[PFS] GM Kyshkumen's Destiny of the Sands (Inactive)

Game Master Kyshkumen

Combat Map.


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The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

We could indeed pretend Khismia uses her powers, and have Melon retreat for the remainder of this scenario. Then I'll just take a new animal companion at the end of the scenario, but flavor wise it'll still be Melon. There's just no way Dylara would give up on Melon, but buying equipment for both Dylara and Melon was already pushing Dylara's budget. So it'd be awesome if we could resolve it that way!

Most of Melon's current (past?) tricks are part of the general purpose Combat Trained, because I'm grooming her to be a combat mount when she grows large. If I roll Handle Animal to train Melon for that general purpose and spend all the other free tricks on what else she currently knows, she'll know exactly the same again.

You can, by the way, pool gold for services. If any of us ever needs to be resurrected, we can share the costs. You can't pool PP, but it is possible to spend PP for a service you use on someone else. A while ago a dwarf in another party of mine died. I gave 1/5 of the required gp to res him, and spent 4 PP to remove one of his negative levels.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Okay, thanks for that clarification. I was going by what I thought I'd remembered.

Tuich has been saving for some large purchases, so currently has 3,290 GP stashed. But she can do without the gear, and Dylara can have all of it if it helps bring Melon back.

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

No, no, no! I couldn't ask that of you, Tuich, not for an animal companion.

If Khismia would roleplay that she resurrects Melon, I could just send her off to the Society's base. There's no need to actually spend powers, spells or money. flavor wise we just pretend Melon's brought back, sent off, and later rejoins Dylara, while game wise I'll take a new animal companion at the end of the scenario.

If it's okay with Kyshkumen I'll make the Handle Animal check for re-training 'new' Melon ahead of time:
DC 20 to train Melon for the general purpose 'Combat Training': 1d20 + 6 ⇒ (19) + 6 = 25

I then spend 1 bonus trick to elevate the 'Attack' trick to be useful on all things, and 1 bonus trick on the 'Exclusive' trick. Melon's then back to her old self.

Sczarni

I need to double check how many slots the general combat takes, but lets keep that roll. Don't worry about Khismia fixing Melon. I have some better ideas for later.

-Posted with Wayfinder

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
Dylara Yssal wrote:
No, no, no! I couldn't ask that of you, Tuich, not for an animal companion.

Yes, but you're not asking, she's offering. Understand, this ties into her backstory and personality. I get where you're coming from, though.

Just know the option's there, I guess.

I'd asked about the Gentle Repose in Gameplay before reading this; I think I'm still in the edit window, so I'll go delete that.

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

Whoops Combat Training takes 6 slots and I only have 4 ranks into Handle Animal. I'll do it a bit differently then, as I can train a total of 4 tricks with Handle Animal and gain 2 more from bonus tricks.

I by the way forget the +4 bonus from link, and considering I can take 10 on these Handle Animal rolls to train tricks I'll always be able to get a DC of 20.

So here's what I'll do:

Attack: Use previous roll and 1 bonus trick, to put 2 tricks in it.
Come: Take 10
Defend: Take 10
Down: Take 10
Heel: Bonus trick

That means I lost Guard and Exclusive, but I'll just relearn those in the next game Dylara and Melon join.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Luckily Exclusive isn't something that comes up very often (if ever). This looks like a solid plan. From a story standpoint, losing Melon sucks, but gaining a new animal companion could allow for some interesting character development. Will her attitude towards her new animal companion be any different because of the loss of her old one? That sort of thing.

Sczarni

Chase rules:
While a character's actual speed doesn't directly affect how often he moves between cards, it does affect how quickly he navigates obstacles. For each 10 feet slower than the chase's baseline speed a character moves, he suffers a cumulative –2 penalty on any check made to navigate obstacles. Likewise, for every 10 feet faster than the baseline speed he moves, he gains a cumulative +2 bonus on these checks. Significant mobility advantages over the baseline speed type (such as flight) grant an additional +10 bonus on checks made to avoid obstacles, simulating the character's use of enhanced movement to bypass obstacles entirely. Used properly, extremely powerful effects (such as teleportation) allow a character to instantly move forward a number of cards (use each card's distance to determine ranges).

Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card's two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase's course, such as casting a spell or drawing a weapon.

A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).

A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can't move at all. Use the number of cards and their established distances to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment, as you wish. A character can only choose to make melee attacks against targets that are on the same card.

Mythic chase rules:
While skilled and mobile adventurers generally enjoy chases, this kind of challenge can be tough for less agile warriors; however, characters blessed with mythic power have additional options during a chase that allow encumbered characters to excel and quick characters to truly shine. A mythic character can spend one use of mythic power once per round as a free action to do one of the following.
Against the Odds: Automatically succeed on one skill check or saving throw to overcome an obstacle. A PC must use this ability before attempting the skill check.
Clear the Path: When a PC exceeds the DC for the skill check or saving throw to overcome an obstacle, he removes all obstacles from that square. Have the player describe how his character punches handholds in a wall, smashes down a barrier, brushes away caltrops with the shockwave of his leap, or similarly defeats the obstacle in a mythic fashion.
Implacable Pursuer: For the duration of the chase, the PC ignores all armor check penalties and any reductions to his speed as a result of wearing armor.

Feel free to post any questions if you have any.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

So... I'm thinking I'm going to burn through some mythic points during this chase. Round one spend a standard to use the active part of Impossible Speed and activate Implacable Pursuer. That puts me at 90 ft move speed, which nets me a +12 bonus any every check to overcome obstacles on top of my normal bonuses. Full-round action each round following that, activating Clear the Path on any particularly troublesome obstacles so that the party can all keep up.

I'd rather not catch up and find myself alone. That's kinda what happened to Melon. Does anyone have any requests for which obstacles should be taken out with Clear the Path?

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

There's no choice, as you'll remove both the obstacles from the square you're on when you make a skill check and succeed.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Yes, but I'll be doing the full-round action to move forward 3 spaces with each turn, so I assume I can choose to only move one or two instead if there's an obstacle pair on one of those spaces that looks particularly troublesome. (and then take it out the next round)

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Okay, so am I understanding this correctly? It takes a move action to move from one side of a card to the other side. It takes a standard action from move from one card to another card. So it's basically a full-round action to go from the start of one card to another card... but with an actual full-round action I can move three cards forwards and only have to make two checks to do so.

Sczarni

My understanding is you would move to the third card. So you would do both for High ground, and end up on narrow pass. Do both on narrow pass and you end up on crack in the mountain.

Sczarni

Expect a delay as I do not think I will get any uninterupted time at my desktop until friday evening.

-Posted with Wayfinder

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

Okaydokay!

The Exchange

LN Female Human Oracle4 Init +2; AC21, Touch12, FF19, CMD16/14; hp 34/34; Fort +2, Ref +3, Will +4 (+2 vs disease, mind-affect, poison); Perception: +0; Spells: 1st - 6/8, 2nd - 4/5;

Announcement: I'm leaving tomorrow morning in Helsinki, Finland for about 70 hours of non-stop random gaming, chatting and having fun at Ropecon. Probably, my Internet access and time reserve will not be enough to follow the game. I'll be back home next Monday and in office next Tuesday and will hope back on a story line. Sorry for bringing delay in this game and feel free to bot my character.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Have fun! We'll probably still be in this fight when you get back. They seem to possess buckets of hit points.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

You know, I have to say that this adventure is making me vaguely nostalgic for Power Rangers.

Ruby Sage Mythic Archmage Power! Go!

Sczarni

Next you'll be forming Voltron.

Sczarni

Going dark as this is a con weekend for me. Should be back Monday or Tuesday.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Zeroth,

Vyk Tyr wrote:
He slices, he dices, he makes Julian fries!

... and he really, really works. Vyk, either you're an aficionado of vintage "As Seen On TV" style commercials, or you're showing your age. :o)

My mind's a little fuzzy on the details -- whether it was the Veg-O-Matic or the later Dial-O-Matic, if it was from the Ronco/Popeil days or after K-Tel acquired them -- but that one phrase was burned into my mind so deeply during my childhood that I can still hear it with clarity, right down to the pacing and emphasis.

Thanks for the memories. I think.

First, My sincere apologies to everyone for Tuich's disappearance. I had something of a "perfect storm" at work (related to a period of immutable deadlines which recurs every 18 months) that pretty much had me going wall-to-wall and took me out of commission for everything else.

I made my deadline, got past my personal crunch time, and started catching up on my games (and life). I was just about fully re-synced when an issue came up for another group. Since it was on the critical path, my team got sucked back into the maelstrom and it was another fortnight before I could exhale again.

That was last weekend, and I've slowly been resyncing with all my games since... as I'm catching up on "life stuff" too, it's been slow going. But I'm down to just two games lagging now: this one, and one of the first I ever joined. (In skimming the posts I see GMK mentioned seeing me active in other games at some point, but I'm not sure on the sequence of events. Might have been the first catch-up period or the second, plus I've been trying to make what easy posts I could (e.g light roleplaying with no deep thinking involved) to keep the backlog down.)

Anyway, I'm still on O/T for one more week, but I'm not expecting further gaming interruptions for the foreseeable future. Which brings me to:

Second, I can put up a resync post (what with Tooley getting the mythicness instead of Tuich, I guess she got lost in the pass somewhere and is catching up just as you guys hit the double doors)... if you lot will still have me. I'll certainly understand if you choose to oust me for lack of participation.

And if able to stay, I'm fine with forfeiting PFS points or whatever's appropriate; after all, Tuich did miss a pivotal battle, was minimally active for the melee before that, and hasn't been much help during this entire arc. :o/

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

Personally, I see no reason why Tuich would have to leave. You got busy in real life and missed a bit of the story, but nothing major. During last combat most characters were trying to catch up to the opponents or nauseated. Vyk and Vincent fought the entire battle for us.

Tuich's never been a major melee damage dealer... so what? Tuich's been an asset to this party during the entire arc, by contributing in different ways.

The Exchange

LN Female Human Oracle4 Init +2; AC21, Touch12, FF19, CMD16/14; hp 34/34; Fort +2, Ref +3, Will +4 (+2 vs disease, mind-affect, poison); Perception: +0; Spells: 1st - 6/8, 2nd - 4/5;

Second to Dylara. I haven't been active as well, and I don't have enough creativity to expose that in my posts. But, I don't think it matters a lot, since we were there to contribute with opinions, ideas and just roleplay, not with Attack rolls.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Eh, we've all disappeared for extended periods at times. Life happens, and it's not like you're trying to take advantage of the system to advance your character without trying or something. Seems to me that would be missing the point anyways, since the fun of RPGs is the actual playing, not the advancement.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Gonna be 33 in July. Where's my hoverboard?!

;-)

The "slices, dices" joke is pretty ubiquitous for children of the 80's. It was everywhere. I'm pretty sure they even joke about it in the original live action TMNT.

But, yeah, something about an old infomercial. They're just oddly appealing. My favorite trope is the frustrated woman blowing her bangs in frustration, because that's a thing normal people do.

We've all had lulls. It's a natural part of this type of gaming. So don't worry about it. I care that this game is fun, not that I advance in PFS.

-Posted with Wayfinder

Sczarni

Glad to see everyone is on the same page. Welcome back Tuich, you were missed.

-Posted with Wayfinder

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Speak of the devil.... I just realized I haven't checked this in a week. Work's been kicking my butt. I swear I'm not just dropping in for combats and ignoring the rest. Just weird timing.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Thanks guys, I can't tell you how much that means to me. (Presuming you still feel the same way after yet another week!) Unfortunately it took me longer to "dig out" than I expected, and Friday I was laid low by... "something." Unlike anything I've ever experienced, but whatever it was I was pretty much completely incapacitated all day, and barely able to function Saturday. I'm only now starting to feel more-or-less normal again.

I'll read over everything I've missed and get a "re-injection" post up. Thanks for giving me the chance to show I can do better. :o/

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
Vyk Tyr wrote:
Where's my hoverboard?!

Pfft, why would you want a hoverboard when you can have your own flying saucer!

Future Darwin Award Candidate

"Why yes, I do want to perch with no safe exit in the midst of eight unguarded spinning propellers of death mounted on an aerodynamically unstable platform. What's life without a little risk?"

And "It slices, it dices" seems disturbingly fitting...

There's actually been some hoverboard development. I saw one set up like a quadcopter, and another that uses magnetic fields but only works over a specific track/surface. Check for Kickstarters...

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

That makes sense. Everyone knows you can't use a hoverboard over water...unless you've got POWER.

-Posted with Wayfinder

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

I want one of these flying cars. The moment it unfolded its wings I was thinking "transformers" :P

And if we're going to hover I want to have a hover bike! :)

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Since we're on a bit of a nostalgia kick here, I thought I'd mention that The Rock might be playing Jack Burton in a Big Trouble in Little China remake. I don't know if that's stupid or perfect.

The Exchange

LN Female Human Oracle4 Init +2; AC21, Touch12, FF19, CMD16/14; hp 34/34; Fort +2, Ref +3, Will +4 (+2 vs disease, mind-affect, poison); Perception: +0; Spells: 1st - 6/8, 2nd - 4/5;

Post where Vincent got hit for 31:

I actually read Vyk first and I wrote a big post about Khismia spending half of her remaining surge points, rushing to save him with last spell.
But I previewed and found that I was wrong... It was nice descriptive post, but I would like not to repeat that again...
Please, don't die... (Even if I can try to save you)...

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

I appreciate the effort. Believe me. :-)

-Posted with Wayfinder

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4
Vyk Tyr wrote:

There is only one thing we say to the god of death...

"Not today!"

I'm so glad you didn't die! Time was certainly running out, for all of us... :S

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Yeah, and I have to apologize; if Tuich had been more effective we wouldn't have come so close to the edge. But I had problems wrapping my head around what we were supposed to do for this puzzle.

On top of that, she has no distance-healing abilities yet (can't channel, etc.) and even with the mythicness, virtually no offensive abilities against these things (most available spells required a living target).

Anyway, bottom line is what Dylara said: I'm really glad nobody died...

Sczarni

I think this was my favorite fight out of the entire series. It was challenging and ended with a bit of a nail biter.

We should probably get all the chronicle info out of the was as we are going to be wrapping this up. Is the plan still to run the free RPG module from last year?

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs
GM Kyshkumen wrote:
I think this was my favorite fight out of the entire series.

Absolutely agree. I think we were quite near the tipping point there.

I really like how this is not an overly optimised party, which means we're actually quite stretched in the fights.

GMK wrote:


Is the plan still to run the free RPG module from last year?

I thought we were going for that "get Vince a castle" module? I'm fine with Risen from the Sands as well, but I'll have to burn a star to play it.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
Miko Teppen wrote:
I really like how this is not an overly optimised party, which means we're actually quite stretched in the fights.

A friend of mine -- a local GM who is also regularly in the party with my other PFS character -- maintains there has to be a very real chance of PC death for the game to be engaging. Not in the sense of wanting to die (or almost so), but that playing under a GM who will fudge the numbers or keep traps and encounters "safe" means there's no risk, no reason to weigh options, no chance for life-or-death decisions.

He would've liked this melee. :o)

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs
GMK wrote:


I think this was my favorite fight out of the entire series.

Elaborating on that: I think the series was great overall. One of my favourite bits (probably very annoying for you, though) was having Miko get completely carried away talking with the elemental in part II.

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4

I entered a Risen from the Sands game just yesterday, because I thought you'd decided to play Fangwood Keep. I won't be able to join you in either then.

These three scenarios were all awesome and I enjoyed them a lot! Having the mythic powers this scenario was fun! :)

Name: StephNyan
PFS#: 115025-4
Faction: The Exchange
Day Job: Survival (Hunting Lodge vanity): 1d20 + 9 ⇒ (9) + 9 = 18

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

I'm personally cool with whatever we decide. But if we need to play Fangwood to keep the band together, then I'm putting my vote to that.

Craft Painting: 1d20 + 9 ⇒ (18) + 9 = 27

PFS Number: 112388-2

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Name: Don Jon Dux
PFSID #114511-1
Faction: The Exchange
Day Job (Scribe): Craft (Calligraphy): 1d20 + 6 ⇒ (5) + 6 = 11

I'm happy to play whatever works for the majority. Gonna miss ya, StephNyan!

Sczarni

Did you want to run it Dylara?

-Posted with Wayfinder

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

We can break out the scenario selection sheet, so see what everybody can run/play. I also don't mind GM'ing something - though I love to play Miko.

PFS: 108716-6
Faction: Silver Crusade
Day job: Perform(Dance): 1d20 + 12 ⇒ (1) + 12 = 13
Surge (if you allow, 1 mythic point left) Surge: 1d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (4) + 1 = 5

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

So, we didn't actually finish the game, did we?

Sczarni

Nope not yet there is still some roleplay left.

The Exchange

F Half-elf Druid (Nature Fang)/8 (HP 59/59 | AC:23 [+3 Shield] | T:14 | FF:20 [+3 Shield] | CMB:10 | CMD:24 [+1 vs. Grapple] | Fort:+8 | Ref:+7 | Will:+10 [+2 vs. Enchant] | Init:+6 | Perc:+12 | Speed:20) PFS#: 115025-4
GM Kyshkumen wrote:

Did you want to run it Dylara?

-Posted with Wayfinder

If it keeps the group intact and you wouldn't mind playing instead of GMing, then I could run Fangwood Keep. I liked the module a lot while playing it and one of my games is about to finish, so I could surely free a slot for it. Not going to run Risen of the Sands though, 'cause I'm playing it now.

Sczarni

Sounds good, I know nothing about Fangwood Keep. Just have to see if Kawrock is high enough to play.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

It'd be nice to see Kawrock again. :o)

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