[PFS Core] GM Shady's The Early Society (Inactive)

Game Master shady18

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Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Ok, I hope this works.

Do I need to roll a stealth or something to see if I surprise them so I can cast the sleep spell on them?


You'll need a stealth check. If you cast it without stealth then you'll trigger initiative checks, and the guards may act before you cast your spell. Also note the spell take a round to cast so you may end up engaging them anyway - it will trigger in their normal round.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

That is what I was thinking. Does the group want to go ahead with this?

Dark Archive

Ok sorry for slowing things down but I want to make sure I've got this right.

1)We've moved up to the corner of the building.
2)The guards spotted us and have yelled out, but can only act after us.
3)Daereon Begins to cast Sleep which will 'go off' just after the guards act.

My question (sorry, slow morning):
Does Daereon choose the target square for the spell now, or when it 'goes off'?

I.e. Do we need to pin those guards in place?

Hope that makes sense.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Had a similar question come up in a game I'm running (funnily enough in regards to the exact same spell), and I believe that the caster chooses all of the details when the spell comes into effect.

Of course, I leave it up to the GMs decision :)

I was planning to put Ilandro between the guards and Daereon to use his reach and his combat reflexes to put the hurt on them if they come close. Will that work??

Also, GM, did he manage to cast divine favour?

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I should be able to focus it so that it hits behind them and does not hit you guys but are you guys just running intereference and going to allow the spell to go off or are you doing something else

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Given that they are going to be able to close in on you, I was just planning on having Ilandro run interference/defense so they have a tough time getting to you (unless they're wielding ranged weapons, in which case there's not a lot he can do)

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

That sounds like a good thing.


Tsakolk wrote:
Does Daereon choose the target square for the spell now, or when it 'goes off'?

Per Ilandro, from the CRB:

Quote:
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

@Ilandro, re divine favour, yes. I'll sort out your counter.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I think I might need to learn an offensive spell :), though daze is a pretty nice one.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

I shall cheer you all on from here and hope the dice gods are kinder to you all than they have been :)


Sorry, this week has been a nightmare at work. Should be back to normal service tomorrow.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Ok

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

DM, are there only 2 active players left in the group?

Dark Archive

Ilandro's still about, just not very vertical...

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

that is true, so there are 3 active players?

Dark Archive

Living the dream! How close are we to a personnel resupply shady?

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I know I am having fun with this game but not being built for melee and more of a support/face role does have its disadvantages.


There are 4 active players last time I looked - Xaaven, Daereon, Tsakolk, Ilandro. I'm not sure on the PFS rules for resupply, I was intending to do so at the end of the scenario (we're still in Act 2 of 3). PFS with PbP, and its constant drop-out rate on the forums, is a bit of a nightmare.

Dark Archive

Yeah I read your thread on boting, opened a can of worms there...


BTW, getting meta, I suspect your best bet, tactically at this point, is for Tsakolk to move the other side of Bengeirr, taking the AoO (Bengeirr only gets one per round, despite the number of squares involved) and allowing Xaaven to get into a flanking position, which gets him sneak attack bonuses.

Xaaven would take 2 normal moves to do this (move, fire, then move, flank/attack). Tsakolk's move resolves before Xaaven's so best order is (I think):

This turn:
- Tsakolk attacks
- Xaaven moves/attacks with bow
- Daereon's sleep spell resolves

Next turn:
- Tsakolk moves/attacks (incurs AoO, doesn't get flank)
- Xaaven moves/attacks melee (flanks + sneak attack)

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

That would be a good thing, still all things considering we arent doing too bad.


Daereon Phoenixstar wrote:
That would be a good thing, still all things considering we arent doing too bad.

These PFS scenarios are structured in very short levels/acts, so you're encountering bosses more often than you would in an AP or a regular scenario/module. You're up against a boss (in the sense of a single high level character) now, so a 1:1 battle is going to overwhelm you (as Ilandro found out). You need a way to score more damage per round than the antagonist is scoring against you.

To the earlier point on players/resupply, if we do lose another player (and end up at 3 players) I think I'm allowed to get either a player who has played the scenario before OR bot a pre-gen NPC. But I don't think we're there yet.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

The halfling has not posted since this past Monday.

Dark Archive

As I have two rounds to get there can I take 5-foot-steps and avoid the AOO?


Tsakolk wrote:
As I have two rounds to get there can I take 5-foot-steps and avoid the AOO?

Well, yes, but it will take you 3 5ft steps to get there (5ft south, 5ft southwest, 5ft west, to get to a position where Bengeirr is NE of you and Xaaven NE of Bengeirr, so flanking) based on the map. It also leaves Daereon open to Bengeirr while Xaaven is not in position.

@Daereon: Re Xaaven, I think the problem has been likely more down to my tardiness. He's posted in turn, usually late night my time (now-ish). I can see his player posted in another campaign as recently as yesterday so he hasn't disappeared. I'll probably PM him as a courtesy if nothing by tomorrow but technically at this point Tsakolk is up (or would resolve first).

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Hit thus guy hard with the flank and favored enemy bonus

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Apologies, you were all talking while I slept.

Yes, still very much around, just can't really do much for the not hour in game until Ilandro regains consciousness :)

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

How beat up are u now?

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Currently Ilandro is on -6, and is unconscious but stable.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

It will be a while before I can get him up. Do you have any potions or anything that can be used on him to heal?

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Couldn't afford one at creation unfortunately. If I survive, I will be buying one or two for use.

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

I'm still here. Was waiting to see what happened before my turn. My apologies on weekends though, sometimes it's difficult to post.


I think we're heading for TPK here.

Not sure how you guys feel. We can try and go to the next scenario with a new group with new adds.

Or we can replay this scenario with new characters + adds - we're about half-way through - starting at the point where you approach the boathouse - and abandon PFS.

Let me know.

Dark Archive

Read this message before I read the gameplay thread

"I think we can... ... ...oh..."

I'm not totally wed to the PFS official side of things, I like the CORE element of this game and the 'three scenario's and level up' progression, could we keep that but not have to start again?

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

The dice gods have not been kind to us and obviously, losing some players didn't help either.

I'd be fine if we dropped PFS. If we continued as is, we wouldn't be able to use these characters outside of this scenario arc anyway. We could then play the scenarios again for PFS credit. It would also allow us to start again at the beginning of this encounter with a new group. The only issue would be to find others who are ok with that plan. I honestly would like to continue with this character concept to see where it goes.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I like the PFS stuff though and would like to continue with it. That was part of the reason this game was attractive. I dont have a local PFS anything and so this is my only chance to do stuff like this.

Dark Archive

Just a thought, how prescriptive are PFS senarios? If Daereon and Xaaven ran now, tried to hire some help from the society... mounted a rescue mission... or is that just too far?


Tsakolk wrote:
Just a thought, how prescriptive are PFS senarios? If Daereon and Xaaven ran now, tried to hire some help from the society... mounted a rescue mission... or is that just too far?

I've no idea, apart from the answer to the prescriptive part is "very".

I'll take a look tomorrow and have another go on working out our options. Right now I can't see any of the PCs getting out of it. I'd be OK to start again with the next scenario, again at L1 but I think we need to be sure the players will stick around.

Ironically of the 4 that did stick around we had rogue/cleric/fighter/wizard pretty much.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Were any of the attacks made by the Ranger against the buddy not counting his favored enemy bonus?


Daereon Phoenixstar wrote:
Were any of the attacks made by the Ranger against the buddy not counting his favored enemy bonus?

He only made one attack on Bengeirr, counted it and missed.

Dark Archive

Do you feel at liberty to tell us how many HP he has left?


Er, not exactly, but let's say you have quite a way to go.

It's now late. I'll rule on what to do next tomorrow. If anyone has ideas or strong views, pls PM me.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Please see my PM.

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

If we move on to the next scenario, when do we make up the missed exp from this one?

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15
Tsakolk wrote:

Read this message before I read the gameplay thread

"I think we can... ... ...oh..."

I'm not totally wed to the PFS official side of things, I like the CORE element of this game and the 'three scenario's and level up' progression, could we keep that but not have to start again?

I just did the same...

Wow. The dice really were out to kill us this time around.

I am honestly good with whatever the group wants to do, though if anyone has any suggestions on how to improve this character, I am more than open to them.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I wouldnt go up running to fight the big guy until the melees engage and then you can maneuver around and help flank, stuff like that.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

It would also be helpful if we used our class abilities, there is no reason why the halfling should not have been flanking rather than slinging. I have a halfling rogue that uses a long spear to flank so that he does not get into face to face with the bad guys and threatens a few more squares.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

*looks up rules on flanking*

Huh. I'll remember that with Ilandro next time - I honestly thought you couldn't flank unless you were also adjacent to the enemy. Didn't realise you just need to be opposite and threatening them.

The gnome sorcerer in the Mummy's Mask game I am running at home will be thrilled with that bit of information, since he uses his longspear to aid his eidolon's attacks whenever he gets the chance.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Flanking can be nasty.

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