@Everyone: Go ahead and post your: Character name, faction, PFS ID (or private message if you don't want to post it publically). Make your day job checks or take 10 if you wish here as well (I generally have folks roll them early).
Also, let me know if you've played Wounded Wisp previously. If everyone has, then the scenario changes slightly.
We're also still waiting for Mollok/Merck to check in, but nonethless I'll get the introductory RP up and get us started...
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
Aaand we witness firsthand what kind of peril may come of having a high INT and a low WIS....
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
Would the Dirty Fighting trait apply to damage from cure/inflict wounds spells? I'm contemplating getting both a cure light wounds wand AND an inflict light wounds wand so I can heal myself when using Light and Dark, but since that shouldn't come up very often, I'd also use it some as a weapon.
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
Van Potter wrote:
Van pulls out his Magic Missile wand and shoots a bolt at the remaining beetle. "Again, don't blame me for what other gnomes do."
That isn't the magical trigger phrase for your wand, is it?
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
If I may ask, since when does Perception allow one to identify potions?
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
We've been to the Wall of Names, now we go to the Shrine of the Fallen.
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
I may have screwed with the combat map. I didn't mean to.
Being "Anonymous Bat" is cool, though! I've always liked bats.
Just a heads up as I logged this, it autocompleted "Hskoro Ssithis" as your character name. I just wanted to verify that I applied to the right PC with the "-2".
You guys are all about wrapped up here, with just the Touched Man up.
The brute drops out of rage and the swordsman and archer are so far below zero now that there's really no healing that will bring those three back into the fight! :)
I'm sending out chronicles. Let me know if I made any mistakes on them and we can wrap this one up.
Taicho and Xasay should certainly try to finish off the current round and bring the oracle down, though.
Hope you guys had fun. The last fight can be rough if the brute connects.
It is possible to randomly roll the fight with two brutes as well!
There's about a full page of detail on those NPCs (tediously split across 3 actual pages because of a map), but they aren't really that central to the plot.
They're certainly there if you need a wayfinder to activate the coin and what-not. They do provide the classic "adventuring party starting in an inn" experience, but a lot of PFS tables have done that enough times they are more interested in a good plot and getting into it.
I've played/run Wisp a number of times now, and I'm still rating it at about 2.5 stars out of 5 possible. It's not super smooth and I find the two shrines and the puzzle-that's-not-really a puzzle a bit clunky (the lines of text under the names on the wall felt like they should've been more than just a check to know "oh that's a failed aspirant"). The fire beetle fight is a bit underwhelming, too. :)
All that matters is that you guys had some fun. The last combat is certainly a challenging one, especially if GMs use those NPCs to focus fire down a group of PCs.
M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3
Yeah, I expected some bigger type of secret to be discovered, and the chronicle sheet boons aren't quite as good as The Confirmation. That being said, you did a good job running it and I had fun.
I'm sure eventually I'll run through it enough on both sides of the table to get tired of it just like First Steps Part I and The Confirmation. :)
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief
|AC 20, T 13, FF 18|HP: 45/45|F +2, R +8, W +4 (+1 vs water/cold, +2 vs shadow, +3 vs poison, +4 vs fear/drain/death/Necr)|Init +2, Perc +4|CMB +6 CMD 18|23/23 Perform, 3/3 Speaker, 3/3 Phantasm, 1/1 comic relief