EM - [PFS] Champion's Chalice, the Return (Inactive)

Game Master Evil Minion

A pair of reunion scenarios for those itching to see jungle once more!

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Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

And you can channel with it.

Silver Crusade

ecclesitheurge of Sarenrae 15

Yep.

Create water, channel, and heal. Even to be able to do that much would make Tad not feel completely useless.

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Sorry, I'm travelling and visiting with family I haven't seen in a year to five and leveling up takes time. Faliana should be ready and she's finally got her medium spells (yay!) and her ala occultist object reading. But after a detailed read of the mission briefing, oh, gods this is going to be a dozy without sprits.

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady still hasn't abandoned the thought of trying to sneak some aids into the competition. If the whole group is against it, of course, he won't do anything independently, but what do you think? Is it worth the risk?

I'm not thinking of anything big, but there are some key items--like Fali's foci--that could have a big impact.

On Brady's end, I'm thinking that his traveler's any-tool would have a lot of utility in a jungle race. Given its ability to transform itself, he could turn it into something small, so it's physically easier to hide. Does anyone have the magic aura spell? That could help us slip something past a detect magic spell (it seems reasonable to assume that would be part of our pre-race inspection).

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale doesn't have access to it, but from the briefing it seems like we should try to play along if we can. Dale is quite crafty and knowledgeable so maybe will be able to help make something to get us by in many regards.

This would be a great time for my anytool I must admit.

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad, being Tad, isn't going to try to break the rules; he will make use of a tattoo for his divine focus, which should be enough for most spells.

create water does not require any material components
fireball requires bat guano and sulphur (not thinking this one is likely)
cure spells also have no material components

I need to spend some (real world) time researching what spells Tad can cast without material components, or with things he should be able to find locally. (I think a pinch of dirt is used for some spell, as an example)

Silver Crusade

ecclesitheurge of Sarenrae 15

blurp! froggie greetings!


I'm getting about a 50% success rate, posting things at the moment.
So not quite all better yet.

Still... better than before =)

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

I'm here... but will this post make it out alive...

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

I really wanted to get this posted when I got back, but the board outages were perfectly timed to start with my trip home, grumble. But I am back in Japan and at home and have mostly settled. I should be able to keep regular daily postings from here on, and sorry for the lack of them the past week(s).

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

You haven't had a site to post to in about a week so no time lost there! Welcome back... to everyone!


well, it is still a little hit and miss... but can occasionally get a post through now.

Strongly recommend folks compose their responses in a 2ndary text editor, or do what I do, and 'select all' then hit ctrl-C to copy your text into the clipboard, before you hit 'Submit'!

If it fails, refresh the page, and try again, or at the very least save the text somewhere to try again later!

Nothing suck more than losing a long post!

For the record, I seem to have pretty good luck if I refresh the Campaign page, then immediately go into the thread I want and quickly submit my post.

Silver Crusade

ecclesitheurge of Sarenrae 15

Hi, just letting everyone know that I'm still here, since everyone is probably going to trickle in.

Silver Crusade

ecclesitheurge of Sarenrae 15

The helpful little froggie will be offering the spells Refine Improvised Weapon and Blessed Fist. Let me know what you guys think you can use so I can adjust my choices of what to memorize.

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

This is unfortunate timing with the revival of the forums, but I am heading into the woods for the weekend to go float down a river. I won't be back until Sun PM, so expect regular posting from me to resume again on Monday.

Blessed Fist sounds right up Brady's alley. :)

Silver Crusade

ecclesitheurge of Sarenrae 15

Oh, and magic stone for any dex based friends.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ya Dale is gonna be bumming if he can't figure out how to make his bombs. He could work with magic stone if needed.

Silver Crusade

ecclesitheurge of Sarenrae 15

Not feeling well, so please don't wait for me.

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Hope you feel better soon our froggy friend. :(

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Feel better. Don't worry, the forums are waiting for you anyhow.


So, working on getting the information for the race compiled into some sort of understandable format.

It apparently uses some modified version of the pursuit rules from Ultimate Intrigue... which I don't own! =) It claims the rules are available on the prd... but I can't find them. So using what they provide.

For now, have added the text of the player handout to the map slides. It might appear a little cryptic at the moment, as its referencing things that the players are not all aware of. But is just a starting point. Will be more info once I get it sorted.

Silver Crusade

ecclesitheurge of Sarenrae 15

Not official, but this may help.

Silver Crusade

ecclesitheurge of Sarenrae 15

Do you want us to completely redo our profiles and headers, or how do you want to handle the drastic changes from being gearless?


Up to you... I'd suggest just copy what you have, put one version in a spoiler, and modify the other to account for your current state.

That way its easy to undo afterwards.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ok Dale's tagline has been updated. I'm so curious to how this adventure does things with characters with no equipment.


Hmm.. OK, trying to explain what will be happening here, as simply as possible.

Each day of the race will be split up into two 4-hour phases (with a potential 3rd if you force march (see tactics))

During each phase, each of you can try to gain an advantage of some sort (or help someone else gain one via aid another). These advantages (listed in the Player Handout, are ways you try to speed up the groups progress through the current hex (though failing can be problematic too). As well, a couple of the advantages (foraging and crafting) slow you down automatically, but can gain you much needed resources (like food, or a weapon, or armor)! The DC's for these checks vary by terrain, tier, and other mysterious GM related things, though will generally fall in the average difficulty range (though crafting things will generally follow the crafting skill DC's for such things.)

Also because of Dale's research in the library, you all gain a +2 on the crafting and foraging advantage checks... (but you have to let Dale talk your ear off about why you should be using that tree over the other, or why those rocks are better than those ones, etc, when you do so!)

Your base speed determines your individual base progress (speed/10), and the slowest person decides the group's base progress. Which is then modified by the advantages you try during the phase. Those progress values are added from phase to phase. Once total progress = the terrain hexes progress value, you have passed through the hex, and into the next one.

There are also Tactics (individual and group) you can decide to employ, most of those are relatively self explanatory, though the Recovery one puzzled me somewhat. Please note, you can hustle for one phase a day, with no penalty (beyond the -5 on advantage rolls).

I'm sure there are lots of questions!
Some of this will become clear once we start doing it, I'm sure.


Dale the Sage wrote:
I'm so curious to how this adventure does things with characters with no equipment.

Embrace the challenge!

The lack of a formula book will indeed keep you from your extracts.

As for mutagens, we'll say the Gather Supplies advantage along with your research earlier, will allow you to collect a rudimentary collection of herbs and spices that might do in a pinch. Kentucky Fried Dale!

As for bombs... hmm.. the Gather Supplies advantage lets you improvise a spell component pouch... and your alchemy lab says is refilled in the same way as a spell component pouch... so seems fair to have it work in a similar fashion.

So we'll say you can also try to create a supply of naturally occurring chemical compounds. Once you have managed to 'craft' a faux alchemy kit... (and then crafted suitable 'containers'), you can attempt to create a 'faux' chemical compound in them, that might, or might not, explode (You're like Kirk making a rocket launcher in the Arena episode of Star Trek! Watch out gorns!)

Though I might limit how many you can make. Will ponder it. =)

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Luckily, (?) I've spent most of my money on slitherbane, so not much needed to de-item myself.

As far as where we go, I think we should travel straight over the mountains. Both me and tad will basically auto succeed on climb checks to help everybody out, which will give us tons of advantages to work with.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ok sounds reasonable GM. Dale's climb check 'o-naturale' is +4 thanks to his feats. Dunno about everyone else. His survival is quite good and he is technically proficient in every craft and profession and has +8 and +5 to them respectively. (Go go gadget human feats!)

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

From a combat standpoint, Brady is obviously going to be fine. Some armor would be nice, so it might make sense to invest some time in that... or maybe not. (Tad's going to have a fair bit of healing available, I assume, so maybe we just want to take the hit on AC so that we can get out the gate and keep moving instead of crafting armor.)

Brady's not going to be much help on the skills front, so I'm really glad we have you, Dale. (+6 Climb is about the best he can do!)

I think the thing that I'm most curious about is how to manage our tasks; it looks like we're going to want to make strategic decisions and make sure that we all do long/slow tasks at the same time so that we can move at the same pace.

I'm thinking we probably want to start with food early? And some of that crafting (Dale's alchemy kit, etc.)?

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad can make due without fishing for spell components by strategically picking spells to learn. He'll for sure take a spell to make a stick we find for Faliana not count as an improvised weapon. He will learn create water, so we don't need to worry about water to drink. His healing will be limited by the fact that he doesn't have a wand. Do we want a condition removal spell or two, just in case? (I'd also have to check for material components on those). Tad is also going to lose a spell slot or two, probably, from losing his stat boosting headband.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

no climb skill but without armor I'm at +3

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Faliana can survive without a stick, she can unarmed strike and pick up feats as needed to help, and actually giving Monty a quarterstaff or some kind of trip weapon so he can trip would be more advisable. (Cause Vicious stomp is a synergy I've wanted to use, but the reach weapon's made it difficult to pull off).

Also Faliana still has a smmaaallll selection of spells (Psychic casters are hard to stop from casting, Hallelujah!) Though she's really only got mental shenaniganry spells: paranoia and implant urge. They're really only going to help in a possible fight. Though she does have prestidigitation for making sure everyone stays nice and clean!

Skill wise, her +7 acrobatics might help with fancy footwork, otherwise she's got next to nothing without someone to talk at or a magic item to try using.

Hmm Tad I think we're okay for the first day without condition removal, and we'll probably get a better idea of the necessity on the next day... Hopefully.


Mr. Monty wrote:
Both me and tad will basically auto succeed on climb checks

You really need to stop assuming this sort of thing Monty! A climb speed means you can automatically take a 10, not automatically climb. Which means you can get to a 20. If the DC is higher than that, you automatically fail with this method. Tad's threshold is lower than that.

Also folks, remember that if you fail badly enough, you can slow yourself, or the entire group down. So aiding someone else is an option.

As for making stuff, as noted you can attempt 2 craft checks during a phase (would just be an int check if you're not trained)... you also get a +2 bonus due to earlier research.

Said bonus also applies to foraging for supplies.

There are encounters that trigger at certain points, in certain terrain... so its not just a straight bunch of dice rolls.

And ponder the tactics stuff too, when and if you use them.

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Sorry, old habits die hard, I'm pretty sure in ye olden days if you could climb speed you could just climb, none of this take ten stuff. *Waggles cane* These whipper snappers with their perfectly reasonable assumptions that a monkey isn't a gecko that can climb up glass.


Heh. if only they hadn't taken your cane!

As for everyone else, feel free to discuss strategy all you want.

You can try to make some tools/weapons, and gather food/supplies up front...
or try to make some early ground...

And ponder the movement tactics.

Silver Crusade

ecclesitheurge of Sarenrae 15

I also really need to pick Tad's spells before we get further. I just had a really messy bit of VO work fall into my lap. :(


Though your holy symbol is good to go, Tad... if you need any spell components for some spells, you might need to collect those (via the appropriate Advantage) before you can cast some things.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ya, looks like Monty may be the best climber? Tad only has a +7 with the climb speed. Kinda leaning towards avoiding the harder climbs. We may run into some climbs in the foothills but I think avoiding the mountains could be a good idea.

I think we can avoid looking for food for a little bit, we've got water covered. I'd like to get access to bombs sooner than later so I can contribute in a fight. Especially if we run across anything that needs splash damage.

I'd say we should pass on armor since we do have some healing available.

**Reading through the handouts... wow there's a lot there to digest...

I would think we'd want to either hustle or forced march frequently though...

Silver Crusade

ecclesitheurge of Sarenrae 15

OK, I've updated Tad's profile (mostly) and chosen spells. His entire spell list requires no material components, except for Life Pact which requires a drop of blood from each of you if you want to participate.

I need to work out all the implications of losing his headband of wisdom, though. I think that changes a bunch of skills, his will save, and his bonus spells.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

I think Dale should gives us every bit of info about the terrain he knows (Know nature) every morning.

We should find our path quickly, and stick to it as much as possible.

Start foraging for food on day 2.

Keep the forced march for the end of the trail

(that's just my opinion)

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ok rereading through the handouts...

For each 4hr block of 'pursuit'. Each player can make up to 1 advantage check right? Or is that number higher? The advantages are basically: Move the group faster through the hex or gather/craft stuff. Gathering/crafting stuff cuts your movement down to half.. which slows the entire group down to half speed.

If I'm getting this correct then we should be focusing on moving fast as a group for one (or more) 4hr period, and then focusing on crafting/gathering for a separate period since we'll be moving slowly anyhow.

The forced march or hustle seems like a no brainer. End the day with that, one of the other, as the NL should heal up over night right? Or do we need to spend actions for taking care of allies?

Also, we should come up with a list of crafted items we NEED to spend time on, as well as possibly food to be gathered. Dale can make any craft check with a great chance of success so he should focus on those while others focus more on gathering needed food/supplies.


Correct, just 1 check per phase (except for Craft/Modify Tools, where you can do 2)

Just be aware that if you decide to wait til later to make stuff... it won't help you if you end up needing it sooner =)

Also, the limit on advantages is relevant, when it comes time to craft things... For instance, if you're in an area that has a max of 3 ... you couldn't all sit there and try to make stuff (well, barring failures that don't count against the limit).

So for instance, in the Plains squares, the likely would not have the resources to make much of anything... but in the jungle, there'd be lots of opportunity.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ok.

Yes I would definitely like to craft some useful items sooner than later. Once we've got them we've got them. We can always make up the time later.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Of course they throw an encounter at us after the first block of time! Flying guys at that! Operation go go throw rocks and whack with sticks it is!


Yup, encounter as you reach the 2nd hex.

For those who don't try to make a few tools to start out. =)

Silver Crusade

ecclesitheurge of Sarenrae 15

Do you guys want me to blast it, or help you attack better?

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

I'd have thought they'd at least give us a hex to get our feet under us! Oh well, so long as they don't KO the group it'll properly motivate us for a little crafting fun.

You'll prolly be better blasting. Unless you mean Bless, then throw that sucker up and then get back to blasting.

Silver Crusade

ecclesitheurge of Sarenrae 15

I have bless and prayer as team-wide buffs. I also have a buff for one character to unarmed attacks.

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Bless would be amazing! Doesn't prayer require you to concentrate, though? Also don't worry about Faliana and her unarmed attacks, Brady or Monty would be a better choice.

However, you're the only person with ranged options right now, so please keep blasting. Bless might be better in a possibly later fight where we can all do something.

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