EM - [PFS] 4.15 The Cyphermage Dilemma (Inactive)

Game Master Evil Minion


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Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym finishes the job of cutting himself free, then starts to shimmy up the crates, murder in his eyes.

Round 2:
Attack: Slash at the Goo (takes 15 points of damage to free himself)
Auto-hit: Slashing damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9 No longer Stuck.
Move: Climb up crates. Climb: 1d20 + 8 ⇒ (13) + 8 = 21 (Move 5' up).
.
Status: Entangled, Studied Target => Green.


Nella, I don't think them going invisible would stop the spiritual weapon... though it would have the 50% miss chance I believe, so redirecting is fine =)

Masym finally manages to cut off the last of the hardened goo sticking him to the floor, though there's still enough of it left to make it hard for him to move freely. He doesn't let that stop him however, as he starts to climb up the crates, though doesn't get very far.

The man up there, seeing Wei Tchak and Masym encroaching on his position, starts to back away, only to have Nella's spiritual weapon soar across the intervening space and cut a long gash across his back. He barely has time to cry out in pain, before Jones finally lines up his shot, and sinks an arrow into his side, and he topples over amid the boxes.

Nella then channels to heal her companions, though the healing energies wash over everyone in the area, thugs included, and suddenly the downed man coughs up a bit of blood as he almost immediately becomes conscious again, and finds himself staring up at the ceiling, badly injured. He desperately fishes a bottle out of his pocket, and drinks it, without getting up, quickly disappearing from sight... though judging by the sacks he was laying on, he hasn't moved yet.

- Round 2-----
Jones (-1), Masym (entangled), Nella (-11)
red (invisible), yellow (invisible), green (-21, prone, invisible)
Malusha, Phoebee, Wei Tchak (-11, deaf) --------> We are here!
blue (invisible)

Active Conditions: Bless (+1 to hit), Inspire Courage (+1 to hit/damage) [Except Wei Tchak]

Bold can go!

Moved Jones up to the same init position as masym and nella

Grand Lodge

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hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak jumps down if nec to where green is and slashes at him, hoping to hit the invisible fellow.

to hit: 1d20 + 8 ⇒ (15) + 8 = 23
dmg if hits: 1d8 + 4 ⇒ (1) + 4 = 5

miss chance 51+ hits: 1d100 ⇒ 87

"Nella, please stop healing the bad guys!" Tchak shouts, a bit too loudly because he can't hear himself.


And he didn't stay conscious for long =)

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

"We need to take one of 'em alive!" Masym exclaims in reply.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"Let's get em all unconscious first and heal ONE... or just not take down whichever one surrenders first... but don't heal em til they're defeated, one way or another."


Wei Tchak is deaf, he would not hear a thing Masym says!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She keeps up her song while casting detect magic.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

true.. i forgot that... scratch what Tchak replied to Masym


In an effort to keep things moving... we'll delay Malusha a little!

Being invisible does not help the nearby thug, as Wei Tchak steps over and thrusts his katana through the space where he lay on the crates. The blade sinks deeply and though he remains unseen, the blood flowing onto the nearby goods hints at his condition as he stops moving once more.

Phoebee, worried about all the enemies going invisible, casts a detection spell, though all she gleans from it immediately is that there are indeed magical auras in the area, though whether from her comrades, the bad guys, or other spell effects in place, she can not tell yet.

GM Screen:
blue vs ff Jones: 1d20 + 4 ⇒ (16) + 4 = 20, 1d8 + 2d6 ⇒ (2) + (4, 3) = 9

The man to the north, who only just disappeared after drinking his potion, reappears just as suddenly, as he fires a bolt across the open space that sinks into Jones' arm with a painful thunk. (9 damage to Jones) He then leaps off the back side of the crates, and Wei Tchak sees him hurrying over to the right, out of sight of everyone else.

- Round 3 -----
Malusha, Jones (-10), Masym (entangled), Nella (-11)
--------> We are here!
red (invisible), yellow (invisible)
Phoebee, Wei Tchak (-11, deaf)
blue

Active Conditions: Bless (+1 to hit), Inspire Courage (+1 to hit/damage) [Except Wei Tchak]

Bold can go!

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym finishes climbing to the top of the crates, looking for any sign of the other pirates. Only seeing one of the other pirates, he crouches down while keeping a close eye upon the lone visible pirate.

Round 3:
Move: Climb up crates. Climb DC 10: 1d20 + 8 ⇒ (14) + 8 = 22 (Move 5' up). Crouch down for Partial Cover.
Move: Use Studied Target upon Blue Pirate.
.
Status: Entangled, Studied Target => Blue.

Silver Crusade

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Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones moves past Phoebee and tries to plow through the boxes. "That's it. I'm coming to get all of you!"

Bull Rush?: 1d20 + 6 + 1 + 1 ⇒ (9) + 6 + 1 + 1 = 17

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Sorry for the slow response. On a business trip and it's taking all of my time.

Malusha starts to aim his crossbow at the thug for a second shot and he sees him vanish. "Quick. Someone. We need to get to where he was and try to find him." Malusha moves along the floor in the direction of the stacks and tries to get around to the back side.

Double move

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

GO get 'em she says encouraging her party.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

With all of the thugs either dead or vanished, Nella has little choice but to start trying to follow. She eyes the stacked boxes nervously and then moves to follow after Malusha, not trusting the stability of the stacks.
______

Double-move to her current position! Since Green is down and Nella can't see anyone else to target at the moment, her spiritual weapon returns to her and floats along behind her.


Ack, sorry for the delay, wasn't paying attention! Shoulda updated this yesterday =)

GM Screen:
1d100 ⇒ 62, reflex: 1d20 + 5 ⇒ (1) + 5 = 6, 1d6 + 3 ⇒ (4) + 3 = 7

Nella and Malusha both hurry around through the stacks of cargo, trying to get around to the far side, while Masym continues upwards. He can't see quite as well through the dim light on the far side as Wei Tchak can, though he can make out one of the thugs well enough to get his measure!

Jones tries to barge through the piles of crates and boxes, avoiding the path entirely. Unfortunately, there are a few too many of them to push his way through, and all he manages to do is stress the stability of the entire structure. A few errant crates and barrels tumble over the far side, and you hear the sounds of someone cursing, and a yell of distress as one of those crates appears to hit someone unseen, before everything crashes to the ground.

You can't move through the crates like that... but you can try to topple stuff on folks... so made it one of those. You just got lucky and hit a square one of them was in! =) Returned the favor, if you will

Wei Tchak and Masym will notice some of those loose crates moving as whoever they hit climbs out from underneath them. Otherwise, you see no sign of the other thugs.

- Round 3 -----
Malusha, Jones (-10), Masym (entangled), Nella (-11)
Phoebee, Wei Tchak (-11, deaf) --------> We are
red (invisible), yellow (invisible, -7), blue

Active Conditions: Bless (+1 to hit), Inspire Courage (+1 to hit/damage) [Except Wei Tchak]

Phoebee and Wei Tchak to go!

There, got all my bad guys adjusted naturally! Should move quicker now =)

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The knocked out one is still there isnt he?


Ya, just didn't want to keep it on the map, to avoid confusion! And he is still invisible.
Masym's standing on him =)

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak sprints across the boxes and leaps at blue... using his glide ability to 'fly' over to blue

fly dc 15: 1d20 + 9 ⇒ (13) + 9 = 22

When he lands, he swings his blade at blue.

to hit: 1d20 + 8 ⇒ (5) + 8 = 13 +2 if it counts as a charge, +1 for higher ground maybe?
dmg if hits: 1d8 + 4 ⇒ (5) + 4 = 9

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Is there powdery stuff or something that we can put on the knocked out guy? Maybe tie him up with a rope or something to keep him from getting away?


You might be able to work up something... but he's out of reach at the moment, being 15' up, on top of the crates.
Though 'knocked out' and 'getting away' usually preclude each other =)

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Can she see where he is with her detect magic?


Detect Magic is mostly useless for finding invisible things while a combat is going on. It takes 3 rounds of standard actions, concentrating on the same area, to pinpoint something (assuming its not moving)... and that assumes you're able to identify the one you want amid all the other magic items in the area. Check the spell description for details.


Will be pushing an update through shortly...


Wei Tchak channels some of his avian ancestry as he suddenly dives off the pile of crates, but rather then falling, glides gracefully down to land beside the visible thug, sword first! The man gives a startled yelp, as the tengu comes in, barely managing to throw up his own cutlass to fend off the blow.

GM Screen:
yellow readied vs ff Tchak, invis: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
blue vs Tchak, flank: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
red vs ff/ent Masym, invis: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

confirm: 1d20 + 8 ⇒ (20) + 8 = 28, 2d6 + 6 + 2d6 + 1d6 ⇒ (1, 4) + 6 + (2, 1) + (3) = 17

But Wei Tchak's eagerness to join the fray, has him forgetting the invisible foes, one of whom suddenly appears behind him thrusting a blade of his own. The cutlass pierces clean through the magus' shoulder, the tip appearing on the far side! (crit! 17 damage to Tchak). The first thug then tries to take advantage of the situation by stabbing him from the front... but he trips over some loose supplies that fell from the nearby stacks, and ends up taking a chunk out of a crate instead.

Then the third foe finally materializes, as he fires a shot up at Masym crouched atop the pile of supplies. Entangled and unable to see it coming, Masym has no chance to get out of the way... but the bolt strikes the edge of a barrel in front of him, only inches from his head. A thick viscous fluid starts to leak out.

- Round 4 -----
Malusha, Jones (-10), Masym (entangled), Nella (-11), Phoebee, Wei Tchak (-28, deaf) --------> We are here!
red, yellow (-7), blue

Party is up!

All foes now visible!

Phoebee, still needs to do something in round 3.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym curses again as Tei Tchak gets cut down. "Need some help here!" He yells out as he steps to the crate above the pirate, hacking him savagely with his blade and managing to strike a glancing blow.

Round 4:
Move: Climb down crate. Climb DC 10: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10 (Move 5' down).
Attack the Yellow Pirate. Longsword, Bless, Inspire, Higher ground: 1d20 + 7 + 1 + 1 + 1 ⇒ (13) + 7 + 1 + 1 + 1 = 23
Slashing damage, Inspire: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
.
Status: Entangled, Studied Target => Blue Pirate.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

At the sound of battle on the other side of the boxes, Jones quickly stashes his bow and climbs as fast as he can (accelerated climb adds 5 to the DC) to the top of the boxes.

Climb: 1d20 + 6 ⇒ (12) + 6 = 18

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Nella continues making her way around through the maze of boxes until she rounds the corner and sees Tchak under attack from all sides by the remaining thugs. "Hey! You leave him alone!"

As she speaks, the ghostly glaive zooms forward to strike at Blue!

Spiritual Weapon (Glaive) vs. Blue: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
______

Nella comes around the corner (move action) and uses another move action to direct her Spiritual Weapon to attack Blue!

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Malusha follows Nella along the wall until he clears the corner and can see the thugs surrounding Tchak. He raises his crossbow and fires as the closest one.

crossbow@blue,inspire,bless,into melee: 1d20 + 5 + 1 + 1 - 4 ⇒ (14) + 5 + 1 + 1 - 4 = 17
damage,inspire: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak pops a wand out of his wrist sheath and taps himself with infernal healing while continuing to threaten yellow for Jones, should he jump down.


Phoebee, do you intend on doing anything? You've responded a lot, but never with an actual action of any sort.
At this point, I will probably interpret player indecision as PC indecision.

moving things along in a bit, either way.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Acrobatics 1d20 + 2 ⇒ (12) + 2 = 14

Phoebee leaps to the top of the crates with a flourish, grabbing the rope off her belt as she does and grabbing out a scroll.


Phoebee:
Acrobatics is not going to get you up there... that's literally less then a 1 foot vertical jump.
You need to climb... so will assume you did that, though it won't take you to the top.
luckily, you had a couple of rounds to work with, so will say you make it up to the top, and retrieve your scroll in the time allotted.


Tchak, surrounded and severely wounded, quickly draws out his infernal wand, and makes another deal for a little more time. Though it is likely to come too slowly to be of any aid. Masym tries to help out, clambering down the last few crates and taking a swipe with his sword at the thug on one side, scoring a severe wound across the man's arm.

Masym is 5' off the ground where he is.

Jones manages to haul himself up the pile of supplies, and brings his ioun torch with him, finally lighting up the far side enough to drive off the dim illumination.

Jones will be 10' above the action where he is.

Phoebee attempts to follow suit, though all the artistic flourishes in the world do not get her up the mountain of crates any quicker, and it takes her a little longer. She does reach the top however, and pulls out a scroll.

Phoebee is 15' up.

GM Screen:
blue vs Tchak, flank: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
yellow vs Tchak, flank: 1d20 + 6 ⇒ (15) + 6 = 21, 1d6 + 3 + 2d6 ⇒ (3) + 3 + (3, 3) = 12

Malusha and Nella both take the more pedestrian route, running around the far side of the boxes until they can see the thugs once more. Nella directs her spiritual glaive at the first one she sees, though he manages to duck and avoids getting struck. Malusha sticks with his crossbow, hitting for the second time, though it is mostly just a glancing blow that grazes the side of the man's head.

Your foes seem determined to at least take one of you out, as the two flanking Wei Tchak both try to cut him down! The first, distracted by the bolt glancing off his temple and the otherworldly weapon trying to strike him down, misses completely. The one on the other side though, grits his teeth through the pain of Masym's attack, and calls back to the last to cover them as he hacks at Wei Tchak again, connecting solidly. The tengu drops to the ground, bleeding from multiple wounds. (12 damage to Tchak)

The last man swears colorfully, then throws something at the base of the crates. It instantly starts emitting clouds of smoke that quickly obscure vision, and you hear footsteps quickly retreating to the east.

Masym will get an AoO on yellow, but with a 20% miss chance

The smoke cloud only goes up 10', so Jones and Phoebee are above it.

- Round 5 -----
Malusha, Jones (-10), Masym (entangled), Nella (-11), Phoebee, Wei Tchak (-40, prone, dying, deaf)
--------> We are here!
red, yellow (-12), blue (-2)

Active Conditions: Bless (+1 to hit), Inspire Courage (+1 to hit/damage) [Except Wei Tchak]

Party is up!

AoO pending from Masym

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Malusha runs to the prone tengu. "Tchak, hold on. It will be ok." With healing hands Malusha touches Tchak and calls on Sarenrae's power. A surge of healing washes over him.

rebuke death: 1d4 + 2 ⇒ (1) + 2 = 3

I think that brings you to -3 and stable. Since you're still negative I will be able to do another rebuke death next turn. GM, does this affect his hearing loss?


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It will have no effect on his ears =) So feel free to confess all your sins, he won't hear you!

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

AoO Longsword, Bless, Inspire, Higher ground: 1d20 + 7 + 1 + 1 + 1 ⇒ (7) + 7 + 1 + 1 + 1 = 17
Slashing damage, Inspire: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Miss 20%: 1d100 ⇒ 9 Figures...

Masym's return blow is obscured by the expanding smoke cloud and his blow is wide. Cursing vehemently under his breath he climbs down to the floor and nods gratefully to Malusha. "These pirates are well-equipped...We need to regroup here."

Move: Climb down, take 10.
Standard: Masym will wait for the others to act before acting.
.
Status: Entangled, Studied Target => Blue Pirate.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones moves atop the crates, drawing his bow as he moves.

He gets to a spot above blue and looses an arrow.

Comp Longbow@Blue: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage: 1d8 + 10 + 1 ⇒ (6) + 10 + 1 = 17

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak heals a bit from Malusha, and another point from his own spell...

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Nella hurries forward, her ghostly glaive trailing after Blue as it strikes one final time before fading away.

Spiritual Weapon vs. Blue (Glaive): 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Concealment?: 1d100 ⇒ 73

She edges past Malusha and stops, flicking her wrist to drop her healing wand into her hand. Quickly, she taps Tchak with it.

CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
______

Nella moves to her current position and taps Tchak with her healing wand. Not sure if her spiritual weapon gets a chance to try and hit Blue or not, but either way the spell ends this round.


Unable to strike the enemy through the sudden smoke, Malusha leaps down off the boxes, waiting for the others to join him.

Malusha moves in quickly once the coast is clear, calling on his faith to stem Tchak's bleeding, not realizing his infernal deal was about to do just that. Nella quickly moves up to help as well, healing an even larger amount, and bringing the tengu back to consciousness. As she does so, her spiritual glaive continues to doggedly chase the thug she pointed it at, though he's watching for it now, and dodges and weaves to avoid it until it slowly fades away, much to his relief.

Relief that is short-lived, unfortunately, as Jones proves to be equally as dogged in his pursuit, crawling up onto a nearby crate, and firing an arrow down at the man from almost directly above.

The man staggers from the blow, with a yell of pain, spurred to move even quicker towards the back of the warehouse with the others.

GM Screen:
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (6) + 1 = 7

- Round 6 -----
Malusha, Jones (-10), Masym (entangled), Nella (-11), Phoebee, Wei Tchak (-27, prone, deaf) --------> We are here!
red, yellow (-6), blue (-12)

Active Conditions: Bless (+1 to hit), Inspire Courage (+1 to hit/damage) [Except Wei Tchak]

Party is up!

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Wasn't it Jones, not Malusha, who jumped down off of the boxes?

Now that the immediate combat is over, Malusha takes a second to pull a wand from his pack. He quickly uses the wand on his crossbow to enchant the weapon. "Tchak, do you need more healing before we move on?"

Move action: get wand; standard action: cast magic weapon

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym grunts in relief as the tengu is brought up to his feet. "Be careful next time. I still have this accursed goo on my legs!" He then moves towards where the pirates vanished to, hefting his spear to hurl it at the first one to draw his ire.

Round 6:
As part of his actions last round, Masym will sheath his longsword and switch to his spear.
Double Move to position on map.
.
Status: Entangled, Studied Target => Blue Pirate.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"Probably a little more, thanks" He stands picking up his blade and his wand as he does so.

9 rounds of infernal healing remaining

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones jumps down off the crates and moves to peer around the corner.

Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16

Standard Action remaining. He'll move another 5' if he doesn't have a clear shot at anyone.


Malusha wrote:
Wasn't it Jones, not Malusha, who jumped down off of the boxes?

Oops, meant Masym... An M word... I know its an M word...

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

"I've got it," Nella whispers as she taps Tchak again with her wand. "Be careful, okay?" she continues as she makes sure to place her back against one of the crates.

CLW (Tchak): 1d8 + 1 ⇒ (7) + 1 = 8

This could have gone so much better. We're rusty...

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

As Jones looks around the corner:

If Jones has someone to shoot at:

Comp Longbow: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Damage: 1d8 + 10 + 1 ⇒ (1) + 10 + 1 = 12

If Jones doesn't see anyone to shoot at:

He'll use a move action to activate Martial Flexibility giving him the Blind-Fight Feat.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"Thanks, Nella... I'll be careful," Tchak replies as some of his wounds knit.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I'll take care of those legs she says.

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Alright then, everyone seems to have given the OK for a reunion tour!

Creating a discussion thread to allow for everyone to ponder what to play and when to start.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Right now Phoebee is a 3.1 but should have at least another 2 credits under her belt, One DM and another scenario she is going through. Is there a follow up to the arc we did?

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak is still 3rd I think... .I'll have to go check... yup - needs 1 more xp to be 4th.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

~Hellurrr!

Nella hasn't been played (she's at 5.0) since we finished up a couple of months ago so it's good to see that a couple of people have caught up to her a bit :)

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

We trying we trying


Followup? Um.... it wasn't really an actual arc... I just kinda grabbed 6 scenarios that all were geographically in the same area, and tried to make them seem to be all connected. (Though I suppose 3 of them were an actual arc, so that helped it all work).

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym is at 3.2 just like Wei Tchak so that should not be a problem. Once this Cosmic Captive special is completed then I think we can start :)


But then who will you play in the Gameday special?! =)
I noticed you and Ladile and I were at all the same table for that.

We can run this in the 2nd slot too, to account for that stuff if necessary. There's no rush, its over 2 months away already.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Either option (Session 1 or 2) is fine with me. And yeah, I saw that three of us are at the same table for Solstice Scar! It'll be nice to sit on the same side of the GM screen with you :)

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Actually, I just noticed that Phoebee is signed up for a Solstice Scar table. Maybe we should do our reunion game during Session #2 so that anyone wanting to play their character in the special during Session #1 can do so? :)

*edit* As for what to play, I have many, many more scenarios unplayed than played so Nella should be good for most anything.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

I'm also signed up for a session #1 game. Not Solstice Scar since I did that one live at PaizoCon. :-)

Since so many people are signed up for session #1 I think it would be best for us to start our reunion with session #2 (just like Nella suggested).

I'm at level 4 now.

As for scenarios, if your thinking of doing a sequence then maybe we can do the same as your "hot, hot, hot" sequence? Although I've already played Hall of Flesh Eaters and Kaava Quary with a different character. I didn't check the levels of the scenarios on your list so maybe it wouldn't work with our characters.

I'm pretty much fine with anything. Excited about the reunion.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Hey, you'll be able to catch up to me just a little bit more! That would also let Masym play Masym instead of a pregen during Solstice Scar, hehe.

No plans to play Nella in anything during Gameday besides whatever this group decides to play. I'm trying to keep my plate somewhat light since I'm going to be doing some GMing (!!!) during that period too :D


Just to clarify...

I'm just talking about doing a single scenario here, for Gameday6... not a whole series of them like last time!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I've a lot less scenarios that I have done than haven't. I have a 4th level warpriest who is in an arc of adventures and then Phoebee and a rogue are 3rd levels in Standard with a 3rd level cleric of Shyelyn in Core. All my other characters are 1st or 2nd.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

trying to get into a 3-4 game of Scar but they are all full... currently registered for a 7-8 game with another char, but would happily switch if another 3-4 game opens... that would make Tchak lvl 4 for our reunion game.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Single scenario is fine with me. And I don't really care which one. Maybe you can post a list of possible scenarios and we can tell you which ones we've already done.


Tchak has two months to work with before we even get there. You could get it elsewhere too =)

Anyway, sounds like we'll have five 4's (or close to it) and Nella at 5! That works!

Also sounds like we'll aim for the second part of Gameday to start.

Now just need a scenario to run!

Wei Tchak, you probably have played the most, so perhaps if you pick a few options, and we'll winnow down from there? Unless someone else has some thoughts.

(I currently have all scenarios from season 0 up to and including 7.28 (except a couple of the specials))

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Here's a list of all the one's I haven't played that aren't 7-11 or up... some of them are still too high for this group, but I didn't remove em all...

ID Title Level Range

1-37 The Beggar's Pearl 1-7
1-50 Fortunes Blight 5-9
1-51 The City of Strangers Pt 1:The Shadow Gambit 1-7
1-52 The City of Strangers Pt 2: The Twofold Demise 1-7
1-56 The Jesters Fraud 5-9
2-01 Before the Dawn Pt 1: The Bloodcove Disguise 1-7
2-02 Before the Dawn Pt 2: Rescue at Azlant Ridge 1-7
2-03 The Rebels Ransom 5-9
2-06 The Heresy of Man Pt 1: The First Heresy 5-9
2-07 The Heresy of Man Pt 2: Where the Dark Things Sleep 5-9
2-09 The Heresy of Man Pt 3: Beneath Forgotten Sands 5-9
2-11 The Penumbral Accords 1-5
2-21 The Dalsine Affair 1-7
2-23 Shadows Last Stand Pt 1: At Shadows Door 1-7
2-24 Shadows Last Stand Pt 2: Web of Corruption 1-7
2-25 You Only Die Twice 5-9
2-EX The Midnight Mauler 1-7
3-02 Sewer Dragons of Absalom 3-7
3-03 The Ghennet Manor Gauntlet 5-9
3-05 Tide of Twilight 1-5
3-06 Song of the Sea Witch 3-7
3-07 Echoes of the Overwatched 1-5
3-08 Among the Gods 3-7
3-09 The Quest for Perfection Part 1: The Edge of Heaven 1-5
3-10 The Immortal Conundrum 5-9
3-11 The Quest for Perfection Part 2: On Hostile Waters 1-5
3-13 The Quest for Perfection Part 3: Defenders of Nesting Swallow 1-5
3-15 The Haunting of Hinojai 5-9
3-16 The Midnight Mauler 3-7
3-19 The Icebound Outpost 1-5
3-21 The Temple of Empyreal Enlightenment 1-5
3-24 The Golden Serpent 5-9
3-25 Storming the Diamond Gate 3-7
3-EX The Cyphermage Dilemma 1-5
3-SP Blood Under Absalom 1-11
4-02 In Wrath's Shadow 3-7
4-03 The Golemworks Incident 5-9
4-05 The Sanos Abduction 3-7
4-06 The Green Market 5-9
4-07 Severing Ties 1-5
4-13 Fortress of the Nail 5-9
4-14 My Enemy's Enemy 3-7
4-15 The Cyphermage Dilemma 1-5
4-16 The Fabric of Reality 5-9
4-18 The Veterans Vault 1-5
4-21 Way of the Kirin 3-7
4-23 Rivalrys End 3-7
4-EX Day of the Demon 3-7
4-SP Race for the Runecarved Key 1-12
5-02 The Wardstone Patrol 3-7
5-04 The Stolen Heir 1-5
5-06 You Have What You Hold 3-7
5-07 Port Godless 5-9
5-11 Library of the Lion 1-5
5-13 Weapon in the Rift 5-9
5-14 Day of the Demon 3-7
5-19 The Horn of Aroden 1-5
5-20 The Sealed Gate 7-11
5-24 Assault on the Wound 3-7
5-99 The Paths We Choose 3-7
5-SP Siege of the Diamond City 1-15
6-00 Legacy of the Stonelords 1-11
6-03 The Technic Siege 5-9
6-05 Slave Ships of Absalom 1-5
6-07 Valley of Veiled Flame 5-9
6-15 The Overflow Archives 1-5
6-17 Fires of Karamoss 5-9
6-18 From Under Ice 1-5
6-21 Tapestrys Toil 5-9
6-22 Out of Anarchy 1-5
6-97 Siege of Serpents 1-11
7-01 Between the Lines 1-5
7-02 Six Seconds to Midnight 3-7
7-13 Captive in Crystal 5-9
7-21 The Sun Orchid Scheme 1-5
7-98 Serpents Ire 8-8
8-15 Hrethnars Throne 5-9
8-18 Champions Chalice, Part 1: Blazing Dangerous Trails 1-5
8-19 Treacherous Waves 3-7
8-21 Champions Chalice, Part 2: Agents of the Eye 1-5


You know, it is a much smaller list if you remove the 5-9's and multi-table specials too =)

(Took out the 4 season 8 ones, as I don't have those... and the QFP trilogy as I know Jones ran through those. (also took out From Under Ice... as I'm pretty sure you've played that...))

Shorter List!:
1-37 The Beggar's Pearl 1-7
1-51 The City of Strangers Pt 1:The Shadow Gambit 1-7
1-52 The City of Strangers Pt 2: The Twofold Demise 1-7
2-01 Before the Dawn Pt 1: The Bloodcove Disguise 1-7
2-02 Before the Dawn Pt 2: Rescue at Azlant Ridge 1-7
2-11 The Penumbral Accords 1-5
2-21 The Dalsine Affair 1-7
2-23 Shadows Last Stand Pt 1: At Shadows Door 1-7
2-24 Shadows Last Stand Pt 2: Web of Corruption 1-7
3-02 Sewer Dragons of Absalom 3-7
3-05 Tide of Twilight 1-5
3-06 Song of the Sea Witch 3-7
3-07 Echoes of the Overwatched 1-5
3-08 Among the Gods 3-7
3-16 The Midnight Mauler 3-7
3-19 The Icebound Outpost 1-5
3-21 The Temple of Empyreal Enlightenment 1-5
3-25 Storming the Diamond Gate 3-7
4-02 In Wrath's Shadow 3-7
4-05 The Sanos Abduction 3-7
4-07 Severing Ties 1-5
4-14 My Enemy's Enemy 3-7
4-15 The Cyphermage Dilemma 1-5
4-18 The Veterans Vault 1-5
4-21 Way of the Kirin 3-7
4-23 Rivalrys End 3-7
5-02 The Wardstone Patrol 3-7
5-04 The Stolen Heir 1-5
5-06 You Have What You Hold 3-7
5-11 Library of the Lion 1-5
5-14 Day of the Demon 3-7
5-19 The Horn of Aroden 1-5
5-24 Assault on the Wound 3-7**
5-99 The Paths We Choose 3-7
6-05 Slave Ships of Absalom 1-5
6-15 The Overflow Archives 1-5
6-22 Out of Anarchy 1-5
7-01 Between the Lines 1-5
7-02 Six Seconds to Midnight 3-7
7-21 The Sun Orchid Scheme 1-5

The ones in bold are the ones I've not played before... I generally try not GM something until I've managed to play it at least once. (Only 6 of them... not bad =))
**Would recommend against 5.24, as I'm not sure how one would do the mass combat rules over PbP and would not be eager to sort that out =)

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

What about the Icebound Outpost (3-19)... sounds like we could have a cold reunion lol. Other than that, I don't know much about these mods, so have no special opinion other than that I'd rather do an older mod than a newer one (just to try to get older ones out of the way.


Icebound is inside the Hao Jin tapestry.
Among the Gods also has cold dangers (more so then Icebound) as your ascending a mountain, if showing off your endurance skills is your aim. Its kind of a vague follow-up to Among the Living and Among the Dead.

Umm... Beggars Pearl is an interesting story involving finding a lost Dwarven outpost (was one of the first scenarios I ever played!) Takes place in the mountains between Andoran and Cheliax. How well its weathered the many years since it came out, I do not know! =)

The Sanos Abduction can be fun, from an encounter standpoint. Though that might amuse me more then you guys. =) Takes place in the forest east of Magnimar.

City of Strangers and Shadows Last Stand involve rooting out more Shadow Lodge bases (like the Shades of Ice ones we did). The first another base in Magnimar, the later the ringleader in Almas... be easy to skip the first and go to the meatier second.

Otherwise, if you want to visit a particular place, that might help... or if the PC's have wandered off to other places, we might be able to find one around wherever they are now.

Shrug.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

I'm currently in a Sanos Abduction game with another character so can't do that... no particular place in mind re: locations...

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Are there any that have a Shelyn focus.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

I have played Overflow Archives but none of the others from the short(er) list. So I'm happy with any of them. I tend to agree with Tchak about doing the older ones. At some point they might get retired and then not be available at all.

As for location, I don't care. When we left off our series Nella and Malusha were making plans to go to Osirion. Maybe that can work into it. But from my point of view it doesn't have to.


I can't think of any scenarios with Shelyn references to be honest...

And none of the ones listed take place in Osirion (Though I think the Sun Orchid Scheme might be in the country next door (Thuvia). Unsure as I've not played it! =))
Though I suppose Storming the Diamond Gate gets partial credit... that one was in Osirion once. =)


Actually, it occurs to me that, if I sign up early, they actually will provide me with the scenario for free.
So I guess it doesn't matter that I don't have any of the season 8 stuff... I could have it if needed. Admittedly, I've only played 2 of those.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Of that original list, I actually just played both parts of Champion's Chalice at a convention a couple of weeks ago. Other than that, I should be good.

However I think Masym's player has played a few of the earlier season scenarios and I know he's done Overflow Archives already.


We're down to about 27 choices or so =)

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

As Nella indicated, I did play quite a few older scenarios, which I have crossed off here:

1-37 The Beggar's Pearl 1-7
1-51 The City of Strangers Pt 1:The Shadow Gambit 1-7
1-52 The City of Strangers Pt 2: The Twofold Demise 1-7
2-01 Before the Dawn Pt 1: The Bloodcove Disguise 1-7
2-02 Before the Dawn Pt 2: Rescue at Azlant Ridge 1-7
2-11 The Penumbral Accords 1-5
2-21 The Dalsine Affair 1-7
2-23 Shadows Last Stand Pt 1: At Shadows Door 1-7
2-24 Shadows Last Stand Pt 2: Web of Corruption 1-7
3-02 Sewer Dragons of Absalom 3-7
3-05 Tide of Twilight 1-5
3-06 Song of the Sea Witch 3-7
3-07 Echoes of the Overwatched 1-5
3-08 Among the Gods 3-7
3-16 The Midnight Mauler 3-7
3-19 The Icebound Outpost 1-5
3-21 The Temple of Empyreal Enlightenment 1-5
3-25 Storming the Diamond Gate 3-7
4-02 In Wrath's Shadow 3-7
4-05 The Sanos Abduction 3-7
4-07 Severing Ties 1-5
4-14 My Enemy's Enemy 3-7
4-15 The Cyphermage Dilemma 1-5
4-18 The Veterans Vault 1-5
4-21 Way of the Kirin 3-7
4-23 Rivalrys End 3-7
5-02 The Wardstone Patrol 3-7
5-04 The Stolen Heir 1-5
5-06 You Have What You Hold 3-7
5-11 Library of the Lion 1-5
5-14 Day of the Demon 3-7
5-19 The Horn of Aroden 1-5
5-24 Assault on the Wound 3-7**
5-99 The Paths We Choose 3-7
6-05 Slave Ships of Absalom 1-5
6-15 The Overflow Archives 1-5
6-22 Out of Anarchy 1-5
7-01 Between the Lines 1-5
7-02 Six Seconds to Midnight 3-7
7-21 The Sun Orchid Scheme 1-5

Well...not as many as I thought :) I am pretty easy when it comes to scenarios so whatever works for you all!


Which leaves us with...

27 to Choose From:
1-51 The City of Strangers Pt 1:The Shadow Gambit 1-7
1-52 The City of Strangers Pt 2: The Twofold Demise 1-7
2-11 The Penumbral Accords 1-5
2-23 Shadows Last Stand Pt 1: At Shadows Door 1-7
2-24 Shadows Last Stand Pt 2: Web of Corruption 1-7
3-02 Sewer Dragons of Absalom 3-7
3-05 Tide of Twilight 1-5
3-07 Echoes of the Overwatched 1-5
3-08 Among the Gods 3-7
3-19 The Icebound Outpost 1-5
3-21 The Temple of Empyreal Enlightenment 1-5
3-25 Storming the Diamond Gate 3-7
4-02 In Wrath's Shadow 3-7
4-07 Severing Ties 1-5
4-14 My Enemy's Enemy 3-7
4-15 The Cyphermage Dilemma 1-5
4-18 The Veterans Vault 1-5
4-21 Way of the Kirin 3-7
4-23 Rivalrys End 3-7
5-04 The Stolen Heir 1-5
5-06 You Have What You Hold 3-7
5-11 Library of the Lion 1-5
5-14 Day of the Demon 3-7
5-19 The Horn of Aroden 1-5
5-99 The Paths We Choose 3-7
6-05 Slave Ships of Absalom 1-5
7-01 Between the Lines 1-5

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

we could go for the first one on the list that isn't a 2-parter, the Penumbral accords, but reviews for it are not great... mostly saying it's a dungeon crawl without a lot of opportunity for rp, but this group can and frequently does it's own side rp without the scenario to spur it on, so that might not be a big negative.

or if you're up to running a 2-parter, the city of strangers is fine with me... though tbh, I just don't want to play 1/2 of a 2-parter and miss out on the 2nd half, so would prefer if you don't want to run both, please just run something else.... there's also 3-07 echoes of the overwatched, another blakrose museum scenario, but has better reviews than penumbral accords...

I haven't looked at any more of them yet... gotta run.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

I agree, I'd prefer to play two-parters back-to-back if at all possible. Assuming that that removes City of Strangers and Shadow's Last Stand from the list, hum...

I've heard good things about Library of the Lion but also that it's possible to talk your way through that one without any combat at all. Sometimes that's fun to do (just recently did that in a School of Spirits game) but I think most people are happy with a decent mix of RP/investigation and combat.


I wouldn't really classify Overwatched as a Museum scenario... sure it touches there at the start, but just for a bit. =)

Hmm... lessee, if I take out the ones I would not get a chronicle for (ie: have already GM'd them once) that would cut the list in half. (I don't care about the chronicle... its just an arbitrary reason to shorten the list =))

Drop the two parters.

Will also take out the Stolen Heir, as much like Library, you can pretty much talk your way through most of it.

Penumbral and In Wrath's Shadow are both similar in tone... ie: a lot of fights in interesting backdrops but limited RP interactions (still good stories though!). (again, arbitrary exclusions!)

Down to 8!

3-05 Tide of Twilight 1-5 (taldor, outdoorsy/forest stuff)
3-08 Among the Gods 3-7 (andoran, outdoorsy/mountain stuff)
3-21 The Temple of Empyreal Enlightenment 1-5 (tapestry, religious/spiritual stuff)
4-15 The Cyphermage Dilemma 1-5 (Riddleport, pirates)
4-18 The Veterans Vault 1-5 (Korvosa, sewers)
5-06 You Have What You Hold 3-7 (River Kingdoms, arena)
6-05 Slave Ships of Absalom 1-5 (Absalom, slavers)
7-01 Between the Lines 1-5 (Katapesh, wierd trippy stuff)

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Any of the Season 3 sound fine.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

yeah, any of the season 3s or 4s are good for me. I think I may have played 6-05 not sure.... so yeah... pick something on the list and let's do it!


I dunno... pirates always sound fun!

Still waiting for Jones to chime in!

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

pirates sound fun too... I could definitely go for that one!

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

That one (Cyphermage Dilemma) sounds like it could be fun, especially since it sounds like it's got investigative parts as well as some combat :)

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

I'm pretty sure I haven't done any of the Final 8, though I've ran Veteran's Vault a couple times.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Ice done slave ships

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Would gett8ng a mitral shirt be a good idea or maybe elven chain? Would she need a chronicle for either?


Mithril shirt is commonly available so you can buy it if you have the gold.
Elven chain is not, but as long as you have the fame (18 I think?), you can purchase the unenchanted version of it it, if you can afford it.

As for whether to get such things? Shrug. All depends on how you play your character and how comfortable you are with your AC.


As for the scenario, two slightly positive thoughts is good enough!

Cyphermage Dilemma it will be =)

Off to Riddleport, wretched hive of scum and villainy, and a short hop skip and a jump from Nella's hometown of Magnimar!

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Sounds great.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Riddleport? A long ways from Masym's home that be for sure! At least Masym can swim :)

Now to lighten up his load some, he he...


Submited the game for the 2nd slot of PbP Gameday.
So won't be starting until October 6th... egads! That's a long way away!

Liberty's Edge

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FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Masym can use the swim to tighten and tone his buns for Phoebee! :)

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep
EM±GM wrote:

Mithril shirt is commonly available so you can buy it if you have the gold.

Elven chain is not, but as long as you have the fame (18 I think?), you can purchase the unenchanted version of it it, if you can afford it.

As for whether to get such things? Shrug. All depends on how you play your character and how comfortable you are with your AC.

Thank you. Maybe I can get some for other characters as well. This is helpful!

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

any chance you can open gameplay so we can dot and have this in our campaigns page (that way I can close this tab and not lose track of the game)? thanks.


Heh, close the tab with impunity.

I will send a pm to everyone once I get the gameplay thread open sometime in the middle of Gameday. No worries.

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