#4-02: In Wrath’s Shadow [Tier 3-4] (Gameday 3) - GM Rutseg (Inactive)

Game Master Balacertar

Map - Temple entrance


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Iron Gods: Iron maps;

Fill in this information:

PFS Number:
Faction:
Day Job roll:

I also want to discuss what map manager we will be using to handle encounters and exploration.
If you all can properly access to Roll20 I would like to use it as I have a subscription and can use light enhancement and tablet access.

In case you tell me now this can be problematic, we will go with google docs.

Please don't let me know you cannot properly access from your work, bus, desktop, tablet, etc... device to Roll20 once I have the whole scenario uploaded and prepared to roll there.
If there is a problem with the system the time to address it is now.

I guess you understand ;)

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tessa
12445-6
Grand Lodge
Craft Alchemy 1d20 + 13 ⇒ (4) + 13 = 17

Silver Crusade

(HP 34/34; AC20/T13/F17; R +3 F+6, W+4; Init +2, Perception +1)

Llathander Ausk Callinova
19327-2
Silver Crusade
craft painting: 1d20 + 12 ⇒ (11) + 12 = 23
Mediocre work for a follower of The Lady of Crysanthymums.

I would prefer to use google docs as it is easier to access for me. If you choose to use Roll20 you might have to move me around and be understanding of the fact that some stuff will have to be retconned because I can't access it from my phone which I use 75% of the time.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I always post from my Apple mobile devices and they arent great with either. I can't ever move myself on them, so I'll be happy to call out my movement, if the DM can move me.

Grand Lodge

PFS#22523-10
Dark Archives
Day Job : Caravan Intimidate: 1d20 + 11 ⇒ (9) + 11 = 20

Ilmakis' character here :)

The same as my comrades. I'm posting either from my work or my phone. Neither of them having access to one or the other media (except google doc from my phone but with no possibility to modify a map)


Iron Gods: Iron maps;

So how do you usually deal with maps and encounters? Is there another solution for you that works better?

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

What I normally do is simply call out my movement on my turn, and whoever can access and modify the map does so. I know its a bother but about half the people seem to have the same issues as me.

Silver Crusade

(HP 34/34; AC20/T13/F17; R +3 F+6, W+4; Init +2, Perception +1)
Tessara Omelion PFS wrote:
What I normally do is simply call out my movement on my turn, and whoever can access and modify the map does so. I know its a bother but about half the people seem to have the same issues as me.

this


Iron Gods: Iron maps;

You will lose the cool line-of-sight and other in-character individualizations effects and I will lose the cool tracking and deployment possibilities of Roll20, but if everybody is going to be posting more using the Docs solution, I will go with it.

What I will not do is uploading screenshots. It is just to much work and so difficult to track movement, combats tend to get too chaotic not knowing exactly where everyone is going. I am ok though if other player wants to do and keep updated those screenshots for you.

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

I can use any, but GoogleDocs is ideal because I can access it at work.

PFS Number: #129255-3
Faction: Silver Crusade
Day Job roll: No Day Job


Iron Gods: Iron maps;

You can proceed to the gameplay thread. We have started! :)

I will allow any other player to join until we reach an encounter.


Iron Gods: Iron maps;

I like to take a fast audit on the Characters before starting. This fas this is what I have found. Please, give clarifications and fix whatever you think is an error.

Tessara@
You have 35 ranks to train but have spent 40. I guess I am missing something there.

Llathander Ausk@
Thassilonian Specialist is from Raise of the Runelords and not legal for PFS play. I assume this comes from your Student of Thassilion boon. I don't have access either to the boon or to that school specialization, so I kindly ask you to provide me with all the information required.

Characteristics: You might want to point out you increased Int at level 4, it took me some time to guess why your base characteristics where not summing up 20 points.

CMB: Shall be +6 instead of +5

Saves
Ref and Will shall be +1 (you forgot to sum the +1 from fighter)

You forgot your Telekinetic Fist ability from the Transmutation school. I guess you might have changed this for Augment. Please refer a source to me for this "Augment" as I cannot find what is it anywhere.

Skills (27 ranks)
You have only spent 20 (I guess you forgot to retroactively spend +3 ranks when you raised Int at level 4, and the +4 ranks from the half-orc skilled trait. Might this be the +1+2+2;+2 I am missing below? please sum up all the ranks in same place)
Acrobatics: is not a class skill neither for fighter nor for wizard.
Painting: I can't guess where the end +1+2+2 come from
K. Local: I can't guess where the last +2 come from. I got the previous +2 is from City-raised
Ride: Please, apply armor check penalty

Glaive: I get only to +8 not +9 (+3 Str, +3 BAB, +1 magic, +1 w. focus)

Zinkio@/Kiyoshi@ I have no time now for you, but I will also audit tomorrow or monday

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

DM, the extra five skill ranks come from my headband of vast intelligence and the associated skill. I think it is in Know. Dungeoneering, which I have asterisked and described as coming from the headband.

If that doesn't make sense, let me know and I'll try to explain again.


Iron Gods: Iron maps;

I think you are counting double for the extra Int ranks granted by your item.
Check this FAQ.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

DM, I don't really follow what that FAQ is saying. So do I only have 35 ranks total, counting the five associated with the headband?


Iron Gods: Iron maps;

You have +4 Int mod, +5 if counting the +2 Int of the headband.
That accounts for (2 wizard ranks +4 Int ranks) x5 levels= 30 ranks, +5 ranks from the headband= 35 ranks
You can otherwise take the Int mod from the headband into account for:
(2 wizard ranks +5 Int ranks) x5 levels= 35 ranks, but you cannot then take the +5 ranks from the headband as you already took them into account in the Int mod. Otherwise you will be counting double the skill ranks effect of the +2 Int given by the headband.
What the FAQ does is to clarify the extra skill point per level specified in the headband description represents the extra ranks you gain due to your increased Int, which is not clearly stated in the object, because previously, in 3.5, Int increases were not providing extra skill ranks.

Please call me Rutseg or Daniel :)

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Ok, i will adjust the skills.


Iron Gods: Iron maps;

Zinkio@
Favoured class: I guess monk: +1 hp, +1 skill, the third I don't know how did you spend it
Unnarmed strike: You might want to add that your first hit in a round deals x1.5 Str, so +7 damage instead of +5
Flurry of blows: shouldn't it be +5/+5 instead? There is a -2 penalty when using two hands that also applies to the flurry
Stunning fist: You have 3/day instead of 2/day
Evasion: You haven't listed it among your abilities
Rage: I would love to see how do you explain being raised in a Barbarian (Berseker of the society) and Urban (Urban archetype) society at same time xD (I will not go berserker mode here, but I was amazed by the contradiction).
Intimidate: Can you give a source for the "oni mask" I can't find it, and I want to know what kind of bonus it provides. If it is competence bonus it does not stack with the ioun one.
Perception: Can you explain your +11, I get to +10 (3 ranks, 3 class, 3 ability, +1 ioun). Might be the missing favoured class bonus?

For the rest, I am ok with it, but perhaps you want to explicitly state somewhere your abilities and archetypes decisions, as tieflings are quite complex, and even you can go scan all possible configurations it really helps say you have chosen "Scaled Skin" and similar things. Also if you can provide links to the SRD it even makes the task easier. I would like also to see skills more explained when you have more than the standard racial bonus, like archetype abilities or objects giving bonus (ioun stones).
Thanks :)


Iron Gods: Iron maps;

Faction missions are the following. They do not count towards goal conditions and there is no prestige into play, so complete them only as fluff. If you don't like, you can totally skip it, it's totally ok.

Grand Lodge:

Loyal Pathfinder,
It is my understanding that the excavation on Rivenrake Isle has been a long and most grueling effort for the workers hired by the Society. The Aspis Consortium spreads rumors that we treat people in our employ with brutality. As we wish to maintain a reputation as a fair and humane employer, see to it that any of the workers who may have sustained injury in the course of their labors receives appropriate care. The archaeologists and agents can see after themselves (they’re loyal Pathfinders, after all), but effort must be exerted to prove that the Society has a proper concern for even our laborers.
Success!

Venture-Captain Ambrus Valsin

Silver Crusade:

Champion of Light,
It has been brought to my attention that your mission calls you into the ruins of Bakrakhan—a place known for depravity and violence. Our prayers go with you in that dark place, where I hope you can bring some light.
Cults in Bakrakhan were said to have appalling practices such as sacrificing unwilling victims, malforming their bones and bodies into inhuman forms, and displaying the preserved bodies in their temples like trophies. If you should come across such unfortunates, anoint their remains with the holy oil I provide with this note. We believe this simple act releases souls suffering unspeakable torment.
May Right Prevail,

Ollysta Zadrian

Dark Archives (Cheliax):

Treasured Plaything,
Your task on Rivenrake Island puts you in close proximity to an errant servant of mine who appears to have forgotten her commitments. Halla Beusophis is a Pathfinder archaeologist of some skill working at the Xin-Bakrakhan dig site. She has failed to follow through on a contract signed with me. I require that you firmly remind her of her legal obligations which seems to have slipped her mind—doubtlessly the fault lies in my sweet and indulgent nature. Persuade dear Halla that wisdom lies in abiding by the terms of our contract regarding “the Egorian business”—use those words, and also inform her that I will soon pay a visit to Egorian myself. Remind her that I upheld my end of the bargain, and she has yet to do the same.
My Most Tender Regards,

Paracountess Zarta Dralneen

Andoran:

Agent of Liberty,
The Vanderales merchant family based in Magnimar sometimes hires out skilled labor to landowners and organizations around Varisia. They have a reputation for ruthlessness with such laborers and deal harshly with anyone stirring up unrest. We wish to establish a clandestine presence within this organization as a means of fomenting reform. However, as yet we don’t have the trust of Magnimar’s common people. Vanderales workers are employed at the dig on Rivenrake where your assignment leads you. Please use your powers of persuasion to convince one of them to carry the enclosed message to One-Leg Betram, a well-regarded Vanderales middle manager in the city sympathetic to our concerns. He is more likely to greet our overtures favorably if they come from a Vanderales worker.
For Freedom!

Major Colson Maldris

Sovereign Court

Female Human Inquisitor 5 HP: 33/33 | AC: 19 | T: 12 | FF: 17 | CMD: 21 | Fort: +6 | Ref: +4 | Will: +7 | Init: +6 | Perc: +10 | Sense Motive: +12

PFS Number: 66852-2
Faction: Sovereign Court
Day Job roll: Profession (Courtesean): 1d20 + 8 ⇒ (15) + 8 = 23

Silver Crusade

(HP 34/34; AC20/T13/F17; R +3 F+6, W+4; Init +2, Perception +1)

Student of Thassilon: Through the study of Krune’s sanctum and personal effects, Pathfinder sages have deciphered many of the secrets of Thassilonian magic and how to avoid the sinful excesses that twisted Xin’s magic. When building a new character for Pathfinder Society Organized Play, you may make use of the Thassilonian magic rules on page 17 of Pathfinder Campaign Setting: Inner Sea Magic. As with other rules outside the core assumption, you must provide a legal copy of the book to use this option.

Thassilonian Specialist
Source Inner Sea Magic pg. 17
Only wizards can truly follow the ancient philosophies created by Thassilon’s runelords, for only wizards have the capability to specialize in a school of magic.

The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.

Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Thassilonian Magic: While the concept of wizard specializations along the classically recognized schools of magic certainly dates back to the time of Azlant, and perhaps beyond into the dim recesses of time before humanity rose to prominence, it was the runelords of Thassilon who explored school specialization to its full extreme.

Focusing their research on the discovery that each school of magic was opposed by two specific opposition schools, the runelords developed methods of further enhancing their mastery over their chosen arcane specialties. Essentially, they defined these seven schools as much by what they couldn’t do as by what they could. By excising “impurities” introduced by fixed oppositional schools, they traded arcane versatility for greater strength in their chosen fields. The seven schools of Thassilonian Magic are presented here.

Greed (Transmutation): Magically transforming things into objects of greater value or utility, and enhancing the physical self. Prohibited Schools: enchantment, illusion.

Grand Lodge

GM Rutseg wrote:

Zinkio@

Favoured class: I guess monk: +1 hp, +1 skill, the third I don't know how did you spend it
Unnarmed strike: You might want to add that your first hit in a round deals x1.5 Str, so +7 damage instead of +5
Flurry of blows: shouldn't it be +5/+5 instead? There is a -2 penalty when using two hands that also applies to the flurry
Stunning fist: You have 3/day instead of 2/day
Evasion: You haven't listed it among your abilities
Rage: I would love to see how do you explain being raised in a Barbarian (Berseker of the society) and Urban (Urban archetype) society at same time xD (I will not go berserker mode here, but I was amazed by the contradiction).
Intimidate: Can you give a source for the "oni mask" I can't find it, and I want to know what kind of bonus it provides. If it is competence bonus it does not stack with the ioun one.
Perception: Can you explain your +11, I get to +10 (3 ranks, 3 class, 3 ability, +1 ioun). Might be the missing favoured class bonus?

For the rest, I am ok with it, but perhaps you want to explicitly state somewhere your abilities and archetypes decisions, as tieflings are quite complex, and even you can go scan all possible configurations it really helps say you have chosen "Scaled Skin" and similar things. Also if you can provide links to the SRD it even makes the task easier. I would like also to see skills more explained when you have more than the standard racial bonus, like archetype abilities or objects giving bonus (ioun stones).
Thanks :)

I've looked at my character and updated it.

-Favored Class : monk +2 Skill, +1 HP
-Unarmed Strike : I must be in Dragon Style (a swift action only in combat) to apply 1-1/2 my strength on my first attack of the round. So I prefer not including it on my sheet.
-Furry of Blow : The monk uses its level to calculate its BAB when flurrying.
So when flurrying BAB +1 from Barbarian +3 from Monk +1 from Weapon Focus or masterwork item -2 from two weapon fighting +4 from Strength bonus = +7 and not +5
-Stunning Fist : you're right it's 3/day I upgraged it.
-Evasion : I forgot it, I've added it
-Rage : Urban Barbarian is an archetype of the Barbarian class and still a barbarian in all but name. So it qualify for Berserker of the Society
-Intimidate : "Oni mask" is a masterwork tool for the intimidate skill. It gave a +2 circumstance bonus to intimidate.
Quote:
It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.

-Perception : I've forgot to add the skill point bonus from favored class to perception.

For the rest I will try my best :)


Iron Gods: Iron maps;

Thanks a lot for clarifications Llath and Zinkio :)


Iron Gods: Iron maps;

I have been told there will be special boons for some players at the end of the Gameday. They have provided me with instructions to roll a 1d20 for each players and you will get a boon if the roll is a natural 1 or 20.
As they want the GM's to make the rolls, I will make them in recruitment order at the end of the scenario for them to be as much fair as possible.

In case you have any doubt let me know and I will try to communicate with the people in charge for the event.

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

That's fine by me.


Iron Gods: Iron maps;

@Kiyoshi
I also had some problems understanding your skill ranks distribution. I finally got you have spent all your favoured class bonuses as skill points.
For the rest everything is ok.

Sovereign Court

Female Human Inquisitor 5 HP: 33/33 | AC: 19 | T: 12 | FF: 17 | CMD: 21 | Fort: +6 | Ref: +4 | Will: +7 | Init: +6 | Perc: +10 | Sense Motive: +12

Thats perfectly fine, thank you for the heads up.


Iron Gods: Iron maps;

@Isabella
Bluff: Can you explain your bonus please, I can only get to +7 instead of the stated +9
Judgment of escape: Your archetype loses judgements, you probably missed to remove it when you took it.
All other things are ok!
As others, I advise you to include a bit of formatting (boldness) and links to abilities and spells to make easier both for you and other people check your stats.
Thanks!

Sovereign Court

Female Human Inquisitor 5 HP: 33/33 | AC: 19 | T: 12 | FF: 17 | CMD: 21 | Fort: +6 | Ref: +4 | Will: +7 | Init: +6 | Perc: +10 | Sense Motive: +12

Yes, fully aware I don't get the judgment, its just an output error by HeroLab that I just ignore. At a guess GM, you are forgetting the Heretic archtype, which gives me a bonus equal to my WIS mod on Bluff and Stealth skill checks, in addition to each skills normal ability modifiers. 4 Ranks, +3 for being a class skill, and +2 Wisdom modifier gets my to +9 unless I am mistaken.


Iron Gods: Iron maps;

Correct me, but you cannot apply two archetypes of the same class, you are either a Sanctified Slayer Inquisitor or a Heretic Inquisitor, but not both.

Silver Crusade

(HP 34/34; AC20/T13/F17; R +3 F+6, W+4; Init +2, Perception +1)

You can apply two archetypes to the same class as long as the abilities they replace or change are not on both.

For instance my "monk" character has the following archetypes:
Master of Many Styles
Ki Mystic
Monk of the Sacred Mountain

because none have the the same ability replaced they all stack legally.

Sanctified Slayer replaces
Judgement, Second Judgement, Third Judgement, Slayer, True Judgement

Heretic replaces
Monster Lore

Legally they stack.

Sovereign Court

Female Human Inquisitor 5 HP: 33/33 | AC: 19 | T: 12 | FF: 17 | CMD: 21 | Fort: +6 | Ref: +4 | Will: +7 | Init: +6 | Perc: +10 | Sense Motive: +12

Unless I am mistaken, I believe you can have more than one archetype on a character, provided they don't change the same thing. Obviously, in this case its a difficulty as to whether Heretic and Sanctified Slayer are changing the same thing, I read it as Heretic granting an Inquisitor an extra judgment (Judgement of Escape), which is overwritten by Sanctified Slayer (removing all judgments). To my knowledge there isn't an actual ruling on the matter, but I don't really mind if you want me to drop the Heretic archetype, it was mostly a flavourful thing and wouldn't impact on how my character functions anyway.

Your decision, I don't mind either way.


Iron Gods: Iron maps;

You are right! I had not fully read the archetypes section before.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature.

In your case it seems Heretic modifies a class feature replaced by Sanctified Slayer. I am pretty sure you don't get that extra judgement as Sanctified removes all of them from your build, but if you have played with both archetypes before and feel comfortable, I will not be the one to forbid it in my table. I think it is ok as long as you consider the judgment removed and only use the other class features of Heretic.


Iron Gods: Iron maps;

I am waiting a bit for Isabella.
Will go ahead in a couple of hours.


Iron Gods: Iron maps;

In general I follow a very reactive approach as a GM, specially in dungeon crawls like this one. Thus I usually wait for players initiative about what to do next without commenting about the options other than describing the current place. Perhaps you are used to GM's that moves the party more automatically around.

If you want me to give more clues or more actively ask you for actions, please let me know. Additionally, if any of you finds himself or herself clueless about what are you doing here or what is expected from you to do at any point, please, state it clear so the others can say if they have same problem, and if none has, I can try to give hints or make the action move somehow.

What I don't want is us to stagger waiting ones to the others :)


Iron Gods: Iron maps;

After reviewing the "Take 20" rules section I think you are right Zinkio, as looking through the Perception skill, there is no direct penalty for failing a Perception check for traps. It is a bit trick to my taste, as if you fail a perception check you probably will incur into actions that will trigger the trap.

But we will go the rules way, so Take 20 to find traps is allowed.

Grand Lodge

Thanks GM to have taking time to reread the "Take 20" rule.

I agree with you that this is tricky, that's why I had agreed to follow your rulling without - too much :P - complaint :)


Iron Gods: Iron maps;

Ok, I asked at the Gameday 3 organizers how to proceed about T-Shirt's rerolls, this is what they answered:

Jesse wrote:

You can have the player send you the original Paizo receipt for the shirt, with their name on it, or a picture of them self wearing the shirt.

Those are the only reasonable options for shirt rerolls, or portfolio rerolls, in PbP.

If you prefer, you can erase your face from the photo and show us a chronicle of Zinkio with your dressing body instead :)

Grand Lodge

I was one of the two French GM at the 2013 GenCon in Indianapolis. I got my shirt(s) there, you can ask Mike (Brock) if you want.


Iron Gods: Iron maps;

Can you please provide us with a photo? I think the point of T-Shirts is about Pathfinder advertisement, I think that's all what it is about rerolls :)

Silver Crusade

Male Human (Tian) Cleric (Merciful Healer) 9 HP: 57/57 | AC: 26 | T: 11 | FF: 25 | CMD: 17 | Fort: +8 | Ref: +6 | Will: +12 | Init: +1 | Perc: +5 | Sense Motive: +17

Yeah, it's the same with folios. For PbP you need to be able to prove ownership.

-Posted with Wayfinder

Grand Lodge

I will not provide a photo.
I was GM tier 2 at GenCon 2013 and as such Paizo gave me 4 volunteer shirts. I don't need to say or prove more.


Iron Gods: Iron maps;

It's ok, don't make it harsh like that. But as the one who has to administer this game session and try to make it fair and fun for everybody, I think you will understand I cannot admit just your word for much I trust you own those shirts.

In case I had been the one to require you this information, I would understand you call for me to move and go check things in other places, but it was your decision to call for a reroll in the first place, thus it is your responsibility to prove the validity of such reroll.

I will not move this topic forward in this session, if you want you can discuss it in the official Gameday 3 event, where I asked for official guidance about this topic as I had never seen anyone asking for a T-Shirt reroll in a PbP game.

Please move Zinkio as frightened by Tholrist, you can move avoiding the glass shards area if you wish so.

Dark Archive

In this case, please remove me from this game.

Thanks.

Sovereign Court

Male Human Insurance Investigator 6

Ilmakis, I think you're overreacting a little here. The GM is just doing what he has to do and requesting proof in a PbP. If you can't or won't provide proof beyond your word, just accept that you don't get the reroll. It's not worth spoiling an otherwise good scenario and group dynamic for.

-Kiyoshi

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I agree. Talk about an overreaction!

I have PBP games that require this all the time. That's part of a PBP game.


Iron Gods: Iron maps;

I have been trying to solve things with Ilmakis through private message. I still hope he will come back and continue playing.

If he does not, I am open to roll a monk pregen in order to try not to punish you by him retreating from the game. So I will let you choose whether you prefer to have a pregen substitute, adjust the difficulty to 4 characters, or keep with the Tier 3-4 for 6 characters difficulty.

As for now, I think we can resume play. Is the turn for Kiyoshi to act, then come the ghouls, then the rest of the party again.

Sovereign Court

Female Human Inquisitor 5 HP: 33/33 | AC: 19 | T: 12 | FF: 17 | CMD: 21 | Fort: +6 | Ref: +4 | Will: +7 | Init: +6 | Perc: +10 | Sense Motive: +12

Lets see how we go, Ilmakis was "feared" from the combat at any rate, so introducing a new character right away actually nullifies a previous action. I don't know how many combats we have left though, so if we have more upcoming fights an extra character / difficulty adjustment might be needed.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I'm with with either a pregen or dropping it down to a four person challenge, DM. Pregen might be better, because the monk was our only real meat shield, and I'm not sure we could handle it even with a four person adjust,met.


Iron Gods: Iron maps;

I think by now you have already noticed it, but I wanted to note it clearly so you are scared just enough by the hard conditions and CD's, this is the BBEG.

About how to continue, I don't know what Zinkio will do in the end, but including this encounter, you have done the most difficult part of the scenario right now. Thus, whatever the option I am calm, it will work.
I understand right now we have following opinions:
Isabella: Drop to 4 (but ok to substitute)
Tessara: Substitute with pregen
Me: Drop to 4 (less work, and we are still in the save side)

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Community / Forums / Online Campaigns / Play-by-Post Discussion / PFS Gameday 3 GM Rutseg's #4–02: In Wrath’s Shadow [Tier 4-7] - Discussion All Messageboards

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