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Dec 4, 2024 11:21 am
Here is a link to the Curtain Call Player's Guide if you haven't seen it yet. This will help you re-build your characters to fit the themes of this adventure path.
Since there's three of you, we can either recruit a fourth player, or I can create a GMPC to accompany you, whichever option you'd prefer.
Since there's three of you, we can either recruit a fourth player, or I can create a GMPC to accompany you, whichever option you'd prefer.
Dec 4, 2024 5:16 pm
Dmbrainiac says:
Here is a link to the Curtain Call Player's Guide if you haven't seen it yet. This will help you re-build your characters to fit the themes of this adventure path.Dmbrainiac says:
Since there's three of you, we can either recruit a fourth player, or I can create a GMPC to accompany you, whichever option you'd prefer.Dec 4, 2024 7:13 pm
Let's recruit! I'm sure there are lots of people that would be excited to try mid-level PF2e
TY for linking the players guide!
TY for linking the players guide!
Dec 10, 2024 11:47 am
I'll put out a recruitment thread in the next few days. It's a busy time of year!
Dec 10, 2024 1:13 pm
Yeah, I'm almost finished with leveling up. Just need to find time to get in from Pathbuilder to a Gamersplane sheet.
Dec 10, 2024 1:39 pm
Oh man, pathbuilder was a lifesaver!
Should our characters be level 11 or 12 at the start of the adventure?
Should our characters be level 11 or 12 at the start of the adventure?
Dec 10, 2024 2:19 pm
Level 12. We're skipping the first section because it's a lengthy dungeon crawl that doesn't add much to the overall story, and would take several months to slog through before the real adventure begins! :D
Dec 10, 2024 9:11 pm
OK! Than I think I am good to go. Oh, I guess I have to remove my character from the other game to submit it to this one?
Still not sure what 'stuff' a caster in Pathfinder should have. Except for one of these bad boys, lol
Still not sure what 'stuff' a caster in Pathfinder should have. Except for one of these bad boys, lol

Dec 12, 2024 5:43 am
Oh! that's a good point. Should we use the Wealth by Level chart for updating equipment?
Dec 12, 2024 8:27 am
Yes, please use that to start with equipment equal to a 12th level character. :)
Dec 12, 2024 10:08 pm
So we get an 11th level item, two 10th, one 9th, two 8th and 700 gp?
So no broom because it's level 12?
Any good item suggestions for a witch?
So no broom because it's level 12?
Any good item suggestions for a witch?
Dec 14, 2024 6:08 am

I think it's what you said OR the 4500gp lump sum to use as you want. Maybe taking the lump sum, GM would allow you to get the broom? Though reading further down, it says the max level has to be character level -1 :/
Last edited December 14, 2024 6:09 am
Dec 14, 2024 7:47 pm
Looking through the player's guide, I think 'no', but will there be many 'haunts' to deal with in this AP?
EDIT: The player's guide also heavily suggests combat take a back seat. I'm considering changing out my amulet (which gives resistance against attacks) to maybe the Regalia (which gives bonuses to CHA-based skills and damage output). Do you think that's reasonable to do, given the AP?
EDIT: The player's guide also heavily suggests combat take a back seat. I'm considering changing out my amulet (which gives resistance against attacks) to maybe the Regalia (which gives bonuses to CHA-based skills and damage output). Do you think that's reasonable to do, given the AP?
Last edited December 14, 2024 7:50 pm
Dec 14, 2024 7:53 pm
You'd probably get more mileage out of the Charisma boosting implement.
There are a handful of haunts and traps but not too many.
There are a handful of haunts and traps but not too many.
Dec 14, 2024 7:57 pm
Ok, thank you!
EDIT: I think I am good except for gear, and getting my character moved into a GP character sheet! Hope to have that done by end of the weekend.
EDIT: I think I am good except for gear, and getting my character moved into a GP character sheet! Hope to have that done by end of the weekend.
Last edited December 14, 2024 8:10 pm
Dec 15, 2024 6:31 pm
How limiting would it be to make Yarth huge. I'm considering taking it from large to huge as my level 12 feat, but could be more inconvience than benefit.
Dec 15, 2024 7:01 pm
My thought in reading the player's guide is with the focus on RP we'll probably be spending a lot of time in interior spaces, fwiw. That might make a huge creature less available. Will of course let our wonderful GM weigh in, just a thought.
Last edited December 15, 2024 7:01 pm
Dec 15, 2024 7:50 pm
Dmbrainiac says:
If you take the lump sum, you can buy the broom if it is in your budget!So far my character is focused on healing, a lot of cold spells, utility/support spells, and a bit of crafting.
I'll finish getting items and be ready to go soon.
Dec 16, 2024 8:44 am
A lot of the encounters take place within buildings where there are tight quarters, so a Huge creature may prove to be inconvenient. Large would be okay, though.
Dec 16, 2024 8:18 pm
OK, last couple questions
Gloves of storing are 340 GP, and can hold one item, but the Sleeves of Storage are only 100 GP and hold more stuff (or a familiar), what am I missing?
Not sure what to get with the rest of my coin. Can runes be put on clothing or does it have to be armor?
Was thinking of getting a staff, but not 100% sure how they work, or even which one would come in handy.
π€ maybe I should just invest it all in an airship? lol
Gloves of storing are 340 GP, and can hold one item, but the Sleeves of Storage are only 100 GP and hold more stuff (or a familiar), what am I missing?
Not sure what to get with the rest of my coin. Can runes be put on clothing or does it have to be armor?
Was thinking of getting a staff, but not 100% sure how they work, or even which one would come in handy.
π€ maybe I should just invest it all in an airship? lol
Dec 17, 2024 7:22 am
Are we allowed to change our background to one in the player's guide if we choose? Are we allowed (or going to) use the persona traits it talks about?
Dec 17, 2024 8:17 am
Yes, you can change your background, and persona traits will come up.
The main difference between the gloves of storing and the sleeves of storing is that the gloves let you retrieve a stored item as a free action instead of an Interact action. Whether or not this is worth an extra 240 gp is questionable. :D
You can put fundamental and property runes on clothes as well as armor.
Staves are a bit complicated in how they work. You can find the full rules here.
The main difference between the gloves of storing and the sleeves of storing is that the gloves let you retrieve a stored item as a free action instead of an Interact action. Whether or not this is worth an extra 240 gp is questionable. :D
You can put fundamental and property runes on clothes as well as armor.
Staves are a bit complicated in how they work. You can find the full rules here.
Dec 17, 2024 7:57 pm
Ok, thanks. I'm pretty much ready. I may pick up a wand, I'll look them over tonight.
Dec 18, 2024 9:07 pm
Cool, good luck with the recruitment!
Okay, after reading that link, and re-reading, and then overthinking it, I think it does make sense for Bekassine to have the Staff of Healing instead of Marvelous Medicines. (if that's okay with you, I'll update my sheet)
I'd also like to add a Called rune to her broom and another to the staff. And the Menacing rune to her clothing. π
Dmbrainiac says:
Staves are a bit complicated in how they work. You can find the full rules here.I'd also like to add a Called rune to her broom and another to the staff. And the Menacing rune to her clothing. π
Last edited December 18, 2024 9:07 pm
Dec 19, 2024 10:15 am
I need to add all my feats and stuff to my sheet, update spells, but I'm going to go ahead and submit Horace.
Dec 22, 2024 7:15 am
I think Horace is good to go. It took quite some time fine tuning how I wanted him to land, with 12 levels to play with. It's quite different building a character starting at that level, because you don't have to be so concerned about 'getting through' the early levels without certain abilities.
He's going with the Tome and Regalia implements.
I need to fix something though, I think. The Regalia implement gives status bonuses to saves and damage output. The Marshall dedication is redundant as it also gives status bonus to saves vs. fear and dread striker gives status bonuses to damage output. Need to find a better use for those feat slots...
He's going with the Tome and Regalia implements.
I need to fix something though, I think. The Regalia implement gives status bonuses to saves and damage output. The Marshall dedication is redundant as it also gives status bonus to saves vs. fear and dread striker gives status bonuses to damage output. Need to find a better use for those feat slots...
Dec 23, 2024 9:45 am
And it's up. Still have some gold I could spend, but I think I will save it for now.
Dec 25, 2024 3:16 pm
Hello everyone! I am delighted to be here. Thanks for the invite, Dmbrainiac. I've never played a character above maybe level two or three. Curious what each of you are playing and if you have any thoughts on what you need to round out the party?
What is the easiest way to get to level 12 in character creation? Pathbuilder? The long old fashioned way?
This is what I pitched originally:
What is the easiest way to get to level 12 in character creation? Pathbuilder? The long old fashioned way?
This is what I pitched originally:
[ +- ] Aurelia
Name: Aurelia "Lia" Castellis
Ancestry: Human
Background: Art Tutor
Class: Bard
Aurelia "Lia" Castellis is a vibrant and warm-hearted young woman with a deep appreciation for creativity in all its forms. Her teaching background has fostered patience and a nurturing disposition, often making her a calming presence in stressful situations. She has a knack for drawing out the hidden talents of others, believing everyone has an artist or storyteller within them.
Although she is selfless, she harbors the desire to step into the spotlight herself. She is often conflicted, questioning whether she deserves to chase her own dreams or focus on helping others achieve theirs.
She loves social settings and possesses a natural charisma that makes people feel appreciated. But she is no stranger to the dramatic. Her artistic passion often manifests in a flair for the theatrical, both in her storytelling and her gestures. This boldness can make her stand out but also occasionally cause her to misstep when her enthusiasm overtakes her judgment. One such incident occurred during a local art exhibition where Aurelia volunteered to host the event. Inspired by her love of theater, she decided to turn the opening ceremony into a dramatic performance. She wrote an elaborate monologue, crafted a costume, and transformed the typically formal event into a theatrical spectacle, complete with improvised lighting and music cues.
While the audience was initially intrigued, her over-the-top approach overshadowed the art on display. Some artists felt that their work was reduced to a backdrop for her performance rather than being the focus of the event. One particularly esteemed painter openly criticized her for "stealing the spotlight," leaving her embarrassed and regretful. Though her intentions were pure, the incident taught her a valuable lesson about balancing her enthusiasm with respect for others' contributions. It's a memory that still stings but also motivates her to ensure her passion uplifts those around her.
Ancestry: Human
Background: Art Tutor
Class: Bard
Aurelia "Lia" Castellis is a vibrant and warm-hearted young woman with a deep appreciation for creativity in all its forms. Her teaching background has fostered patience and a nurturing disposition, often making her a calming presence in stressful situations. She has a knack for drawing out the hidden talents of others, believing everyone has an artist or storyteller within them.
Although she is selfless, she harbors the desire to step into the spotlight herself. She is often conflicted, questioning whether she deserves to chase her own dreams or focus on helping others achieve theirs.
She loves social settings and possesses a natural charisma that makes people feel appreciated. But she is no stranger to the dramatic. Her artistic passion often manifests in a flair for the theatrical, both in her storytelling and her gestures. This boldness can make her stand out but also occasionally cause her to misstep when her enthusiasm overtakes her judgment. One such incident occurred during a local art exhibition where Aurelia volunteered to host the event. Inspired by her love of theater, she decided to turn the opening ceremony into a dramatic performance. She wrote an elaborate monologue, crafted a costume, and transformed the typically formal event into a theatrical spectacle, complete with improvised lighting and music cues.
While the audience was initially intrigued, her over-the-top approach overshadowed the art on display. Some artists felt that their work was reduced to a backdrop for her performance rather than being the focus of the event. One particularly esteemed painter openly criticized her for "stealing the spotlight," leaving her embarrassed and regretful. Though her intentions were pure, the incident taught her a valuable lesson about balancing her enthusiasm with respect for others' contributions. It's a memory that still stings but also motivates her to ensure her passion uplifts those around her.
Last edited December 25, 2024 7:17 pm
Dec 25, 2024 5:14 pm
I'm playing Bekassine, she's a grumpy winter themed witch, with an Artic fox familiar, and a focus on healing. (Although it sounds like the team won't take as much of a beating as they did last game, so she'll have to find a new niche)
Dec 26, 2024 8:13 am
I would say Pathbuilder. It works wonders for Pathfinder 2e.
I am playing Horace, a Thaumaturge with a flare for the occult and a silver tongue. He also happens to be fairly beastly in melee with his longsword, though isn't heavily armored.
I am playing Horace, a Thaumaturge with a flare for the occult and a silver tongue. He also happens to be fairly beastly in melee with his longsword, though isn't heavily armored.
Dec 26, 2024 1:24 pm
Pathbuilder is super easy. Makes making a character a breeze.
I am playing Ramank. A former pickpocket and thief (now Summoner) who's been attached to a dragon eidolon against his will. But that was many levels ago. I'm thinking since we're leveling up that the two might have come to an understanding instead of being at odds.
I am playing Ramank. A former pickpocket and thief (now Summoner) who's been attached to a dragon eidolon against his will. But that was many levels ago. I'm thinking since we're leveling up that the two might have come to an understanding instead of being at odds.
Dec 26, 2024 3:25 pm
Sounds good. Are you all then inputting your builds into Naat's GP Pathfinder 2e sheet?
Dec 26, 2024 4:42 pm
I'm not familiar enough with Pathfinder to know what skills we are missing, plus we all just leveled up, so I don't know what skills everyone has picked.
Did you read over the Curtain Call Player's Guide?
Did you read over the Curtain Call Player's Guide?
Dec 26, 2024 9:20 pm
I did but what I meant was that I was willing to pick up any skills that might be lacking among the players in the group. Like if we were weak in a particular area. Also, oftentimes I play in games where the players share their character sheets which is handy to see what others have.
My sheet is done except for equipment and spells. Pathbuilder was very helpful for that! π
My sheet is done except for equipment and spells. Pathbuilder was very helpful for that! π
Dec 26, 2024 10:18 pm
I can only speak for Horace, but he doesn't having training in Crafting, Stealth, Medicine, or Survival. His biggest strength lies in Diplomacy and Intimidation.
However, he has an ability that allows him to choose any two skills during daily preparation to make 'master proficiency' for the day.
However, he has an ability that allows him to choose any two skills during daily preparation to make 'master proficiency' for the day.
Dec 26, 2024 10:30 pm
ah, Bekassine has no training in Acrobatics, Performance, and Thievery. Master in Arcana and Medicine, and most of her feats are for healing.
Dec 26, 2024 11:45 pm
I've submitted my sheet with what I have so far so the DM can have a look. I think I am only lacking some more equipment and a picture.
She has society (E) and performance of course, and she is also trained in occultism; art (E), Sheylin, bardic, mercantile and game lore. Intimidation, deception (E), crafting, diplomacy (E) and stealth, as well.
She has society (E) and performance of course, and she is also trained in occultism; art (E), Sheylin, bardic, mercantile and game lore. Intimidation, deception (E), crafting, diplomacy (E) and stealth, as well.
Dec 27, 2024 10:37 am
Ramank's strongest skills are Thievery, Intimidation and Deception. He's also trained in Arcana, Religion and Stealth.
Dec 27, 2024 12:26 pm
I'll make my character sheet public if anyone wants to take a look. This is a very cooperative game system that benefits from knowing what each other can do, so hopefully you'll all find some value there.
Dec 27, 2024 1:25 pm
Your sheet looks good so far, Windyridge. One thing to keep in mind is that starting at level 7, when you get a skill increase, you can increase a skill you have expert proficiency in to master proficiency. You might want to do that for Performance and some of the other skills you intend to use frequently.
The other three players are playing characters that started together on the Gatewalkers Adventure Path. We abandoned it a short way into the second book as the playstyle wasn't really gelling with what we were looking for--something less combat-heavy and more focused on roleplaying. Since this adventure path takes place after the end of Gatewalkers, here's a summary of everything that happened and would have happened throughout all three books.
The other three players are playing characters that started together on the Gatewalkers Adventure Path. We abandoned it a short way into the second book as the playstyle wasn't really gelling with what we were looking for--something less combat-heavy and more focused on roleplaying. Since this adventure path takes place after the end of Gatewalkers, here's a summary of everything that happened and would have happened throughout all three books.
[ +- ] Osoyo and the Saumen Kar
The entity behind what would become known as the Missing Moment is an ancient horror known as Osoyo. The wisest Ilverani priestβscholars say that Osoyo was first encountered near the elvesβ ancient homeland of Sovyrian. In a vast canyon filled with a magical sea of mist, the massive, iceβblue whale floated through the air as easily as a fish through water. Those who encountered "the psychic whale" and inhaled its chilling, shadowy vapors developed paranormal powers. Unfortunately, they also lost control of their minds, becoming potent yet senseless thralls.
Once discovered, the Blackfrost Whale could not simply be ignored. Sovyrianβs High Families knew this entity was far too dangerous to remain anywhere near the elven capital. At great cost, brave elves subdued, shackled, and shuttled Osoyo to the Crown of the World. There, they sealed the beast beneath the thickest part of Golarionβs icecap, where Osoyo lay dormant for thousands of years.
Eventually, sentient life came to thrive even upon the barren ice caps. These large, whiteβfurred humanoidsβcalled saumen karβhad long sensed a powerful force beneath their icy homeland. This presence was partly why they chose to build the temple to their goddess Aqakaru, the Snow Mother, at the place where the stars above danced in a perfect circle.
When the sky came crashing down on the apocalyptic day now known as Earthfall, the thick ice at the northern pole cracked wide open. From beneath the crust, the ancient, alien being Osoyo awoke from its millenniaβlong torpor and breathed a tired sigh. Each exhalation blasted whirlwinds of black, powdery dust out from the fissures in the ice. In an instant, the saumen karβs beloved spires were caked in thick, greasy ash.
The substance that coated the temple was not the same ash that smothered the rest of the world during Earthfall. This ashen muck glimmered like ice, and the merest touch inflicted a chill that cut to the bone. In time, people would come to call this umbral ash "blackfrost."
From the blackfrost that poisoned the saumen karsβ holy site emanated maddening whispers, which echoed in the minds of any who went near the haunted temple. Though the honeyed words differed according to the listener, they always promised the same thing: the power to obtain oneβs truest desires. Ultimately, the Blackfrost Whaleβs poisoned promises would seal the tragic fate of the saumen kar and force them to make the ultimate sacrifice.
The saumen kar rallied their strongest and wisest warriors to confront Osoyo. The battle was not won with brawn or brains, but with faith. Priests pleaded with their goddess for guidance, and the Snow Mother answered their prayers by offering a covenant: she would seal Osoyo away, even if it meant destroying herself in the process. In exchange, though, the saumen kar would need to sacrifice their language and their knowledgeβin other words, everything they knew.
The saumen kar accepted this dreadful bargain. In an instant, all theyβd ever known of Aqakaru, Osoyo, and the world beyond was extinguished from their collective minds. They retained only a vague notion of a sacred duty to ward the mysterious black towers at the top of the worldβwhat they began to call the Nameless Spires. To remind them of their compact, magical blue marks appeared on the flesh and fur of all saumen kar and their descendants. Yet the details of their covenant would forever be sealed, along with Osoyo, beneath the ice.
In the millennia after sealing away Osoyo, the saumen kar gradually dwindled from the face of this world. Now, nearly 5,000 years after his ancestors sacrificed their past to save the world, only one saumen kar remains: Ainamuuren. Ainamuuren has wandered the edges of the Crown of the World, alone, for centuries. Recently, he met Seshu, a friendly Erutaki elder from the town of Aaminiut. To her, he began to pass on all he knew of his people and their story. Ainamuuren has long worried what would happen to the saumen karβs pact if heβand thus his entire peopleβdied out. He hoped that he could at least mitigate this seeming inevitability by passing their story on to Seshu.
Five years ago, though, a group of humans threatened to undo everything the saumen kar had fought for. The Pathfinder Svala IceβRider led an excavation to the Crown of the World, which inadvertently released a cloud of blackfrost. While most of the contamination was contained, the damage had been done: Osoyoβs malevolent will had awakened once again.
A single mote of Osoyoβs blueβblack breath contains more potential psychic energy than the collective wills of an entire humanoid species. The sparsity of life on the Crown of the World, however, means that errant blackfrost particles had few opportunities to latch onto a living host. Luckily for Osoyoβand tragically for the rest of the worldβthe Blackfrost Whale found an even better catalyst. After many months of drifting across the boreal expanse, a single fleck of blackfrost managed to alight upon an aiudara called Icegateβa teleportation portal created by none other than the descendants of Osoyoβs original elf captors.
Once discovered, the Blackfrost Whale could not simply be ignored. Sovyrianβs High Families knew this entity was far too dangerous to remain anywhere near the elven capital. At great cost, brave elves subdued, shackled, and shuttled Osoyo to the Crown of the World. There, they sealed the beast beneath the thickest part of Golarionβs icecap, where Osoyo lay dormant for thousands of years.
Eventually, sentient life came to thrive even upon the barren ice caps. These large, whiteβfurred humanoidsβcalled saumen karβhad long sensed a powerful force beneath their icy homeland. This presence was partly why they chose to build the temple to their goddess Aqakaru, the Snow Mother, at the place where the stars above danced in a perfect circle.
When the sky came crashing down on the apocalyptic day now known as Earthfall, the thick ice at the northern pole cracked wide open. From beneath the crust, the ancient, alien being Osoyo awoke from its millenniaβlong torpor and breathed a tired sigh. Each exhalation blasted whirlwinds of black, powdery dust out from the fissures in the ice. In an instant, the saumen karβs beloved spires were caked in thick, greasy ash.
The substance that coated the temple was not the same ash that smothered the rest of the world during Earthfall. This ashen muck glimmered like ice, and the merest touch inflicted a chill that cut to the bone. In time, people would come to call this umbral ash "blackfrost."
From the blackfrost that poisoned the saumen karsβ holy site emanated maddening whispers, which echoed in the minds of any who went near the haunted temple. Though the honeyed words differed according to the listener, they always promised the same thing: the power to obtain oneβs truest desires. Ultimately, the Blackfrost Whaleβs poisoned promises would seal the tragic fate of the saumen kar and force them to make the ultimate sacrifice.
The saumen kar rallied their strongest and wisest warriors to confront Osoyo. The battle was not won with brawn or brains, but with faith. Priests pleaded with their goddess for guidance, and the Snow Mother answered their prayers by offering a covenant: she would seal Osoyo away, even if it meant destroying herself in the process. In exchange, though, the saumen kar would need to sacrifice their language and their knowledgeβin other words, everything they knew.
The saumen kar accepted this dreadful bargain. In an instant, all theyβd ever known of Aqakaru, Osoyo, and the world beyond was extinguished from their collective minds. They retained only a vague notion of a sacred duty to ward the mysterious black towers at the top of the worldβwhat they began to call the Nameless Spires. To remind them of their compact, magical blue marks appeared on the flesh and fur of all saumen kar and their descendants. Yet the details of their covenant would forever be sealed, along with Osoyo, beneath the ice.
In the millennia after sealing away Osoyo, the saumen kar gradually dwindled from the face of this world. Now, nearly 5,000 years after his ancestors sacrificed their past to save the world, only one saumen kar remains: Ainamuuren. Ainamuuren has wandered the edges of the Crown of the World, alone, for centuries. Recently, he met Seshu, a friendly Erutaki elder from the town of Aaminiut. To her, he began to pass on all he knew of his people and their story. Ainamuuren has long worried what would happen to the saumen karβs pact if heβand thus his entire peopleβdied out. He hoped that he could at least mitigate this seeming inevitability by passing their story on to Seshu.
Five years ago, though, a group of humans threatened to undo everything the saumen kar had fought for. The Pathfinder Svala IceβRider led an excavation to the Crown of the World, which inadvertently released a cloud of blackfrost. While most of the contamination was contained, the damage had been done: Osoyoβs malevolent will had awakened once again.
A single mote of Osoyoβs blueβblack breath contains more potential psychic energy than the collective wills of an entire humanoid species. The sparsity of life on the Crown of the World, however, means that errant blackfrost particles had few opportunities to latch onto a living host. Luckily for Osoyoβand tragically for the rest of the worldβthe Blackfrost Whale found an even better catalyst. After many months of drifting across the boreal expanse, a single fleck of blackfrost managed to alight upon an aiudara called Icegateβa teleportation portal created by none other than the descendants of Osoyoβs original elf captors.
[ +- ] The Missing Moment
When Osoyoβs blackfrost touched Icegate, the Blackfrost Whale used the portal as a conduit to transmit a psychic signal across the entire aiudara network. In an instant, gates all over Golarion suddenly activated and filled with tremendous white light. For a moment, Osoyo was able to flex its incredible will upon the whole of an unsuspecting world.
Creatures near an aiudara when it activated saw whatever they most desired within the blinding halo: a loved one, a lost homeland, or a glorious treasure. It was only an illusion, but few could resist the impulse to walk toward the light in the hopes of grasping the apparent object of their obsession.
No one who walked through an aiudara that night remembered what happened nextβtheir memories of what transpired on the other side of the white gate vanished, totally and irretrievably. One moment they stepped into the door, and the next they were stepping back out to discover that theyβd been gone for minutes, hours, or in some cases, even days or months.
During this missing time, Osoyo took control of its thrallsβ minds and bodies. Its tasks for these "gatewalkers" varied, though all advanced its ultimate goal of freedom. Many, Osoyo simply marched to the Crown of the World, where it transformed them into blackfrostβinfused zombiesβnone of these returned. To its most promising servants, Osoyo gave special tasks.
Osoyo entrusted its most important work to a select group of gatewalkersβthe heroesβeach drawn to Icegate from different gates around the world. The alien ordered these characters, rendered as its witless thralls, to locate and capture Ainamuuren, the last saumen kar. Under Osoyoβs command and infused with the strength of the Blackfrost Whale, the player characters dragged Ainamuuren to the Nameless Spires, where they shackled the saumen kar so he could serve as a conduit for Osoyoβs reawakening power.
Once their tasks were done, Osoyoβs favored thralls returned to the aiudara from whence they came. Upon them, the Blackfrost Whale left a special brandβa distinct arcane rune lifted from Ainamuuren and placed on the gatewalkersβ throats. Physically, this mark was the only trace of an abducteeβs sojourn. Psychically, however, no one who walked through a gate that night would ever be the same.
The oracle Seshu became worried about her missing friend Ainamuuren. One night, as Seshu lay dreaming, the saumen kar informed her he was in danger, and that the magic of his ancestorsβ seal was failing. A new sacrifice, from a new deity, was necessary. In the morning, Seshu and the other Aaminiut elders agreed to send their youngest seer, Sakuachi, to Sarkoris, where deities still walked the land. There, the girl would enlist one of these beings to help fulfill the quest of which Ainamuuren spoke.
Creatures near an aiudara when it activated saw whatever they most desired within the blinding halo: a loved one, a lost homeland, or a glorious treasure. It was only an illusion, but few could resist the impulse to walk toward the light in the hopes of grasping the apparent object of their obsession.
No one who walked through an aiudara that night remembered what happened nextβtheir memories of what transpired on the other side of the white gate vanished, totally and irretrievably. One moment they stepped into the door, and the next they were stepping back out to discover that theyβd been gone for minutes, hours, or in some cases, even days or months.
During this missing time, Osoyo took control of its thrallsβ minds and bodies. Its tasks for these "gatewalkers" varied, though all advanced its ultimate goal of freedom. Many, Osoyo simply marched to the Crown of the World, where it transformed them into blackfrostβinfused zombiesβnone of these returned. To its most promising servants, Osoyo gave special tasks.
Osoyo entrusted its most important work to a select group of gatewalkersβthe heroesβeach drawn to Icegate from different gates around the world. The alien ordered these characters, rendered as its witless thralls, to locate and capture Ainamuuren, the last saumen kar. Under Osoyoβs command and infused with the strength of the Blackfrost Whale, the player characters dragged Ainamuuren to the Nameless Spires, where they shackled the saumen kar so he could serve as a conduit for Osoyoβs reawakening power.
Once their tasks were done, Osoyoβs favored thralls returned to the aiudara from whence they came. Upon them, the Blackfrost Whale left a special brandβa distinct arcane rune lifted from Ainamuuren and placed on the gatewalkersβ throats. Physically, this mark was the only trace of an abducteeβs sojourn. Psychically, however, no one who walked through a gate that night would ever be the same.
The oracle Seshu became worried about her missing friend Ainamuuren. One night, as Seshu lay dreaming, the saumen kar informed her he was in danger, and that the magic of his ancestorsβ seal was failing. A new sacrifice, from a new deity, was necessary. In the morning, Seshu and the other Aaminiut elders agreed to send their youngest seer, Sakuachi, to Sarkoris, where deities still walked the land. There, the girl would enlist one of these beings to help fulfill the quest of which Ainamuuren spoke.
[ +- ] Gatewalkers
The months since the Missing Moment were not quiet. In the wake of their strange experience, gatewalkers the world over had manifested unexplainable supernatural powers such as telekinesis, levitation, and regeneration. In the Ustalavic town of Lepidstadt, a consortium of gatewalkers gathered under the leadership of the venerable scientist and fellow gatewalker Etward Ritalson. Dr. Ritalson hoped to orchestrate his cadre of fellow paranormalists to solve the mystery of what happened on that fated summer night.
In the forest realm of Sevenarches, militant druids called the Oakstewards stand guard before the kingdomβs eponymous Seven Arches, all of which are aiudara. They forbid anyoneβespecially elvesβfrom approaching. As important as the location once was to them, elves have been unable to visit the Seven Arches safely for many years. Those who tried fell ill to a potent wasting ailment called the obnubilate curse, which erased the afflictedβs memories when it didnβt kill them outright. Yet, since the Missing Moment, it seems the curse has abated; several elves have reported visiting Sevenarches with no ill effects.
Dr. Ritalson believes that Sevenarches, the obnubilate curse, and the interests of his consortium are somehow connected. Heβs selected his most promising initiates to look into the matter. Our heroes head to Sevenarches, where they confront a fellow gatewalker and violent druids. To question a dark fey implicit in the mystery, the party enters the shadowy realm of Kaneepo the Slim. From there, the gatewalkers are transported to the planet Castrovel, where they learn about the alien entity responsible for the gaps in their memories before teleporting to the city of Skywatch, back on Golarion.
In Skywatch, the gatewalkers meet a young oracle from the Crown of the World named Sakuachi. She tells them of her quest: to travel to the Sarkoris Scar and find a guide to join her in sacrifice to save her homeland. Sakuachi believes that the alien Osoyo and the ancient evil threatening her people are one and the same, so it behooves everyone to see her mission through. To get to Sarkoris, the party must escape the monsterβriddled streets of Skywatch, voyage across the ominous Lake of Mists and Veils, and trek across the demonβbattered heartland of postβwar Mendev. Once successful, Sakuachi bonds with the spirit guide Ruun, one of the local gods of Sarkoris.
The party travels to Ustalav to report their progress to their patron, Dr. Ritalson, who reveals his treachery. He has been a pawn of Osoyo, working to further the alien's interests. He attempts to halt their quest, but our heroes prevail! Now on their own, the heroes walk through Lichgate to reach Icegate at the Crown of the World. From here, the gatewalkers accompany Sakuachi to the Nameless Spires, where they finally learn the truth of what happened to them on the fated night of the Missing Moment. Their final challenge is to face Ainamuuren, the mindβcontrolled saumen kar champion of the alien Osoyo. The gatewalkers are given a grim choiceβto strengthen their paranormal gifts to unimaginable heights or spare the life of the last saumen kar.
Fortunately for the world, our heroes choose the noble route. The strange marks they carried on their flesh fade away as they lose their deviant powers. Ainamuuren is saved, and Osoyo slumbers once again.
In the forest realm of Sevenarches, militant druids called the Oakstewards stand guard before the kingdomβs eponymous Seven Arches, all of which are aiudara. They forbid anyoneβespecially elvesβfrom approaching. As important as the location once was to them, elves have been unable to visit the Seven Arches safely for many years. Those who tried fell ill to a potent wasting ailment called the obnubilate curse, which erased the afflictedβs memories when it didnβt kill them outright. Yet, since the Missing Moment, it seems the curse has abated; several elves have reported visiting Sevenarches with no ill effects.
Dr. Ritalson believes that Sevenarches, the obnubilate curse, and the interests of his consortium are somehow connected. Heβs selected his most promising initiates to look into the matter. Our heroes head to Sevenarches, where they confront a fellow gatewalker and violent druids. To question a dark fey implicit in the mystery, the party enters the shadowy realm of Kaneepo the Slim. From there, the gatewalkers are transported to the planet Castrovel, where they learn about the alien entity responsible for the gaps in their memories before teleporting to the city of Skywatch, back on Golarion.
In Skywatch, the gatewalkers meet a young oracle from the Crown of the World named Sakuachi. She tells them of her quest: to travel to the Sarkoris Scar and find a guide to join her in sacrifice to save her homeland. Sakuachi believes that the alien Osoyo and the ancient evil threatening her people are one and the same, so it behooves everyone to see her mission through. To get to Sarkoris, the party must escape the monsterβriddled streets of Skywatch, voyage across the ominous Lake of Mists and Veils, and trek across the demonβbattered heartland of postβwar Mendev. Once successful, Sakuachi bonds with the spirit guide Ruun, one of the local gods of Sarkoris.
The party travels to Ustalav to report their progress to their patron, Dr. Ritalson, who reveals his treachery. He has been a pawn of Osoyo, working to further the alien's interests. He attempts to halt their quest, but our heroes prevail! Now on their own, the heroes walk through Lichgate to reach Icegate at the Crown of the World. From here, the gatewalkers accompany Sakuachi to the Nameless Spires, where they finally learn the truth of what happened to them on the fated night of the Missing Moment. Their final challenge is to face Ainamuuren, the mindβcontrolled saumen kar champion of the alien Osoyo. The gatewalkers are given a grim choiceβto strengthen their paranormal gifts to unimaginable heights or spare the life of the last saumen kar.
Fortunately for the world, our heroes choose the noble route. The strange marks they carried on their flesh fade away as they lose their deviant powers. Ainamuuren is saved, and Osoyo slumbers once again.
Dec 27, 2024 5:57 pm
That's great advice! Thanks, I appreciate it. I'll have a wander through those summaries.
Dec 27, 2024 6:23 pm
Quick question. How do you edit a skill from Expert to Trained and vice versa in Pathbuilder?
Dec 27, 2024 8:04 pm
At your level press the Skill Increase button. And just press the skill you want to increase.
Dec 27, 2024 10:47 pm
I've been re-reading the book over the break. So I may have to tweak a few things, but pretty much ready to go.
Dec 28, 2024 5:13 pm
I think I'm ready. Performance is at mastery level. I inadvertently clicked on the Arcana radio button and cannot change it in Pathbuilder.
Dec 28, 2024 9:01 pm
Windyridge says:
I think I'm ready. Performance is at mastery level. I inadvertently clicked on the Arcana radio button and cannot change it in Pathbuilder.Dec 28, 2024 9:56 pm
C1NDER says:
Windyridge says:
I think I'm ready. Performance is at mastery level. I inadvertently clicked on the Arcana radio button and cannot change it in Pathbuilder.Jan 6, 2025 1:14 pm
Alright, I'm back from my holiday break. I'll open up the gameplay thread when I have some time in the next day or two if everybody is ready to begin. :)
Jan 7, 2025 7:58 pm
Haha, I'm not old enough to have seen that when it came out, but wouldn't consider myself a youngin'. My daughter has been in theater so we've been watching all the musicals she's missed (Shame we won't be able to see so many of them on stage) I'll have to add this one to the list.
Jan 7, 2025 8:22 pm
I wasn't old enough either. but my parents were in the theatre, especially my mother, so show tuns were often playing on the turntable.
Jan 7, 2025 9:46 pm
oh, our characters aren't currently together are they? We're each at our respective homes when we get this invite?
And are we saying we meet Aurelia at somepoint during the quest to stop Osoyo?
And are we saying we meet Aurelia at somepoint during the quest to stop Osoyo?
Jan 7, 2025 10:06 pm
I assume you've met up for some sort of reunion or to reminisce when the letter arrives. And yes, we can say Aurelia was another Gatewalker who joined with you during your quest.
Jan 21, 2025 7:19 pm
Bekassine is particularly bad at this, lol. Can I try to boost Horace's roll, instead?
Jan 21, 2025 9:53 pm
Cool. Do I just roll a d20? or is it tied to a particular skill? Or does it depend on how Horace is goin to attempt to gain influence?
Jan 21, 2025 9:54 pm
Just go ahead and roll d20 for now and Iβll apply the appropriate skill modifier after Horace rolls.
Jan 25, 2025 8:15 am
To keep it out of the main thread -
Horace: Greater Striking
Ramank: Greater Striking (I think?)
Bekassine: Armor Potency +2
Aurelia: Armor Potency +2
This leaves two +2 Weapon Potency runes available for grabs if someone could use them, or we keep/sell them for later?
Horace: Greater Striking
Ramank: Greater Striking (I think?)
Bekassine: Armor Potency +2
Aurelia: Armor Potency +2
This leaves two +2 Weapon Potency runes available for grabs if someone could use them, or we keep/sell them for later?
Jan 25, 2025 6:54 pm
Looks good to me. I'm ok selling the weapon Runes later, unless someone else needs them?
Oh, do we split the money that was in the invitation? If there's something someone is itching to buy, I'm good giving up some of my portion
Oh, do we split the money that was in the invitation? If there's something someone is itching to buy, I'm good giving up some of my portion
Last edited January 25, 2025 6:55 pm
Jan 25, 2025 6:59 pm
C1NDER says:
To keep it out of the main thread -Horace: Greater Striking
Ramank: Greater Striking (I think?)
Bekassine: Armor Potency +2
Aurelia: Armor Potency +2
This leaves two +2 Weapon Potency runes available for grabs if someone could use them, or we keep/sell them for later?
Jan 27, 2025 6:34 am
probably not a bad idea to split the money from the invitation! 125gp each - we can add to our sheets. Nothing I need to buy right now, but Horace will probably be using a lot of scrolls so it'll be good to have the cash :D
Last edited January 27, 2025 6:35 am
Feb 4, 2025 6:40 am
If I have this correct, since I have Ward medic and I'm a master in medicine I can heal everybody at the same time?
And my Assurance would be an automatic 28? So I can set the healing check to DC 20 and auto succeed?
Man, Pathfinder has a lot to keep track of π¬
And my Assurance would be an automatic 28? So I can set the healing check to DC 20 and auto succeed?
Man, Pathfinder has a lot to keep track of π¬
Feb 4, 2025 7:56 am
That's correct. Since you have Continual Recovery as well, that means every 10 minutes, you can automatically heal everybody in the party for 2d8+10 points of damage. I will assume that you will heal everybody up to full health in between encounters provided there is enough downtime to do so.
Feb 4, 2025 8:00 am
@Windyridge that +2 ghost touch striking rapier would be a big upgrade over the +1 rapier you are currently using. Also, remember to use your cantrips, especially courageous anthem. It's the bread-and-butter for a bard. :)
Feb 5, 2025 4:42 pm
I'm not sure I understand how treat wounds would affect Aurelia if someone could please explain Bekassine's rolls as they relate to her, if they do.
Feb 5, 2025 5:30 pm
short answer: that's how much HP she healed for everyone. (assuming I don't have the roll the amount of HP healed for each person individually?)
Feb 10, 2025 9:29 am
I forgot that the Synaptic Overload ability has the incapacitation trait. You guys are high enough level that you the result of your save is treated as one degree of success better for those saves.
Feb 10, 2025 5:38 pm
Dmbrainiac says:
OOC:
Everybody must attempt two DC 23 Will saves against Synaptic Overload (25 and 24 base mental damage) and a DC 32 Will save against phantasmal calamity (38 base mental damage).Feb 10, 2025 5:43 pm
Normally yes, since itβs a basic save. However, Synaptic Overload has the incapacitation trait and you ar higher level, so a success on those two save becomes a critical success (no damage).
Feb 13, 2025 7:31 pm
Bekassine can maybe take one more hit. How's everyone else doing? Any healing needed?
Feb 14, 2025 9:37 am
@crazybirdman, your spell attack roll for ray of frost is off. It should be +22, not +10. Big difference! :D
@Windyridge may act still
@Windyridge may act still
Feb 17, 2025 12:46 pm
Yarth's attacks this round will finish off the last raw nerve, leaving on the Final Herald.
Feb 23, 2025 7:55 am
Loot from the Herald
-----------------------
Battle Axe -
--+2 Proficiency Rune
--Great Striking Rune
--Fearsome Rune
Greater Clandestine Cloak
Hide Armor
--+1 armor potency rune
--Resiliency rune
Ring of Lies
Misc Treasure Worth: 1897gp
-----------------------
Battle Axe -
--+2 Proficiency Rune
--Great Striking Rune
--Fearsome Rune
Greater Clandestine Cloak
Hide Armor
--+1 armor potency rune
--Resiliency rune
Ring of Lies
Misc Treasure Worth: 1897gp
Last edited February 23, 2025 8:01 am
Feb 23, 2025 6:41 pm
Of course she would like the flute and if no one else wants it, the clandestine cloak might look good on her. She could probably use the defense buff.
Feb 24, 2025 2:19 am
I'm good with all that! If Aurelia wants the flute, we'll need to adjust the loot split. (-300gp) Or Aurelia keeps the flute + 174gp 2sp 5cp and everyone gets the split as above?
Horace would take the Fearsome rune from the axe!
Horace would take the Fearsome rune from the axe!
Feb 24, 2025 2:26 am
Yup whatever is fair and makes sense. She only wants the flute cuz Bard. π
Last edited February 24, 2025 2:29 am
Mar 7, 2025 10:48 pm
Oh man, I love this.
I think my plan is to keep Elleste Gudgeon bust so the can't talk to Zahchrin.
Not sure what that skill that would be, and if I have to keep it up/ roll the check each hour
I think my plan is to keep Elleste Gudgeon bust so the can't talk to Zahchrin.
Not sure what that skill that would be, and if I have to keep it up/ roll the check each hour
Mar 12, 2025 9:33 pm
Bekassine isn't much of a dancer, lol. Is magic allowed to be used here? (was thinking that casting Haste on a dancer might help them) If not, she'll attempt to assist somehow.
Mar 12, 2025 9:41 pm
Haste doesnβt last long enough to help here, alas! You could also do some of the basic activities instead or try to Aid somebody else.
Mar 14, 2025 11:24 am
I will be out of town next week from March 16th through the 23rd. I will not have internet access during this time so I will not be able to post until I return on March 24th.
Mar 24, 2025 12:27 pm
Thank you! I'm back from my trip now, but I'll need a bit of time to get caught back up at work and such. I'll hopefully resume posting tomorrow or Wednesday at the latest.
Mar 27, 2025 10:50 am
Sorry, it's taken me a bit longer to circle back here. I will post, though, a bit later this morning. :)
Mar 29, 2025 9:53 am
Horace took that Great Ventriloquist's ring earlier, replacing his lower-level one. Did someone else want the other one? Otherwise he'll split the proceeds when selling it.
Mar 31, 2025 11:04 am
@Windyridge you may take your normal actions this round in addition to just shouting :)
Mar 31, 2025 4:54 pm
Hahaha, okey dokey. I think I lost sight of the game momentarily. I've recently been lucky to have a second grandson, and they all live nearby, so I've been a little busy.