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Zedth's Keep on the Borderlands (Inactive)

Game Master Zedth

Party Health:
Brandt....18/18
Carith.....12/12
Eina........12/12
Erodin....22/22
Pinto......23/23
Taecuss...19/19

Map of the Borderlands
Current Tactial Map

Party Loot

Initiative and Perception:

Initiative:
[dice=Brandt]1d20+2[/dice]
[dice=Carith]1d20+1[/dice]
[dice=Eina]1d20+2[/dice]
[dice=Erodin]1d20+3[/dice]
[dice=Pinto]1d20+2[/dice]
[dice=Taecuss]1d20+3[/dice]

Initiative order:
1)
2)
3)

Perception checks:
[dice=Brandt]1d20+5[/dice]
[dice=Carith]1d20+3[/dice]
[dice=Eina]1d20+5[/dice]
[dice=Erodin]1d20+0[/dice]
[dice=Pinto]1d20+5[/dice]
[dice=Taecuss]1d20+7[/dice]


151 to 200 of 256 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Tactical Map

I'm going to post some rumors that you hear by sharing drinks with various soldiers and such, for more adventure hooks. I'll get a compiled list of hooks and make it available for all to see, hopefully sometime tonight.

More to come in the game thread in a while. Chime in with more RP if you wish, in the meantime. Also feel free to spend your portion of the 200 gold bounty payment if you need/want supplies or provisions.

-Assume that most mundane goods are available from the quartermaster.
-There are no rare goods available yet (alchemical, higher tech, etc)
-Weapons and armor are limited right now as well. Post with any specific requests and you'll get a reply.


Tactical Map
Gamemaster Zedth wrote:
"Indeed. First, we recently had a supply wagon attacked on the road several miles west of here. A gang of grumpkins attempted to take the delivery by force but failed. When the driver made his escape, he lost some cargo off the back of the wagon - particularly valuable cargo as luck would have it. There was a chest containing coinage, high end goods, and even some enchanted items. The driver believes it was lost near the bridge that cuts south across the Brinewater apparently this is the river's name,, near some sort of mudslide that covered a portion of the road. If you can recover the chest I will personally guarantee a hundred gold coin reward, plus a token of my choosing at that time."
Gamemaster Zedth wrote:

Rounding a bend brought several squat humanoid figures into view. The road ahead was obscured by a mudslide from the north that ran downhill toward the raging river that skirted the road for much of the way. Half a dozen or more pudgy pale gray-skinned figures with comically bulbous noses milled about the muddy vicinity, looking at the ground. Some used sticks to poke and probe into the soft ground.

Their focus elsewhere meant the newly-arrived adventurers were yet unseen.

I was really hoping for an "a-ha!" moment here, but I don't think any of you guys caught this. I was hoping one of you would remember after the combat was over to look for whatever the grumpkins were apparently looking for. :)


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

I think we were more worried about getting out ot the rain, but I think we're going to go investigate that area anyway.


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Sorry people. Too sick at the moment to focus on posting for Brandt. Normal service resumes tomorrow hopefully.


Tactical Map

Hang in there, hope you feel better quickly. I've had a rough couple of days myself, healthwise.


Tactical Map
Pinto Donasetti wrote:
Just curious, Where is this grumpkin from? The nauseated condition is very powerful for a first level PC to face.

The grumpkins are not from anywhere in particular. They are inspired from a number of sources in stories, movies, and a few nightmarish notions of my own. I actually lifted the name from Game of Thrones – in Season 1 Tyrion pokes fun at the Night’s Watch by saying they guard the realms of men from “grumkins and snarks.” I added the ‘p’ and voila!

I wanted to throw a low level baddie at you guys that wasn’t the same old generic goblin, mite, kobold, etc, that we’ve all seen a thousand times before. As stated in the campaign info tab and in the recruitment thread, I am inclined to create my own monsters and/or make variations on the normal creatures within the Bestiaries in an effort to both freshen things up with new material and to fit into my campaign as needed.

No doubt about it, “nauseated” is a powerful ability. I think I can tip my hand just a bit on these guys by letting you know they weaken themselves momentarily (staggered for their following round) when they make this attack. It is only usable 1/day but makes them quite vulnerable and so it is only used when they have adequate numbers or in self-defense to make an escape. The powerful attack is mitigated by a low save DC, the round of staggered condition, and by the fact that they’re pretty squishy overall. These generic versions of grumpkins have DR 2/cold iron and only 4 HP, so they go down pretty fast.

Last fight you guys didn’t take a single point of damage because you mopped them up so fast. Their gremlin buddy has seriously complicated things for this battle, but the six of you are pretty tough!


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Thanks for the info.

Given that ray of sickening is a 1st level spell and stinking cloud is a 3rd level spell I was a little worried, especially not knowing how often the nauseated condition could be bestowed on the PCs.

No matter how fragile a monster is, you can't do anything to it if you're nauseated. :)


Brandt Holgarson wrote:
Sorry people. Too sick at the moment to focus on posting for Brandt. Normal service resumes tomorrow hopefully.

Like player, like character? Hope you feel better soon.


Tactical Map

I have a bit of a pet emergency so far today, and so I probably won't get a post up for the next several hours at least. I apologize for the delay.


Inactive

Sorry to hear that. Hope everything will be okay.


Tactical Map

I try to do as few of these types of "recalls" as possible for continuity's sake, but I am a man who wants transparency and I like to throw cards on the table. I want you folks to have enough faith in me to believe that I will give you acceptable, viable challenges without being too heavy-handed. I have many years experience with PF and with creation of my own baddies, but even then I am human and bound to make mistakes.

Henceforth I am updating the grumpkin's "snot-rocket" ability from its old iteration to the following:

Usable 1/day, inflicts Staggered condition on the Grumpkin on the round following its use.
Full-round action, Touch attack, +4 to hit, 10' range increment,
DC 11 Fort save or be Nauseated for 1 round and be Sickened for an additional 1d3 rounds.

This is more in line with a low level encounter while still packing the punch that I wanted it to.

Brandt, Pinto - You may keep the number you rolled or you may reroll as a 1d3 to determine how many rounds you're sickened instead of the previous multiple rounds of nauseated.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |
Gamemaster Zedth wrote:
I try to do as few of these types of ...

Thanks for the open mind. :)


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

I'll stay with what I rolled, my save was pitiful anyway. Must have been already sick or something. :)


Tactical Map
Brandt Holgarson wrote:
Brandt thinks a cold iron weapon is a smart move and takes a Morningstar.

There are no cold iron morningstars available for purchase at this time unfortunately. Here is a re-post of what is available:

-Most mundane light/medium armors are available. Heavy armors are by commission at this stage of the game.
-No silvered weapons are available. They can be commissioned if you would like.
-There are a number of cold iron weapons available including light maces, heavy maces, daggers, shortswords, longswords, shortspears, spears, longspears, arrows/bolts. As to a morningstar or polearm - not at this time due to limited supplies. A cold-iron morningstar or polearm can be commissioned if you would like.
-Taecuss, a waterproof bag can be purchased at the quartermaster's shop tomorrow. A rapier is also available for purchase.

Would you prefer to have bought a different cold iron weapon instead? Or maybe commission a morningstar to be crafted?


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

OK, change to a Cold iron longsword then. Sorry I missed that detail.


Tactical Map

I have added a map of the castle to the "tactical map" link. It has a legend marking each building/area of interest. Note that the combat you're in takes place just south of areas 9 and 10.


Tactical Map

DING! Everybody level up to level 2!

I know the typical PF groupthink prefers a simple 1/2 HD+1 (average HP) on level up, but per my house rules I have a different method. Everyone roll your HD so that you have a chance at high HP, but you always take minimum of 1/2 HD if you roll poorly. (Example - A cleric gets a minimum of 4 HP at level up but might get 5, 6, 7, or 8 HP with a good roll)

Post your HD roll, your new abilities, spells, feats, skills, etc here in the discussion thread so we can all see how bright and shiny you are after leveling up.


Inactive

HP: 1d10 ⇒ 6. I insist on getting 1/2 HD+1.

+9 HP
+1 BAB
+1 Fort
Bravery +1
Bonus Feat: Step Up
Skills: Handle Animal, Intimidate, Profession (soldier), Ride, Swim


Human Cleric 2 (Iomedae)| CMB +2 | CMD 13 | AC 18 T 11 FF 17 | HP 10/12| F +4 R +2 W +7 (+9 vs Fear, Charm, Compulsion, or Emotion) | Initiative +1 | Perception +3

+1 BAB

+1 Fort
+1 Will

+1 Orison
+1 1st level spell

HP pot luck!: 1d8 ⇒ 4


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

Brawler level 2
hit points: 1d10 ⇒ 1, I'll take 1/2+1 thank you, :)
+ 9 hp (6 class, 2 CON, 1 fav)
+1 bab
+1 fort save
+1 reflex save
bonus combat feat (power attack)
brawler's flurry (two weapon fighting)
+ 5 skill ranks (acrobatics, perception, survival, k. nature, swim)
+ 2 background skills (profession-trapper, appraise)


Investigator (empiricist) 2
BAB +1, Ref +1, Will +1.
Extracts: +1 1st level per day. +1 to formulae book: Detect Metal.
Hit Points: + 1d8 + 2 ⇒ (7) + 2 = 9
Skill Points: +11. Disable Device, Perception, Spellcraft, Stealth, Survival, Use Magic Device, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (planes), Sense Motive.
Ceaseless Observation. Disable Device, Perception, Sense Motive, UMD and some Diplomacy now based on Intelligence modifier.
Inspiration Pool: 4 points.


Tactical Map
Pinto Donasetti wrote:
I'll take 1/2+1 thank you, :)

Not +1, just 1/2 HD.

I like rolling dice for HD. Its a throwback to old editions but without the risk of rolling poorly. The average HP of characters in my games ends up being higher than typical PF games because the potential for high rolls averages higher than the 1/2 HD +1 in other games.


1 person marked this as a favorite.
Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

HP: 1d8 ⇒ 8 Oh yessss! Performs stupid dice dance. Thankfully unseen by anyone.

Will update shortly.


Human Cleric 2 (Iomedae)| CMB +2 | CMD 13 | AC 18 T 11 FF 17 | HP 10/12| F +4 R +2 W +7 (+9 vs Fear, Charm, Compulsion, or Emotion) | Initiative +1 | Perception +3

Skills:

Diplomacy
Heal
Kn Religion
Sense Motive


Male Human Skald (Totemic) 2. HP 18. AC16. T12. FF14. Fort 4. Ref 2. Will 4. Init + 2. Perception 5.

Brandt.

Skald Lvl 2:

HP - 9 (8 + Con)

Skills (5 + FC)
Linguistics (Sylvan) +1.
Perception +1.
Perform (Oratory) +1.
Knowledge (History) +1.
Knowledge (Nature) +1.
Survival +1.

Skald versatile performance - Oratory (Can use Oratory in place of Diplomacy and Sense motive)

Added Comprehend languages to his spells.

I'll play it that Brandt is studying the Sylvan language at the moment and will take time to become fluent in it.


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

HP: 1d8 ⇒ 1
...

>:(

I'll be taking 4 then.

I'll have Eina updated tomorrow.


Inactive

Accounting Post:

Adding up the leftover 2gp, 15gp badger pelt, 100 gold in swords and grumpkin ears, and assorted coins gives us 133.04 gold, or 22.17 gp each. (This is on top of the 33 gp each that Taecuss previously announced.) Erodin gets 0.02 gp extra as his accounting fee.


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Updated Character Sheet:

Eina
Female human (Kellid) aerokineticist 1/oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (2d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6) or
. . spear +0 (1d8/×3) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged longbow +2 (1d8/×3) or
. . sling +2 (1d4)
Special Attacks channel positive energy 4/day (DC 13, 1d6), kinetic blast
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bless, cure light wounds, protection from evil
. . 0 (at will)—create water, detect magic, ghost sound (DC 13), light, mage hand, mending
. . Mystery Life
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—thundering infusion (DC 10)
. . Blasts—electric blast (1d6 electricity)
. . Utility—basic aerokinesis
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 12, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits talented, uskwood hunter (nidal)
Skills Acrobatics -1 (-5 to jump), Craft (bows) +5, Craft (sculpture) +5, Craft (woodworking) +5, Handle Animal +7, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (religion) +5, Lore (Tribe of the Storm Raven) +5, Perception +5, Perform (dance) +7, Perform (percussion instruments) +7, Perform (sing) +8, Perform (wind instruments) +7, Profession (cook) +5, Stealth +5, Survival +5
Languages Common, Hallit, Sylvan
SQ burn (1 point/round, max 3), gather power, oracle's curse (haunted), revelation (channel)
Combat Gear cold iron arrows (10), silver arrows (10); Other Gear leather armor, arrows (30), dagger, longbow, quarterstaff, sling, sling bullets (10), spear, belt pouch, flint and steel, spell component pouch, wooden holy symbol of Hawk, yak, backpack, bedroll, bird feed (per day), bowyer tools, candle, cold weather outfit, Cutting board, wooden (2 lb), explorer's outfit, feed (per day), hemp rope (50 ft.), Knife, cutting (0.5 lb), Ladle (0.5 lb), mess kit, pack saddle, pot, sculpting tools, Seasonings, local (0.5 lb), Skewer (1 lb), skillet, soap, Tinder packet (0.5 lb), torch, trail rations, Tripod, iron (3 lb), waterskin, winter blanket, 69 gp, 2 sp, 15 cp
--------------------
Special Abilities
--------------------
Burn 1/round (2 nonlethal/burn, 3/day) Burn HP to gain greater effects on your wild talents.
Electric Blast (Sp) Level 0; Burn 0
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Oracle Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Thundering Infusion (DC 10) Blast deafens its targets

The big thing is that she's now a Kineticist with an electric blast. Oh and she can make things loud. :)

Other than that, just picked up some skills I didn't get the first time and added a rank of stealth.


Inactive

Nice, now you're literally a "storm" raven!

Have you thought about the Overwhelming Soul archetype? I actually don't know if I can recommend it because you lose the ability to accept Burn, but it is the Charisma-based kineticist so it's worth a brief inspection.


Female Human Oracle 1 HP: 12/12, NL: 0 | AC: 14/12/12 | F: +2, R: +4, W: +3 | Per: +5, Init: +2 | Channels: 4/4, 1st: 4/4 Arrows: 26 normal, 8 Cold iron, 10 silver
Little Thunderhead:
HP: 42/42, NL: 0 | AC 17/9/17 | F+8 R +4 W+1 | Per: +8 (Low-Light Vision, Scent) Init: 0

Thanks for mentioning that. Makes much for sense for Eina than a straight Kineticist. :)

Updated Sheet:

Eina
Female human (Kellid) aerokineticist 1/oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Occult Adventures 10, 91)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (2d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6) or
. . spear +0 (1d8/×3) or
. . unarmed strike +0 (1d3 nonlethal)
Ranged longbow +2 (1d8/×3) or
. . sling +2 (1d4)
Special Attacks channel positive energy 4/day (DC 13, 1d6), kinetic blast
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bless, cure light wounds, protection from evil
. . 0 (at will)—create water, detect magic, ghost sound (DC 13), light, mage hand, mending
. . Mystery Life
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—thundering infusion (DC 13)
. . Blasts—electric blast (1d6+1 electricity)
. . Utility—basic aerokinesis
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 12, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits talented, uskwood hunter (nidal)
Skills Acrobatics -1 (-5 to jump), Craft (bows) +5, Craft (sculpture) +5, Craft (woodworking) +5, Handle Animal +7, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (religion) +5, Lore (Tribe of the Storm Raven) +5, Perception +5, Perform (dance) +7, Perform (percussion instruments) +7, Perform (sing) +8, Perform (wind instruments) +7, Profession (cook) +5, Stealth +5, Survival +5
Languages Common, Hallit, Sylvan
SQ burn (1 point/round, max 3), gather power, mental prowess, mind over matter, oracle's curse (haunted), revelation (channel)
Combat Gear cold iron arrows (10), silver arrows (10); Other Gear leather armor, arrows (30), dagger, longbow, quarterstaff, sling, sling bullets (10), spear, belt pouch, flint and steel, spell component pouch, wooden holy symbol of Hawk, yak, backpack, bedroll, bird feed (per day), bowyer tools, candle, cold weather outfit, Cutting board, wooden (2 lb), explorer's outfit, feed (per day), hemp rope (50 ft.), Knife, cutting (0.5 lb), Ladle (0.5 lb), mess kit, pack saddle, pot, sculpting tools, Seasonings, local (0.5 lb), Skewer (1 lb), skillet, soap, Tinder packet (0.5 lb), torch, trail rations, Tripod, iron (3 lb), waterskin, winter blanket, 69 gp, 2 sp, 15 cp
--------------------
Special Abilities
--------------------
Burn 1/round (2 nonlethal/burn, 3/day) Burn HP to gain greater effects on your wild talents.
Electric Blast (Sp) Level 0; Burn 0
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Mental Prowess (Su) You can't accept burn unless you can reduce the burn to zero.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Oracle Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Thundering Infusion (DC 13) Blast deafens its targets


Tactical Map

I have another bookkeeping nitpick/request, one that will become more important as you gain more levels.

Please notate on your character sheet clearly where you have spent your Favored Class Bonus points and your level-up Hit Dice rolls. In a "normal" game the HD are just 1/2+ 1 so there's not much need for such tracking, but hopefully you guys will get some high rolls later and it will become more necessary to determine how many HP you attained at each level.

Example of a level 3 human Paladin with a 14 Con:

HP 32 [10(Lvl1) +5(Lvl2) +9(Lvl3) +6(Con) +2(FCB)]

(near your skills)
10 ranks total [+6 Levels 1-3 (Paladin), +3 human, +1 FCB)]


Tactical Map

Erodin - your header says you have 22 HP but your character sheet says 21. I'm assuming the correct answer is 22 since you said "+9 hp" on your level up summary, which would be your rolled 6 + 2 con + 1 FCB.

Is 22 the correct number?

---------------

Pinto - I updated your HP to 23 instead of the 24 you listed. I think you misread my post about my house rule on HP. In this game everyone rolls for HP but if you roll poorly you can opt for 1/2 HD. (not 1/2 HD +1).

---------------

Everyone take a moment to audit your character sheets, your header line, and the HP, Initiative, and Perception rolls I have for you at the top of the Campaign. I see a few errors and/or places where the numbers still show your level 1 stats.


Inactive

22 is correct, not sure why I entered 21. Perception and Initiative are correct.


Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |
Gamemaster Zedth wrote:

--------------

Pinto - I updated your HP to 23 instead of the 24 you listed. I think you misread my post about my house rule on HP. In this game everyone rolls for HP but if you roll poorly you can opt for 1/2 HD. (not 1/2 HD +1).

---------------

23 is correct; I've updated the PC sheet.


Human Cleric 2 (Iomedae)| CMB +2 | CMD 13 | AC 18 T 11 FF 17 | HP 10/12| F +4 R +2 W +7 (+9 vs Fear, Charm, Compulsion, or Emotion) | Initiative +1 | Perception +3

Ok, I think I have my sheet in line with your request, GM.


Tactical Map

You guys are so awesome! Your bravery is admirable.

I want you guys to think things through before jumping head first into this encounter scene which is epic+ for your level. 20+ grumpkins is not a pushover encounter. Allow me to highlight one of my bullet points from the recruitment:

  • This is intended to have an "old school" vibe, and as such please do not expect that every encounter must be level-appropriate. Sometimes running like hell is a good option.

    -On one hand you might charge in, kill the bad guys, and save the day.
    -On the other hand, what will happen if the elemental is already fully under their control?
    -What will happen if your assumption that the elemental is not yet under their control is correct - when the robed leader dies how will the elemental behave?
    -Consider what potential allies you've met that might be of help.


  • Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |
    Gamemaster Zedth wrote:

    You guys are so awesome! Your bravery is admirable.

    I want you guys to think things through before jumping head first into this encounter scene which is epic+ for your level. 20+ grumpkins is not a pushover encounter. Allow me to highlight one of my bullet points from the recruitment:

  • This is intended to have an "old school" vibe, and as such please do not expect that every encounter must be level-appropriate. Sometimes running like hell is a good option.

    -On one hand you might charge in, kill the bad guys, and save the day.
    -On the other hand, what will happen if the elemental is already fully under their control?
    -What will happen if your assumption that the elemental is not yet under their control is correct - when the robed leader dies how will the elemental behave?
    -Consider what potential allies you've met that might be of help.

  • I was thinking exactly the same thing but...

    you did put this thing right under the Keep and from an in-game perspective, it's hard to determine the CR of something.

    I think we PCs will need to trust you GM and take the hints provided.

    To me the above hint says do NOT mess with this right now but go get a help and or 'levels'.

    The problem is that from an in-game perspective this just became our main focus. We can't just go out and kill bandits or whatever other bounty is out there while this is going on.

    Thoughts?


    Tactical Map
    Eina wrote:
    Do we have our 2nd level goodies, GM? Namely, can Eina hurl lightning from her fingers?

    Yes indeed, you have full access to your level 2 abilities.


    Tactical Map

    Pinto,
    You make great points. I'll do my best to offer advice without nudging too hard or spoiling anything -

    Ultimately I want your next course of action to be your own decision. There will be some obvious times where the enemies before you are a no-go (a gargantuan red dragon appears right in front of you!) but this particular situation is a shade of gray. Without my advice I think you guys could figure out that 20+ enemies would be a heck of a challenge for level 2 heroes, though as Pinto stated this "just became our main focus."

    Suffice it to say that I can adapt to most situations and can ensure that you're given a solid challenge without going overboard, though some agency is always upon the players to feel things out for themselves and determine if reinforcements are in order.

    As to urgency, one can deduce that this cavern has been here for quite some time, and it is yet unclear what the elemental's status is. To put a finer point on it, it is unclear if it is fully summoned yet, whether it is combat viable, whether it is under the control of the grumpkins, or how it might behave if the grumpkins are slain. It is possible that it could attack you straight away; it is also possible that they might need days more to finish their ritual.

    If you opt for reinforcements, you obviously have the Keep's garrison, but what if there were any other friends that you could call upon...

    Let me put it this way - Your choice will matter, but regardless of how you guys choose to proceed, I'll do my best to ensure its a "fair fight", whether that means you're totally capable of defeating the enemies on your own, giving you an out if retreat becomes a good idea, or balancing things out with some reinforcements.


    Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |
    Gamemaster Zedth wrote:

    Pinto,

    You make great points. I'll do my best to offer advice without nudging too hard or spoiling anything ...

    Yeah, I think you're referring to our 'big friend' but it seemed too much trouble and it would take too long to get to him, convince him, and then get back, especially with the ritual obviously started that none of us have any idea of when (and how) it will end.

    The ritual is the main reason I said that this became our focus. If we would have found a nest of grumpkins without any pressing issues then it still would have a been a focus but not an urgent focus. Like you said, that nest is not constructed and populated overnight.

    But the on-going ritual just changes everything.

    Anyway, I know you well enough to know that you are not here looking for a TPK but rather a good story but we'll also have to play smart.


    Tactical Map

    I'm having some technical difficulties, and so I probably won't be posting tomorrow (Friday) until the evening. I'll get up a map then so we can put these bad guys to rest!

    Apologies for the delay.


    Human Cleric 2 (Iomedae)| CMB +2 | CMD 13 | AC 18 T 11 FF 17 | HP 10/12| F +4 R +2 W +7 (+9 vs Fear, Charm, Compulsion, or Emotion) | Initiative +1 | Perception +3

    I'll be happy to stay and let Taecuss and Brandt rouse the guards, since it seemed our posts were conflicting.


    I'm sorry; I misread your post. Why don't we go with your original post. It is too late for me to edit my post though.


    Human Cleric 2 (Iomedae)| CMB +2 | CMD 13 | AC 18 T 11 FF 17 | HP 10/12| F +4 R +2 W +7 (+9 vs Fear, Charm, Compulsion, or Emotion) | Initiative +1 | Perception +3

    No worries, just trying to make things easier for our hard-working GM. :)


    Tactical Map

    Busy Friday for me yesterday, and I'll be busy much of Saturday/today as well as I have some family in town. I promise we'll get this combat up and running before the end of this weekend.


    Tactical Map

    As I've mentioned before I live in Las Vegas, and last night there was that crazy crazy shooting which happened not too far from where I work everyday. My wife's brother had a friend who was killed.

    Traffic was really bad this morning due to the road closures near the Strip where this occurred. It feels like everyone at work today has a cloud over their mood.

    Dark days...


    Inactive

    Really glad you and your family are okay, but I am sorry to hear about your brother-in-law's friend.


    Male NG Human Brawler 2 | CMB: 5, CMD: 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +5, SM +0 | Speed 30ft |

    Crazy stuff in Vegas.

    Sometimes I wonder what people are really thinking when they do that kind of s@@$. :(

    Glad you guys are OK.


    Human Cleric 2 (Iomedae)| CMB +2 | CMD 13 | AC 18 T 11 FF 17 | HP 10/12| F +4 R +2 W +7 (+9 vs Fear, Charm, Compulsion, or Emotion) | Initiative +1 | Perception +3

    Glad to hear you are alright. I'll never understand what drives people to such acts.


    I'm glad you and your family are safe. I just don't have words yet to talk about what happened there.

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