DM Rah's "Icebound Outpost" PFS (Inactive)

Game Master Kobash

This is a PbP for Scenario # 3-19, The Icebound Outpost.
==TEMPLE MAP==


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Or crawling into a corner to bleed out.

I'd suggest getting dodge and mobility as soon as possible.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes, assuming you had done just a move action. You could also use your Standard Action for anything normally, so could say Attack once if you wanted.

Long explanation:
Essentially an AoO puts everything on hold exactly before the action that caused it actually takes place. All characters (and monsters/npcs/etc. . .) all get 1 AoO in a round, normally. Combat Reflexes, and a few other things can change that, but normally they have 1 AoO per round that they can take. They are not required to do so, and if they think that an enemy will do multiple things that will provoke, they can hold off and take the one they want, but once the opportunity has passed, it's gone.

So lets say for example, an enemy had been tripped, and plans to get up and cast the spell scorching ray. Another character is standing right next to them, and does have the ability to attack, (they have a weapon out). That would provoke 3 different AoO. Getting up from prone does provoke, casting a spell while threatened does provoke, and also scorching ray, because it is a ranged (touch) attack spell, does provoke just like shooting a bow would. So a normal character could choose to take an AoO against any one of those actions. There are benefits to doing each, that are different than the others.

Remember how I said it happens BEFORE the actual action that caused to takes place? So if you take the AoO against the enemy when they stand up, it actually happens before they stand. That means they are still considered prone at that point, and you get a +4 to Attack a Prone target, but it also means you can not retrip them at that point. You can choose not to take that AoO, though, if you want, and instead wait for the next in line. (which is mostly just used as an example, because you probably wouldn't know what they will do next).

So, you didn't take your AoO, they got up and then decide to cast a spell. Casting a spell is another action that does provoke an AoO, (though they can choose to cast defensively, a risk that means they would not provoke but do have a good chance of failing to cast and loosing the spell). For the sake of the example, they are not casting defensively. Now, because the action does provoke, if you did decide to do this one, (and again it happens before the actual spell is complete, putting everything else on hold), if you hit them, they both take damage and also will probably mess up their spell. It's 100%, but there's a good chance. And again, you have the option to not take your AoO and hold off for the next one if you want.

Finally, you decided not to take the AoO for either them standing or them casting a spell, for whatever reason, and they do yet another action that provokes. Now that they have completed their spell, they cast scorching ray, which is a spell that shoots fire beams from your hand. As a Ranged Touch attack spell, it works just like if you where shooting a bow while threatened, and each beam likewise does provoke an AoO, just as each arrow would. At this point, if you take the AoO, you would not be able to stop the spell (unless you kill them outright), would not get the bonus for them being prone, and really wouldn't receive any spell benefit for waiting, just really another chance to beat them down.

Now, lets assume you also had Combat Reflexes, and at least a 14 Dex, (Combat Reflexes gives you additional AoO's in a round equal to your Dex mod, 14 Dex is a +2, so 2 + the original 1 means 3 AoO's per round).

That would mean that you could take all 3 of them, just like before, but you wouldn't have to pick one or the other. The first one would get the +4, the second might ruin their spell, and if they still could, the last wouldn't do anything special, but all three would still do damage if they hit. You can not take more than one AoO against the same target, for the same action, but that's why I chose this example. All three of the actions are different. If the enemy had decided to double move, running around you in a complete circle, that is what they consider the same action. So even though they would provoke in every single square they move out of, you can only ever take one AoO for that.

Feel free to ask if you need anything else explained, I don't mind at all. :)

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Dodge and mobility are must-haves for panther style chain. High dex and Wis let you make a ton of attacks at low risk to yourself and maximize battlefield mobility.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

IIRC, the whole light/dark dispel/counter thing is complicated by where one casts the spell(s). You can use darkness to counter continual flame, e.g., but only if you cast the darkness spell on the item which has had continual flame cast on it. I know a lot of electrons have been spilled discussing the point on the boards.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I've been put on a random overnight guard duty, so my posting for the next week might be odd. I should be able to post, just the ours will be different. If there's ever a point that you are waiting on me, feel free to act for me.


Does any one have a good tip on posting with the correct Post As?

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Pathmaker: I'm in the habit of hitting Preview before posting, which catches most of my mistakes along those lines.

In other news, I have a shameless plug: I'm running Part I of Kingmaker (campaign link HERE), and the party cleric has had to drop out. If anyone's interested in playing a healer of some flavor drop me a PM. It's 15-point build and the party is 3rd level.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

I might be willing to fill in the spot. I'm having a bit of the same trouble in my "No Heroes" custom campaign, so I feel your pain.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Take a look. It hasn't been very fast-paced lately, but might be picking up now that the party wants to go after the Stag Lord.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Actually, that's a lot of posts to catch up on, and I don't know anything about Kingmaker...

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

No worries. I kind of botched Haunts for a bit until it was pointed out to is. The reason they do that on Init 10 is because they are intended to be heavily story/flavor based "traps". Because they activate once something enters their specific are, they start to manifest with signs, (bleeding walls, scary noises, etc) which are intended to give clues about the haunt. It cant actually act yet, because only 2 things can actually affect a Haunt. Positive Energy or its special weakness. So it gives nonDivine characters a chance to leave what can be a very fatal save or die affect. One Ive run into was a skeleton thatvdrown in a well, and the haunt literally caused everyone to want to leap down the well, which could kill heavily armored low will characters.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

I'm just not a fan of the haunt mechanics. I'm not sure how they could be improved, but as is, they just don't do it for me.

Shadow Lodge

Really, I actually really like them. Reminds me a lot of old school traps and puzzles. I think that it has a lot to do with how they are run, and of corse it is subjective, butI dont know, to each their own.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

I think they sound fun, but I'm glad it was you and not me.


I haven't dealt with them much. After some thought I think I like them. they feel like "traps for clerics" though their effects seem like they could use more creativity.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

I'll be slow posting today; getting back home after vacation, and I don't feel like springing for Internet access on the plane.


No problem. I'm working today, so I can't adjust the map until tonight anyway.[/ooc]

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

They sort of are, but honestly they are kind of traps for everyone. They are treated similar to Undead, so harmed by Positive Energy, and thematically tend to be very similar to a Ghost, so they have some means to permanently resolve, which can be anything. It does give Clerics (and other characters too) the sort of iconic ability to banish evil spirits and exorcise, but very much like the old school traps, the best way is to figure out what traps the "haunt" and resolve it, which will permanently release the "ghost". However, haunts are not actually creatures, sort of, they don't think or interact.


I took a last minute job and will be out of town until the 24th. I can still post, but won't be able to adjust the map. Can I get a volunteer to handle that for me?

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

I've been moving my own character. What else is involved?

(And good luck on the job--hope it goes well.)


I'll need a designated mapper to move enemies and reveal areas by moving the blackout shapes.

It's kind of a cool job. I'm working on a big documentary about the Electric Daisy Carnival. Can't say much, but you can google it if you are curious.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I moved up, positioned us around the stairs and removed the blackout from our current room. I dont mind doing it when I can as Im familiar with the process, but I can only do it at home.


Right... work... google.com/search?q=Electric+Daisy+Carnival

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'm going to be in the field a lot of tomorrow, so I probably will not be able to post much until Sat.


I am back home now and can modify the map again. Thanks for the help everyone. This is the last fight. Let's finish it.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Wow, that seems pretty quick. Cool.

Also welcome back.


Scenario Complete.

I'll report and work up Chronicles hopefully tomorrow.

Everyone who can, please make Day Job rolls here.

Also, who's up to continue with another Scenario?

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

No day job here, at least until there's enough Fame for the Temple Vanity.

I'm up for another scenario, I'm looking forward to playing Maddie at the slightly better level 2. I might also have her invest in a longspear after all.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai is always ready for a game!

I'll be level 2 as well.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Day job roll:
Profession (marine) check: 1d20 + 5 ⇒ (1) + 5 = 6

Ooh, just rolling in it there.

Kilian is still L1, but I'm up for playing him again. Or I could bring out László, since I haven't had a chance to play him in any FTF games lately (and won't be able to for at least the next couple of weeks).

Speaking of László, I'd like to get a character redesign clarification. He reached second level last game, but hasn't played since then. Since I don't anticipate being able to fit in four scenarios before GenCon, I'd like to change his faction from Shadow Lodge now; can I do that w/o penalty?

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Id like to, but with the way things are going with me being so busy, Im not sure if I will be able to post much.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

I'm up for another one, but of course I'm still first level.

Grand Lodge

Monk 5

Mu Ping's day job: 1d20 + 7 ⇒ (4) + 7 = 11

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Dayjob: 1d20 + 9 ⇒ (2) + 9 = 11

(Temple -> heal)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just in case anyone is interested, I have just seen THIS. I have sent them a PM in regards to some of the things I was going to present to Paizo about PbP's, hoping o expand them and possibly even get some convention statues boons here and there. If anyone is interested, I'll let you know what I hear.


Interested.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I don't want to derail the game's thread too much, but if anyone has any questions, or would like for me to talk to Joseph about something else, any new ideas, suggestions, etc. . . PM me and I will see what I can do. It would also be cool to know who is interested in (possibly) helping/contributing to this IF, (-> if <-) he does want to do anything, so again, if you would like to DM, or to help out in some way, please PM me. <click on my avatar, it ill open a new screen, and near the top you will see a small, blue option that says "send a private message">


Scenario reported. Chronicles sent out. Let me know if there are any problems.

Also, any suggestions for the next scenario?

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Got my scenario...thanks a bunch, DM. I will level Pi over the weekend I hope. I'm fine with anything I haven't played before...whatever the group is happy with, so am I.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

I got my chronicle sheet, but as I am currently at an SF con and restricted to phone access I haven't looked at it. Thanks for running, DM R!

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll check soon, too. Any chance for The Price of Friendship? Bad part is my character for that is 4th now, and there is a small chance that we wouldn't even be able to finish that before the deadline for the Boon, and it's not out yet. :(

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

I received my chronicle sheet as well, although I already purchased the cold weather gear on my previous chronicle sheet, so I just crossed it out on the one you sent me.

As for scenarios, I'm pretty much ok with anything I haven't played before. As for suggestions, I'd like to play Among the Living, although I have GM'ed it once before. Since it's Season 0, it would take a little bit of work to be playable.

I do not currently have a character between 3-7 so I would rather not play any of those scenarios even with a pregen. I do have an 8th level character, however.

I could be misunderstanding Garinol, but I believe Rivalry's End is the Shadow Lodge ending scenario.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Hey, Ruford has Perform(dance). Could I have used that as a day job roll?


Maddie, I'll try to get a modified copy of your Chronicle without the cold weather gear cost.

Ruford, yes, you can use Perform as a day job. Go ahead and make your Magic Mike roll. Hehe.


Ok, we have one suggestion for Among the Living (Scenario 0-7, Tier 1-7).
I'm personally looking into the following:
Veteran's Vault (Scenario 4-18, Tier 1-5)
Rise of the Goblin Guild (Scenario 4-1, Tier 1-5)
Thornkeep Module - either Accursed Halls (For level 1) or Forgotten Laboratory (For levels 2-3)

Before we get too far into this, does everyone want to play the same characters?

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

I've played Veteran's Vault, but any of the others are fine with me. I'd prefer to play Maddie again.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

I haven't played any of them.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'd like to continue to play. I currently only have a level 4 Cleric (in need of updating), a Level 2 Inquisitor (in need of slight updating), and a level 8 or 9 Cleric.

I've also played all but Thornkeep. Actually, I've only DM'd, the Rise of the Goblin Guild, (and do still have all the maps and things if you need those, already prepped. Should have al the Faction Missions ready to go as well). So if that's what people like, I could run the Inquisitor as sort of a backup character, avoiding making too many decisions and letting everyone else enjoy it, just there for healing and an extra body, for the most part.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

I've played Goblin Guild, against the living, and Thornkeep, unfortunately.

Pai is the only character I have free currently, so level two would be great for me.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Here's a list of what I can still do, minus what's already been mentioned. I've bolded the ones I would like to play the most. I don't mind sitting it out or playing some for no credit if needed, though.

Season 0:

2 - The Hydra Fang Incident
3 - Murder on the Silken Caravan (may not be good for PbP)
8 - Lave Pits of Absalom
14 - Many Fortunes of Grandmaster Torch
17 - Perils of the Pirate Pact

Season 1:

2 - The Devil We Know part 2 (maybe)
9 - The Beggar's Pearl
11 - Citidal of Flame
13 - Devil We Know part 3
17 - Delirium's Triangle
19 - Darkest Vengeance
20 - Devil We Know part 4
24 & 25 - City of Strangers
27 - The Infernal Vault

Season 2:

13 - Murder at the Throaty Mermaid
15 - Shades of Ice part 1
17 - Shades of Ice part 2
19 - Shades of Ice part 3
23 - Shadow's Last Stand part 1
24 - Shadow's Last Stand part 2
Special - Year of the Shadow Lodge
Special - The Midnight Mauler (also 3 - 16)

Season 3:

2 - Sewer Dragons of Absalom
25 - Storming the Diamond Gate
Special - Blood Under Absalom

Season 4:

2 - In Wrath's Shadow
18 - The Veteran's Vault
19 - The Night March of the Kalkamedes

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