GM Infinity: Crypt of Everflame, Wizard Party [Completed!] (Inactive)

Game Master mishima

How many magic mouths does it take to win the game?


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Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

And we can help you get you one of those if you need one.


I've got one, haven't GMed a PFS game before though. Sounds cool, will look into that when I get home tonight. Are there chronicle sheets when its a module?


I only just finished my first PFS scenario last week, so am pretty green with all the details.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

You can find the chronicle sheet for the module on its product page. Then you just have to fill out out with the info from us, I.e. PFS #s, etc

-Posted with Wayfinder


Yeah, it would rock to do that actually, because it would give me a free 2nd level PFS character with 4 PP as well :D

I assume I need to hand write them, so I will have to fill them out and scan at work sometime. I guess go ahead and faction tag your characters (if that matters?) and put your PFS# somewhere on profile.


Or hmm, does it matter that we leveled mid-game?


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Note I think that you do not have to use the chronicle for character that you played here. That is one of the nice things about playing modules.

I'll have to create a new character for this chronicle.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness
Og Booklover wrote:

Note I think that you do not have to use the chronicle for character that you played here. That is one of the nice things about playing modules.

I'll have to create a new character for this chronicle.

Correct. You can assign the chronicle sheet for the module to any PFS PC that is level 1 or 2.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

BUT, I seem to recall that you can only assign it to a level 2 character once.


Yeah, not sure about PFS. We played 15 pt, not 20. We leveled up during the game. We had a free teamwork feat. Not sure GM fiat can cover all that. Asked in GM forum for PFS here for some feedback.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

Modules work differently, GM. If you have (or download) the Pathfinder Society Roleplaying Guild Guide and look at p. 11, you'll see that there are two ways to run modules for PFS: in "campaign mode" and in "module mode". We were running it in module mode, which means that you have a lot more leeway in how things are run (i.e. you don't have to follow PFS rules for character creation and "running the presented content". Feel free to ask any PFS questions here instead of the PFS boards, as I'm happy to answer them; I used to be a VC.


Thanks, that's exactly what I was looking for. Let me just get the process started and I'm sure I'll have other questions.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

It seems that rules have been clarified that now only the APs and certain modules can be run in campaign mode. This is a very recent thing. It seems that "Crypt of the Everflame" is not one of those modules. Oh well, it was worth a shot.


Darn, where is the list for that?


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

The chronicle sheet has to specifically list that you can run it in "campaign mode". The one for "Dragon's Demand" does that, I guess. Personally, I think this is getting a little to micro-managy, but then again, I'm not in charge.


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

So do other folks still want to play another game? Who is still on board?


Boy, the chronicle sheets for Dragon's Demand and Crypt look identical to me. I agree, I don't see what the big deal is...just gives people less options.

And I'm still game.

Dark Archive

male

Totally game, as long as I get a character revision... I'm keeping William, I just want him to be dhampir instead of elf... otherwise he's exactly the same!


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

I am down, but will need a couple days to finish my magus (mostly done, but need to iron out a few elements of fluff still).

Dark Archive

male

that a go for dhampir?

i wont likely need healed that much, just judging from this game... the only damage i took was from my own attack.

Dark Archive

male

actually, i had an idea, with one of my other characters... I have a kobold shaman, really interesting concept, would you allow a kobold shaman?

here is the full concept: a kobold is the reincarnated body of a powerful dragon, although she is unaware of it. She was picked to become the shaman of the tribe, unfortunately the tribe was wiped out, save for her. This drives the already unstable kobold insane. She collects the bones of her tribe and wears them, they are all she talks about when her "other one" isn't in charge.(the other one is the spirit of the dragon inside her)

other than that, she is a witch doctor shaman with the bones spirit...
her spirit animal is a cave salamander, who she believes is completely sentient... when in fact he's just a dumb lizard.

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

(William Here)

this is the kobold right now, i'm in the process of removing traits and altering from a Iron Gods campaign.

she will be a healer/defender. she's not William with his evil angry comments, instead she is just insane... simple and pure!


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

I am in. Did we finalize on who is running and what we are going to run?

And what are the character creation rules? If Kobolds and Dhampir are on the list of playable races I would assume that pretty much anything else is fair game?


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness

I'll be running, although I haven't quite decided yet what it will be. Judging by your character ideas, this will be a pretty eclectic group, which is fine by me. Likely will set it in and around the city of Kaer Maga.

So these will be the initial character creation rules, but more will be added later:

Level: 2
Stats: 20-pt buy
Money: 1,000 gp, no single item worth more than 500 gp
Races: Core Rulebook + ARG (with permission)
Traits: 2 (no campaign traits)

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

Yes! YES! Gringe get ready for this! *begins polishing the bones hanging off her headdress*

EDIT: oh, sligi may be a mount more than a familiar, but he won't be participating in combat unless he has no choice. that means that the enemies can climb on the ceiling, because he has a high climb skill and a climb speed he will be running around most of the time.


Sounds awesome, I'll get crunch done tonight and work on a writeup


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

I was still thinking Magus as well. May go Hexcrafter. Tempted to try a Kineticist. Been wanting to give that a try. Thoughts?

Scarab Sages

I would like to try something a little different for this adventure. For me, the most interesting thing about PbP games is not the combat (which for Pathfinder works a lot better in person) but the character interaction and character development. Combat in PbP is generally frustrating and long and doesn't often lead to very memorable moments.

If the players aren't engaged with the content of the adventure (which includes the setting, the story, the NPCs and the other PCs), then I feel that I have not succeeded as a GM. In order to foster the player interaction, I would like you all to start thinking about not only who you are going to play, but how you interact with the other PCs. I'd also like you to think about the PCs backstory, which includes where they are from, if they have family, friends, loved ones, etc.

The basic background for the setting will be as follows. Feel free to incorporate as much of this as you like into your PC:

* You are all employed by the Arcanists' Circle, the most powerful guild of spellcasters in the city of Kaer Maga. You are either freelance "problem solvers" (if you're not an arcane spellcaster) or else are apprentices within the guild (yes, even at third level).
* You all know each other well and have been working together for some time now. Try to come up with at least one past "adventure" that you have been on together with a few tidbits about how your relationship changed with one of the other members of the group because of what happened during the adventure.
* The most important mages in the Arcanists' Circle include the seemingly ageless Suthevan Gyves (half-elf wizard), the head of the guild, Homer the Bald (human arcanist), a somewhat confusing magical theoretician, Alistair the Grey (human wizard), the head of the magical item creation branch, and Humbert the Poisoner, the chief alchemist.
* The mages of the Arcanists' Circle are very willing to share with each other, but not with hirelings or apprentices, who tend to be held at arm's length. You might be earning the trust of one of the mages in the Circle, or you might have more of an adversarial relationship with them.
* You each have a secret agenda or goal, and someone in the party can either help you achieve it, or else is an obstacle. These agendas are personal and psychological, and are not like quests you want to fulfill, e.g. you want to prove yourself to the other members of the party, you want to get over your fear of spiders, you want to get someone off your back, etc. These agendas can be private, or can be known by others, that's up to you. The most important thing is that they involve the other PCs in the party in some way.
* You can either be from Kaer Maga, or could have moved there. The city is full of people from all over the world and all kinds of races, so all fit in and nobody fits in.
* You all have an connection with one of the other power groups within the city. This can either be a positive connection (such as someone owing you a favor, or a friend in another group), or a negative one (you owe someone money, someone is after you, etc). Other groups in the city include the Ardoc Family (powerful golem makers), the augurs (troll's who read fortunes from their own entrails), the Bloatmages (loose affiliation of wizards who draw power from their own blood and grow incredibly fat), the Brothers of the Seal (monks who protect an ancient, hidden seal somewhere below the city), Commerce League (ruthless merchants), the Duskwardens (rangers who guide travelers through the cliff on which Kaer Maga sits), Freeman (radical abolitionists), and the Iridian Fold (mysterious all-male group of paired individuals). There are other groups as well, but they have less power.

Well, that's enough to absorb for now. Let me know if you have questions. I'll create a new thread soon.

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

Well, I think I have a lot of that covered!

Just need a tie in... say, since all of gringe's tribe was wiped out, could one of you guys have taken her in as like a sibling, even though she's.. insane...

As for the ajenda, besides revenge gringe is also the host of the spirit of an ancient dragon... and that dragon has its own plans in mind =^^=


Creation question:

I was wondering if you would allow something like Craft(technical blueprints) to allow my character to get Leonardo Da Vinci style ideas down on paper, that could possibly be sold/stolen/lost forever, etc. Since it is very hard rules wise to make technological stuff like electric generators, I was thinking he could at least have a very detailed idea...one that could actually work in the right hands. More of a visionary inventor than a tinker inventor.

Scarab Sages

GM Infinity +1 wrote:

Creation question:

I was wondering if you would allow something like Craft(technical blueprints) to allow my character to get Leonardo Da Vinci style ideas down on paper, that could possibly be sold/stolen/lost forever, etc. Since it is very hard rules wise to make technological stuff like electric generators, I was thinking he could at least have a very detailed idea...one that could actually work in the right hands. More of a visionary inventor than a tinker inventor.

I'd say just get Craft (painting), that would cover the creation of any kind of visual medium including blueprints. What would inform them would be the various knowledge skills.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Hey, I will be out of town this weekend starting tomorrow morning and will have limited access to my computer for posting until next Tuesday. Going to Dragon Con. :)


Male Half-elven Wizard (spirit binder) 2 HP 15/15, AC 15/11/14, Init +6, Fort +3, Ref +2, Will +3, Perc +12; Effects: Mage armor, heightened awareness
Og Booklover wrote:
Hey, I will be out of town this weekend starting tomorrow morning and will have limited access to my computer for posting until next Tuesday. Going to Dragon Con. :)

Lucky you, have fun!


Still flip-flopping on some things. Also, how do you feel about purchasing wands less than 50 charges?

Scarab Sages

GM Infinity +1 wrote:
Still flip-flopping on some things. Also, how do you feel about purchasing wands less than 50 charges?

Normally they're hard to find, as they are basically "used". Since this is your beginning equipment, however, I'll let you do it with some caveats: 1st-level spells only and cost cannot be over 500 gp.


Cool, will just be a little thing I can fiddle with for UMD, like 10 charges of silent image or obscuring mist or something.

Also, are we allowed to read and use sourcebook City of Strangers for backgrounds?

Scarab Sages

GM Infinity +1 wrote:
Also, are we allowed to read and use sourcebook City of Strangers for backgrounds?

Sure.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Hmm. Maybe I should a troll kin oracle. Has anyone seen how they do readings?

Scarab Sages

Playing that PC would take a lot of guts.

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

HAHAHA!!!

yeah, quite allot. "Gringe read bones! Guts for you, BONES FOR ME!!!" *laughs and continues to polish her bones...*

so, just for future reference, the bones Gringe carries around are purely cosmetic. they have no effect on armor and can't be used to create skeletons. kobold skeleton?


Infinity here. Man, that Kaer Maga sourcebook is so awesome! That has to be some of the most original thinking I've read in a while...are there other places on Golarion with such unique characteristics? I've not come across something like it before.

So I was thinking eldritch scoundrel originally but am just going to play an illusionist with a bunch of rogue skills I enjoy. I'm surprised with the result. Crunch complete save inventory, under this alias.

For his story, I am going to scrap the 'pioneering scientist' aspect as I just can't make it work, but keep the rest. I'll have a few paragraphs soon.

edit: how should I determine level 2 hp?

Scarab Sages

HD hp calculated as follows: roll it here. Reroll any ones or twos.

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

Gringe rolls the bones! 2nd LVL HP: 1d8 ⇒ 2
reroll: 1d8 ⇒ 6

okay! cool with that :)


Level 2 hp: 1d6 ⇒ 4


Some fiction::::: (short narrative)
Muck on the old stones, in the Warrens a day like today could put the scent of millennium's past on the wind. Vigan had given up on history; the Therrasic Spire's archivists likely wanted him dead, or worse. He had cheated death before, but knew the city was built on the bone backs of failures just like him...and that nothing could stop its dark progress from creeping higher.

It was some kind of twisted mind game that Vigan wasn't truly considered a slave, like most of the Dendarons by now. In practice his master was N'chul, of the Circle, with ambition in the Stacks that Vigan could only view with sadness and longing. With every dark deed Vigan was forced into, Kyle rose higher and higher in society. It was supposed to be him.

Crime left Vigan with a metallic taste in his mouth, like the grit from a fresh forged dagger. Kyle was smart, too smart, and had for the past few years only used Vigan on sure things. But, here in the Warrens, just ten feet from the blind-folded medusa, Vigan could think of nothing more than to crawl under the market stall, wrap himself into a ball, and let out tears of pain.

A sharp kick to the teeth reset his mood "Oiy, ankle-biter! Looking for an apartment? Try one in hell!". As his body was thrown through the air, he clutched at the knot binding the medusa's eyes, and as her glowing gaze slowly scanned round the crowd shouted in horror and dispersed rapidly...Vigan was instantly forgotten, trampled...face first down in the muck on the old stones.

It was perfect, the illusory monster gave him just enough time to grab Kyle's desired ceremonial stone knife from the merchant. Kyle always got what he wanted, and it made Vigan angry as he walked barefoot back to the Promenade.

Some facts:::::: (short blurbs)
Born and raised in Kaer Maga, a noble of the Highside Stacks.
Family name: Dendaron. Family crest: Water pouring from the face of a gold coin.
Vigan was always taught that the shadows of Kaer Maga meant the difference between a groundling and a better life. If he could control the shadows, he could control his destiny.
Despite being a wizard, Vigan is not an apprentice of the Arcanist's circle, but rather one of the "problem solvers".
Is being extorted by a member of the Circle (Kyle N'chul), and has been for some years. The debt will never be allowed to be paid.
The connection stems from a burglary against the Therrasic Spire. N'chul gave Vigan an "opportunity" knowing his familiarity with the library.
The Spire knows of Vigan and his guilt, but they don't know the whole story...only Kyle does. Inside the obscure text are the details of the formation of House Dendaron, and completely invalidates any claims of birthright. This along with protection from retaliation from the library keeps Vigan under Kyle's control.
Has knuckles cut in unusual pattern, all 3 of left pinky removed, rather than distributed across fingers. This was Kyle's "secret punishment" for refusing a job once.


Inventory completed. Party connections and previous adventure remain.

For the previous adventure together, I vote something involving the Iridian Fold somehow. Like something we did accidentally broke one of their bonds, and had to react to the resulting chaos. In general for this part, I would say the more melodramatic the better, to give us all an awesome/funny memory to share.

Dark Archive

Female kobold shaman (witch doctor) (bone) 4
Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

Gringe no care what it was... perhaps it was same time you found Gringe and her bones! Here, this one is grumples the trapsmith...*goes on picking tiny bones from her dress, naming a kobold for each she holds.* gringe made sure to take one bone from every killed tribe member and friend... so she can always have them... this habit is good for later on in case one of you dies, she'll take a bone from you, usually a pinky finger, and you can use it for resurrection.


For our past experience, maybe I can do something like an adventure outline. That would be pretty easy for others to edit...and not take as long as a full blown narrative.

For party connections, before his fall into being extorted he would have had acquaintance with any PCs of a likewise noble or wealthy nature. After, he could be exposed to those in the criminal world, or of course the Arcanist Circle.

Scarab Sages

BTW, not everyone has to play a caster. I wasn't thinking this was a repeat of the last game. If on the other hand you all WANT to play a caster, that's fine; I'll just need to adjust the adventure a bit.

Scarab Sages

I've created a Google Doc called The Story So far that everyone with the link can edit. Feel free to add stories of past adventures there. You may add as much or as little as you like. Everyone can edit. You can make it a full narrative, or you can add bullet points. You have the right to edit stuff you have written or stuff that was written about your PCs (but not stuff that someone else wrote about another PC, although you can suggest improvements here or in comments in the doc).

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