GM FurtiveZoog's PFS First Steps, Part I: In Service to Lore (Gamma) (Inactive)

Game Master FurtiveZoog

A play-by-post, PFS run of Pathfinder Society Scenario Intro 1: First Steps—Part I: In Service to Lore.
(Map: Where on Golarion - Absalom) (Map: Absalom (pdf)) (Handout: Assignment 17) (The Map)


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The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Oh, by the way...

GM FurtiveZoog wrote:
silver blanched ammunition (cold iron is cheap and can be used as the base for alch. silver and adamantium blanching)

I thought that was a great idea, but:

PRD wrote:
The alchemical silvering process... doesn't work on rare metals such as adamantine, cold iron, and mithral.

paizo.com/pathfinderRPG/prd/equipment.html#_silver-alchemical

Not trying to be argumentative, just sharing what I discovered.


Hi Tuich,

No problem with trying to find mistakes - I don't like to make them, or continue making them.

It seems, though, that they decided to treat weapon blanches differently:
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/alchemicalTools.h tml#_weapon-blanch

PRD wrote:
Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

So, by the quote, silver blanch can be put on adamantine, and it is implied that any combination would work.

One difference is that the alchemical silvering process permanently changes steel into an alchemical silver weapon, while a blanched weapon only gets the extra for one blow. Of course, with ammunition, all you care about is the one blow.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

(I apologize to anyone who was reading this as I was writing it... I must have edited it a dozen times as I discovered new information.)

Actually, I think we're in agreement; the only glitch was that you mentioned both the blanch and alchemical silver in your initial comment.

Alchemical Silvering isn't a blanch, it's a forging process (as you indirectly mentioned).

So yes, I agree with you that a silver blanch (or silversheen) would work over cold iron and would do double duty.

And it sounds like you agree with me that alchemical silver isn't an option -- you can have cold iron ammo or alchemical silver ammo, but not both in one.

So, I think we're good.

I wish I could say the same for my characters. It's been a rough week for them. Tuich just moved directly into the line of fire of what's likely to be a nasty fight; my cleric who stepped into a hallway to toss a lighted pebble for surveillance just got pounced on from above by something that is simultaneously strangling and biting her... after casting darkness so her comrades can't see to assist; and my gnome alchemist is about to engage in melee with a horde of goblins while aboard a runaway train transporting innocent travelers, so he can't use any of his normal firebombing tactics.

Sigh.

OH... Kawrock... if Tuich gets you out of this you are SO going to owe her a big box of chocolates. No imp centers.

EDIT: In looking at the siversheen description again, I realized it's not the traditional blanch; it says equivalent to alchemical silver for one hour, with no comment about it dissipating after a successful hit. Turns out there's three options for silvering a weapon -- alchemical silvering, silversheen, and silver blanch -- while I'd always thought there were only two. So this was a definite "win" conversation for me. :o)

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
Zander Scott wrote:
Not sure if you saw my edit since we cross posted. Combat targeting is measured from corners, and therefore Tuich's previous location of E5 is actually the best spot for her. Basically, you can hide behind the wall and fling your scarf out, only having an issue with LoS if they tuck down behind the southern house.

I saw it and was editing in a response when your newer comment (above) posted. Here's what I was writing:

EDIT: To answer your question, my impression was that there wouldn't be a clear line of sight from E5, and I wasn't keen on taking a penalty (wasn't expecting the 20!) I've "targeted from a corner" before to get precise positioning for e.g. energy channeling, but I believe the local GMs would have ruled -4 to hit from E5, if they allowed it at all. Saying not that they're correct, but that the local games are the bulk of my Pathfinder exposure so, right or wrong, that experience directs my actions. And that's one of the reasons I'm here playing: to learn!

If this is a matter of "the PC would have known better than the player" and GMFZ wants to grant a retcon, I'm fine with Tuich staying at E5 and taking sniper shots. That'd be my preference, actually; I spent a good while trying to figure out how she could pop out, fire, and dive back under cover... but came up empty.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images
Lady Adelaide wrote:
You can share squares with creatures that are helpless, for the record.

Forgot about that. My group has a house rule where a square with bodies is treated as difficult terrain. Didn't want to provoke an AOO from my own house rule. My bad. Either way, the Ray is probably the smart play. I'll let the baddies move out of the fog -- which might be burned away anyway.

Silver Crusade

Female Half-Elf Paladin 2
Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft
Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

But you jumped onto a rooftop, Vyk. Not sure if you realized that.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Is that not a roof overhang spilling onto the map?

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Never mind. Looked at the map again. Is that really a 10 foot wide home? That doesn't even qualify as a kiosk. I'll have to revise action.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
Vyk Tyr wrote:
Is that really a 10 foot wide home? That doesn't even qualify as a kiosk.

Looks like there's empty space to the south of it, so maybe it's something like a three-sided merchant's cubby. Open on the bottom side where all the fruit and veggies and such are stacked up, with the roof just keeping the rain and sun off the proprietor.

Lady Adelaide wrote:
Also... I guess this is where initiative is still important?

That's a good point, I've not been in a PbP game where two moves conflicted before. I just looked at GMFZ's actual initiative rolls for the first time, and Zander's is massively higher than Tuich's. So in a tabletop game he would have gone first and Tuich would have been the one with the blocked action. It's only because I happened to get to the keyboard first that it turned out as it seemingly did.

I guess we'll have to get a GM weigh-in, but it looks to me like Zander should have the square with me modifying Tuich's action.

Lady Adelaide wrote:
Move 15 ft to D6, then 5-ft-step to D7.

I'm curious why you phrased it that way. You should be able to "breeze past" Tuich just as you narrated. This way makes it read like an illegal combination (can't five-foot-step in a round if there's any other movement).

Silver Crusade

Female Half-Elf Paladin 2
Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft
Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

I guess I never noticed you could only 5 ft step if you didn't already move. My bad!

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

Since this is the last fight and we should be wrapping up in the next few days. I started the thread for The Confirmation.


Sorry I haven't looked through all of the posts yet - trying to squeeze some in since I know you are all pretty eager and I am doing it in pieces before Little FZ wakes up - but a few quick PS's while I go through the other thread:

Tuich - I think we are in agreement about the weapon blanches, etc., but I'm not entirely sure, lol. Hey, did you know that mithral counts as silver for purposes of DR as well?

allyway - I was imagining that since it is described as an allyway, there are walls on both sides of you with the merchants' stalls opening on the side away from you. There would probably be locked doors leading to the allyway since there is junk and garbage barrels in the allyway.

intiatives - As those who peeked at the initiatives know, I moved things around a bit to simplify it into roughly 2 blocks. The halfling won, which seemed important enough to keep, and then I moved people up and down in what seemed to my mind the most parsimonious way to create the fewest blocks. (This worked out heavily to the party's favor.)

Kawrock - props to you for taking point while knowing what could possibly happen with the halfling - I was hoping your AC would cause me to miss. On the plus side, if I had attacked like many seem to (with a charge, having the obscuring mist come in on the caster's count instead of before the SR, you would have been flat-footed and the critical would have confirmed. (If it makes you feel better, 'Zander' almost took me out first shot with a 23 out of 24 point x3 critical, taking me from perfect to -5 IIRC, and that was the second confirmed crit against me in the scenario.)

Grand Lodge

Male Human Divine Hunter Paladin 1/Oracle of Life 1 (Lame curse) HP: 20/20 AC: 19 Touch: 13 Flatfooted: 16 Fort: +4 Ref: +4 Will: +5 Initiative: +3 Perception: +1 4/4 Channel Positive uses

I'd offer insight and a veteran's guide to playing better, but most people don't like to be told how to play and what to do. Instead, I'll just plead with the group to let the guy swinging d10+6 get near the NPCs.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
GM FurtiveZoog wrote:
You can't move diagonally 'through' an obstacle, so no 5' step - just for the record since it doesn't matter here. Also, your revelation makes it a melee attack even though it is ranged, so I'll use some awkward mishmash of the the ranged and melee cover rules to say "no cover".

Yeah, it's a strange mechanic. It's technically not a ranged attack since one end of the scarf never leaves her hand -- it's almost like using a whip. But the "variable length to 30'" and non-threatening aspects are more like a ranged weapon. So there has to be some flexibility, and I'm fine with however you want to handle it.

Thanks for the reminder on the corner. That'd actually come up in a local game before but I'd forgotten.

And yeah, I knew about mithral counting as silver. And +3-plus weapons obviating the need for either. Both out of my price range right now, though!

Speaking of that, I wanted to snag Zarta's masterwork silver "dagger" but wasn't willing to give up almost everything else to get it. So I'm gonna let that go, and here's my preliminary shopping list (with the masterwork theives' tools coming off the scenario Chronicle Sheet). This, plus what she came in with, should leave her with 5G1S.

100 Masterwork Thieve's Tools
50 Masterwork Backpack
0.2 Cold Iron Sling Bullets (10)
5.1 Silver-Blanched Sling Bullets (10)
20.1 Ghost Salt-Blanched Sling Bullets (10)
60 Alchemist's Fire (3)
30 Acid Flask (3)
45 Alkalai Flask (3)
10 Silk Rope, pre-knotted (50')
25 Alchemically Silvered Battle Aspergillum
74 Holy Water (3)
1 Belt Pouch
3 Trail Rations (6)


I say just pretend you have it until you can afford it - retconning. Actually, I have a character carrying around an intelligent short sword (really, just a regular short sword costing 10 gp) from one of her adventures, but I don't ever plan on paying $10,000 gp or whatever for the real one.


Hi all,

I hate to say so since we are almost done, but I may be less responsive over the next few days because my wife is getting antsy about some upcoming holiday or another. I don't know - gotta check my calendar...

Anyways, she pointed out that she is the one - not my online gaming friends - who is going to be taking care of me when I'm older. (Given my age, it is not as idle a threat as one my imagine.)

So, we'll see how it goes. :)

~~ Matt

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
GM FurtiveZoog wrote:
... some upcoming holiday or another. I don't know - gotta check my calendar...

Oh, dude! How could you possibly forget? Tomorrow is Festivus!

I hope you've at least put up your pole...

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

I'm conscious, it's a Festivus miracle!

I'm not expecting the next game to really kick off till after the holidays. We might get a little bit in between Christmas and New years though.


How could I forget about Festivus! I haven't even formalized my list of grievances, but at least I'll probably be able to beat the toddler in the wrestling match.

Silver Crusade

Female Half-Elf Paladin 2
Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft
Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

Zander, are you actually upset or is it just your character?

Grand Lodge

Male Human Divine Hunter Paladin 1/Oracle of Life 1 (Lame curse) HP: 20/20 AC: 19 Touch: 13 Flatfooted: 16 Fort: +4 Ref: +4 Will: +5 Initiative: +3 Perception: +1 4/4 Channel Positive uses

??? Not sure what you mean...

There is an element of frustration that a combat effective character cannot get into combat, but mad, lol, no. I don't get mad over a game. Some of my posts have been short because I'm posting via phone while dealing with shopping, sick family, and visiting in law extended family that after knowing me for 13 years still get "Ryan" wrong on cards.

Silver Crusade

Female Half-Elf Paladin 2
Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft
Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

Well I hope that you can manage to get through that stuff quickly; it definitely sounds taxing :(


That's good and bad to hear, Mez. I was hoping that you weren't too frustrated - I know that we seemed pretty testy in The Scenario That Shall Not Be Named, but it was with the situation and the scenario as written and not with the GM or each other.

Spoiler:

The Beggar's Pearl.

I can really sympathize with the extra stress of illness in the family. Recently I had this small little back ache that was entirely trivial except it kept waking me up for long periods in the middle of the night... Ugh.

Take care!

Grand Lodge

Male Human Divine Hunter Paladin 1/Oracle of Life 1 (Lame curse) HP: 20/20 AC: 19 Touch: 13 Flatfooted: 16 Fort: +4 Ref: +4 Will: +5 Initiative: +3 Perception: +1 4/4 Channel Positive uses

No worries, there is always an element of getting to know your GM and how they run certain things. There is also a "getting to know the other characters" part of the game. I usually take some time to look over everyones characters and get an idea for how they'll likely act in combat. I spend more time thinking about what everyone else will do than I do for my own actions. It's probably why I'm a killer GM, I am able to predict the parties actions and counter things easily.

For example, in the scenario that shall not be named, BBEG was able to look at your group and immediately take actions to tilt the battle in her favor: Gnome cleric-castor, weak in combat, drop first to prevent buffing of the; Human Barbarian and Fighter- strong looking, take to the air to limit their effectiveness; Tiefling and elven spellcaster- stay at range to prevent much offensive power to be used; and Halfling Rogue- stay at ranged and avoid flanking moves.

While you were planning and strategerizing, so was she, and we saw how well that worked out for her.

Now, I don't do that for animals or non-intelligent NPCs, but smart NPCs and BBEG, there are no kiddy gloves.

TLDR: I'm fine, I prefer to hand wave certain things when I GM, but GMFZ does things his way, and I need to adjust. Zander shouting about getting out of his way is him being annoyed that everyone is dropping like flies when he has the highest AC/HP/Damage and can't get into the fight.

Silver Crusade

Female Half-Elf Paladin 2
Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft
Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

And it's fine to be frustrated with how things are going; you have a point about not being able to do what you're best at. I just wanted to see if there was anything OOC we could do to alleviate your frustrations.

I have a feeling this map was designed specifically to be frustrating. :p


Your play of her made sense, even to the point of knowing I was a cleric from my pre-hostilities spellcasting, and you could have played her even worse by pressing attacks and with some judicious use of negative energy channels. That was a bad one for us.

Yeah, I said as much that this was made to be a bit frustrating, IMO - at least if you don't have bomb-throwing alchemists to destroy the enemies, seen or unseen, in close quarters. It actually should have been worse, since it had "PCs Begin Here" in the small rectangle of D3-5 and E3-5, which, IMO, puts the PCs in a much tougher starting position, all jammed together, poor LoS, etc. More to the point, it makes no sense why the players would be in that arrangement. (If it would have worked better for you: sorry about that!)

I try to follow the combat tactics as given for the opponents since, as I read on the boards somewhere, the idea is that it is part of their CR that they are not using the smartest, most-lethal tactics. I also end up feeling obliged to explain some of the bad ones, like having the brown-cloaked man flee and the other character attempt to kill him for it, instead of having him retreat and be healed by same woman. But, that is specifically written into the scenario as a possibility so that's what I did, and it does give flavor to the bad guys as bad guys.

In taking two groups through To Delve the Dungeon Deep, I actually asked each one whether they would want me to follow the potentially unsatisfying script (where the BBEG retreats down the tube with what the players are looking for and escapes in the second round of combat - while the party is attacking the minions and possibly before the party even knows he exists) or whether they would prefer to have a potentially much more challenging, more satisfying encounter. Not surprisingly, they chose the latter - and then I pulled the punches a bit on one group by having him flee after all even though he had just color sprayed most of the party. (Why do they put color spray in so many of these Tier 1 and Tier 1-2 scenarios since they know it potentially so devastating and, worse, takes players out of the fun for essentially the whole combat??)

So, that said, should I teach Zander a lesson in this combat? ;-) (Well, try to anyway...)


Hey, a few quick rules questions:

Can you do total defense as a SA while prone? I don't see anything against it. He could then have got the +4 dodge AC bonus, which wouldn't save him from the Halfling's natural 20 but would get him by, at least, the red-haired woman's 17.

I also don't apply the to-hit bonus/AC penalty for someone who is prone during any AoOs generated by standing up. I'm not sure if that is correct or not, either, but it makes the prone position slightly less deadly.

( I really wasn't trying to teach anyone a lesson, btw. That isn't my style and I was totally joking. Bad timing. :-\ )

Grand Lodge

Male Human Divine Hunter Paladin 1/Oracle of Life 1 (Lame curse) HP: 20/20 AC: 19 Touch: 13 Flatfooted: 16 Fort: +4 Ref: +4 Will: +5 Initiative: +3 Perception: +1 4/4 Channel Positive uses

Yes, you most certainly can go total defense while prone. It effectively negates the +4 melee get for attacking prone targets.

Him trying to get up was the worst choice possible. He should either totally defense, or delay to see if someone could remove a threat to him.

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3
GM FurtiveZoog wrote:
I also don't apply the to-hit bonus/AC penalty for someone who is prone during any AoOs generated by standing up. I'm not sure if that is correct or not, either, but it makes the prone position slightly less deadly.

I do the same thing, though I am not sure on the official rule on it either. It's kind of a weird place where you are neither prone or standing. I know you can't trip someone again in the standing up AoO.


Thanks for the feedback. Standing up, though, seemed to give him a chance, while staying prone is so vulnerable. Now that I know about total defense while prone - for some reason, I was thinking of it as a full-round action, I think - it was a poor decision, even with partial concealment.

Well, someone else probably would have been killed by Ledford's 20 (and her attack), if not Eurydes, although I will re-write history and have the red-haired lady not hit, putting him a little less far down. Unfortunately, the player who crafted Eurydes skimped on Con (11, trying to make up for it with Toughness), making him have less of a negative hp 'window' and making the stabilization saves much harder, too.

Grand Lodge

Male Human Divine Hunter Paladin 1/Oracle of Life 1 (Lame curse) HP: 20/20 AC: 19 Touch: 13 Flatfooted: 16 Fort: +4 Ref: +4 Will: +5 Initiative: +3 Perception: +1 4/4 Channel Positive uses

Ahh, but it was the AoO that killed him. The npcs missed their attacks. If he hadn't stood up, that 20 would never have been rolled, and by association, he'd be alive and the pcs would be coming to save him instead of avenge him.


Hmm. It seems so. Oh well. :-\

I actually cancelled out the one red-haired attack, which kept him alive for a bit, but you wouldn't have known without Deathwatch.

Since I've GMPCd him though most of the scenario, I don't think I will be reporting him at all, so its possible he is still alive in some sort of limbo. What is the procedure if a player leaves the table? I probably should have had the character leave, too, but I kept expecting the player to return.

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

I was going to mention this. Since he left the table before completing 3 encounters he has not "completed the scenario". So you would be correct in not including him on the reporting.


Thanks, Kawrock - I figured you would have the answer.

Next time, I'll probably have a character who's player is missing for more than about three days first take a backseat for a few days and then disappear. Or, would it be better to GMPC them, or perhaps let a player play him instead of the GM, removing the taint of GM knowledge (or lack thereof)?

Since I have always had a full table, there wouldn't be a problem with a legal table, but there might be a problem for the characters if it is the front-line character or the parties healer, etc.

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

Well this is a problem for F2F play as well. Especially if the games run past 9 PM on a week night. However it is unique here because a lot of the time people don't bother telling anyone that they are leaving, or why they need to. I did find a thread in the Online Lodge here and the online venture officers are currently working out specifics on what to do. I wouldn't worry to much about losing a key player, sometimes that happens and the group must move on. As for what I would have done. I probably would have removed Eurydes after the warehouse encounter.

Silver Crusade

Female Half-Elf Paladin 2
Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft
Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

Happy Crystalhue, y'all!

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
Vyk Tyr wrote:
Pretty sure 1d1000 isn't a thing. :-)

Ahem... actually, turns out it is. #6 on the "10 Most Shameful RPG Dice" list

Quote:
... the justification for doing this is for very large probability tables. Except, then you start getting into variations that minute, you're not really role-playing anymore, you're just ramping up to do statistical mathematics. Might as well start lashing a bunch of PlayStation 3s together in a supercomputer cluster at that point to start doing complex mathematical calculations of wind speed affecting the trajectory of dragon breath.

Grand Lodge

Male Human Divine Hunter Paladin 1/Oracle of Life 1 (Lame curse) HP: 20/20 AC: 19 Touch: 13 Flatfooted: 16 Fort: +4 Ref: +4 Will: +5 Initiative: +3 Perception: +1 4/4 Channel Positive uses

Lol, when I GM, I often roll for various mundane decisions, and with the online diceroller here, I use very strange dice. I frequently use a d42, but have done d7, d13, d25, d666, and probably more. Random number generation is random, and I rebel against the status quo and rigid restrictions to the 6 "main" die types.


d42! I am going to have to use that!

I was very disappointed to turn 43 and no longer be 42. :-\

I try to be consistent on 1d100 for concealment, for example, even though 1d10 (and sometimes 1d2 and others) would work just as well so that it doesn't look like I am 'die shopping' for a result I want.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5
Vyk Tyr wrote:
Have I mentioned that I love alliteration?

I'm surprised you didn't say you absolutely adore alliteration, actually. ;o)

(If we're going to do "Stupid Word Tricks," one of my best originals was a two hour afternoon restaurant reservation: "One to three for five.")


Vyk Tyr (as Hagan) rocked some mean alliteration in my other campaign with him: "Hagan, half-blind from the Goblin Hag’s heinous hexing, hastens his hefty hatchet to hew the horrid goblin henchman in half".

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images
GMFZ wrote:
Vyk Tyr - ferocious fiery feathered fist of fury.

Ah, man, I'm not gonna live that one down. That was an open basket, and I blew the jump shot. I'll do better next time, Coach.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Threw in some gratuitous esses for ya there, Vyk! :o)


OK, it is all done except the denoument, so I will be trying to finish up your Chronicles and getting them to you ASAP - today or tomorrow?

So that you can get started on any purchases, each character will receive 417 gp, 1 xp, 2 Fame Points, and 2 Prestige Points. You can also choose to (but by no means need to) spend your money on items found in the adventure.

The special items are:
Elixir of hiding (250 gp)
Potion of invisibility (300 gp)
Scroll of remove disease (375 gp)
Wand of disguise self (5 charges, 75 gp)
Wand of knock (11 charges; 990 gp)

Day Jobs - I don't think anyone rolled yet, so if you want to make a day job roll to add to your loot, you can do so here and I will add it to your total.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Tuich doesn't qualify for a day job yet, but I was looking over the rules for that and would appreciate a clarification. The Day Job Check Rewards table in the Field Guide shows income based on the "DC Result" from 5 to 40.

To me, DC has always been "Difficulty Class"; i.e., what you roll against to determine success. But nowhere did I see a definition what what the DCs would be for various professions or tasks. So I'm wondering if those are simply static roll "tiers" -- e.g., if your Profession (Whatever) roll with bonus is 12, you earn 5 GP?

Thanks!


Yes, there is a table in the Guide to Pathfinder Society Organized Play that has DCs and what the gp reward is for each level. So, yeah, you roll (or you can take 10, but not 20) and get some result, say 22, you get the result for DC 20 but not the higher result at DC 25.

Masterwork tools would give a +2 bonus. If you have a craft skill and the Crafter's Fortune spell, then you can get a +5 bonus.

You get one say job check after each scenario (unless you are the GM) or module.

Hopefully it won't embarrass him too much, but here is Vyk Tyr's fantastic role-played day job check (as Hagan) in our other group. (I don't think I had ever seen one role-played, actually, beyond a line or two of comments.)

Silver Crusade

Female Half-Elf Paladin 2
Stats:
HP 17/17 | AC 18, T 11, FF 17 | CMB +4, CMD 15 | F +7, R +4, W +6 | Init +3, SPD 20 | Perc +2, SM +4, LL vis. | Mwk Falcata +6/1d8+3/19-20/x3; Quarterstaff +5/1d6+3/20/x2; Light Crossbow +3 (1d8/19-20/x2), 80 ft
Abilities:
Detect Evil | Smite Evil (1/day) | Lay on Hands (4/day; 1d6)

I'm not sure about Profession checks, but I know that the amount of money earned for Perform checks has a certain DC depending on how good you were at your performance.

Link. I thought it depended on how big the settlement was too, but I must have imagined that.


In non-PFS play, there are rules listed in the skills section for Craft, Profession, or Performance skills that have guidelines for how much you can make per day, and settlement size is mentioned under Performance, but those rules aren't used in PFS play: just one table for all three.

One thing that does depend on settlement size is buying things with prestige points, like a raise dead and such. (It seems a huge deterrent, however, for playing any scenario outside of a large city, though. :-\)

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

So the question I have, is Zander going to stay as is or use his level 1 respec option?

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Thanks GMFZ, that helps a lot.

GM FurtiveZoog wrote:
(or you can take 10, but not 20)

Huh, that's odd. The Guide does indeed say "You may take 10 on a Day Job check, but you may not take 20 nor can you aid another." But the Field Guide says "You cannot take 10 or 20 on a Day Job check."

The Field Guide quote is from the section on Vanities which open up day job options a bit, so maybe it only pertains to those extensions. But that sure isn't implied very strongly; it's written as an absolute, standalone statement.

Lady Adelaide, I thought that at first too, but the Field Guide says "Note that if you use Day Job checks in your game, this system should replace the normal rules for using these skills to earn money."

Hagan's sermon was inspiring. To offset the frenzy of adventuring, I was going to have Tuich take up something innocuous and peaceful like calligraphy. But maybe she'll have to spread the good word of Ashava instead...

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