I am looking for 4-5 players who want to play the PFS-Scenario "The Infernal Vault".
The Game Rule is Pathfinder Society Organized Play(Regular, no core game). Your character must be level 1 or 2.
I wish that you post one message per every day, but you don't have to post when you don't feel the need.
P.S.
I am non-native-english-speaker, so might write a wrong word and grammar.
Excuse me whenever i do it.
This table already have one player :)
I live in JST timezone.
The cult leader is smashed with one swing of Yao, falls onto the ground .....
Yao ... you are really strongest .... (-w-;;;;;;)
epilogue: The party return with the idol to the Pathfinder Sociely in Absalom, where the chroniclers and sages study its planar powers and the heritage of the
archdevil Moloch.
The Qadiran sandstorms recede, the fire creatures that have already wandered through the portal disperse, and the cult quiets in Qadira once more.
The Scenario is cleared, Game is Over.
Thanks you for cooperation.
I am writing your chronicle Sheets now. so please to wait.
Until then, you can take free-roll-play-time in this page.
The staircase opens onto a grand hall of polished obsidian and red marble.
The walls are decorated with reliefs of a gleaming brass city, a massive sandstorm scouring a desert, and a horde of fire elementals descending on a city full of terrified humans.
a Female, is at forward of the altar that is sit a squat golden idol, says loudly:
"Hello, Raiders. You must die for the Moloch!! Please to make yourself a good sacrifice."
Are our die cursed? (; -w-)
Zalanda feels that it is true that said dwarf.
"Good luck! Kind pathfinders!"
The Party are moving up in long staircases looking like the passage.
The Walls are decorated with beautiful mosaics of a female's journey.
At the middle, the parties meet with some traps, but escape them because of using Vulcus's advice.
In the staircases, There are four doors, a statue of bull-headed man and the end of the staircases.
"I can't fight as well as you because of a weaken. so I commit your brave." Dwarf laughs to pathfinders. "The Road to go to the cult leader is that staircase. I'll be counting on you."
He responds at ease.
"My name is Vulcus. I am captured the cult adapts to the bull-headed idol of Moloch.
If you make me free from the cult, I cooperates with you."
Vulcus teaches to you that there is the cult leader on the top floor and are fire traps on the next floor.
You are able to automatically escape the trap on the next floor. :)
The red glow of lava dimly lights this vast room.
Rivulets of molten rock thread the hall’s floor, fed by streams of lava flowing down the walls.
Four enormous forges are spaced evenly around the room, with large hammers, bellows, anvils, and tanks of water dripping on the lava below.
A circular ramp rises gently near the center of the room, looping above the lava channels before disappearing into the gloom above.
a One-eyed Dwarf man is intently creating something at an anvil.
His production looks like a big spear.
And soon, The Dwarf fearfully says to you:
"Who are you? what purpose do you come here?"
The demon's body wobbles when Ruki's blue beam and Kontha's horrible fang hit.
a few later, It falls down into the bridge hole.
Its big holler is echoing in the valley.
Ok, I understand, have to increase Game speed. > Dulomak
We traces to the Initiative Table of the next turn.
Dino(Kontha), Ehm and Zalanda are also able to take an action.
I had thought as following from the description ability of Strge.
the Attach ability applies when the Attack Roll.
but the Con damage of Blood Drain comes when its turn end.
I think that the Con damage is not affected by the attack roll.
Will Save:1d20 + 0 ⇒ (19) + 0 = 19 Reflex Save:1d20 + 7 ⇒ (9) + 7 = 16
The Kontha's fang deeply spikes into the devil head.
As soon, a bomb and a magic's power explode onto them.
But the devil face seems cool.
A spear which the devil with smile have attacks to Kontha agilely.
Attack:1d20 + 7 ⇒ (11) + 7 = 18 Damage:1d8 + 1 ⇒ (4) + 1 = 5
Yao's Acrobatic result is less then The devil's CMD.
Yao grabs the leg, but The Devil avoids to jump.
The secret door opens onto a covered bridge forty feet across.
The entire structure appears to be carved from a single red stone, but the centuries-long burial in sand has levied its toll.
Long cracks line the walls and ceiling, and twenty feet along the bridge a seven-foot gash splits the floor in two, through which the dark orange stone of the valley below is visible. Spaced every
ten feet on the walls are a series of massive carved heads: a pair of screaming fire elementals, a pair of humans clad in armor, and a pair of bull-headed men, each flanked by massive torches.
The arch’s far end is carved into the shape of a massive leering face, with golden double doors in place of its mouth.
Because the door is opened, You can walk in easily.
The Room itself is richly decorated, the floor covered by a maze-like geometric pattern of scarlet flames.
The pattern seems a map of the nearby mountains.
Speed 40 ft. (No Armour)
--------------------
STATISTICS
--------------------
Str 8 (10-2), Dex 22 (16+4+2), Con 14 (10+4), Int 10 (10-2+2) , Wis 13 (10+3), Cha 8 (8-2+2)
Base Atk +2; CMB -1; CMD 14 (10 -1 Str +1 BAB +5 Dex-1 Size)
Feats: Self-Sufficient (+2 to Heal and Survival), Scale and Skin
Traits:
Child of Nature: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (Knowledge Nature) is always a class skill for you.
Trained Medic: You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you.
Skills: Profession (Cook) 3 ranks (+12), Heal 3 ranks (+11, +12 when giving First Aid, +2 bonus to treat disease & poison), Knowledge (Nature) 3 ranks (+7), Perception 3 ranks (+7), Survival 3 ranks (+10, +12 when trying to find food and water), Diplomacy (+0)
Languages: Common, Goblin
Combat Gear: Kitchen Knife (Dagger)
Other Gear:
Encumbrance: lbs; Light Load, (Light Load up to 100lbs, Medium up to 200lbs)
Money Left: gp, 1 sp, 4 cp
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits
Feat and Skill Racial Traits
Eat Anything Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.
Movement Racial Traits
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Goblins see perfectly in the dark up to 60 feet.
Class Abilities Healing Touch (Ex)
A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3.
This ability replaces nature sense.
Natural Medic
A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).
This ability replaces spontaneous casting.
Druidic Herbalism: Replaces Nature Bond -->
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Spells:
level 0: Purify Food and Water, Stabilize, Guidance, Enhanced Diplomacy.
level 1: Entangle, SNA 1, Touch of the Sea.
Level 2: Barkskin
Background:
Cook-Cook is one of the (if not the only) goblin in Sanctuary. At first Cook-Cook came out of the dark forest, wandering in search of something, skittish, mumbling about some great revelation he needed. At first the townsfolk of Sanctuary chased him away, Cook-Cook driven to close-by, in hiding. Living on the edge of town, he got what food scraps he could, roasting them on an open fire.
When he found a broken iron pot among some thrown away gear, he made sure to fix it and start cooking more proper. To be honest, it smelled pretty good. Late in the evenings Cook-Cook could be heard talking to something or someone, calling out a weird name.
Eventually some of the children with a curious father came around as Cook-Cook was preparing his meal.
"Ah! Ah! Oi! You! You taste great meal? Great Meal of Cook-Cook? I share! Share much!"
The smell coming from the pot and the 3-quarter bowls he had scrounged up was delicious and looked quite good. "Sure I'll take a bite. Not any of you just yet." the man told the kids.
Some strange strings of dough with herbs and spices on it, the man took a careful bite and loved it. "This tastes delicious! What is it?"
Cook-Cook jumped up and down gleefully, happy that someone liked his food. "Ah yes! Special recipe! Given to Cook-Cook by the God himself! He say... called it... Noodles! That's it!"
The word spread around town about the meek goblin's cooking was great, eventually leading Cook-Cook to get his own Noodles stall and a place in the Cliffside Lookout Tavern to stay if he wanted. Cook-Cook his food is good, hearty and tasty, but people often question where he gets his ingredients from.