DaWay's PFS Rats of Round Mountain (Inactive)

Game Master DaWay


Lantern Lodge

Male

Please post your PFS number and day job roll.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Awveyen, checking in.
PFS# 5331-5
Craft Woodworking: 1d20 + 11 ⇒ (13) + 11 = 24

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Spells:

Caster Level: 7
Concentration: +14

0th Level- 4 per day; DC 15
Detect Magic, Read Magic, Mage Hand, Light

1st Level- 7 per day; DC 16
Shield (x2), Feather Fall, Protection from Evil, Vanish, Magic Missile, True Strike

2nd Level- 5 per day; DC 17
Extended Gravity Bow, Extended Shield, Bull’s Strength, See Invisibility, Alter Self

3rd Level- 4 per day; DC 18
Flame Arrow, Fly, Extended Bull’s Strength,Extended Blur

4th Level- 2 per day; DC 19
Named Bullet, Extended Fly

Amulet of Spell Mastery: Stoneskin (4) and Extended Mage Armor (2)

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Ragnar cheking in
PFS# 22523-12
Day Job Caravan (Intimidate) - take 10 -: 10 + 12 = 22

Sovereign Court

Male Human Samurai 10

#16034-3

No day job

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

PFS number 13475-7
Dayjob; Craft (Alchemy) 1d20 + 10 ⇒ (17) + 10 = 27

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Faction : The Exchange

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

@ Ceric
A permanent level 5 light spell would would be awesome! I'll have to think of something cool to put it on. Maybe on a ring with an Emerald the shape of a lantern...
If its cool with you I'd like to compare spell books at the end of the scenario as well.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Sure, not a problem. Spellbook should be listed in my profile.

Sovereign Court

Male Human Samurai 10

How do you guys want to proceed? Do we want to pay the dragon of, or are we going to fight?

I'd personally prefer a fight, especially since we've cast spells already, and because I think we'd be doing the Ratfolk a favor.

But if you want to keep talking to it, and pay whatever price we can agree, then Junichiro will make the required diplomacy rolls. (I can boost them a bit if you really want to (I can use my order or the warrior ability for a flat +4 and my resolve to roll twice)

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Not entirely sure we should be discussing this (outside of the game) but me personally (as well as Ceric) ;against paying anything.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Ragnar as a follower of Gorum will want the fight :P
But as he doesn't understand much at this time he let you decide the fate of this encounter !

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Spells for part 2:

Caster Level: 7
Concentration: +14
0th Level- 4 per day; DC 15
Detect Magic, Read Magic, Mage Hand, Light

1st Level- 7 per day; DC 16
Shield (x2), Feather Fall, Protection from Evil, Vanish, Magic Missile, True Strike

2nd Level- 5 per day; DC 17
Extended Gravity Bow, Extended Shield, Bull’s Strength, See Invisibility, Alter Self

3rd Level- 4 per day; DC 18
Flame Arrow, Fly, Extended Bull’s Strength,Extended Blur

4th Level- 2 per day; DC 19
Named Bullet, Extended Fly

Amulet of Spell Mastery: Named Bullet (4th) and Extended Mage Armor (2nd)

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Unless someone has a suggestion on spells they want me to change ..not going to change much in the way of spells prepared

Lantern Lodge

Male

PT 2. Still working on sheets, sorry for the delay.

The Aspis Consortium has found a way into the Pathfinder Society’s private adventuring demiplane—the Hao Jin Tapestry, prize of the Ruby Phoenix Tournament in Goka. What was supposed to be an isolated realm full of some of the greatest wonders and mysteries in the history of Golarion is now a battleground between the Pathfinder Society and Aspis Consortium agents. We have discovered that a delegation of Aspis Consortium diplomats is currently meeting with the leadership of the influential and powerful ratfolk who live in the Pagoda of the Rat, which lies in the hollow center of what inhabitants of the tapestry call Round Mountain. These negotiations must not result in an alliance between the ratfolk and the Aspis Consortium.

With the Sundered Path traversed, all that remains is the stronghold of the ratfolk. At the end of the path stands the Pagoda of the Rat, hewn from the stone of Round Mountain. Eaves sweep upward into points between each of the tower’s seven tiers, and the top of the pagoda tapers into a graceful spire. At the center of each floor, a round window gazes blindly at the barren expanse of Round Mountain’s vast central chamber. Unassuming steps lead up the pagoda’s base to a set of bronze doors.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

FYI I have a Con starting tomorrow so I'll be AWOL until Monday.
Feel Free to Bot me as needed.

Lantern Lodge

Male

Chronicle for Rats 1

Lantern Lodge

Male

reported.

Rats 2

Lantern Lodge

Male

Okay, well we can't do Ruby Phoenix quite yet. Is there a particular scenario you guys want to play that I will run in order to get Ragnar and whoever else is behind on XP up to level 10.

Lantern Lodge

Male

Perhaps Cult of Ebon Destroyers module or Blood Under Absalom. The latter would be my choice.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

I've played neither :)

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

I would very much like to play Blood Under Absalom..but isn't that a special and you need to run 5+ tables at the same time for it to be legal?

Lantern Lodge

Male

It is a special. I didn't realize you need 5 or more tables. Is there another higher tier scenario anyone wants to play? Or else I can run cult of ebon destroyers.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

What about King of the Storval Stairs? I'm willing to run it since I've played it before. Ideally I'd like to 1 more XP on Awveyen and then start the Lassala Arch (Cultist Kiss, Feast of Sigils, Refuge of Time, Words of the Ancients, and Waking Rune).

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

I've already played and GM this one :(

Lantern Lodge

Male

Played Storval stairs, GM'ed the Lissala Arch.

What about haunting of Hinjao?

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Isn't that a 5-9?
I haven't played Red Harvest.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Played both

Lantern Lodge

Male

How about
#6-07: Valley of the Veiled Flame
A Pathfinder Society Scenario designed for levels 5–9.

For years a Pathfinder team has surveyed Qadira’s Zho Mountains in an attempt to reconcile its twisting valleys with a series of old maps recovered years ago on the Silken Way. When the team disappears soon after reporting a strange illusory effect in a mountain pass, the Society sends the PCS—funded by an unusual benefactor—to uncover whatever is hidden in those peaks and rescue the agents.

Content in “Valley of Veiled Flame” also contributes directly to the ongoing storylines of the Liberty’s Edge and Silver Crusade factions.

or #6-04
A Pathfinder Society Scenario designed for levels 7-11.

Thousands of years ago, a defeated order of Osirian sages sought refuge in the perilous Pillars of the Sun in central Osirian. Until recently they were presumed lost, but recent exploration has uncovered the fortress sanctum they left behind. When the PCs delve into one of its sealed halls, they find the sages’ millennia-old projects dormant but not dead.

Content in “Beacon Below” also contributes directly to the ongoing storylines of the Dark Archive and Scarab Sages factions.

Written by Matt Duval.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

I'm already with another character in the 6-07 as for the 6-04 I could play it but not with Ragnar (I want to play it with the character who played the DoTS series or one from the Dark Archives)

sorry ...

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Also in another 6-7 game and I wan't to play 6-4 with my character who played DotS (Currently only 4th level). With Rats finished Awveyen is 10th.

My 7-11 List:

0-26 Lost at Bitter End (7-11)
1-31 Drow of the Darklands Pyramid (7-11)
1-34 Encounter at the Drowning Stones (7-11)
1-36 The Prisoner of Skull Hill (7-11)
1-40 Hall of Drunken Heroes (7-11)
1-42 The Watcher of Ages (7-11)
1-44 Terror at Wistledown (7-11)
1-53 The Faithless Dead (7-11)
2-4 Shadows fall on Absalom (7-11)
2-12 Below the Silver Tarn (7-11)
2-14 The Chasm of Screams (7-11)
2-16 The Flesh Collector (7-11)
2-18 The Forbidden Furnace of Forgotten Koor (7-11)
3-17 The Red Harvest (7-11)
4-8 The Cultist's Kiss (7-11)
4-12 The Refuge of Time (7-11)
4-20 Words of the Ancients (7-11)
4-26 The Waking Rune (7-11)
5-20 The Sealed Gate (7-11)
5-25 Vengence at Sundered Crag (7-11)

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

DaWay Thanks so much for running I had a blast!

Sovereign Court

Male Human Samurai 10

Thank you all for the game, and DaWay for running it.

Junichiro is also level 10 now.

If the rest of you can find a scenario that you haven't played yet, I think it will be fine with me as I've played a lot less :)

Just one note, and that is not meant as a criticism of the GM, but more of how scenarios in general are written: The end is often quite abrupt. When the last enemy is defeated, all that remains is usually a little conclusion text. In this case it would have been interesting to roleplay a little with Krella, or find out some more stuff, like if the Agents were charmed, or what their plan was.

Lantern Lodge

Male

I was thinking god doing that but with gameday coming up I wanted you to have your characters available.

Just an FYI they were charmed to protect the undying empress but they were also NE characters.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Not sure if that's the list Awveyen has played or can still play..but I've played most on that list already

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

that's what I have NOT played.

Lantern Lodge

Male

Would Ragnar be able to play a pregen for the module? That is about the only solution I can think of.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

I can't play it with a pregen as their max level is 7.
But I have my ninja who is 11th level who can play it

Lantern Lodge

Male

well then that brings us back to the original question. With everyone able to have a character in level would you like to do Ruby Phoenix Tournament for Gameday 3?

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

I'm going to have to pass. I signed up for way too many gameday games already. Sorry to bail. Hopefully I'll see everyone at another table.

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