Ignatius Van Hjorder |
I got Iggy updated. Perception goes to +9 and Sense Motive goes to +13.
This was an excellent start. I'm intrigued by what may happen with Torch.
Chasik"Bash" |
Not near comp so download will happen sometime tomorrow :)
Thanx for the game, can't wait to do 2&3
Buri Sunwalker |
It was a fun game indeed. Thx for running it GM Lithrac. Buri is almost updated to lvl 3, only missing purchases. He is going to stay with his faction so "The Exchange" it is.
GM Lithrac, Buri did not get the boon from Quadira faction on his sheet, did I miss something important during the adventure? :(
GM Lithrac |
Season 5 faction missions can be tricky. You were supposed to ask Torch about it (you learn what it is about in the season 5 faction letters issued on this forums and in the season 5 guide), at which point he would have given you a special assignment.
-Posted with Wayfinder
Buri Sunwalker |
Damn.
The last faction letter that I read about Qadira said something about recruiting suitable trade partners. I would not trust Torch to run a hotdog pushcart much else be my nation trade partner. What a bummer :(
Quarr |
Purchase a wand of Endure Elements for 2 PP
Buri Sunwalker |
Buying a vanity membership of a hunting lodge (survival as day job) for 2 PPs and a dragon hide breastplate for 700gp, just got enough fame to unlock it.
Is the dragon hide automatically masterwork or do I have to pay extra for it?
GM Lithrac |
Only part 1 had faction missions for Qadira and Sczarni. Parts 2 and 3 are related to Osirion only.
-Posted with Wayfinder
Ardisen Greymore |
My posting for the next couple of days will be sporadic as I'm travelling across the UK. I'll hopefully be back fully on Friday. Feel free to NPC me if needed.
Amennekht |
Normally I'm not one to nit pick at a GM, but I did wish to point out what I was getting at.
Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Both rule specifically call out the natural attack that was used to complete the grab. In addition to use the swallow whole ability requires that the 'victim' be in the mouth at the start of the creatures turn. My action the previous round was based on the assumption that I was grabbed by the tentacle.
Quarr |
Thanks for pointing that out also GM. That was a very well hidden rule within a rule it seems. I was just reading it for what it was. I wonder if a wand of delay poison would help with that. Making the friendlies immune to the poisonous effect for 1 hour. Not too use it every time but for when it would help like when Amen is being eaten.
Quarr |
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).
It shouldn't hit Amennekht as the creature is a large creature. Targeting a square he is not in is the primary damage. So precise bomb should stop the splash damage he would take.
Ignatius Van Hjorder |
Head's up, I will be on holiday with the family from Wednesday 10/8 through Sunday 10/12. Taking the family to Disneyland, the beach and horseback riding amongst other activities. I'll likely still be able to check in and post in the evenings.
GM Lithrac |
An interesting thought, but that would mean we would have to synchronise seamlessly for that to work, meaning that we'll have to finish this one before November 1st, preferably with a few days between the two, since there will be special mechanics that partially rebuild your character involved at the end of this scenario.
I'm certainly welcoming the I idea, and we'll see how timing works.
-Posted with Wayfinder
GM Lithrac |
As you may have guessed, this is the final fight for Part 2. Please post your day job roll if you have one (I believe only Quarr and Chasik have one, but I may be mistaken) so that I may start working on the CS as soon as I can.
Moreover, please tell me if you're going to level up before part 3.
Finally, we'll have a seventh player who will join us.
Ardisen Greymore |
A seventh, who will that be? I don't have a Day Job (assuming I survive), I won't level and I've already prepped for Part 3. Do you think we'll be running for the Gamesday or not?
Quarr |
Day job Craft (Alchemy): 1d20 + 11 ⇒ (11) + 11 = 22
I will level to level 6 after this scenario.
GM Lithrac |
About the gameday, why not! It looks like the timing will be good enough for us to start Part 3 on November 1st, so sure.
The last player is Silizam, who expressed interest in running part 3 only since his character has already run parts 1 and 2. Story-wise, we'll assume he was with you the whole time.
EDIT: I've just signed us up for Gameday 3!
Buri Sunwalker |
GM Lithrac since the party composition is changing anyway with the new player would you mind if I switch my character also? My scarab sage sorcerer will be available by gameday, he is level 3 same as Buri (who wont level after this one either).
GM Lithrac |
I don't mind at all Buri, if you prefer to switch you're more than welcome to do so. The party composition doesn't change though, since the seventh player won't be coming after all.
However I strongly advise against it; you'll understand why as soon as this fight is over. Basically Buri (and all his companions) will receive Mythical powers for part 3, but if you switch characters your new one won't have those powers and will be severely underpowered (and at great increased risk of dying).
Ardisen Greymore |
Thank god PFS doesn't use the optional insanity rules for when you hit Wis 0. Still, at least I'm alive. I think Ardisen might be having night terrors for a while after this =P
GM Lithrac |
Yes, luckily it isn't that bad. It's a great opportunity to develop Ardisen's character though!
I'm working on the Chronicle Sheets as we speak, but we still need to resolve the diseases afflicting Chasik and Ignatius. I'll need a few Fortitude saves from both of you.
Chasik: filth fever (Fort DC 12, 2 consecutive saves needed, 1d3 Dex damage and 1d3 Con damage for each failed save)
Chasik and Ignatius: zombie rot (Fort DC 11, 2 consecutive saves needed, 1d2 Con damage for each failed save)
Ardisen Greymore |
Haha, we've gotta beat the things first. I think this encounter plus the upcoming mythic power are gonna be pretty telling on an overconfident 17 year old prodigy.
Chasik"Bash" |
Okay so the first save was filth fever
The second was zombie rot
What was the third save than if you don't mind me asking ?
GM Lithrac |
I'm not sure what you mean, Chasik, is there a misunderstanding?
These rolls (done post session, but I'd like to already roll them so that it's already resolved) are meant to resolve the diseases you caught earlier. I need you to roll Fort saves against these two diseases until you either succeed at two consecutive saves (in which case you have overcome the disease and will start recuperating normally), or reach 0 Con (in which case you die from the disease).
I'll give you an example:
Day 1
Fort vs Filth Fever: 1d20 + 7 ⇒ (12) + 7 = 19 *success, 1 to go*
Fort vs Zombie Rot: 1d20 + 7 ⇒ (2) + 7 = 9 *failure* Con damage: 1d2 ⇒ 2
Day 2
Fort vs Filth Fever: 1d20 + 7 ⇒ (2) + 7 = 9 *failure, reset* Con damage: 1d3 ⇒ 2 Dex damage: 1d3 ⇒ 2
Fort vs Zombie Rot: 1d20 + 7 ⇒ (5) + 7 = 12 *success, 1 to go*
Day 3
Fort vs Filth Fever: 1d20 + 7 ⇒ (6) + 7 = 13 *success, 1 to go*
Fort vs Zombie Rot: 1d20 + 7 ⇒ (15) + 7 = 22 *success, disease over*
Day 4
Fort vs Filth Fever: 1d20 + 7 ⇒ (3) + 7 = 10 *failure, reset* Con damage: 1d3 ⇒ 3 Dex damage: 1d3 ⇒ 1
Day 5
Fort vs Filth Fever: 1d20 + 7 ⇒ (12) + 7 = 19 *success, 1 to go*
Day 6
Fort vs Filth Fever: 1d20 + 7 ⇒ (16) + 7 = 23 *success, disease over*
In the example above, you would survived but taken 7 Con damage and 3 dex damage. Since you naturally recuperate them between scenarios, your character would survive.
Alternatively, you can pay 150gp or 1PP to have remove disease cast on you and avoid all these shenanigans.
Ardisen Greymore |
Lithrac, just so you know on my Chronicle Sheet for this adventure, my faction should be Sovereign Court, not Cheliax.
Ignatius Van Hjorder |
Fort Save: 1d20 + 6 ⇒ (7) + 6 = 13
Fort Save: 1d20 + 6 ⇒ (5) + 6 = 11
I think I should be good. Iggy is keeping with Grand Lodge.
Chasik"Bash" |
day 1
filth: 1d20 + 9 ⇒ (3) + 9 = 12
rot: 1d20 + 9 ⇒ (20) + 9 = 29
day 2
filth: 1d20 + 9 ⇒ (14) + 9 = 23
rot: 1d20 + 9 ⇒ (6) + 9 = 15