GM Volandis |
If everyone could put the following details in that would be great.
Player Name -
Character Name -
PFS ID# -
Faction -
Race/Class/Level -
Day job -
Also please note that if your character already has XP and wishes to complete more levels you may need to do one or more levels on slow path. In fact even a character starting here fresh at 0XP will need to take slow path XP on certain levels to make sure they can do not level out of tier.
Ganem Ambergrog |
Player Name - MoFiddy (Dennis Colburn)
Character Name - Ganem Ambergrog
PFS ID# - 11277-6
Faction - Grand Lodge
Race/Class/Level - Elf/Oracle (Ancient Lorekeeper)/1
Day job - none
No. 201113 |
Player Name- Artemis P
Character Name- No. 201113
PFS ID#- 238908-1
Faction- Grand Lodge
Race/Class/Level- Half- Elf Sorcerer (Draconic/Orc) 1
Day Job- none
Ganem Ambergrog |
I've added a list in the map link at the top of the page. This is clipped from the PFS chronicle pack and shows the tier level range of each section of the superdungeon and which levels are recommended to be taken at slow path for a character starting the dungeon with 0XP.
Thanks for posting that info. So is each level considered a module when playing in PFS mode (i.e. 3 XP)?
GM Volandis |
Yes, they each count as unique 3XP, 4PP modules when credit is taken on normal, and half that if taken on slow path. There is also an extra chronicle with a unique 'land rush' boon that gives stacking benefits and some choices that represent your character gaining more influence and "land" in the River Kingdoms.
Brand Boulderstep |
Please Remove Kruck Boulderstep. Because He has so much GM Credit stack on him that the first chronicle sheet will send him into level 10. lol
I'll be using this Brand new PFS Character. Credit to this one.
Player Name - nightdeath
Character Name - Brand Boulderstep
PFS ID# - 76925 - 58
Faction - Grand Lodge
Race/Class/Level - Dwarf/Fighter/1
Day job - Profession (Soldier) 1d20 + 6 ⇒ (20) + 6 = 26
No. 201113 |
Haven't heard anything since Friday, so just wanted to check in and say hello to everyone. Still alive out there?
Brand Boulderstep |
snoreeeeeeeeeeeeeeeeeeeeeeeee
Brand Boulderstep |
Looks like we're all ready?
GM Volandis |
I was hoping this weekend would bring some good news about my two reserve players, but that hasn't been the case. They couldn't get in my face to face Emerald Spire game so i'd promised them spaces in this run. They're both not new to PbP games so i wasn't worried about promising them spots.
I've been trying to coax them to get posting character details. I sent messages by facebook but nothing was really happening, which was a problem as i had you four recruited players ready to go and another group of 6 recruited players already underway too. It was our local pathfinder lodge's gameday on sunday and i finally got hold of them both.
I'm not sure on details but clearly something is going on that has meant their free time has been drastically reduced. They both informed me that they no longer thought they could put the time and effort in that a longer term play by post game requires an they won't be plaing in this game. I think they were both nervous about dropping out after i made a specific point of reserving them spaces, which is a bit silly as i'd have much preferred they were up front with me and told me as soon as they wanted to drop out.
So, TL:DR version - my reserve people aren't turning up and we currently stand at just the four of you.
Now, what do you all wish to do about this? Do you want to continue as four or would you like me to recruit w more players for a full group of 6?
There was a person who did not get an invite so i could contact them and see if they're still free to join in. I'm also open to you four players suggesting/recruiting another two players.
I'm sorry that this situation has happened. I do feel a little let down by these players, but only because they should have told me ASAP.
Let me know what you all want to do and we'll get things back on track ASAP!
Thank you all for your patience.
No. 201113 |
That's tough luck, DM. Too bad for them, but I'm glad we know where we are now.
I'll go with the group on whether we need 6 or not, but I think we've got a solid group here if we do want to keep it at 4. Either way will be good.
Just glad to here back from you and look forward to continuing our play soon!
Ganem Ambergrog |
ok...bummer. Thanks for letting us know.
Do you think 4 players would work for this module? I'm not sure if it is considered a challenging module or not.
I'm fine with you recruiting 2 more if you think that is best. I'm active in another PbP, so I'm refreshing my campaigns page daily anyway.
GM Volandis |
I GM'd Level one for my local lodge yesterday. The group had 5 new characters and 1 character with 2 pfs missions under his belt. As a group they were well balanced, but they still had some trouble in certain sections.
I think 4 brand new characters would be pretty tough going but not impossible. The main issue is that one of the reserve players was going to be a rogue with trap skills. A dungeon crawl will inevitably contain traps at some point ;)
No. 201113 |
Let's see if the Rogue wants to join in. If he does, AWESOME!!!! If not, with careful planning and extreme paranoia (something 201113 has in spades!) we should be fine. But, again, I'll go with the group.
Brand Boulderstep |
I'm good with the current make up but getting one more or so wouldn't be bad.
The Party can meet up at the location iteself. Having a rogue is good or someone with trap finding else we do it the old fashion way..........Trigger it!!!! lol
Ganem Ambergrog |
I've sent a message to the player who did not get selected first time around to see if they would like to join the group. Once i've heard from them we can make a decision about opening up recruitment again if we still want more players.
Sounds good.
Ganem Ambergrog |
I have one scenario completed for this character. I spent 2 PP on a wand of CLW, so we have some healing.
We are four 1st level PCs though. I would feel better if there were more. Each of us is just one bad hit from being down.
GM Volandis |
I've added a recruitment post in flaxseed PFS lodge. It's pretty active in there so i expect we'll see applicants quite soon. As soon as we have 2 more, 1 of which should be able to handle traps, we'll get going properly again.
Until then i'll continue my campaign lead in. Posting soon in gameplay thread! :)
Tarbin Kindlemoar |
Thanks for having me GM, looking forward to playing with everyone!
Player Name: The Voice of Mag
Character Name: Tarbin Kindlemoar
PFS ID: 291919-3
Faction: The Sovereign Court
Race/Class/Level: Gnome Unchained Summoner 1
Progression: Slow
Day Job: None until I get Caravan!
Aldy Rolda |
Howdy all! Just dotting in here. I will introduce my self in the in character thread after I have had a chance to catch up tonight. This guy is gonna be a Wayang Unchained Rogue, for all your trap finding needs!
Tarbin Kindlemoar |
As a character with 0xp, and since we haven't hit the PFS section of the module yet, is it too late for me to make a minor change to Tarbin? I'd like to switch his level 1 FCB over to Skill Point, take a point of Profession, and have a day job.
I realize giving up a point of HP for a day job is silly, but no self-respecting Gnome should be jobless!
Aldy Rolda |
Will do - on my phone now, but I'll post the sheet to my profile during lunch probably. My initiative is +7 and my perception +6.
Ganem Ambergrog |
I have a boon that I received from the Pathfinder Online Kickstarter a few years ago. I'd like to apply it to this character.
Can I email it to you, so you can sign it electronically?
Here are the details:
1. You can either drink it and gain the advanced simple template for the duration of the adventure.
...or...
2. Mix the elixir with experimental agents to trigger a permanent mutation (determined by a d20 roll).
d20 roll Mutation
1 Double Jointed: You are exceptionably flexible and gain a +2 bonus on Escape Artist checks.
2 Elemental Bond (Air/Pulmonary System): When you perform a standard action while holding your breath, you do not reduce the remaining time that you may hold your breath by 1 round. Performing a full-round action reduces the remaining time you can hold your breath as normal.
3 Elemental Bond (Earth/Skeletal System): You treat any fall as 10 feet shorter when calculating how much damage you take.
4 Elemental Bond (Fire/Metabolism): You can survive on half the normal amount of food and water.
5 Elemental Bond (Water/Musculature): Treat your Strength score as 2 points higher when determining your carrying capacity.
6 Enhanced Olfactory Bulb: You gain a +1 bonus on Sense Motive and Survival checks.
7 Enhanced Pheromones: You gain a +1 bonus on Diplomacy and Intimidate checks.
8 Increased Blood Viscosity: Whenever you suffer bleed damage, reduce the damage by 1 (minimum 1).
9 Internal Chronometer: You possess a natural sense of time and gain a +1 bonus on attack rolls made as readied action.
10 Keratin Spikes: You hair grows into sharp quills. When not wearing armor, you may make attacks with your hair as though you were wearing armor spikes.
11 Magnetic Basal Ganglia: You always know which way is north as per the know direction spell, and you gain a +2 bonus on Survival checks made to follow maps and avoid getting lost.
12 Negative Energy Buffer: When you are affected by a negative energy spell or effect, reduce the amount of damage you take by 1.
13 Pigment Alteration: Roll 1d8 as though you were affected by a prismatic spray spell. Your skin permanently turns the resulting color, and you gain a +2 bonus on Diplomacy checks against humanoids with the gnome subtype.
14 Positive Energy Feedback Loop: When you are affected by a positive energy spell or effect, increase the amount of damage healed by 1.
15 Reflective Retinas: You gain low-light vision. If you already have low-light vision, you now see three times as far in conditions of dim light.
16 Species Mimicry: Choose a different race of your creature type with 0 racial Hit Die. You may subtly alter your physical features to resemble those of the selected race, granting you a +3 bonus on Disguise checks to appear as a member of that race.
17 Syndactyly: Webbing grows between your toes, and you gain a +2 bonus on Swim checks.
18 Tail: You gain a non-prehensile tail that grants you a +2 bonus on Acrobatics checks.
19 Vomeronasal Organ: When you attack an adjacent creature, reduce any miss chance you would take from concealment by 10%.
20 Extraordinary Mutation: Roll twice more on this table and gain both resulting mutations, ignoring any results of 20. If you roll twice and get the same result on both rolls, you may reroll one of the two dice. You may only benefit from this mutation if you actually rolled a natural 20, not by purposefully selecting the mutation.
I am going with option 2. I'll post the roll in the game thread.
Thanks!
Ganem Ambergrog |
I also have one of those boons and it's not used.
I believe there is an option to choose which effect you get if two people use the boon at the same time.
Oh, you're right! Would you be fine with us doing that even though I already rolled in the game day thread?
Aldy Rolda |
Got my character sheet profile all updated and ready to go! Let me know if there is anything you want me to add.
Ganem Ambergrog |
@Aldy I'll let you know if i need anything more.
@Ganem I've printed two copies from my PDF of the Kickstarter boon. Let me know which Mutation you want to have and i'll sign and scan it for you. :)
Thank you! Let me take a look at the list after work this evening.
Brand Boulderstep |
I too have that boon......lol
Ganem Ambergrog |
I too have that boon......lol
lol...awesome! I figured everyone would have applied it to a PC by now.
Brand Boulderstep |
Unfortunately I have already used that Boon on another PC and I rolled a 20 for Randomness and thus I have two mutations on him lol.
I'm a Red Nagaji with a Positive Energy Feedback Loop.