[PFS] GM Lithrac's Evergreen Trilogy (Inactive)

Game Master Cyril Corbaz

Maps and Handouts


51 to 100 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

How long do we sleep as a group, then? Ten hours?

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7
Yeska wrote:
How long do we sleep as a group, then? Ten hours?

I actually did the math today to satisfy my curiousity! These were my thoughts:

I think 10 hours would be the right number, here's why.

10 hours if we had 5 people rotating gives 2 hours per person, which means 8 hours of sleep.

If 10 hours with 4 people, that gives 7.5 hours and I guess they could go to sleep 30 mins earlier or sleep in 30 mins to catch the rest of the 0.5.

Also am guessing that in this scenario since we're not pressed on time, this was more of a thought exercise, as we should have enough time to get sufficient sleep.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Question: What if I posted an combat action that may interfere with another player whose round is before mine?

For example, what if Haldoc wanted to move to the spot I'm current in or if he killed the beast before I attacked it?

Thanks!

Grand Lodge

GM Lithrac wrote:

Swooping Hippogriffs - round 1

1. Gridger, Fahr, Hikari, Yeska
2. Hippogriffs
3. Yakari, Janira, Haldor
Bolded characters may act! It doesn't matter in which order, and actions will be resolves in posting order. Map has been updated

Note: For all intents and purposes, your animal companions/familiars/etc. act on the same init count as you.

As stated on the Discussion thread, actions are resolved in posting order, not initiative order, as long as you're in the same "init block" as the other people your actions might conflict with. Basically that ensures that there's no such conflicting actions. If you wish to post first but want to make your action to go off after someone who hasn't posted yet, you can always use either the Delay or Ready action. For example: "Delay action until Haldoc acts, then I'll shoot the closest hippogriff with a clear line of sight." Does that make sense to you?

In the present case, Haldoc becomes enlarged right now, so it means that you gained a slight advantage due to the init system. That's great!

Asking players to post in the precise initiative order would be a nightmare, so it's the lesser of two evils. :)

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

On that note, I'm going to avoid doing anything more until others have acted. Haldoc, please slap this hippogriff's head off, if you would.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

@ GM Noted! that makes sense, thanks for clearing that up. Sorry hadn't move my miniature earlier, was using mobile to post. Will bear in mind to move and post simultaneously next time.

@ Yeska, i thought the magic rocks was a neat trick! Maybe you can secretly stash it into the characters when their asleep :P

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Gridger, if you get the Google Slides app you should be able to edit the map from your phone.

-Posted with Wayfinder

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

@Gridger: Request for magic pranks registered. Sleep well.

Grand Lodge

Human (Shoanti) Bad Boy 2 | Grand Aigle | HP: 21/21| AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +6 | Will: +3 | Init: +2 | Perc: +7 | Sense Motive: +6 | Speed 30 ft.
Tracked resources:
Martial Flexibility: 4/4

BTW Lithrac: the parchment page is in "reading only" setting ;)

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Yakari: I believe the intention is for you to save a local copy.

Also, is it standard practice in PFS to elect a leader or to determine how decisions are made? Do we just vote?

Grand Lodge

Yeska's right, it's intended for you to download, peruse your own copy, then send it to me at the end of the scenario.

Concerning leadership, there's no such thing as all pathfinder agents are equal in rank. Yet somehow the social dynamics have one or two "more proactive" players take an informal role. Feel free to roleplay Yeska stepping up as that leader!

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Thanks for clarifying. Not trying to grab leadership. Just foreseeing some problems if we forgo tactics.

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

You can usually get by with everyone doing what seems best to them in level 1 and 2 encounters in PFS.

-Posted with Wayfinder

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level

I just realised this racial trait for humans. Is this in top of the favoured class skill? Does that mean I have one more skill point to spend????

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Yes, that is correct. For the favored class bonus, you can choose either bonus hp or bonus skill. So for a human, you can get +1 hp and +1 skill, or +2 skill.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Sweet. GM is it ok to add a skill Midgame? Thinking knowledge dungeoneering. Or should I wait until after this module?

Grand Lodge

Honestly I'd like you to wait until the scenario is over.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Sure thing.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

More newbie questions. Theoretically, Can I travel behind the group in stealth mode? If we get jumped and am successful I get a surprise round? I assume this would slow the group down or I take a stealth penalty to travel at same speed with the group.

Is my understanding correct?

Grand Lodge

The awareness is set for the whole group. So either the group is stealthy and we roll for surprise, or you don't. However, you can be stealthy (provided you have cover at all times, of course), and in the event of a fight, as long as your opponents can't spot you, you're for all intents and purposes hidden, which means that during your first action (when you come out of hiding), opponents that didn't manage to spot you will be flat-flooted against you.

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Don't forget to move your characters on the map, folks.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Decided to put this here for the benefit of the newer players.

Actions in Combat: Describes the different types of actions.

Actions in Combat Table: A very useful table to refer for the types of actions.

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Sorry if this is confusing, but my post was getting too long to fit as ooc. So, regarding the crossbow thing.

I didn't specify that Yeska kept the crossbow up. Yeska would hardly be sufficiently wary to keep the crossbow at ready. In my mind, Yeska still doesn't really get it. Some people might take issue with playing suboptimally for RP reasons, but there you go. Besides, I'm enjoying the bumbling scholar while he's still green. (If anyone has an issue with this, please tell me, and I will limit the bumbling to RP only.)

Mechnically, I was unable to find a specific ruling on whether crossbows are 'preloaded' or if the draw includes load with crank-loaded weapons. Seems that most DMs rule on the side of the pre-loaded. It seems reasonable that you should need 1 BaB to draw and load (single move). I think that would match the spirit of loading rules. Yeska's a wizard, not a fighter.

In terms of realism, a preloaded crossbow is ridiculous.

I also don't want to endanger group survival on the basis of realism or RP. That said, it's two kobolds. Yip yip.

GM?

P.S. I think my brain is fried from a long day at work. Draw and load (double move) but not fire, was the intended conclusion.

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

You're fine, Yeska. There's not a single encounter in the Confirmation that we will lose because the wizard doesn't shoot a crossbow bolt as soon as he could.

-Posted with Wayfinder

Grand Lodge

Actually, I'm very glad you ask questions, that's a very good sign and also allows us to know where you are and how we can help. The draw/shoot question has been pretty much answered in the Gameplay thread, and you're right to take the discussion here to further it.

First, we generally assume that in a possibly hostile environment, the Pathfinders have their weapons drawn (with or without a light source). Some GMs ask precisely what the PCs have in hand at a precise time, but I'm a bit more relaxed than that and we usually use common sense in PbP in order to hasten things up and avoid getting hung up on details.

Note: I do ask the question in face-to-face however, because it often helps the players imagine themselve inside a scene... and sometimes their reflexion gives me just enough time to look at my notes to see what's coming next!

The "pre-loaded" thing isn't a big problem. If you assume it's pre-loaded (which is fine by me btw), you can shoot+reload. If it isn't pre-loaded, you can load... and shoot. You're right, a caster wouldn't realistically pre-load his crossbow as he needs one free hand for his spells (vs. a combatant who'd have it preloaded and wielding it with both hands, ready to shoot). However it's one of the little things we don't try to overthink (at least in PbP), so feel free to do what you think is more appropriate to your character.

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Once when playing my wizard at low (1st?) level, I was the last man standing and I have to take down the enemy... with my longsword. That fight lasted several rounds as both myself and the opponent were a couple of clods (meaning we couldn't roll to save our lives). So needing a weapon does happen early in a spellcaster's career.

It was a lot of fun though!

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Wet noodle fights are always entertaining.


I'll be asking for your patience until the next update, as a happy family event is currently underway. Our stay at the hospital may last for a bit. Hopefully good news are coming soon.

-Posted with Wayfinder

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Congrats! Wish you guys the best!

Grand Lodge

Thanks Gridger, I'm a father for the second time since last night! Posting will most likely resume tonight (European time).

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Woo hoo! Congratulations!!!

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Good to hear the good news!

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Congratulations. Take all the time you need.

Grand Lodge

Human (Shoanti) Bad Boy 2 | Grand Aigle | HP: 21/21| AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +6 | Will: +3 | Init: +2 | Perc: +7 | Sense Motive: +6 | Speed 30 ft.
Tracked resources:
Martial Flexibility: 4/4

Yayyyyy! (that makes me uncle one more time) :-D

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

We need to distract the minotaur. I don't have much in the way of tricks and I'm far away besides. Does Fahr or Gridger feel confident in their throwing hand? I'm betting some alchemical fire would get its attention.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

I have decent throwing hands but I dropped my bag with my fire to try to reach the minitaur in the shortest time. I can throw my lantern and my daggers though.

Anyway question time!
With regards to this comment

Quote:
If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).

I assume us just running this turn allows us to move beyond our regular speed? Am I wrong? I remember my running path so I can retract the steps, slightly behind haldoc

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

You can Run but it has to be a straight line and I believe with no difficult terrain impeding you. Maybe I'm wrong on that last part...

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

I think i see where I've mistaken, I've assumed double move = run?
I'll retract my steps on map. And will do Notre research to understand run in pathfinder.

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Double move means to take a move action twice (you can substitute a standard action for any move action, but not vice versa). Run is a full round action in which you move in a straight line at (usually) 4× your normal speed over non-difficult terrain. Things like trees, rivers, rough ground, etc. tend to hinder the run action.

Reading the rules more is always a good idea.

-Posted with Wayfinder

Grand Lodge

Core Rulebook wrote:

Run

You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

You can't run across difficult terrain or if you can't see where you're going.

A run represents a speed of about 13 miles per hour for an unencumbered human.

A move action is an action that can be used for a great variety of things (drawing a weapon, retrieving in item, etc.), including moving at a speed equal to your base land speed (30 feet for most medium-sized creatures, 20 feet for most small-sized creatures, dwarves, and encumbered medium-sized creatures, etc.) Each square costs five feet of movement. If you move diagonally the first square costs 5, the second 10, the third 5, etc. Difficult terrain (such as the trees and undergrowth in this encounter) double the cost for each square of difficult terrain you tread.

What people mean by "double move" is that you convert your standard action into a move action, and thus can move up to 60 feet (your case as long as you're unencumbered) in one round, i.e. 12 squares. These 12 squares don't have to be in a straight line (unless you charge), as opposed to the Run action, which allows you to run farther, but has some restrictions (straight line, loss of Dex bonus to AC).

I hope this helps.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Thanks guys. Totally a mistake on my part thinking double move = run and That doubled speed meant two move actions for 60ft each base the quoted text.

Grand Lodge

Human (Shoanti) Bad Boy 2 | Grand Aigle | HP: 21/21| AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +6 | Will: +3 | Init: +2 | Perc: +7 | Sense Motive: +6 | Speed 30 ft.
Tracked resources:
Martial Flexibility: 4/4

Sorry, guys. I wrote that Yakari ran towards the minotaur but he indeed double moved.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Looks like Hikari would be out of action for a while (hopefully not for good...), so his wand of CLW won't be of much help to restore Janira (if she's still alive!). I think Gridger has a potion of CLW?

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Ayy, I have a potion on me. How do we rescue hikari? How do i illuminate the monster?

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Fahr needs someone with a torch or other light spell to stand close enough to the minotaur so that he is no longer in the dark.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

The minotaur is within my 30ft radius of my lantern. Does that work?

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:
Gridger Rusk wrote:
Ayy, I have a potion on me. How do we rescue hikari? How do i illuminate the monster?

Don't worry about Hikari. :) Save Janira!

Hikari can hold his breath for 24 rounds. He should make the swim check in time. (???) But he might be hundreds of yards downstream by then...

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Yeah. That should work. I think I should have a combat post up later today

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

@GM, Hikari pointed out my mistake that my swim checks should also be -4 from my ac penalties, thought it was only dex mistakenly. should I re do my actions from where i left off?

Grand Lodge

Chronicle sheets have been sent. Please download yours, print it out, and fill it in.

Concerning purchases, make sure you write them down on your ITS (Inventory Tracking Sheet). A blank one can be found on the very last page of the Guide to PFS Organized Play.

If you have any questions, please ask them. I'll start The Wounded Wisp tomorrow, but everyone should have 2-3 days to finalize purchases.

Those who have a day job please reroll it for next scenario, and write down your score on the maps & handouts document.

51 to 100 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PFS] GM Lithrac's evergreen trilogy discussion thread All Messageboards

Want to post a reply? Sign in.