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GM Fnord's page

566 posts. Alias of Aoth Anskuld.

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You may be behind a proxy (or transparent proxy) of some kind that is caching stuff incorrectly.


Are you looking at experience or fame?

I'll post a 2nd copy HERE in case you're running into caching issues.


Where are you looking? This has shown 2 fame since I reposted it yesterday morning.


OK, everything is done.

Jory, it's 3 XP per level, and each scenario is 1 XP. So completing first steps gets you to the start of level 2, with 6 fame.

I would probably suggest that many of you might want to spend 2 fame on buying CLW wands to hand to your healers to use on you :) Seems to be a very popular strategy from what I've seen.

Everything that's not grey on the form you guys can fill out yourselves for your equipment purchases etc.


It looks like I had updated part 2 to 2 PP each but I missed that on the part 1 redos. Doing it now and then I'll put part 1 back up again.


I don't need them back. Everything I need to fill out is filled out, the rest is for your own bookkeeping.


I have uploaded the updated chronicle sheets for parts 1 and 2 now. Each part is in its own directory under HERE.


Chronicle sheets for part 3 are up: HERE

Working on updating the part 1 and 2 sheets for the final prestige awards.


I just did the reporting for part 3, and brought all the old reports up to date with your full prestige awards and faction selections.

Tiann, contact me when you are ready to select a faction so I can give you your rewards.

Working on chronicle sheets now.


OK, got everybody but Tiann. I sent a note a day or two ago, so hopefully I'll hear back soon.

In the meantime, my bachelor party is tonight, so I'm probably not going to be able to do all of the chronicle sheets until sunday night or monday. I'll do the reporting at that time; I can always update the report later when Tiann picks a faction.


I actually made my dwarf zen archer silver crusade, but he's the brother of a cleric, and a little mystical.

Ultimately you'd probably fit in pretty well with most of the non-evil non-chaotic factions.


Karzak:
For Karzak, either a straightforward Grand Lodge ("I'm a pathfinder here to kick some butt, all this politics is annoying") or one of the factions that seems like it welcomes mercenary types would probably be good.


Thanks Tal.

I have faction choices down for Tal and Jake. It's possible others have posted their faction choices before we started part 3, and I just didn't write them down because nothing was official til the end of part 3. So everybody else, please let me know what your choice is, even if you said it a month or two ago. :)


Nester nods.

Once at the embassy, you find the Gillmen there completely unaware of the activities of the bartender and her allies, and if you try to accuse them of being complicit in it, they are definitely a little put off.

If you are diplomatic and don't offend the ambassador too much, he accepts Gloriana Morilla's letter, though when he opens it, he simply smirks to himself and shakes his head at a silent joke he doesn't share with you.

When eventually you make your way back to Absalom, Drandle Dreng is glad you were not duped. He believes that the three were Aspis Consortium agents, and warns you that the Aspis Consortium is the greatest threat to the Pathfinder Society and that you should be ever vigilant against the organization in your ongoing careers.

Your chosen faction leaders send you letters welcoming you to your factions: HERE

Those of you who haven't picked a faction, please do so.


Nobody has detect magic. Nester examines anything you're not sure about, but he doesn't think there's anything of value here.


Nester says, "With all that fighting, I'm sure the town watch will be showing up soon. Can someone help tie up these two? It would look better for us if we try to insure the prisoners survival, and they may also know more about what happened here today."


Nester considers. "I don't believe these three represented the attitude of the gill-men as a whole. We should interrogate our prisoners, but I suspect this was a group of criminals, or something more insidious. We need to report back to the Society, and get the artifact safely back to Escadar I'd say. How would you propose to track a gill-man on the open ocean?"


The web lasts for almost another half an hour (yes, she was a level 3 illusionist). There are two grievously wounded gill-men who are unconscious but stable.

You still have the letter from Lady Morilla to the Gillman embassy; you can go there if you want. You prevented this group from obtaining the artifact you brought, in exchange for what Nester informs everyone seems to be a well-made fake that they brought.


The bartender makes good her escape, presumably swimming away, but not surfacing again in any case.

You are essentially done, other than some RP potential if you want to play out anything else for the cleanup. You've met all the success conditions for the scenario, and mechanically, all that remains to be done is to lock in your final faction selections. I'll post the blurbs for each faction later this evening, and follow up on any RP people may want to do before we call it an end. Everyone will be earning 401 gold when I finish the chronicle sheets. I'll produce the final versions of all 3 chronicles for everyone when your faction choices are completed, at which point I'll also report this scenario and update the reports for the others to award full prestige.


Jory:
No line of sight to the caster until after she shatters the aquarium, but your shot can go off as soon as it shatters.

As the glass shatters, Jory looses an arrow that passes through the falling glass neatly, but passes just an inch from the bartenders head, its path seeming to bend very slightly from the otherwise perfect path towards her. Shot would have hit except the mage armor stopped it...

Tal: It'll take you another turn to get to the south end of the dock, at which point you can see her surfacing and glancing back from about 120' away from you, on her way out to sea. You have time for a shot at that point if you want to take it, with no penalty other than range.


Time for GMPC...

Tiann will vs. blindness: 1d20 + 6 ⇒ (14) + 6 = 20
Tiann reflex vs. web: 1d20 + 0 ⇒ (10) + 0 = 10
Tiann CMD to escape web grapple: 1d20 + 0 ⇒ (17) + 0 = 17

Tiann is not blinded, but gets trapped by the web. She fights her way free, then loads her crossbow.

Seeing that her compatriots are down, the bartender casts another spell.

Spellcraft DC17:
She casts shatter.

As she completes it, she triggers a loud ringing noise, and the aquarium shatters, the water, fish, and most of the glass falling straight down into the river.

The bartender dives straight through the hole into the water, and starts to swim away.


Karzak: Your CMB check is your standard action to break free of the web. To move this round, make another CMB check as part of your move. If you succeed, you can move as through difficult terrain, if you fail, you get stuck in the first spot you move to.


OK, you are outside the north side of the bar. Note that there is a large aquarium in the center of the bar so there's no spaces on the north side that she doesn't have total cover from (though you could break the aquarium if you don't want to move again).


Jake: BTW moved you to follow Shaolo for your attack.


Shaolo is down.

Shaolo HP -9/6 stabilize: 1d20 + 1 - 9 ⇒ (19) + 1 - 9 = 11 Holy crap, he stabilizes.

Tiann and Karzak are up before the bartender.


Thanks. Don't get me wrong - I'm happy to discuss rulings and change my mind - I'm definitely a rules lawyer sometimes, but I don't want you guys to feel like I am not willing to hear alternate viewpoints. There are also times when I have completely misread rules, and usually I thank people when they call me on it. :) If it was not a PFS game, I would probably go with the flow a little more on skill usage and throw in floating bonuses for creativity, but I feel like I'm really not allowed to do that in PFS play.

I have no issue with the intimidate being a social success, I just can't figure out a way for it to fit either game mechanics outcome. Socially, it was a successful intimidation.


FWIW, also note: "If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover."


Ahrmisa goes down, run through by Tal, before she can attack.

Ahrmisa: HP -5/6, Stabilize: 1d20 + 1 - 5 ⇒ (19) + 1 - 5 = 15
She is unconscious and bleeding on the floor, but not dying.

Shaolo attacks Jake:
Spear: 1d20 + 2 ⇒ (13) + 2 = 15 vs. flat footed AC, damage 1d8 + 1 ⇒ (3) + 1 = 4

The gillman then takes a step back.

Jake is up, then Tiann and Karzak.

Jory - you can go east to escape along the north side of the bar; 10' will take you out of the web in that direction. Or you can go 20' north, away from the melee. Or once you've gone 10' to the north, anything east is also free of the web.


Intimidate to influence attitude takes a minute of conversation. So as an immediate action, I'd say that's a no go.

Intimidate to demoralize doesn't really seem like a good fit, since you didn't even know combat was starting yet.

So, I'm not sure what you want to accomplish with the intimidate, mechanically. Sure, he looked worried.

Jory, I went with Perception, and rolled it for everyone. Had I gone with reflex, you still would have lost, because I would have still been rolling for everyone, and I assume your perception is higher than your reflex.


Shaolo moves sideways towards the bar, and Ahrmisa moves next to him. Both wield their spears.

Round 1:
21: Uli

The bartender casts another spell.

Spellcraft DC 17:
She cast web.

A many-layered mass of sticky strands coats the area around everybody but Tal. Web rules

It's a reflex DC 14 not to get grappled by the web. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

Those who haven't made their will save yet, make that on your turn before you do anything else. Everybody needs a reflex save when the web is cast to avoid being immediately grappled before your turn even comes up.

Tal is up, then Jory.


Jake: Your post went through while I was posting. The gillmen initiated combat as soon as Jory aimed his weapon though, so your intimidate was sort of at the same time as the surprise round. You can't draw your greatsword until your turn. :)


The glass being dropped was the signal the gillmen were waiting for. I was deciding between a reflex roll and a perception roll, and went with perception...might not be the best choice. The difference being, they knew what signal they were waiting for, you guys were trying to watch everything at the same time.


The bartender drops a glass, and it shatters loudly.

Perception rolls:

Tiann Ceriagh'u: 1d20 + 4 ⇒ (3) + 4 = 7
Jory Redcap: 1d20 + 8 ⇒ (3) + 8 = 11 (+2 vs stonework, auto)
Talhaearn: 1d20 + 10 ⇒ (19) + 10 = 29 (low light)
Jake Hargrove: 1d20 ⇒ 4
Karzak: 1d20 + 4 ⇒ (7) + 4 = 11 (darkvision 60')

Only Tal and the Gillmen get to act in the surprise round.

Init:

Initiative rolls:

Tiann Ceriagh'u: 1d20 + 1 ⇒ (3) + 1 = 4
Jory Redcap: 1d20 + 1 ⇒ (13) + 1 = 14
Talhaearn: 1d20 + 6 ⇒ (11) + 6 = 17
Jake Hargrove: 1d20 + 4 ⇒ (4) + 4 = 8
Karzak: 1d20 + 1 ⇒ (3) + 1 = 4
Ulionestia: 1d20 + 6 ⇒ (15) + 6 = 21
Shaolo/Ahrmisa: 1d20 + 1 ⇒ (11) + 1 = 12

roll-off:
Tiann: 1d20 ⇒ 13
Karzak: 1d20 ⇒ 3

Surprise round:
21: Uli
17: Tal
12: Sha/Ahr

then Round 1:
21: Uli
17: Tal
14: Jory
12: Sha/Ahr
8: Jake
4.1: Tiann
4: Karzak

As the glass hits the floor, the other Gillmen close their eyes.

The bartender casts a spell.

Spellcraft DC 17:
She cast pyrotechnics

The torches around the bar explode in a burst of bright, colored aerial light.

Roll Will DC 15 or be blinded for 1d4+1 rounds.

Tal is up in the surprise round. One standard or move action.


Jory:
You get the impression Shoalo is nervous, and he seems to care less about the artifact you brought than about watching the reactions of the people inspecting the artifact he brought.


Quote:
Anybody close to the table (i.e. not Tal unless he returns) can make an appraise check on the relic.

*poke* *point* *hint*

I'll post something new in the morning if nobody makes any progress.


The bartender goes back to work, but she as well as the other gillmen and most of the patrons are keeping a wary eye on Tal.


1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 3 ⇒ (17) + 3 = 20

The bartender spots Tal drawing his weapon.

She shouts, "You! What the HELL do you think you're doing with that in my bar? Are you drunk or just stupid?"


Rearranged everybody as it sounds like they described. Feel free to move yourself.

Tal:
You don't see any gillmen outside.

Shoalo places the bundle on the table, and pushes it towards Tiann and Nester.

Shoalo: "Can I inspect your item?"

Before responding, Nester unwraps the gillmen's relic, to examine it.

Anybody close to the table (i.e. not Tal unless he returns) can make an appraise check on the relic.


Karzak also spotted the gillman bartender.

After you have a chance to settle in and perhaps have a drink or two, the gillman party arrives, consisting of only two Low Azlanti, a man and a woman. The male bears a delicately wrapped bundle of cloth, apparently around the Azlanti relic, while the woman seems to be acting as bodyguard.

The man carrying the bundle introduces himself as Shoalo; the other, a muscular female gillman named Ahrmisa, remains silent and stoic. Shoala sits at a table and places his package before them, offering the two seats opposite him to Nester Rees and any other member of your party.

MAP


Tal:
You notice that the bartender is a gillman, her tied-back hair exposing the thick gills on both sides of her neck.


The sounds of a busy tavern echo off the wooden walls of this unusual building. Resting precariously over Escadar's harbor, the Grindylow's Goblet offers an unequaled view of the water. In the bar's center, a thick glass aquarium presents a striking display. Within the tank, a coral statue of a goblin with the lower body of an ocropus hosts a school of colorful fish that flit about the nooks and crannies of its tentacles.

Several torches fill sconces that cast the tavern in normal illumination.

Two human servers busily provide food and drink to the tavern's half-dozen patrons, and a striking woman tends the bar.

MAP


The rest of the boat ride is uneventful. When you arrive, Otti points you towards the Grindylow's Goblet, the tavern where you agreed to meet the gillmen.

Nester looks impatient to finish the mission at this point. "Shall we?"

MAP


I heard back from Tiann who is around, so I will go ahead and start your adventure in Escadar sometime tonight.


"No doubt that is part of why the Society chose to send a party capable of defending itself."

Any other stuff anybody wants to do during the journey?


"Well, I have not met the specific people we'll be dealing with. Absalom has good relations with their kind in general, and we trade with them regularly, so I have no reason to suspect underhanded dealings at this point."


Nester reluctantly agrees to go along even though he doesn't feel completely better again yet, if you guys push him on it (I think only Tal is cured yet?)

When your party arrives at the docks still coughing, Otti doesn't look very happy, but he agrees to transport you for the agreed upon price as long as you try not to cough in his direction.

The boat journey takes 12 hours, and is scenic but uneventful.

During the journey, Nester explains.

"Escadar is the war port of Absalom, located on the Isle of Erran north of Kortos. It houses Absalom's navy and is strategically placed away from Absalom's treacherous Flotsam Graveyard. Further, those nations intent on blockading Absalom must also deal with Escadar, for word would spread quickly, and Escadar's armada can come to Absalom's aid on short order. Along with the primarily military population, Escadar is also home to many gillmen (or Low Azlanti, as they like to call themselves). These amphibious people have set up an embassy within the town, and it is with this organization that the Society plans to trade Azlanti artifacts. The gillmen have agreed to meet us at a waterside tavern called the Grindylow's Goblet once we send word of our arrival to the embassy."


Sorry guys, I've been pretty slow lately already and now this week was the worst week I've had in years at work when it comes to being busy and sleep deprived (10-15 hour days every day and no more than 4 hours sleep at a stretch is not something I'm used to).

I thought I remembered Tiann saying to expect an absence, but I may be foggy. I'll try to get things rolling along again (I was a really aggressively fast GM when we started this, eh? How the tides have turned...)


Tiann puts her hands over Karzak's bite wounds, and concentrates.

Cure light: 1d8 + 1 ⇒ (1) + 1 = 2

Try again:

Cure light: 1d8 + 1 ⇒ (8) + 1 = 9


If you buy the spell, you get an additional +4 on your fort roll on top of the +4 they will provide using the heal skill (so your fort +8).

It takes 2 consecutive successful days of saves to be cured. Until you are cured, you don't heal the wisdom points.

Assuming nobody else has anything else to do today, go ahead and roll your forts for the AM, and you can go about your day.

Nester fort: 1d20 + 1 + 8 ⇒ (6) + 1 + 8 = 15 passed.

Save DC is 13.

Oh, and everybody except Tal comes up sick today. I think Tiann was the only one who hadn't been sick yet but she wakes up coughing.

Tiann fort: 1d20 + 4 ⇒ (18) + 4 = 22 passed.

She doesn't seem like the miasma is hitting her too hard.


OK, _before_ anybody rolls fortitude, who is going with Nester to buy disease treatment?

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