GM supervillan's 9-07 Salvation of the Sages (low tier) (Inactive)

Game Master supervillan

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GM! Thanks again for you rules knowledge! Really helped me understand Enora's abilities better! ;-)

Can you please also give me a hand with the following ability:

School Understanding (3 rounds) As a swift action, Enora gains a +3 bonus on initiative checks for 3 rounds and always acts on the surprise round during that time.

Does that mean that Enora can use this to always act in surprise round and use it to improve her initiative score once it was her turn?


The Waking Rune

That's an interesting ability. A divination school wizard (not an Arcanist) gets this as an "always on" ability (called "Forewarned"). An arcanist has to specifically activate her School Understanding to gain more than one School ability though, using a swift action and an Arcane Reservoir point. (I think that Enora's character sheet misses the requirement to spend the Arcane Reservoir point). This allows her to treat her arcanist level as her effective wizard level for the purpose of the two powers.

So in practice, you need to decide when you think that you might be about to enter combat and then spend an Arcane Reservoir point as a swift action. The action usage is largely irrelevant, because you are not going to be in combat when you activate it. For example, you might be about to open a large ornate door - not knowing what's on the other side - and decide to activate School Understanding. Then, if you have to roll initiative within the next 18 seconds (three rounds) you get your +3 bonus and you act in any surprise round that occurs.

School Understanding Exploit.

Enora has selected the Prescience ability as her first level Divination (Foresight) school power. (And it looks like I was wrong about her uses per day! I am learning too.) She gets 6 uses per day of Prescience because School Understanding says that uses per day are based on Charisma, not Intelligence. When Enora spends an Arcane Reservoir point on School Understanding, she gains the second level one school power of Forewarned, but it only lasts for 3 rounds.

Grand Lodge

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Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

I like to play a game with supervillian every two or three levels, just so he will go over my character sheet and fix all of my mistakes. :D


Thanks a lot! That really clarifies this well!!

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

My daughter is graduating from College tomorrow and I am driving down for it. I will be gone this afternoon until friday evening. Apologies. Bot Nith as appropriate. His primary attack is with his longbow (+9 to hit/ +6 damage). If a heavy fight he would cast Gravity Bow first then attack. If in melee he will grab his DW shield and cast Shillelagh on his club. He is also good with knowledges if that needs to be done.


The Waking Rune

No worries. Any preference for which sage should accompany you on a subterranean exploration? (I'll put a gamplay post up soon).


The Waking Rune
Karos wrote:
Karos will add three Mythic Tiers.

Karos:
Are you referring to the Destiny of the Sands series? Those mythic tiers are only applicable in Destiny of the Sands part 3. But I notice you have the Mythic Legacy boon from Destiny 3. I used mine during my Salvation playthrough ;-)
Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Oops! Wrong character. Wrong game. Never mind!


The Waking Rune

Pbp can be a difficult format for "dungeon crawl" segments because of the number of decisions and conversations that would normally be needed at a table. "Do we try this door first, or go back to the crossroads?" To keep things moving I will implement a "Rule of 3" - once three of you have agreed on a course of action or a direction, I will go with that. If the Rule of 3 proves too slow it will become a Rule of 2.


The Waking Rune

Vordrek, still looking for a few answers from you.

The answers to these various questions can produce benefits at certain times in the scenario, though when may not be obvious. They do not produce any penalties.

Dark Archive

Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

I just had my Chronicles for this character somewhere, but can't find them now. So I'll just go off the few that are virtual.

How many Mendevian Commendation boons do you have?
0

How many bonus combat feats do you have?
0

How many mutually exclusive boons do you have? These are boons that result in another boon being crossed off a chronicle - either you made a choice on the chronicle sheet or the party made a choice during the adventure.
0

How much gold and/or Prestige have you spent in order to heal other Pathfinders?
0

What colour outfit/robes/armour are you wearing on your expedition?
Vordrek would wear the colors of Cheliax, his home nation. Red and black.


The Waking Rune

Negative level rules for reference.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

It seems to me that there is no reason for more than one person to go to a given memory. It just risks more negative levels, and there don't appear to be any combat encounters or anything in the memories - just box text. As if you are experiencing a memory.


The Waking Rune

You are essentially correct Kramac. Although, just as Rogar noted, there is still information to be gained from experiencing the dangerous memories.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7
GM supervillan wrote:
You are essentially correct Kramac. Although, just as Rogar noted, there is still information to be gained from experiencing the dangerous memories.

I wasn't saying we should avoid the dangerous memories altogether - just that only one person should go in, so only one person has to make the save. Anyways, moot point now as we appear to have made our way through of the memories. Enjoying the mod so far! Lots of cool backstory on the Sages.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Seems to me like we've learned all we can from the memories. Time to move on?


The Waking Rune

You are correct Kramac. I need a saving throw from Karos, but it looks like Enora is leading the way out of the mindscape now.


The Waking Rune

I will check the gameplay thread around lunchtime tomorrow (UK time), and update if needed, but I won't be able to post after that for 24 hours or so. I'll be away overnight without internet.


Hello GM, I just wanted to give a mid-game feedback that you are really organising the game well and that I am enjoying the scenario very much!! ;-)

I know how long these GM post take so thanks for your efforts!


The Waking Rune

Thanks Noral! I'm glad you're enjoying it. I think this scenario tells an awesome story.

I've had a bit of time on my hands over the last few weeks, which is going to reduce now. I should still be able to keep up a 1/day post rate though.

This weekend I am away at a family wedding so I may miss a day Friday/Saturday.


I hope you have a great wedding party!! Have fun!

Grand Lodge

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Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Yea have a good time! Hopefully the bride isn't kidnapped by her twin sister and a bunch of barbarians and a bunch of demons don't crash the reception.

Dark Archive

1 person marked this as a favorite.
Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

I always bring a longsword to wedding receptions. One of these days it's going to get crashed by barbarians and THEN who's the weird one.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Posts for my full attacks can get kinda complicated, with different branches depending on how various trip attempts / if I crit etc. I will attempt to format them all the same way for consistency. Supervillian, are you ok with how I formatted my first one, or would you prefer I use some other method?

Dark Archive

Male Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 30/75 | Fort +10, Ref +5, Will +15 | CMB +6, CMD 17 | Initiative +1 | Perception +12 (darkvision) | Active conditions:

I'm a little confused about why we might choose to enter a mindscape, when we're currently being attacked by an ancient evil and her undead minion.

Scarab Sages

Male Dwarf Bard 7 | HP: 58/58[22/53] | AC: 21 (13 Tch) | CMB: +7, CMD: 20 | F: +5, R: +8, W: +7 (Dwarf +3, Bard+4, heroism +2) | Init: +3 | Perc: +9, SM: +18, Diplo: +18 (heroism+2) | Speed 20ft | Spells: 1st: 1/5, 2nd: 0/4, 3rd: 1/1 | Dailies: 12/21Bardic Performances | Active Conditions: heroism, height awareness

Undermine her power and save the sages

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

I'd guess if we snap them out of it, they will fight with us?


The Waking Rune

Gave some advice in gameplay thread Kramac. My suggestion might save you a little time and work, but if it doesn't make sense keep on with what you're doing. I can follow it.

The possible benefits of entering a mindscape may become more apparent when we see what happens with Karos and Torch! (Or anyone else who decides to try similar).

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

It seems to me that we've got a bunch of very powerful sages with us. Storywise, it's their jewels that hold Aranya's power. We have to either rescue the jewels or destroy them (assuming that's possible) to keep this crazy "99% mortality is too low" lady from getting into the world. The Society needs the jewels, so destruction should be the last option.

Out of character, the most powerful thing anyone can do is to shift the action economy to your side. That's what makes haste and summon so powerful. Well, getting the Jeweled Sages into action will shift that economy emphatically. The attempt will also help identify any traitors or those simply unwilling to help. Those are the jewel's we'd have to destroy.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

It occurs to me that we never stated who has that scroll of heal we found. This looks like a tough combat, and that might be needed, so can we decide now before we get to a 'oh crap, someone needs that scroll right now' who has it? I think Vordreck is the most obvious choice, as he can cast it the easiest, followed by Nith. I'm open to either... just wanted to clear it up sooner than later.


Great RP in the gameplay Karos!!


The Waking Rune

So, now you know that succeeding at the challenges in a mindscape frees the relevant sage, and deprives Tahari of some associated power. What the individual jewels do for her you don't know, though if you watch the action closely there are clues.

The caster level of the Heal scroll is 11, per the default. I don't think it matters that it's a higher level spell for Druids, it's the caster level of the scroll that you have to hit. You do also need the minimum casting stat, which is higher for a druid than a cleric. So Nith will have a slightly easier time of it casting the scroll, as his CL is 7 and Vordrek's is 5 (for Cleric). Up to you guys though.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Nith - no reason for you to use the scroll of Heal now. I just wanted to figure out who had it in the event that we DO need it. I agree with our GM that it makes the most sense for you to hold on to it though.


This scenario is really deadly!


The Waking Rune
noral wrote:
This scenario is really deadly!

That it is.


Yes GM, prescience really helped here as I would not have dared to dispel with the +7 CL vs. DC 23. ;-)


The Waking Rune

The difficulty of a dispel magic is 11 + the Caster Level of the spell or effect you are trying to dispel. For a spell cast by an NPC that is normally going off their caster level. You did well.


I just read through dispel magic and it seems that targeting a specific spell has the DC of the spell effect, right?

"You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect."


The Waking Rune

That phrase "equal to or higher than the DC of that spell" references the DC that is described under Dispel Magic for a targeted dispel, rather than the saving throw DC of the targeted spell.

I can see how the wording is confusing though.


Great! Thanks! ;-)

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9
noral wrote:
Great RP in the gameplay Karos!!

Thank you! Whenever I'm in doubt I try to channel Roland Deschain. :-)

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Illustrious GM! I need a ruling! It won't matter for this round, but next round I am planning on attempting to free Dhiara. Can Jino move over there, allowing me to use my full round action to attempt to free her?

I ask because, in the combat section it says you can only full attack if your mount moves 5 or less feet. I haven't been able to find anything about explicit taking full round actions while mounted when your mount needs to first move to whatever it is you're interacting with. But the logic is more or less the same in this case.

If you rule that, no, I cannot perform that full round action if Jino moves more than 5, I'll still try it with a 5-foot step and a swift dismount, but I'd rather do it without having to make a die roll if possible.


The Waking Rune

Mounted combat rules are squiffy.

You will need to attempt to make the fast dismount Kramac.

Effectively, if you are mounted then your move action is used to make a mounted move; likewise your 5' step is used to make a mounted 5' step. Otherwise, anyone on a mount would be able to move more actual distance than their mount can cover in 6 seconds. Then time goes all wibbly-wobbly and paradoxes happen.

Remember you can start a full round action as a standard action, completing it with a standard action on the next turn.

Grand Lodge

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Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Thats what I figured, but it wasn't 100% explicit so I figured I'd ask. I'm not above gaining an advantage through GM ruling, even if that ruling is different than what I'd say if I were the GM!

It is kind of funny- fast mount/dismount makes it a free action. With a high enough ride check, you could set up a line of horses around the world 5 feet apart, and teleport anywhere along the line in 1 round. :D


The Waking Rune
Kramac wrote:

Thats what I figured, but it wasn't 100% explicit so I figured I'd ask. I'm not above gaining an advantage through GM ruling, even if that ruling is different than what I'd say if I were the GM!

It is kind of funny- fast mount/dismount makes it a free action. With a high enough ride check, you could set up a line of horses around the world 5 feet apart, and teleport anywhere along the line in 1 round. :D

And that's why GMs are expected to limit the number of 'free' actions you can take in one round! :D


The Waking Rune

My next update is likely to be Sunday night or Monday morning, when I get back from the wedding.

Enjoy your weekends :)

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Rogar, I knocked him out because he was actively helping the bad guys, and no one was going to be able free him before he fireballed us again. Knocking him out isn't ideal, but is preferable to eating another fireball.


Wow GM! This is such a complicated scenario! Thanks for running this and have fun at the wedding!!


I also agree with Kramac - who know if I will be successful in freeing him.

But she will likely just take another sage prisoner soon. :-(

Scarab Sages

Male Dwarf Bard 7 | HP: 58/58[22/53] | AC: 21 (13 Tch) | CMB: +7, CMD: 20 | F: +5, R: +8, W: +7 (Dwarf +3, Bard+4, heroism +2) | Init: +3 | Perc: +9, SM: +18, Diplo: +18 (heroism+2) | Speed 20ft | Spells: 1st: 1/5, 2nd: 0/4, 3rd: 1/1 | Dailies: 12/21Bardic Performances | Active Conditions: heroism, height awareness

Oh me the player agrees with the idea of knock um out.

Rogar is a scarab sage faction, bard of history. He will do everything to save the sages and their jewels

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