GM Aosrax PFS #00-13 The Prince of Augustana

Game Master Aosrax


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Dark Archive

HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)

Here it is.

Thanks, Thrawn!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I discusses with Thrawn, and I just finished taking a group through this scenario, so I am ready to help you finish up. You are close to the end, so I think we should be able to wrap up by gameday.

I am reviewing your plan, and then will get you going.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement
GM Thrawn wrote:
Hi, I'm looking over the campaign to catch up on things.

I don't know if you are still checking this thread or not, but thank-you for being willing to take over! It's highly appriciated.

And Thank-you GM Fuzzfoot!

Liberty's Edge

GM Fuzzfoot just recently finished this exact game. Glad everyone will get to finish. Good luck, and have fun everyone.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp
Angela wrote:
Also, RePete, I hope whatever the oil was boosts your damage because a critical that does only two damage is just too sad to contemplate

Lol. Yeah...I'm looking forward to later on when I can inject 'Hold Person' and the like. More elixirs would be nice too... Charm Person injection has fewer combat uses... :-P

Dark Archive

HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)

The intent was to give Yelek flanking on Yellow and withdraw once Yellow was dispatched.

However, it looks like the DC for tumbling through Yellek's square is 22 (minimum), so I'm not sure if Yellow is there.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement
Baltzar Sarkozi wrote:

The intent was to give Yelek flanking on Yellow and withdraw once Yellow was dispatched.

However, it looks like the DC for tumbling through Yellek's square is 22 (minimum), so I'm not sure if Yellow is there.

Okay, I thought it might have been. Thanks for providing the flanking then! And it'll be interesting to see what happens with Mr. Yelllow.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yah, yellow shouldn't have gotten there. That's on me.

This combat may not be as thrilling as the authors originally intended, since it was written for 3.5 rules, and spiked chains are much less dangerous now. Also, as a season 0, it was written for 4 characters, not six.

When I ran this for my group, we used 3.5 rules for the chains, but I could see no evidence of that from your original GM, and didn't want to spring it on you here. Plus, I figured you had a good plan anyway, so I wasn't actually expected them to get used much - until Yelek changed things up. :)

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

Sorry for my being MIA this weekend. Dad was in a car accident and I was a bit preoccupied. Hes ok. Keeping my readied is good for me

-Posted with Wayfinder


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Glad to hear he is ok!

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12
GM Fuzzfoot wrote:

Yah, yellow shouldn't have gotten there. That's on me.

This combat may not be as thrilling as the authors originally intended, since it was written for 3.5 rules, and spiked chains are much less dangerous now. Also, as a season 0, it was written for 4 characters, not six.

When I ran this for my group, we used 3.5 rules for the chains, but I could see no evidence of that from your original GM, and didn't want to spring it on you here. Plus, I figured you had a good plan anyway, so I wasn't actually expected them to get used much - until Yelek changed things up. :)

As mentioned in gameplay I chose this solution once I realized where the enemy was and how easy it would be to block their advance. Why wait inside the chapel, where they can have a larger maneuvering space when you can completely block their advance and kill them one after the other?

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

I'm fine with it. Just going to change my readied action starting next round. Our archers could help pick them off by lining up down the tunnel.

-Posted with Wayfinder

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement
Yelek Hssar wrote:
GM Fuzzfoot wrote:

Yah, yellow shouldn't have gotten there. That's on me.

This combat may not be as thrilling as the authors originally intended, since it was written for 3.5 rules, and spiked chains are much less dangerous now. Also, as a season 0, it was written for 4 characters, not six.

When I ran this for my group, we used 3.5 rules for the chains, but I could see no evidence of that from your original GM, and didn't want to spring it on you here. Plus, I figured you had a good plan anyway, so I wasn't actually expected them to get used much - until Yelek changed things up. :)

As mentioned in gameplay I chose this solution once I realized where the enemy was and how easy it would be to block their advance. Why wait inside the chapel, where they can have a larger maneuvering space when you can completely block their advance and kill them one after the other?

My plan was to stopper them up to a single space or two in the entry way, where they would have very little room to maneuver, more people could help and we would probably have higher ground and an attack advantage from that. (Actually now, they can readily move past you by going into the sewer... Not that it matters now that there's only two.)

However, seeing as everyone else seems okay with this, I'll leave it at this and try being a more helpful. :D And Nagaji, you are very deadly, I think you're going on a death for each swing.

Actually in retrospect I don't think I ever communicated that plan.... Sorry!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

That was the plan I was expecting...

But I also have a Nagaji bloodrager, and he would never understand such a complicated plan. :)

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Yelek is meant to be a bloodthirsty mean machine of death and pain... Basically he's your typical murderhobo on steroids...


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I don't normally do this, but I am going to give you one more chance to gain the second prestige point. (Although technically, you haven't gained the first yet either...)

The condition specifically states that "The PCs either slay Randalan and at least half of the Steel Wyvern Thugs in Act 4 or allow them to go free only after ensuring they never again threaten the Almsman and his sanctuary (such as with a successful DC 17 Intimidate check [DC 20 in Subtier 4–5] to scare them away for good)."

Since you did impressively slay the thugs, Yelek can have a parting shot at an Intimidation skill check to see if you scare him off for good.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

I vote we use his Nat 20 roll from the AoO attempt. ;-) lol

-Posted with Wayfinder


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You know what? I think I can live with that. If this had been face to face, I would have been able to explain it before he made the roll, and it wouldn't be the first time I have re-purposed a roll for having to change an attack or target.

Very well - Yelek intimidated the heck out of that guy.... :)

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"Get out of our sssewersss!" Yelek hisses loudly after the fleeing thug...

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

Woot! Thanks GM :-)

Liberty's Edge

M Human bolt ace 2 | HP 20/20 | AC 19; Tch 15; FF 14 | F +3; R +6; W +3 | CMB +1; CMD 17 | Init +6 | Perc +7

I think I will stay away from Yelek and back alleys.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

For those of you who may need your character for gameday 6, this is the last encounter, so you should be fine on timing.

Dark Archive

HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)

Double checking: You're counting Yelek's blade as good-aligned, right?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I was not, but thanks for pointing that out. It doesn't change anything that has I already posted, though.

EDIT: Ah, I do see I forgot to note the damage to Red that Yelek had done (which was 14 pts), which could have been misleading. He is dead now, though.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

@Dr Nibble - thank you for URL for the spell! It saves mes a step.

However, as I read it (and seems to be the general consensus on the forums), you can't actually spit the same round you cast, and it won't last long enough for you to spit next round. It surprises me, but apparently it is a useless spell at first level. Unless you have something I am missing?

I went ahead and allowed it anyway, but wanted you to know what I found.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp
GM Fuzzfoot wrote:

@Dr Nibble - thank you for URL for the spell! It saves mes a step.

However, as I read it (and seems to be the general consensus on the forums), you can't actually spit the same round you cast, and it won't last long enough for you to spit next round. It surprises me, but apparently it is a useless spell at first level. Unless you have something I am missing?

I went ahead and allowed it anyway, but wanted you to know what I found.

Ouch, thanks for the heads up. I'll swap it out and pick it up at a later level after this scenario. I suppose that makes sense though, since it's essentially a tanglefoot bag that scales up...

I should have put more skill points into reading comprehension... ;-)


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I have been there many times, my friend! I learn something new in every game, it seems.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

>> Chronicles are here. <<

Dark Archive

HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)

Thanks so much for picking this up for us, Fuzzfoot!

Liberty's Edge

M Human bolt ace 2 | HP 20/20 | AC 19; Tch 15; FF 14 | F +3; R +6; W +3 | CMB +1; CMD 17 | Init +6 | Perc +7

Yes, thanks Fuzzfoot!

Sovereign Court

Female LN Vishkanya Rogue (Deadly Courtesan) 5 | HP 33/33 | AC 18; T 13; FF 15; CMD 16(21 vs Grapple and Reposition) | Fort +4; Ref +9; Will +4 | Init: +3 | Perc: +9(+11 to locate traps), SM: +6 | Speed 30ft | Toxic 1/1; Bardic Performance 7/7 | Active conditions: None

Thanks for finishing the game. I do not need Syl'las for game day. But it is nice to have her freed up at the moment.

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Thanks everyone for the game and GM Fuzzfoot for the timely save! See you around next, guys!

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Thanks, everyone! It was enjoyable, minus the horrible doom the swarms brought upon us. And thank you soooo much GM Fuzzfoot for swooping in and saving us!

One quick question, though, I imagined Angela to be a take charge (for the sake of her beloved efficiency) kind of character, but that can turn bossy or controlling very easily, and I'm wanting to make sure I didn't go too far with it. Was that okay or should I tone it down a bit next time?
TL;DR Is Angela too bossy?

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

Thanks for taking over GM!

Angela, I had no issue with your character. :-)

-Posted with Wayfinder

Dark Archive

HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)

I saw what you were doing with Angela and was not bothered, but she was very bossy and I can see where it could cause someone who is not me to feel 'not good.'

I don't have a fix for that. It's a kind of character that's safer in a closed group of known players.

That's just my thoughts for whatever they're worth.

Liberty's Edge

M Human bolt ace 2 | HP 20/20 | AC 19; Tch 15; FF 14 | F +3; R +6; W +3 | CMB +1; CMD 17 | Init +6 | Perc +7

I was a little taken a back when Angela fully emerged, but quickly understood what was happening. Overall I found her enjoyable.

To prevent any misunderstanding in the future I just throw an advisory in the discussion thread before the start of any new scenario.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

Out of curiosity, since none of us are the creator of this thread...how do we get it marked inactive?

Dark Archive

HP 12/12 | AC 14 T 10 FF 14 DR 1/cold iron | F +3 R +0 W +3 | CMD 12 | Init +8 | Perc +7 SM +3 | Channel (1/5) | Active Effects: Vermin Repellent (4 hours)

You can't mark it inactive, but if you click the "Messageboards" hyperlink, you'll find the My Campaigns tab near the top. Go in there and Hide (click the "no" symbol) the individual components (gameplay, discussion, and recruitment) and it should disappear.

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