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Where DM Dax runs games.

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Starfinder

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12/31/2030

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Welcome to the (New) Myth-Weavers official chapter of the Starfinder Society organized play campaign.

 

The Starfinder Society Roleplaying Guild, part of Paizo’s Organized Play programs, is a worldwide science fantasy roleplaying campaign that puts you in the role of an agent of the Starfinder Society, an organization of explorers, archaeologists, and adventurers dedicated to discovering and chronicling all corners of the galaxy (and beyond). The Starfinder Society Roleplaying Guild is powered by the Starfinder Roleplaying Game.

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  1. What's new in this game
  2. Recall knowledge nature Studying the strange horse, Kuz'Arak realizes quickly what it is... "A Nightmare. Flaming harbingers of death. Spread out, it can trample over us easily if we stay together!" Kuz'Arak quickly reveals the information that he knows about the Nightmare, hoping that someone else will be able to identify the humanoid in the room Nightmare -Smoke: The nightmare continually exhales black smoke that creates concealment in an aura around it. - Flaming Gallop: Its hooves do flame damage to all in its path. - Fly - Darkvision - Resist Fire -Can use Plane Shift for self and rider Actions Remaining Vital Beacon 4d10 4d8 4d6 4d4 Kajimara's Training Day 1- Success! You need to make this check once a day for 10 days before she can be considered 'trained'. I'll try to have you do so at times like this for story. Also, at least at first, you can't be aided in this role. She has to come to respect you (at 7 successes). That -4 non-goblin penalty is because she pretends to not understand you. It goes down by 1 for every two successes. Crits count as 2 successes and crit fail subtract 1. Please remind me.
  3. B2 The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room. Kajimara's feral attention turns from the tree to Kyros and Nalah. She shifts her body to attack one of them, when Kuz'Arak's commanding tone causes her to focus on him. She growls and begins to stalk toward him. The moment is tense, but Kuz'Arak stomps his foot like he's seen Dackle do and she backs down. She assumes her air of angst. She looks over to Kyros and rolls her eyes while saying something under her breath. She pads past Nalah and scoffs. She does not thank Kuz'Arak for healing her. Kajimara being disdainful in goblin At Kyros: "You smell of pee. Scared much?" Scoffing at Nalah: "As if." Kyros did not make the roll so no Hero Point spent. The team takes the time to heal up while they further investigate the tree and beds. The hag's heartstone is not a dreamstone, but would fit. You're not sure what effect it might have. The heartstone is no longer active, so may not have any effect currently. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. Inside the makeshift stable is large black horse of flame and smoke and a tall crone that looks to be of the same race as the body in the first room. Recall Knowledge (religion or society) 24 Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as heartstones. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim’s will and ability to resist, until their soul is forfeit. A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can’t fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are nightmares, with whom they share a special bond. Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape. - Immune to sleep - Weakness to cold iron - Occult Spells - Claws deliver a disease. - Darkvision Recall Knowledge (religion or society) 34 - Resistant to mental - Change Shape:can take on the appearance of any Medium female humanoid. - The disease is Abyssal Plague: A creature can’t recover from drained until abyssal plague is cured - Dream Haunting: If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim’s back until dawn. Recall Knowledge (religion, arcana, or nature) 22 Nightmares are flaming equine harbingers of death. - Smoke: The nightmare continually exhales black smoke that creates concealment in an aura around it. - Flaming Gallop: Its hooves do flame damage to all in its path. - Fly - Darkvision - Resist Fire Recall Knowledge (religion, arcana, or nature) 32 Can use Plane Shift for self and rider Hero Point to Hamarr. Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; 154154 HP 2/3 AP; 136/136 HP 1/3 AP; Darkvision; Mentions
  4. Round 7 Menelas, Lavinia, and Kaeon May Act - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8. * The Jangly Man does something. * Dmerilo casually swings at Green. Green's form dissipates and is no more. * Round 8 All PCs May Act - The lift returns at the end of this round. Everyone may get inside and start round 9 on the next level. * Round 9 All PCs May Act * The Jangly Man does something. * STATUS Light Level: Dark Terrain: Urban - SP 57/63 HP 58/58 RP 10/10 || Shaken - SP 72/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold] - SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -71 hp Green -40 hp Mentions
  5. Sorry about the delay all! Been absolutely slammed at work this last week and have had no time after work to check in and make a post. I've got healing up! Spent 20 and so long as everyone refocuses in the first 10, lay on hand to Hamaar and Nalah, then refocuses during the second 10 we should be all full with all focus points Also Dax, unsure what Kyros' total is in the last post. It looks like he has become a god at 833 out of 123 hit points 😅
  6. Kuz'Arak sighs as Kajimara continues to attempt to savage the inert willow. He places a reassuring hand on Kyros shoulder, noticing for the first time his trepidation near the warg. He smiles to his friend, "I am sorry for her behavior Kyros, please let me handle this. I'm afraid I've spent so much time with Bul'ro I seem to have neglected his sister's training." He steps up to the warg as she continues to bite and slash at it's bark. Knowing that Kajimara had been spending much time with the goblins and seemed to speak it more than common, Kuz'Arak practices his rusty goblin to try to gain some favor with the warg. In Goblin "Kajimara that is enough! You will retreat back with us while we tend to our wounds. Come on now!" Nature to command animal Once the warg has calmed down and followed Kuz'Arak back to the first room, He will gather his allies around and begin treating their wounds. Treat wounds up to 4 individuals Starting with Hamaar (-96)/Nalah(-93)/Garion(-18)/Drasil(-11) Treat wounds dc20 Healing With Garion and Drasil patched up, Kuz'Arak includes Kajimara in the next round of healing Hamaar(-62)/Nalah(-59)/Kajimara(-13) "Now this might sting a bit... but you'll just have to trust me" Treat wounds dc30 w/Risky surgery Hero point last med check risky surgery damage Healing (That leaves Hamaar and Nalah a few points down, so a lay on hands should suffice to heal everyone back to full) Seeing that his allies are sufficiently healed from the walloping the tree gave them, Kuz'Arak listens to Nalah explain the use of the tree in wonder, a sad look on his face while he does so. "It appears as if it has been turned from its original use then. Such sad devastation to a once so holy place. We'll need to make sure that we return here and sanctify it again to the sleeper before long. Shall we investigate what is in the southern room? There might be something useful there. Otherwise I believe we'd best press on through the gate" Actions Remaining Vital Beacon 4d10 4d8 4d6 4d4 Kajimara's Training Day 1- Success! You need to make this check once a day for 10 days before she can be considered 'trained'. I'll try to have you do so at times like this for story. Also, at least at first, you can't be aided in this role. She has to come to respect you (at 7 successes). That -4 non-goblin penalty is because she pretends to not understand you. It goes down by 1 for every two successes. Crits count as 2 successes and crit fail subtract 1. Please remind me.
  7. Kyros is in no hurry to get close to the tree again. Hearing Nalah he asks "What about that stone on the hag's necklace. Was that a dreamstone thing?" Kyros | Swashbuckler 9 | AC 27, Fire Resistance 5 | HP 123 | Percep +14 | F +14 R +19 W +14 | SPD 30 ft. (45 w/ panache) | Focus 1/1
  8. Dmerilo Green will get a jab and an uppercut for their troubles. Standard: MW Strike (Combine damage for DR, +1 enh to AC if either hit) Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
  9. (I do wish to take the time to heal up before continuing, but far away from the dangerous tree) Religion Nalah understands the role of the room, but she's now wary of other traps. So she spends a bit of time looking around and analyzing the tree to determine if this one's also cursed (who knows...). As she decides to get back to the party, she realizes Drasil is staring at her. She doesn't feel at ease and starts shuffling her feet while stating: "I think I've understood the point of these... well, roots, or beds and tree, whatever. It's useful for prophetic dreaming. If you're a follower of Desna... You are? Or not, anyway. It can be interesting, but I don't know if the place is still blessed with the goddess powers. Also, it'd be better if we had one of these sacred items to dream, dreamstone I think they are called. Anyway..." And she quickly moves away from the elf to get... somewhere else.
  10. Kyros Kuz"Arak needs to make a Diplomacy 24 or Nature 28 to gain control of her as she furiously bites and scratches at the tree. Do you speak goblin? If not, you get a -4 penalty. You need to make this check once a day for 10 days before she can be considered 'trained'. I'll try to have you do so at times like this for story. Also, at least at first, you can't be aided in this role. She has to come to respect you (at 7 successes). That -4 non-goblin penalty is because she pretends to not understand you. It goes down by 1 for every two successes. Crits count as 2 successes and crit fail subtract 1. Please remind me. B2 The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room. Religion 26; Desnan +4 One can rest here in the hopes of having prophetic dreams. The indentation could hold a dreamstone. A dreamstone is a magical item that allows you to fall asleep easier and to require less sleep for full effect. Do you wish to take the time to heal up? The tree will reset once everyone has left the room. Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 83/96 HP; 91/102 HP 3/3 AP; 833/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 71/89 HP 3/3 AP; False Life; Grabbed, Restrained 85/154 HP 1/3 AP; 43/136 HP 1/3 AP; Darkvision; Grabbed Mentions
  11. Feeling the Cool light rush through him, Drasil straightens up, the fog in his mind clearing. He smiles thankfully and nods to his short friend. He watches the other... gnome, Nalah as they scurry about. Come to think of it, he isn't sure they were a Gnome at all. They weren't nearly as short as Garion now he looked closely, they just walked with a hunch. He had just assumed based on their unique appearance and their "shorter than elves" stature. Gnomes always look so unique amongst the other ancesteries. Now he stripped away that misconception, it was obvious how wrong he was. He resolved to think on this more, since asking "what are you?" felt improper. | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +11 temp| Percep +15 (+17 init) | Speed 35' |
  12. Round 7 All PCs May Act - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8. * STATUS Light Level: Dark Terrain: Urban - SP 57/63 HP 58/58 RP 10/10 || Shaken - SP 72/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold] - SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -71 hp Green -40 hp Mentions
  13. Round 6 Lavinia May Act - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8. * Dmerilo's swipe at the passing Blue discorporates it. He then goes to the closed lift. Green takes a swipe as he does so, but it misses. * Menelas is finally able to leave the room. He goes to the lift. * Kaeon also goes to the lift. * Lavinia gets together with the group. * Green strikes out at Dmerilo. Lavinia's protection mitigates the worst of the damage. * The Jangly Man does something. STATUS Light Level: Dark Terrain: Urban - SP 57/63 HP 58/58 RP 10/10 || Shaken - SP 72/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold] - SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -71 hp Green -40 hp Mentions
  14. Lavina - shaken HP: 58/58 Stamina: 63/63 Resolve: 9/10 EAC/KAC: 18/18 Fort +5, Reflex +8, Will +12 "Are we getting out of here? Let's get out of here." Lavina also moves to the lift.
  15. Can I assume we take the time to heal to full? Once fully healed, Nalah will, once again, take a peek at the other room, staying as stealthy as possible. Stealth (Greater Cover)
  16. When Nalah declines Garion's healing, he turns to Drasil beside him, "How about a second helping, my friend?" Garion reaches up to touch the tall elf again. Drasil heals 30hp. Cost: 1 focus point. Note: Garion performs 2 LoH's on Drasil, for a total of 60hp recovered. Garion laughs at Hamaar's question, and grins, "Ahh, my new friend. A gentleman never tells." The gnome adds, "But if it's any consolation, you're much better looking. But if that gets back to him, I'll deny it!" Before the group leaves the room, and since Garion is near the base of the tree, he examines the stone beds beneath it. After the group moves back to the safety of the former shrine, Garion informs the newcomers (as if reading Hamaar's mind), "Wise Kuz'Arak typically handles both magical and non-magical healing." Still injured, Garion looks expectantly to the druid. While being tended to in Desna's not-so-desecrated shrine, Garion prays and refocuses.
  17. Round 6 Lavinia May Act - If called, the lift will be able to return at the end of round 7. It can get you to the next deck at the end of round 8. * Dmerilo's swipe at the passing Blue discorporates it. He then goes to the closed lift. Green takes a swipe as he does so, but it misses. * Menelas is finally able to leave the room. He goes to the lift. * Kaeon also goes to the lift. * STATUS Light Level: Dark Terrain: Urban - SP 57/63 HP 58/58 RP 10/10 || Shaken - SP 74/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold] - SP 40/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 72/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -71 hp Green -40 hp Mentions
  18. Hamàrr asks Garion, "I have to know, who was better?" He take's 6 seconds to whack his shield true (assurance), then looks around to see who is the party's medic. Given the chance, he'll refocus by knocking the dents out of his armor from that tree branch.
  19. Turning his attention back to the tree, Kyros replies to Nalah "Um, yeah. It might. Unless we got a way to cut it down real fast, might just be best to leave it alone."
  20. Tags Faction: Acquisitives Muster Closing Conditions Game will commence with at least 4 players no later than Monday May, 13, 2024. Muster Information GM Play Style I like to think my style is casual cool with a hint of mystery and a touch of danger. House Rules * Using block initiative. I will role for everyone and place everyone will be placed into an initiative group. * Using google for maps and handouts * Character creation rules per [PFS2] rules. Refer to the for full rules. Player Expectations * I will try to post twice a day and I ask my players to post at least 4 or 5 days a week to keep things moving. * If we're in combat and you haven't posted in the last 48 hours and have not notified me of your absence I may bot you. * If you have not posted for more than a week, and have not notified me of your absence, I may consider having you exit stage right. If you return before the end of the Scenario, I may consider allowing you back in, but I also may not give you full prestige, experience, or monetary reward. * If you leave the game before the end of the Scenario, and do not return until after the scenario is completed, you most likely will not get a chronicle sheet. * To help the game move at a good pace, I will include the AC and Saves for the enemies. Make use of this information, including rolling the enemies' saves, to write your posts. * I ask that your posts include a link to your character sheet as well as any necessary information for me to respond to your posts (damage type, save dc, active effects, etc). Mustered Pathfinders Information Needed to Muster Player Name and the character posted in the . * None * None * None * None * None * None
  21. Surrounded with fire (Corona) the solarian knows he can't hurt the remaining green one this round. So he moves to be in reach of the lift but staying away from the green one. Then he raises his shield (+3 AC). (Photon 1)
  22. Dmerilo Dmerilo swipes at the blue creature as it floats by, then gives chase "Hey! Get back here!" AoO: Punch Blue Move: To Lift Standard: Call Lift Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
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