DALSINE AFFAIR CORE (Inactive)

Game Master JASON RODARTE

Basement
1st floor
2nd floor
Chronicles

Final Map

Sarenrae


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Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

The site has been up and down for different people since this weekend, for better or worse. I've been able to log on at work, but not at home. Some have been able to log in on their phones or they needed a VPN. It's just been a mess. They have an idea of what's wrong, but they don't know when it will be fixed.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Thanks for the update!

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

The servers should be stable now.

Liberty's Edge RPG Superstar Season 9 Top 16

I'll keep my finger's crossed. The last week has been really tough to post.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Let me see if I can move us along now that things SEEM to be working out.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Is the map working now?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Can you place your characters on one of the front pews please?

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Do you have a copy of the map that's not so pixelated?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I had to expand it when I took it from the pdfextrator.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Would you mind a little help? I can replace the pixelated version with a crisper version since I have the original PDF it's based on.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I would appreciate that greatly!

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

I have GMed this scenario before, so I extracted the maps from the PDF and put them on my Google Drive. You can get them from my drive

here.

I think we're in the Vault of Sarenae.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Any chance we'll be done in time for the PbP Gameday 6 in late August?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Thank you so much.

I think that we have this and one more encounter.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hey I can post again!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

hoorAY

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Terevalis a good shortcut is to roll initiative for everyone in the party then list the order with the names of the active players bolded.

An example.

That let's us jump right into combat instead of having to wait for all players to make a single roll.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That is how I do it I just got busy doing something else

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Here is a starting point. Just remove the spaces after the first brackets and add the enemy's bonus.

[ dice=[ b]Liminy:[/b]]d20 +8[/dice]
[ dice=[ b]Hádanka:[/b]]d20 +2[/dice]
[ dice=[ b]Evarice:[/b]]d20 +5[/dice]
[ dice=[ b]Ragnar:[/b]]d20 +0[/dice]
[ dice=[ b]Gorok:[/b]]d20 +2[/dice]
[ dice=[ b]Garn:[/b]]d20 +4[/dice]
[ dice=[ b]Enemy#1:[/b]]d20 +[/dice]


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Grazie, tu sei molto gentile! I am at the gym right now, will post when I get home.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Update tomorrow, has lots of things come up today

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Ability damage and ability drain are 2 different things.
Ability damage heals 1 point a day or can be healed with Lesser Restoration.
Ability Drain doesn't heal by itself. You can spend 2PP or 380 gp (280 gp for the 7th level caster to cast it + 100gp for the material component.) to get it healed. Possibly during this scenario if we can find a church.

Grand Lodge

Kellid Human Druid L5 | HP: 48/48 | AC:22+2 T:14 FF:19+2 | CMB:+7 CMD:21 | Saves F:8 R:5 W:8 (+4 vs fey, plants) | Init:+4 | Per:+10 | Spd: 20+10 | Reroll: 1/1 | Wild Shape: 0/1 | Conditions: mage armor (1h), longstrider (1h), barkskin (50m)

GM, can we confirm if it is con damage or con drain? I don't know what is in the scenario itself but although a typical faceless stalker has the blood drain ability, that actually does con damage, not con grain.

Quote:


Blood Drain (Ex)

The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.

Format: blood drain (1d2 Constitution); Location: Special Attacks.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Ah Good point. I assumed since it was called blood drain it was con drain. If it is Con damage then instead of that speech Liminy just pulls out a scroll of Lesser Restoration and hands it to Evarice to use as needed. It has 4 casts on it.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Blood Drain (Ex)
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Woot! Damage not Drain. So it can be healed by Lesser Restoration.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Hopefully we can be done in the next few days, I know some of you have plans for your characters.

The barbarian would get out of tier gold wouldn't he?

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Yes, Hádanka will get out of tier gold.

It sounds like Garn and I are ok with diplomacy first then falling back to a bribe if worse comes to worst. I have no bonuses to Stealth and yeah, one bad roll will tip them off.

Diplo 2, Stealth 1

Liminy, Ragnar? What would you prefer?

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

I have played this before. Liminy would advise against combat but will go along with any of the other 3 options.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Make sure you are on the map and that you have your day rolls done, this is the last combat.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

day job craft tattoo: 1d20 + 8 ⇒ (1) + 8 = 9

Grand Lodge

Kellid Human Druid L5 | HP: 48/48 | AC:22+2 T:14 FF:19+2 | CMB:+7 CMD:21 | Saves F:8 R:5 W:8 (+4 vs fey, plants) | Init:+4 | Per:+10 | Spd: 20+10 | Reroll: 1/1 | Wild Shape: 0/1 | Conditions: mage armor (1h), longstrider (1h), barkskin (50m)

day job profession trapper, masterwork tools: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

I rolled my day job on page one. Though I'll reroll it if I haven't used my folio reroll by the time we are done. craft books: 1d20 + 15 ⇒ (12) + 15 = 27

The Exchange RPG Superstar Season 9 Top 16

Gorok pulls in 1 gold from his big 7 day job roll on page 1. I'm sure it was someone throwing him a coin to get him to go away.

FYI - The "Final Map" is view only if you are waiting for us to move tokens in.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

I was using the "Saranae" map, since I can move my icon there.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That should work now.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

I copied everyone's icons over to the map in the 'Final Map' link. I think I've got them all in the same locations.

Grand Lodge

Kellid Human Druid L5 | HP: 48/48 | AC:22+2 T:14 FF:19+2 | CMB:+7 CMD:21 | Saves F:8 R:5 W:8 (+4 vs fey, plants) | Init:+4 | Per:+10 | Spd: 20+10 | Reroll: 1/1 | Wild Shape: 0/1 | Conditions: mage armor (1h), longstrider (1h), barkskin (50m)
Garn Harlardorn wrote:
day job profession trapper, masterwork tools: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

Oops, I had rolled his day job already so please ignore this. It was a 30 though so no diff.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

[ dice=Liminy]d20 +8[/dice]
[ dice=Hádanka]d20 +2[/dice]
[ dice=Evarice]d20 +5[/dice]
[ dice=Ragnar]d20 +0[/dice]
[ dice=Gorok]d20 +2[/dice]
[ dice=Garn]d20 +4[/dice]
[ dice=Pasha Muhlia al-Jakri]d20 +[/dice]

Close the brackets, Preview the post to see the rolls, and then bold the active players.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Since this may kill my character, I just want to make sure Dalsine was within 5 feet of me. Otherwise he can't do spell combat, since it's a full-round action and he would need a move action to walk over to me.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

He was

Grand Lodge

Deinonychus Druid L5 | HP: 8/48 | AC:16+6 T:14 FF:13+6 | CMB:+8 CMD:22 | Saves F:7 R:4 W:7 (+4 vs fey, plants) | Init:+4 | Per:+10 | Spd: 60+10 | Reroll: 1/1 | Wild Shape: 0/1 | Conditions: mage armor (1h), longstrider (1h), endure elements (1h); barkskin (50m)

Sorry, Garn is in animal form and will take a standard action just to change back. By then it would be too late.

We did pick up a potion of cure moderate wounds. Could someone feed Evarice the potion? We didn't make it clear who carried it though, but it definitely wouldn't have been the dinosaur. Either Liminy or Hadanka could do it.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Hádanka or Gorok might be able to do an untrained heal check.
Maybe even Garn since it is just to stabilize.
Reasonable chance we gave Hádanka that potion of cure moderate wounds.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I didn't realize how deadly this guy was, this is the first time I have played a magus at other than 1st level.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

He isn't exactly a Magus. He is a test of the magus concept before it was released as a class. He is also the reason I didn't want to start until we had 6 players.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Oh, I wasn't aware that this came out before Ultimate Magic.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

They changed how Magus would work based on the complaints about this fight. On the plus side if he fails the Will save I think Garn and Snowball may have killed him.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Yeah, Dalsine is infamous for his one-hit kills. In my first time running this he missed and someone defeated him with Color Spray. The second time he hit the tank, doing almost 40 damage and dropping her to single digits. The third time I killed two PCs, haha!

So this was their test magus? That explains a lot about his attack bonus, actually.

Oh well, Evarice did everything she should have, so I can't complain much. Luckily she has enough PP to afford a raise.

About death and stabilization:

d20pfsrd wrote:
On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

So I didn't need to roll my stabilization check yet, I should have done that in Round 2. However I will die if I reach -10 HP.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You didn't die!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

gonna finish up some stuff and report the game later. Should have chronicles up by the end of the day.

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