. The attic room directly under the peaked roof has a window that faces west and overlooks the border between this nexus and the next. This is Erich Zann’s personal residence, the third to the last house on the street. He lives in the garret room, and at his request the fifth floor is entirely unoccupied. Eights Leng ghoul disciple maintain a vigil over the house and at the sight of him, presumably healthy and hale, they are overjoyed. They quickly surround him defensively until they learn of your role in his rescue. These particular ghouls, though still evil, hold their monstrous natures in check. They do not subscribe to the practice of murder to obtain flesh, especially since there is no shortage of corpses and those unfortunates who willingly submit to swift, merciful deaths to be spared their tragic existence in Carcosa. Once introductions are made, the ghouls inform Erich that the nexus has been torn apart in his absence. Whereas Erich once commanded the Leng ghouls by appealing to their love of knowledge, a powerful, savage ghoul named Armel has arisen to take his place. Armel has organized many of the Leng ghouls into a semblance of a military police organization. At first, it seemed this action was intended to maintain order, but Erich’s allies report that Armel’s reign has become violent and erratic. The Leng ghouls who have embraced civility, as well as the unfortunate human refugees here, suffer under his tyranny. Once this has all become clear, Erich makes a plea: He asks that your rid the Paris still pronounces Paree nexus of Armel, so that he can reassert reason over the ghoul community and restore it to the small sanctuary it was before he left. He promises you three powerful magical treasures that could aid you in whatever tasks still await you. If you ask about the Star Stela, Erich tells you he believes it is in the ruins of something called the Eiffel Tower, a great iron structure at the end of the river. 1d24 ⇒ 9
With no better suggestions, you carefully smash the power collectors. The
Despite your concerns, you perform the ritual, which goes off without interruption. You have one more nexus you must visit.
HP 265, AC 41/43/45, F+28, R+26, W+24 Skeleton monk 17
Humerus, level 15!
Third Path to Perfection (fortitude): You have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage. +5 speed Skill increase: Athletics to Legen ... wait for it! ... dary!
Round 2:
Starflit: 25 Tristain: 11 Albert: 8 Kyffin: 8 Lothan: 26 Antagonist: 26 As Starflit makes the combat far less fun for her poor GM, Tristain hastily flees, and then casts haste so everyone else can do the same. Lothan unleashes a barrage of arrows at the elder thing approaching from the rear, but his injuries are clearly taking a toll as none of the arrows hit. It responds with a spell, disappearing from sight. It turned invisible To the north, Al and Kyffin turn their attention to the mutate, though Al finds it much harder to connect with the ooze than he expected. It lashes out with its tentacles, though Starflit's magic keeps it from grabbing. 24 damage to Kyffin, 49 to Al Mechanics: Slam 1 vs. Kyffin: 1d20 + 26 ⇒ (17) + 26 = 43 1d12 + 10 ⇒ (3) + 10 = 13 Slam 2 vs. Kyffin: 1d20 + 26 ⇒ (9) + 26 = 35 1d12 + 10 ⇒ (1) + 10 = 11 Slam 1 vs. Al: 1d20 + 26 ⇒ (12) + 26 = 38
ET: invis.
HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7
Have we been here before. I'm not sure if we were ever here, or always out on the road. "Yes, I think probably more straight to the point seems better. Considering what we've learned about the Blackfrost Whale, I don't think we have time for props, or even just dinner and a show."
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Lore (warfare) (master): 1d20 + 22 ⇒ (1) + 22 = 23 Great. I got Blooms' roll... Takarias starts to talk about the battle against Tar-Baphon but it becomes obvious all too quickly that word of what happened in Lastwall didn't reach Sovyrian before the elf came to Kyonin. His words only seem to highlight what he's not aware of.
F HP 186 | AC 33 | F+23, R+23, W+25 | Per +22 | Halfling stage manager oracle 15
Fortitude (expert), +1 vs. creatures I've demoralized in last 24 hours: 1d20 + 19 ⇒ (16) + 19 = 35 Quick stats:
HP 127/127 AC 28 Fort +19, Ref +18, Will (mysterious resolve) +21 Halfling Luck: Skill/saving throw []; attack/Perception [] Hero points: 2 Focus Points: 3/3 Spells (DC 31): 1st [][][][]; 2nd [][][][]; 3rd [][][][]; 4th [][][][]; 5th [][][][]; 6th [x][][][] GP [] Effects: Cursebound 2 (-10 speed) "Phaugh! That stinks worse than Timdok's socks after a week of adventuring," Esirelle complains. The spirits seem to swirl around her, whispering in a language only she can here, as she considers the monstrosity. Then she snaps into action, casting spells. "You should have kept being motionless, disgusting slime. This isn't going to end well for you!" she tells it. Whispers of Weakness, Foretell Harm (free), cast necrotize (DC 31 Fort) Void: 12d6 ⇒ (3, 1, 3, 5, 6, 4, 5, 2, 6, 2, 1, 3) = 41
Oracle abilities: Whispers of Weakness [one-action] (cursebound, divine, oracle) Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day. Foretell Harm [free-action] (cursebound, divine, oracle) Frequency once per round; Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage. Effect Your magic echoes ominously as you glimpse injury in the target’s future. At the beginning of your target’s next turn, it takes damage equal to twice the triggering spell’s rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.
Before you get ready to head to the laboratory, the two elder things hand you three small pentagonal stone chips cut from a pinkish translucent stone. The three chips each have one of the numbers 2, 4, and 8 engraved in Aklo. The archivists are not precisely sure what they’re used for, but they know they somehow are required for a locking mechanism to the vault that holds the Star Stela. See overall map... Then, steeling yourselves, the seven of you face the rampaging shoggoth -- and somehow emerge triumphant! After which, you had for the laboratory: Two pentagonal structures connected by a long, covered walkway stand in the center of an empty plaza, surrounded by a cluster of domes and spiral towers. Both buildings are constructed from green-and-black marble etched with inhuman engravings. The larger building is topped with a dome roof with a needlelike spike at the center. An iridescent hemisphere of energy surrounds it and expands to the southwest wall of the smaller building. There are no obvious entrances or windows save for a 5-foot-wide, completely enclosed corridor with a peaked roof that penetrates the barrier and connects to the smaller building. The smaller building is almost identical save that it has an elongated pentagonal door on the north side. The engravings on this building are rounded and worn smooth from time and the elements. A permanent wall of force effect shaped like a dome protects the larger building. Every creature inside is affected by a temporal stasis effect. This is the product of elder thing super-science and magic from a bygone era. The means to deactivate the effects are inside the laboratory airlock. The engravings on the outside of the buildings are difficult to make out, but several of you can discern a pattern of creatures with starfish-shaped heads pouring fluids into a large vat. Lothan finds a similar engraving: a disembodied mouth is depicted floating in the vat, and the starfish-headed creatures are flailing their tentacles.
HP 122, AC 25, F+15, R+15, W+12 Minotaur fighter 8
Kilitsi shrugs as Wispil splashes around in the water and the bees take flight, heading into her fur, where they can find safety from the deluge. "Like, there are so many of them. Do you think they have names?" I'd take that snarling badger. Might help if we fight another evil dryad tree.
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