6-18 From Under Ice (Tier 1-2) (Inactive)

Game Master Jamesui

Map is here



Starting discussion thread.

Dark Archive

Skills:
Intimidate +5 K. Planes +6 Survival +9 Sense Motive +13 Diplomacy +10, Prof. Archivist +9
Male Half-Orc PFS: 186188-1 Shaman/4
Stats:
│HP:27/27│ AC 16│ T10│ FF16│ F2│R1│W8│Init 2│Perception +6 (+9 in bright light, +12 with scent)│CMB 2│CMD 12│

Dot!

Sovereign Court

Male Half-Orc Barbarian 2 (Invulnerable/Urban) Cleric 1 (Crusader) (hp:33/33)(AC:19/FF:17/T:12)(F:+10/R:+5/W:+7)(Init:+4)(Perception:+6)

DOT!

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Dot.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

FYI, Gregor can cast a healing spell or two, but has no wands yet. Can I use my 2 prestige points to grab a wand before we start?

Sovereign Court

Male Human Inspired Blade 1 / Empiricist 1
stats:
Init +4; Perc +4 (+5 vs traps); AC18/14; HP 16/16; saves 2/8/2; CMB +2; CMD 16; 4 panache; 3 inspiration

I don't like dotting threads for the sake of it, but just in case GM is waiting for everyone to mark their presence, here's a dot :)
Apparently we're heading somewhere to Irrisen, Nicholas has crappy Fort save and no cold gear whatsoever. Will there be an in-game opportunity to stock up?


I was actually waiting to get back to work. Either Comcast or my apartment building's wiring is on the fritz.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

@GM - what's the word on me getting a wand of clw for my 2 PP?


Gregor Little Bear wrote:
@GM - what's the word on me getting a wand of clw for my 2 PP?

That's always kosher, or at least once per scenario you can make that expenditure.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

Thanks. I'll add it to my sheet.

Sovereign Court

Male Human Inspired Blade 1 / Empiricist 1
stats:
Init +4; Perc +4 (+5 vs traps); AC18/14; HP 16/16; saves 2/8/2; CMB +2; CMD 16; 4 panache; 3 inspiration

Can we assume to have learned each other's names, seeing as we start having spent some time travelling already?

Dark Archive

Skills:
Intimidate +5 K. Planes +6 Survival +9 Sense Motive +13 Diplomacy +10, Prof. Archivist +9
Male Half-Orc PFS: 186188-1 Shaman/4
Stats:
│HP:27/27│ AC 16│ T10│ FF16│ F2│R1│W8│Init 2│Perception +6 (+9 in bright light, +12 with scent)│CMB 2│CMD 12│

I think that's a pretty fair assumption.

Grand Lodge

Male Human (Ulfen) Fighter (unbreakable) 1, HP 12/12; AC 18,12,16; Fort +3, Ref +2, Will +0; Init +2; Perception +2

I can't believe I missed a whole day of this game because I didn't know the gameplay thread had started yet. :)

Sovereign Court

Male Human Inspired Blade 1 / Empiricist 1
stats:
Init +4; Perc +4 (+5 vs traps); AC18/14; HP 16/16; saves 2/8/2; CMB +2; CMD 16; 4 panache; 3 inspiration

@Huron: I have been checking the 'My Campaigns' tab on my profile page to notice when it starts.

Edit: deleted a question after reading PFS FAQ

Grand Lodge

Male Human (Ulfen) Fighter (unbreakable) 1, HP 12/12; AC 18,12,16; Fort +3, Ref +2, Will +0; Init +2; Perception +2

It didn't show up on my campaigns page until I posted in the gameplay thread.

Also, keep your rank in craft (alchemy). You can still use it for other stuff, plus your day job roll.

Sovereign Court

Male Human Inspired Blade 1 / Empiricist 1
stats:
Init +4; Perc +4 (+5 vs traps); AC18/14; HP 16/16; saves 2/8/2; CMB +2; CMD 16; 4 panache; 3 inspiration

Hmm - well apparently posting in the Discussion thread does the trick too!
And thanks for the advice, I've already found that Alchemists can still craft their items in PFS; surely it must extend to Investigators as well.

Grand Lodge

Male Human (Ulfen) Fighter (unbreakable) 1, HP 12/12; AC 18,12,16; Fort +3, Ref +2, Will +0; Init +2; Perception +2

Most DMs will let you use Craft (alchemy) to identify potions in addition to Perception, which makes total sense.

And I'm sure investigators can make their stuff just like alchemists. If it's not in a FAQ, it soon will be.

Dark Archive

Skills:
Intimidate +5 K. Planes +6 Survival +9 Sense Motive +13 Diplomacy +10, Prof. Archivist +9
Male Half-Orc PFS: 186188-1 Shaman/4
Stats:
│HP:27/27│ AC 16│ T10│ FF16│ F2│R1│W8│Init 2│Perception +6 (+9 in bright light, +12 with scent)│CMB 2│CMD 12│

This link from last seasons Q&A states that Investigators can craft alchemy as an alchemist does. I know it's old, but I can't imagine that things would have changed for this current season, especially given the nature of the Investigator class.

Sovereign Court

Male Half-Orc Barbarian 2 (Invulnerable/Urban) Cleric 1 (Crusader) (hp:33/33)(AC:19/FF:17/T:12)(F:+10/R:+5/W:+7)(Init:+4)(Perception:+6)

travelling to the north Yakanzi would have purchased some cold gear before leaving. i annotated that on his sheet and subtracted the cost.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

I am on travel through wednesday. I may or may not be able to post dail. Please move on without me if needed.

Sovereign Court

Male Half-Orc Barbarian 2 (Invulnerable/Urban) Cleric 1 (Crusader) (hp:33/33)(AC:19/FF:17/T:12)(F:+10/R:+5/W:+7)(Init:+4)(Perception:+6)

GM, PM Sent.

Dark Archive

Skills:
Intimidate +5 K. Planes +6 Survival +9 Sense Motive +13 Diplomacy +10, Prof. Archivist +9
Male Half-Orc PFS: 186188-1 Shaman/4
Stats:
│HP:27/27│ AC 16│ T10│ FF16│ F2│R1│W8│Init 2│Perception +6 (+9 in bright light, +12 with scent)│CMB 2│CMD 12│

Everything alright GMsui? It's been 4 days so just checking in.


I hate admitting that I got a little too caught up in Fallout 4.

We're near the end. Should be done within a week.

Grand Lodge

Male Human (Ulfen) Fighter (unbreakable) 1, HP 12/12; AC 18,12,16; Fort +3, Ref +2, Will +0; Init +2; Perception +2
GMsui wrote:

I hate admitting that I got a little too caught up in Fallout 4.

We're near the end. Should be done within a week.

I hear you, man. Level 24 here. :)

Dark Archive

Skills:
Intimidate +5 K. Planes +6 Survival +9 Sense Motive +13 Diplomacy +10, Prof. Archivist +9
Male Half-Orc PFS: 186188-1 Shaman/4
Stats:
│HP:27/27│ AC 16│ T10│ FF16│ F2│R1│W8│Init 2│Perception +6 (+9 in bright light, +12 with scent)│CMB 2│CMD 12│

Level 22 myself so, yeah I get it.

Sovereign Court

Male Human Inspired Blade 1 / Empiricist 1
stats:
Init +4; Perc +4 (+5 vs traps); AC18/14; HP 16/16; saves 2/8/2; CMB +2; CMD 16; 4 panache; 3 inspiration

I have to admit I don't have much passion for Bethesda games. I didn't get past the second quest or so in F3, so don't even bother with checking out F4.

Grand Lodge

Male Human (Ulfen) Fighter (unbreakable) 1, HP 12/12; AC 18,12,16; Fort +3, Ref +2, Will +0; Init +2; Perception +2

Day job: Craft (alchemy): 1d20 + 5 ⇒ (8) + 5 = 13

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Perform(Oratory): 1d20 + 7 ⇒ (19) + 7 = 26

Sovereign Court

Male Human Inspired Blade 1 / Empiricist 1
stats:
Init +4; Perc +4 (+5 vs traps); AC18/14; HP 16/16; saves 2/8/2; CMB +2; CMD 16; 4 panache; 3 inspiration

Craft (alchemy): 1d20 + 7 ⇒ (13) + 7 = 20


Nick, I'm pretty sure you can add inspiration to the roll. The ability is on a per-check basis, even for take 20s. Even if not, if you've got the right source book, you could pretty easily pay 25 for access and scribing costs for crafter's fortune. That'd bump you to 25 and pay for itself in one dayjob check.


GMsui wrote:
Nick, I'm pretty sure you can add inspiration to the roll. The ability is on a per-check basis, even for take 20s. Even if not, if you've got the right source book, you could pretty easily pay 25 for access and scribing costs for crafter's fortune. That'd bump you to 25 and pay for itself in one dayjob check.

Correction" 15. 5 for access, 10 to scribe.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

I actually enjoyed it greatly. It's a new one for me, and I enjoyed the ability to Role Play as well as Roll Play. One of my favorite scenarios so far, and a good GM to run it!

Grand Lodge

Male Human (Ulfen) Fighter (unbreakable) 1, HP 12/12; AC 18,12,16; Fort +3, Ref +2, Will +0; Init +2; Perception +2

Yeah, this is the first time in forever that I remember actually having the "right character for the adventure." An excursion to the skald lands in the frozen north? How about I bring my Ulfen fighter with Endurance and cold weather gear? Checkmate! :)

Dark Archive

Skills:
Intimidate +5 K. Planes +6 Survival +9 Sense Motive +13 Diplomacy +10, Prof. Archivist +9
Male Half-Orc PFS: 186188-1 Shaman/4
Stats:
│HP:27/27│ AC 16│ T10│ FF16│ F2│R1│W8│Init 2│Perception +6 (+9 in bright light, +12 with scent)│CMB 2│CMD 12│

Agreed. The last time I played Rogzul he was very out of his element, but this scenario worked to the strengths I built for him and it was really fun. I'll probably run a table of this at some point as well. Thanks for running GMsui.

Sovereign Court

Male Half-Orc Barbarian 2 (Invulnerable/Urban) Cleric 1 (Crusader) (hp:33/33)(AC:19/FF:17/T:12)(F:+10/R:+5/W:+7)(Init:+4)(Perception:+6)

Many thanks for running the game.

Sovereign Court

Male Human Inspired Blade 1 / Empiricist 1
stats:
Init +4; Perc +4 (+5 vs traps); AC18/14; HP 16/16; saves 2/8/2; CMB +2; CMD 16; 4 panache; 3 inspiration

Thanks for the advice GMsui! I'm just learning how to play an investigator and didn't consider crafter's fortune as I didn't realize it would apply to the Day Job. I do have the APG, as that's basically where most alchemist formulas come from. So can we assume that I follow your advice and spend 15gp to get Crafter's Fortune and a +5 to the Day Job check?
Inspiration: 1d6 ⇒ 3 for a total Day Job check of 28.

Thank you for running this game for us, it was fun.

Grand Lodge

Male Human (Ulfen) Fighter (unbreakable) 1, HP 12/12; AC 18,12,16; Fort +3, Ref +2, Will +0; Init +2; Perception +2

Any idea when the chronicle sheets are going out?


Chronicles are here. Full debriefing before I go to bed tonight.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

Thank you, sir!

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Thanks for running.

Dark Archive

Any chance we could get this listed inactive?

Community / Forums / Online Campaigns / Play-by-Post Discussion / From Under Ice Discussion Thread All Messageboards

Want to post a reply? Sign in.