The Night March of Kalkamedes PbP (Inactive)

Game Master lucklesshero

Heidmarch needs help with a sleepwalker!


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male Snows of Summer

Try to bring most of the "OCC" talk over here if possible thx


male Snows of Summer

Ok everyone you all know the drill:

player name: (or alias; ie lucklesshero)
Character name:
PFS#:
Faction:
Day job roll: (if any)

Dot in the game-play thread...opening post on Monday..

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Player name: Zin Z'arin (Rob Riemersma)
Character name: Carini
PFS#: 192785-6
Faction: Grand Lodge
Day job roll: Craft (armor): 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

Male Oread Ranger 2/Barbarian 1 (Core) | HP 21/32 | AC 18/12/16 | F +7, R +4, W +3 (+2 vs. charms and compulsions, +1 vs. acid and earth) | CMB +7, CMD 19 | Init +2 | Perc +7 | Resist Acid 5 | Rage 3/6, Reroll (+1) 1/1 | Active Conditions:

Player Name: Crunch
Character Name: Mentys al-Menchur
PFS #: 150618-52
Faction: Grand Lodge
Day Job: Profession (hunter): 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Player Name: Wydroe
Character Name: Farlen Mizzul
PFS# 165069-12
Faction: Grand Lodge
Day Job: craft jewelry: 1d20 + 8 ⇒ (7) + 8 = 15
Items purchased: scrolls of magic weapon, true strike, featherfall, expeditious retreat

Holy Moly, Crunch, character number -52!!! Wow! I think that is the highest number I have seen yet. Good for you!

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Player name: Dystopiandream
Character name: Kranzer Kraken-Mouth
PFS#: 234492-2
Faction: Grand Lodge
Day job roll: Profession (Gambler): 1d20 + 6 ⇒ (3) + 6 = 9

Grand Lodge

Male Oread Ranger 2/Barbarian 1 (Core) | HP 21/32 | AC 18/12/16 | F +7, R +4, W +3 (+2 vs. charms and compulsions, +1 vs. acid and earth) | CMB +7, CMD 19 | Init +2 | Perc +7 | Resist Acid 5 | Rage 3/6, Reroll (+1) 1/1 | Active Conditions:

Ah, someone always notices that. Well, the truth isn't as nice as the image. When I started playing PFS, I created a massive amount of characters. Like, 20 to 30, just to start. Then I realized that, confined to one F2F game a week and having never heard of PbP, I would likely never play most of them.

So I deleted a fair few of them. For whatever reason, though, I had been posting around the boards as various PFS characters instead of, say, my normal account. So having made a post with those, they were around to stay. I mostly played with my highest-level Standard and Core characters (-1 and -51, respectively), but as I got to start working up new ones, I had plenty of open slots. I could also change their previous concept. That was nice, given that most of them were min-maxed DPS roles at the time I started.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Player name: Lysle
Character name: Vulf Sorgrim
PFS#: 90900-5
Faction: Silver Crusade
Day job roll: Craft(sculptures): 1d20 + 4 ⇒ (4) + 4 = 8


male Snows of Summer

OK before we begin, I want to relay the adventure description to all of you so you have a chance to purchase items or prepare spells that you might feel appropriate for the adventure. Here is a copy of the adventure description.

Kalkamedes, a semi-retired Pathfinder, has been Sleepwalking, almost every night unless, his friends tie him down! Venture Captian Sheila Heidmarch has called you to help. (adventure takes place in Fernwell Mountains section of Varisia) The adventure begins in the Varisian wilderness, in the secluded cabin of Kalkamedes. You have all been called here from various parts of the Inner-Sea to meet the Venture Captain and help her solve the problem of Kalkamedes. All you know of the situation before the adventure begins is; the destination he has attempted to reach each night he has most likely never reached because of the dangerous terrain and obstacles that he must pass through. You've heard he's almost died several times, presumably that's why VC Heidmarch has called you all

Everyone may purchase items or memorize appropriate spells up till 8pm pacific time tomorrow (1/29/2018)..Then I will post the opening scene of the adventure which will begin in Kalkamedes cabin. Spoiler: you will not have a chance to re-memorize spells ect..but you could theoretically leave spell slots open if you were a Wizard.. Obviously you're in a remote location so after the adventure opening it will be impossible to buy stuff easily.

Prepare well Pathfinders!

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen will also get 50' of silk rope. It is always handy to have.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

I'm comfortable with Carini's starting equipment.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Cleric Spells Prepared
1st (2+1/day)—bless, magic weapon, magic stone*
0 (at will)—create water, detect magic, guidance

*domain spell

Sadly, Vulf cannot afford more than his starting equipment.

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Kranzer will have picked up a cloak of resistance +1 (1,000 gp) while traveling through Magnimar, and a wayfinder (250 gp).

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Spells Prepared today: 0: Detect magic, light, message, ray of frost, mage hand
1: Grease, Shield, color spray, magic missile, obscuring mist


male Snows of Summer

Before we begin play tonight (my time Pacific) could everyone list any boons they might use in this adventure?(from chronicles or other: ie; promotional or convention).Include them on either your character profile or under a spoiler labeled boons, here in the discussion thread
thx..

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini has a Boons spoiler in her profile. I really need to buy a shirt or folio, but I haven't yet.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

This is Vulf Sorgrim's first adventure.

He is currently Sorgrim the boonless.

Grand Lodge

Male Oread Ranger 2/Barbarian 1 (Core) | HP 21/32 | AC 18/12/16 | F +7, R +4, W +3 (+2 vs. charms and compulsions, +1 vs. acid and earth) | CMB +7, CMD 19 | Init +2 | Perc +7 | Resist Acid 5 | Rage 3/6, Reroll (+1) 1/1 | Active Conditions:

Mentys has a reroll at a +1 bonus, already in his header. As for boons, these are his most relevant. He has some others, but they are either already included in his statistics or must be activated at the start of the adventure (which I won't be doing).

Cosmic Captive:
  • Once, Mentys can gain DR 5/Adamantine for one minute, or until it has prevented 15 (his level times 5) damage.
  • Twice, Mentys can cast his choice of cat's grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability at CL 4 (his character level).

Solstice Scar A:
  • Once, Mentys can add a +1 enhancement bonus to one weapon he wields for one minute. The weapon also overcomes DR and regeneration as if it were cold iron and good-aligned.
  • Once, should he fail a save against an undead creature's spell or spell-like ability, Mentys can add 1d6 to his save. Should this bring the total to or above the DC, it succeeds.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen will not use any boons. I am not sure if he even has one or not. I have not scrutinized hos sheets that closely.
Thanks.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Sorry for my disappearance this weekend, and thanks for the bot. The unfortunate confluence of a busy schedule and getting hit with a cold and cough took me out.

I'm posting this in my games first thing today, then I'll be catching up in gameplay; I should be caught up by the end of the day.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none
Hudor Nero wrote:
Mentys did a primary grapple check. He calculated in aid for his attempt, why he put ', aid' in his dice roll.

In the absence of a specific arrangement between GM and players, in PbP I think it's best to never indicate aid or otherwise. Just roll the roll and let the GM adjudicate who is the primary and who is making aid actions.

This allows the GM to put all the rolls together in the most logical way for the present action.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none
Carini wrote:
Hudor Nero wrote:
Mentys did a primary grapple check. He calculated in aid for his attempt, why he put ', aid' in his dice roll.

In the absence of a specific arrangement between GM and players, in PbP I think it's best to never indicate aid or otherwise. Just roll the roll and let the GM adjudicate who is the primary and who is making aid actions.

This allows the GM to put all the rolls together in the most logical way for the present action.

I spoke too soon; I see that lucklesshero has given us specific guidance in how to use the aid action....

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]
lucklesshero wrote:
Carini through Mentys can go to finish round 2. Mentys is the primary grappler as hudor pointed out. I’ll make Vulfs roll and Hudors aid another both on Mentys CMD ( so kalkamedes must meet Mentys CMD +9) go ahead and post for round 2 Kalkamedes tries to escape the grapple but, cannot.

Am I correct that Kalkamedes needs the Pinned Condition before we can tie him up? (The Grapple chart states Mentys can tie Kalkamedes up once he is"restrained, Pinned or unconscious", but "restrained isn't defined.

(Round 1) Mentys and Kalkamedes are grappled. (Round 2) Kalkamedes failed to break free. So, for the remainder of Round 2 we try to pin him. If that succeeds, Kalkamedes will likely try to break free of the pin during the following round. If Kalkamedes cannot break free, then Mentys can tie Kalkamedes up (Round 3).

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Unless I'm mistaken, I thought I saw that Mentys had 100 ft of rope, that's why Kranzer used that to descend so he wouldn't run out. Sorry if I didn't make that clear in the post before.

As far as future plans, a grappling hook weighs 4 lbs, so the rest of the group could climb down with Farlen staying up above, then he uses mage hand to stick the grappling hook on the other side and use his scroll to get down. Then the group climbs up at DC 5.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]
lucklesshero wrote:
Time to talk and see how your going to get him to the other side. If there's a lot of 'out of character talk', please bring it to the discussion page.(fyi DC: 18 climb check to climb Canyon walls)

Typing "out loud" here as I think:

So the canyon is 70 feet down and 30 feet wide. Do we think Carini could shoot an arrow with a line of rope attached to it with enough force to lodge the arrow into the other side of the canyon (or a tree on the other side) ( mechanically what would it take to do this?) in order to create a zipline? It would be quicker and require less climbing. Of course, there is the risk that the arrow either would not lodge or would not stay lodged (a fact we may know for certain until one or more of the characters plummets to his or her death).

Assuming there is neither sufficient time or resources to build a makeshift bridge out of stone or trees, the only alternative I can think of would be for the PCs to tie two lines of rope together and climb down. Perhaps using the scroll of featherfall on Kalkamedes so no one has to carry him. We still have the issue of getting back up. Among us there should be enough strength to lift a helpless, bound Kalkamedes with the rope if we can secure it.

As a side note: Was any reason given to think that Kalkamedes wants to get back up the otherside? Presumably, he has never gotten further than this during his prior excursions as the bog and the cliff were the only two hazards the Lady Heidmarch mentioned.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Barring any retcon of what has already happened in gameplay, Kranzer is at the bottom already with a slightly bruised rump. We have 50' of rope dangling down. Whoever climbs down next can take another coil to tie to the end so that the rest don't have to tumble at the end.

Feather fall (assuming CL1 due to scroll) affects one creature "including gear and carried objects up to each creature’s maximum load." It seems reasonable to me that Kalkamedes, tied up as he is, could count as a carried object in that sense, but that's up to lucklesshero to approve.

If so, this is what I propose:
- Farlen casts feather fall on strongest PC
- If necessary, strongest PC discards equipment so that Kalkamedes is under their maximum load
- Strongest PC walks off edge carrying Kalkamedes
- Best climber climbs down rope and ties on another segment
- Everyone else climbs down
- Farlen uses mage hand to move the grappling hook from this side to the other side, ideally around a sturdy tree limb
- We tie Kalkamedes to the end of the two ropes
- We all climb up
- We pull Kalkamedes up

Possible issues:
- wouldn't mage hand have to carry the weight of the grappling hook and 70' of rope?
- do we want to release Kalkamedes at the bottom to test Vulf's question? (which means another CMB/Grapple/Pin/Tie sequence to get him up the other side if that's where he wants to go)

Does anyone have Monkey Fish?

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

You plan seems workable Carini. Unfortunately, Hudor doesn't have the skills or spells to make things easier.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none
Carini wrote:
Does anyone have Monkey Fish?

Nope. This is a CORE game.

Grand Lodge

Male Oread Ranger 2/Barbarian 1 (Core) | HP 21/32 | AC 18/12/16 | F +7, R +4, W +3 (+2 vs. charms and compulsions, +1 vs. acid and earth) | CMB +7, CMD 19 | Init +2 | Perc +7 | Resist Acid 5 | Rage 3/6, Reroll (+1) 1/1 | Active Conditions:

For some reason I wasn't getting notifications about the discussion thread.

That plan seems good. Not sure about the part where we can include Kalkamedes in the feather fall, though. At least in my experience with telekineticists and the like, unconscious/helpless people don't count as objects in most cases.

Per the GM's latest post, we may have difficulty getting the hook to the other side. But it is 30 feet away at the top, I don't see why we couldn't (try to, and repeat if we fail) toss it hard at the desired point.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

I am just getting caught up. It looks like so far Farlen is mage handing the grappling hook across and then using the scroll to fall to the canyon floor. Then we all climb up the far side and then haul Kalkamedes up. I still need to read the last GM post though.


male Snows of Summer

Yep I forgot that it's only 30' across...so this is a reasonable plan..If Carini takes off her armor.. to climb up and down the rope, (presumably Having it lowered down and tying it off to haul it up to the other side) then: Kranzer, Mentys, and Carini..can all climb up and down the rope automatically (remember nat '1s' don't auto fail on skill checks) Three people on the other side is enough muscle just to tie everyone off and haul them up the 70' cliff.
If one of you makes a lengthy post describing how you do it we'll move on from this section because you've discovered a clever solution to a difficult problem...agreed?

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Yay, we got through the canyon!

I will get my post up later tonight, currently on my phone.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]
Hudor Nero wrote:
"I just hope we only have natural hazards to worry about like so far. If we get some enemies to attack us, especially on this narrow passage. We will have problems."

"Does anyone else hear that?"


male Snows of Summer

OK ridiculously hard trying to get on the server for going on 30+ hrs...Will forgive anyone for not posting this weekend.

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

Yeah. Most of Saturday, I couldn't get on to Piazo forum.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Yesterday afternoon through the night, I was not able get the sitw to cooperate. Looks good so far this morning.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

I am posting this as a reminder to myself, that one of the faction goals for Vulf is:

In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise
controlling a creature.

I assume whatever is causing Kalkamedes' affliction may fit this goal (also assuming the characters are successful and Vulf survives!)

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]
lucklesshero wrote:
PS. next post tonight..if you can try to let me know what your character is doing before you approach the bunker. Otherwise, I'll just assume default marching order ect....We have about a 50/50 shot of finishing this before 'Outpost' begins if anyone is intrested.

I am torn. I would like to use Vulf for Outpost, but I don't want to rush anything, particularly as I have been enjoying the banter and roleplaying quite a bit.

Thanks also to lucklesshero for moving things along and making things clear (especially when I had trouble figuring things out early on and keeping up early on).

I'm happy playing this adventure through with all of you for as long as it takes.

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

I didn't sign Hudor up for Outpost. I've already signed up for 5 different Outpost games, I stopped there.

Grand Lodge

Male Oread Ranger 2/Barbarian 1 (Core) | HP 21/32 | AC 18/12/16 | F +7, R +4, W +3 (+2 vs. charms and compulsions, +1 vs. acid and earth) | CMB +7, CMD 19 | Init +2 | Perc +7 | Resist Acid 5 | Rage 3/6, Reroll (+1) 1/1 | Active Conditions:

I didn't sign up for OutPost with Mentys, I may not have done so at all, actually. So I'm good to stick it out if everyone else is.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

I did not get in any Outpost games. I am still on the waiting list with another character but I already turned down a table because it was on RPGgeek.


male Snows of Summer

So this is the thread for strategy and meta game discussion..

I'll just ask you guys strait out...Do any of you speak Thassilonian, have any ranks in Linguistics, or access to comprehend languages? Perhaps a boon that grants access to something similar?

Also, if you fail all the spellcraft checks on the wand...it may be worth it to use a boon/re-roll on another spellcraft check if you have something available. Otherwise...you'll have to use deductive reasoning and use magic device checks to even move on...from this room.

So check your resources people and discuss what you're going to do...I really shouldn't (and probably don't need to) give you more info to move on from this seemingly sealed room.

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Farlen could cast comprehend languages with his bonded amulet.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

True, Farlen has comprehend languages in his spellbook and could cast it with his bonded item. I just am not sure what Farlen is trying to read. Is there language on the statue?

Additionally, I did not think you were allowed to take 10 on an item identification. If you can, I would. I am +10 instead of +9 that I used in the failing roll not that it matters. If you can aid also and Vulf chose to aid my original roll and one more person like Hudor aided we would have it. Again not sure how legal all that aiding would actually be.

Short of any of that, I would have to look and see how rerolls work again. I have never used them except if I wear a PF shirt to a face-to-face game.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Anyone good at finding secret doors? Under the statue perhaps?

Alternatively, can someone try to activate the wand?

Perhaps a casting of bull's strength is the answer.

Heading to a series of children's parties this weekend but will keep trying to come up with ideas.

Sovereign Court

Male Human (Core) Water Sorcerer 4.2 | AC 12 {16 w/ Mage Armor} (T 12/FF 10) | CMB +3 CMD 15 (FF 13) | HP 30/30 | Init +2 | Fort +3 Ref +4 Will +4 (Cold Resistance 10) | Perception +0 | Speed 30' | Cold Ray 6/6 | Spells: 1 (7/7), 2 (4/4),

Hudor does have a +9 UMD, so he can try to activate the wand.


male Snows of Summer

OK few things here: your spellcraft rolls (for the wand) were thus:
Vulf: 17

explanation Vulf's rolls:
(again he rolled a separate 20 but there's no reason he would have because when Identifying magic properties of a magic item, to identify a spell, learn a spell, or read a scroll...are uses for spellcraft..Since his attention was focused on the statue exactly what was the first spellcraft check for if not the wand? It was the only magical part of the statue..So I'm comfortable letting the 17 stand as Vulf's spellcraft check on the wand..His '20' could be for the platform later..I guess)

Hudor: 14

Farlen:14

The DC to identify that wand is DC:18.(so you missed)

things you could have done:

While it's difficult..(both players must cast detect magic at the same time while studying the object) I couldn't find any rule forbidding 'aid another' spellcraft..while identifying the properties of a magic item. (So if you had stated you co-operated, perhaps one or the other of you could have aided Vulf.)

Spells like Guidance could help

Boons that let you re-roll without knowing the result

Things you can still do:

You're pretty much down to boons: look over chronicle sheets...do any of you own any Pathfinder merchandise that allows re-rolls (Tote bag, T-shirts, character folios?)
How about faction Pins? If Vulf has a faction Pin he could retroactively add a +1 to his spellcraft check;

Why you can't re-try:
The following is taken from the spellcraft entry:
Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

Farelen, you asked why comprehend languages would be useful, there's at least two places where ancient Thassilonian language was written on the walls; I suppose you missed both entries but never-the-less, they are written in the Game-play thread. The first is the archway as you entered the complex in the hallway. The second is beneath the spoiler when you entered the Statue room, that prompted everyone to read it after the battle was over:
Here is what it reads, as a reminder:
Ancient script winds around the statue’s round base, and dried leaves, dirt, and small animal bones are scattered about the room.To read inscription need to speak Thassalonian or DC:20 linguistics.

Bottom line: Sometimes the dice just don't fall your way. If you don't have the resources...you'll need to think your way out of this one. Thus far no one has intentionally stepped foot on the platform to investigate it or the doors...So your really working with incomplete information. There is a solution to get out of this room even with you missing your spellcraft rolls. I've already hinted and even suggested a few in this and a previous post.

I'll assume the following about your group going forward while you try to figure out this puzzle:
While talking through the problem your highest perception score character, 'takes 20' in the room..and they will find nothing useful

You exhaust all Knowledge skill checks at your disposal but, the only ones that are use full are: Knowledge History or Knowledge Arcana

Also I'll lower the DC: of the Knowledge Arcana check to '25' and the Spellcraft check to identify the platform affect to '30': so if anyone hasn't taken these checks they may.(if you have boons that give bonuses to stuff related to ancient Thassilon they'd be helpful for any and all checks.

I'll give you guys a few days on line to talk and try things. But, like PFS game, I'll call it after a while..say Tuesday? Wednesday? Right now you've all completed just over 3/4 of the adventure so you'd earn an xp...but you've accomplished neither the primary nor the secondary success conditions so no Prestige points would be awarded.

I think Wednesday evening my time (8pm pacific) is plenty of time to put your heads together and figure this out. I'll check in regularly

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

I have a character folio and a Year of the sky key (season six) pfs t-shirt. If you will allow me to use either of these for a reroll I will do so, but not without your approval.

Grand Lodge

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

I suppose I didn't spell it out specifically, but Kranzer would've gone up onto the dais to look at the door if he didn't encounter any obvious magical trap in my last post. Kranzer will look for any ways to open the door, any traps or dangerous mechanisms, and any other oddities it might contain (handholds?).

So here are my proposed actions to suss this out:

1. What does the sword think? Have Vulf ask the sword if it can aid us in any way so Kalkamedes can get through the door.

2. Comprehend languages. We're trying to assemble a puzzle without all the pieces. We need to know what those inscriptions say.

3. The wand. We need to know what it does, so I propose Hudor test it on Kranzer while he stands on the dais to see what spell it contains. My thinking is it's some kind of strength spell so we can lift the door up. Everyone who can makes a spellcraft check to identify the spell that comes out of the wand (identifying a spell as it's being cast). If it is a spell on the wiz/sorc list then Hudor/Farlen can use it. If it is a spell on the cleric list, it goes to Vulf. The only way we fail on this is if Hudor rolls a 1, which means we can't activate the wand for another 24 hours. So this is a last resort.

EDIT: Or Farlen can roll well on a reroll and invalidate the above.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Goods ideas.

Also, along those lines, assuming the dais casts a spell each time someone steps on it, wouldn't the PCs get an opportunity to Spellcraft each time the spell is cast? Can't reroll a Spellcraft on identifying the item, but this would be to identify the spell as it is being cast. I'd argue that such would be both within the letter and spirit of the RAW.

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