Granta's Long Campaign (Inactive)

Game Master Granta

maps


301 to 350 of 378 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Sovereign Court

We should probably have a discussion about how to handle Sejiri's oath. Breaking into Fimbrik's house certainly won't be the last time that the party needs to do something that Sejiri can't know about.

Silver Crusade

Male Human (Vudran) Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

Well considering Kembe always tries to keep him with him, and he also is LG, its a good time for the others in the party to accomplish tasks that are less than law abiding or Paladin-esk.

Dark Archive

You two could disaprove of our behavior and try to make us better people over time by being shining examples of model citizens?

Silver Crusade

Male Human (Vudran) Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

That will be a given.. but I suggest you do the more blatant things while I've got him distracted. As well as myself. Its like a recurring theme in a comedy.... it never gets old.

Silver Crusade

Male Halfling Paladin 1 | HP -4/12 | AC 21/15/15 | F +5, R +5, W +3 (-2 vs. fear) | CMD 15 | Init +5 | Perc +0 | CLW Wand 45/50 | Conditions: Unconscious

That seems like a pretty solid idea, but I've only just realized upon starting to play a paladin how many underhanded or illegal things the Society makes us do. It'd take quite a lot of effort and could lead to the party being split on occasion.

Sovereign Court

Sejiri wrote:
I've only just realized upon starting to play a paladin how many underhanded or illegal things the Society makes us do. It'd take quite a lot of effort and could lead to the party being split on occasion.

Exactly. From my experiences playing a paladin and GMing for them in PFS, it requires a lot of foresight and role-playing to make things work.

The two generalized paths I've seen taken are the paladin avoids learning about things through some deficiency, i.e. my first paladin had a wisdom of 5 and was very gullible. Or the party needs to proactively provide tasks for the paladin before they even get close to dangerous territory.

Dark Archive

Ok, so I suppose while you two are walking around the house, the rest of us will try and break in? Our collective str modifier is -4 without you guys, so a brick through the window may be our only feasible option unless someone happens to have disable device. I'll buy a skeleton key at the conclusion of this scenario.

Sovereign Court

Keep in mind, you put Sejiri in a tough spot if he sees the broken window.

Dark Archive

That is very true. Hrm... we could get a skeleton key now and try to divert his attention again while we pick the door. Anyone have other ideas?

Scarab Sages

HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1

Did we see anything when looking in the windows? If there is someone in there who needs aid.. Sejiri would be honor bound to help them...

Silver Crusade

Male Human (Vudran) Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

I'll be out of town on a fishing trip the next couple days so feel free to bot me.

Scarab Sages

Skills:
Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
Stats:
│HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

My GM run of the Confirmation has completed, so when the Wounded Wisp is complete, I'll apply it to Zevryn and he'll have an equal number of XP and resources to the rest of the party.

Sovereign Court

This question is probably long overdue, but what are people's expectations and hopes for this campaign? Do you picture it being different from normal society play?

Scarab Sages

HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1

A more stable group, but even that is likely to change slowly over time. I guess that should lead to more of an AP type party dynamic.

That and obviously getting to higher level than is normal in PFS play.

Dark Archive

Really, I just want to have fun playing with a set group. I hope it lasts as long as possible, playing through to our goal of level 17 would be aaaweesome.

I don't really understand your second question. Would you explain it, please?

Scarab Sages

Skills:
Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
Stats:
│HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

To echo the others, a more stable group is usually more fun to play with. The first time I gm'd I took the same group through 6 scenarios together with some improved RP events in between and really it was much better than just hopping into pfs with random players over and over again.

So that's about all I expect, a fun, organic group dynamic, which in and of itself is different from normal PFS play.

Sovereign Court

Norril Tyndall wrote:
I don't really understand your second question. Would you explain it, please?

I'm assuming that we all feel an adventure path or other long campaign is different than PFS--otherwise why are we doing this campaign? I'm just trying to pin down what we want to be different.

Silver Crusade

Male Halfling Paladin 1 | HP -4/12 | AC 21/15/15 | F +5, R +5, W +3 (-2 vs. fear) | CMD 15 | Init +5 | Perc +0 | CLW Wand 45/50 | Conditions: Unconscious

I like to think it'll be a fair amount like normal Society play, but having (at least mostly) the same group will likely provide great RP opportunities and fun. I assume the characters will get to know each other quite well and as such be able to surmount many challenges.

I have to say, I really liked the idea of occasionally switching GMs, should other wish to. That way there would sometimes be an ever so slightly different group. I wouldn't go so far as to say having the same characters all the time would make it go stale, but a bit of variety could be nice. Granta, I don't know if you are applying all of this to one character, though.

Sovereign Court

To me, identifying magic items seems like something where aiding wouldn't be possible, though I am open to being convinced otherwise.

Scarab Sages

Skills:
Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
Stats:
│HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

Personally I think of magic as kind of "math" in that, since wizards need to study it, there are likely patterns and replications in magical sources that might help individuals discover the intent of a magical item, and thus it's purpose (and knowing the name is just a mechanical thing), so in this sense, having an extra scholar of the arcane around might be like having someone look over a proof to see if it makes sense.

That's my interpretation though, and I'm fine with whatever your ruling is.

Scarab Sages

HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1

I normally let folk aid on that, as long as they can all cast detect magic. They can discuss various auras and how they intersect etc.

No biggie one way or the other.

Sovereign Court

Overseeing the special is turning out well, and I've started prepping for #7-10: The Consortium Compact. Hopefully, the prep work will be done by the time both tables finish the current game, and we can roll right into the next one.

Dark Archive

My bad Zevryn, missed the line in your post where you used the wand *face palm*

Scarab Sages

1 person marked this as a favorite.
Skills:
Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
Stats:
│HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

No worries, just gave me an excuse for Zev to be sassy, which is his final form.

Sovereign Court

With the holiday, let's wait another day for Sejiri. But if he hasn't posted by tomorrow afternoon, somebody please bot him.

Silver Crusade

Male Halfling Paladin 1 | HP -4/12 | AC 21/15/15 | F +5, R +5, W +3 (-2 vs. fear) | CMD 15 | Init +5 | Perc +0 | CLW Wand 45/50 | Conditions: Unconscious

Sorry about the lateness of my posts recently, work has started to pick up once more. Shouldn't be a problem, I just need to reacquaint myself with my old writing schedule again.

On a different note, I've been thinking about my paladin's code and what things I can and can't do. In this case, it's mostly about Disable Device, which I'll likely put a few ranks in upon getting ninja levels. Picking locks generally seems like a forbidden use of the skill, unless it is in some sort of den-of-evil situation. Even then, it might be a bit iffy. Disarming traps seems more acceptable, though I've heard a few people say it was a violation, which I didn't understand. They didn't provide much reasoning with their arguments, so I assume it was just them not seeing paladins as doing such a thing because next to none have the requisite skill. Anyone have any opinions on this?

Now, the next part was going to be about how Chaldira Zuzaristan doesn't have a set paladin code and that me, the GM, and anyone else interested should work out a few tenets I should follow. I then realized she does have a paladin code, right here. I was actually a bit surprised at what wasn't there, most of which I included in the first point below. Given that I already thought them up, I have here two additional strictures I thought appropriate.

  • I will not wait and see innocents harmed before entering the fray on their behalf. To have a plan is useful, but cannot always be achieved without wasting time better used directly helping.
  • I will aid my friends and any others in need. Questions about how they got into such a situation should be reserved for afterwards, if asked at all. They may be unnecessary or put the respondent in a state of discomfort.

Dark Archive

1 person marked this as a favorite.

I don't see how trap disabling would violate the generic or Chaldira specific paladin code. I'd argue locks are a case by case basis.

I think your specific paladin code even offers a little more flexibility with regards to locks. "Every discovery might be an asset for good. Learning and exploration are my sacred duties." If your sacred duty explicitly involves learning and exploring, I'm sure there are several situations where it would be within your code to unlock a lock that may not otherwise be acceptable. Not that I think you should run wild unlocking everything in the name of knowledge, but it does put some situations in a grey area.

With regards to a den of evil type situation, I personally think unlocking a lock is totally fine. I think it would make for a poor paladin if a lock was enough to prevent them from stopping bad people from doing bad things.

For all things Paladin, I think the intent behind your action weighs more than the actual action.

Just my two cents!

Sovereign Court

I would see little, if any conflict in disabling traps. Picking locks all comes down to the legality of the specific situation. Locksmiths, repo men, and law enforcement all legally pick locks and enter private property under certain circumstances.

Your first tenet seems to me a more specific rewriting of "I will not let caution stay my hand in the face of evil," and I prefer the generalized version. The more specific you are now, the more restrictive it will be later on.

I like what your second tenet adds, but again, I'd like to see a more generic wording. Perhaps something like, "I will offer aid first, and request answers second."

There is one important thing to keep in mind though. Chaldiran paladins seem to have a "leap before you look" mentality, and that will allow you to do some things other paladins can't. But that's not the same as "leap without looking". You will still have to look around once you land, and make things right if you were in error.

Sovereign Court

@Sejiri & Zevryn: Please roll Day Jobs if you have them.

Edit: Ignore the (deleted) bribe question. I posted to the wrong thread; the other table bribed the cleric at the cemetery for something.

Silver Crusade

Male Human (Vudran) Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

Was it 10g each or total? I'm fine paying my share, whichever it is.

Sovereign Court

1 person marked this as a favorite.
D. Kembe wrote:
Was it 10g each or total? I'm fine paying my share, whichever it is.

This table is paying 10 gp each for damages to Fimbrik's home.

Next time you make a plan, stick to it :-Þ The entire combat took place before Kembe actually lured the beetles out of the building.

Silver Crusade

Male Halfling Paladin 1 | HP -4/12 | AC 21/15/15 | F +5, R +5, W +3 (-2 vs. fear) | CMD 15 | Init +5 | Perc +0 | CLW Wand 45/50 | Conditions: Unconscious

Yeah, it does make sense to keep things general, now that I think about it.

No Day Job here.

Scarab Sages

Skills:
Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
Stats:
│HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

Day Job: Perform - Oratory: 1d20 + 6 ⇒ (18) + 6 = 24

Dark Archive

BTW Zev, I think you should be getting 4 1st level spells per day.

Sovereign Court

Norril Tyndall wrote:
BTW Zev, I think you should be getting 4 1st level spells per day.

Yep. Looks like you forgot the bonus spell for having a high Charisma score.

Scarab Sages

HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1

Okay, thoughts?
I can tap Kembre with a wand to stabilize him, but then I'll get flanked and end up in the same situation.

At first level, my combat ability is preciously close to zero.

Flare seems like a waste of an action at this stage.

Sovereign Court

Focus on taking down one enemy at a time. Kembe isn't in any real danger yet--as long as you win.

Silver Crusade

Male Human (Vudran) Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

Kembe has had a really bad day.

Scarab Sages

Skills:
Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
Stats:
│HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

I did miss that somehow, thanks for pointing it out!

Sovereign Court

D. Kembe wrote:
Kembe has had a really bad day.

That tends to happen when there's only one melee character in a party. And my dice haven't been nice to you, either.

Scarab Sages

HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1

Yeap, when there were six, playing a MT made a lot of sense. I'm thinking I may end up rebuilding into something more melee like so we have a little more protection in fights.

Sovereign Court

I've got a long day, and probably won't update today.

Silver Crusade

Male Human (Vudran) Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

Out of town until Sunday morning likely.

Sovereign Court

Who feels comfortable botting Kembe?

Dark Archive

I can do it. Will make gameplay posts soon.

Sovereign Court

Unfortunately, I need to postpone the next game--probably until after gameday. Life has just forced me to look for a job and an apartment at the same time, and on short notice. Until all of that is resolved, I need to cut back on everything I can, even as a player :-(

Silver Crusade

Male Human (Vudran) Unchained Monk 2 HP 20/20 | AC (20)16, T 15, FF 13 Deflect Arrows| Fort +6, Ref +7 Evasion, Will +4 | Init +2 | Perc +8 | SM +8 | Stuns: 2/2 | Effects:

No worries man, good luck.

Dark Archive

Sorry Granta, good luck!

Silver Crusade

Male Halfling Paladin 1 | HP -4/12 | AC 21/15/15 | F +5, R +5, W +3 (-2 vs. fear) | CMD 15 | Init +5 | Perc +0 | CLW Wand 45/50 | Conditions: Unconscious

Not a problem, you gotta do what you gotta do. Hope it all goes smoothly!

Scarab Sages

HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1

Good luck.

On the plus side, getting all the stresses over and done with at one time can be good.

301 to 350 of 378 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PFS] Granta's Campaign - Discussion All Messageboards

Want to post a reply? Sign in.