Midnight Mauler PFS#3-16 (tier 3-4) (Inactive)

Game Master lucklesshero

Stop a serial killer in Ustalav!


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male Snows of Summer

Ok everyone you all know the drill:

player name: (or alias; ie lucklesshero)
Character name:
PFS#:
Faction:
Day job roll: (if any)

Please let me know if you use herolab...I'll send u my email so you can send me your portfolio...will make my life sooo much easier!

PS expect opening post this coming Thursday in the mean time you can roll-play as if you were on a ship or in a coach heading to Ustalav.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Player name: SodiumTelluride
Character name: Laiashi
PFS #: 89635-9
Faction: The Exchange
Day Job: Craft (alchemy), take 10: 10 + 10 = 20

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

Player: B Viggers
Character:: Bulgo Bluefoot
PFS#: 100387 - 8
Faction: Scarab Sages
Day job:: Light fingered larceny. Which doesn't pay as much as it should.

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Player: grimdog73
Character:: Mykel Therinor
PFS#: 125048-06
Faction: Grand Lodge
Day job: none

good to go, might tweak gear. Have to get chronicle for last game, not important...doesnt affect gameplay...just have gp in the bank...

Grand Lodge

Male Human (Azlanti) Bard (Duettist) 7 | HP 52/52 | AC 18, T 11, FF 17 CMD 14 | Fort +6, Ref +8, Will +7 | Init +4(5)* | Perc +10 | SM +18* | Spells Remaining: level 1 4/5 level 2 4/4 level 3 2/2 | Bardic Performance Rounds 22/23

Player: Cwethan
Character: Constantin the Azlant
PFS#: 182453-4
Faction: Grand Lodge
Day job: Perform (Oratory): 1d20 + 15 ⇒ (9) + 15 = 24


male Snows of Summer

So guys I sent a PM out to Dolgrin (a day ago)...if he hasn't responded by 8pm pacific tonight...I'll move on to some other people. I really want to get this started by tomorrow and in my experience a person that doesn't dot. in right away is usually not paying attention and that wouldn't be good for the game anyway.

Having said that, "stuff happens" and I want to give the player that won the lottery a fair chance to play. So if he/she can dot. in before tonight and promise to post at least once a day (barring emergency or planned vacations) then, I'd like to give them a chance.

Speaking of vacations: it's Holiday season and people will be absent quite a bit ...I understand. However, in the spirit of Holiday giving yada yada ...:) I'd like all players to list in advance any extended period of time they may not be able to post.

For example:

The GM is taking the 5 days immediately "after Christmas" off; for a very welcomed Holiday. We'll be spending our time in a cabin near Mt. Hood Oregon so Phone reception should be OK but, I still may not post everyday during that period.

So if you have any time you know you won't post, or suspect you may not post regularly let us all know now..OK?
BTW no on is expected to post on X-mas or X-mas eve.

Lastly general posting rules are same as most games..1 post day min..weekdays..1 post min weekends...be nice to others..try to write more than a few lines outside of combat once in a while (even if your character is the quiet type...you can still write out some of his/her internal monologue)

OK that's it!
Look for introductory post tomorrow 12/14/
Lucklesshero

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

I'll be vanishing on a family holiday from around NYE (NZ time) for about a week. I may be able to smuggle a laptop along, but my family sometimes have views about that sort of thing.

Dark Archive

Male Gnome Sorcerer (Elemental Fire) 3 HP 15/23 | AC14 T13 F12 CMD9 | F+4 R+4 W+3 | Init+2 | Perc/SM -1 | Darkvision 60'

I am not responding with the tracking information first, because I don't want to be a bad fit.

The Great Swarmholio is actually pretty good in his lane - ranged spell energy damage - but he is NOT a serious character, and I note the first few posts in the gameplay thread are reasonably serious attempts at solid roleplay.

As the next character in the lottery numbers, I was offered the spot. I want to provide the other players the opportunity to ask for another character built more to the style of play you are after, rather than just "sit down" and change the dynamics that much.

To be clear, This is about trying to make sure you all get the chance to enjoy the game the way you want to . . ..

"You will all serve The Great Swarmholio! You! Variable Constant! The Great Swarmholio likes your name. You can have a cookie. The Great Swarmholio was promised dancing bears. Where are the bears?"

That's an example of the kind of interaction the character tends towards . . ..

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Eh... A little goofiness can be fun, but I like games that are taken (more or less) seriously.


male Snows of Summer

Ok just to note for u other GMs at the table..Dogrim did contact me this morning and apologized. He had some unforseen life events. I intend to include him in all my future lotteries as I hope you will as well.

On to brighter things are party consist of:

Laiashi the Ifrit Rogue
The Great Swarmhoilio Gnome sorcerer (go ahead and throw tracking info ur in)
Bulgo Bluefoot halfling rogue ( reminiscent of my 1st D&D charcter.. the very originally named Bilbo Baggins! :) yes I'm old folks)
Constantin the Azlant Human Bard (from Azlant! )
Mykel Therinor Human Swashbuckler (watch out he's got a gun!)

HF guys/girls

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

i have a gun? news to me. i have a nice shiny falcata though....you're thinking pistolero


male Snows of Summer
Mykel Therinor wrote:
i have a gun? news to me. i have a nice shiny falcata though....you're thinking pistolero

LOL my bad...

OK opening post coming now...most of your rolls you'll do yourself. But I roll initiative and AoO's . If you want to roll your own AoO's please roll 10 naked D20 rolls under a spoiler in the discussion thread. As AoOs are need I'll use one of your random rolls instead of rolling them as I go.

I do block initiative as well..so any character in bold may act..
that's it

Grand Lodge

Male Human (Azlanti) Bard (Duettist) 7 | HP 52/52 | AC 18, T 11, FF 17 CMD 14 | Fort +6, Ref +8, Will +7 | Init +4(5)* | Perc +10 | SM +18* | Spells Remaining: level 1 4/5 level 2 4/4 level 3 2/2 | Bardic Performance Rounds 22/23

Oh, and just to be clear, Constantin is not a True Azlanti (of the +2 to all stats and rightly illegal nature), but is more of a throwback as per the Inner Sea Races book.

Dark Archive

Male Gnome Sorcerer (Elemental Fire) 3 HP 15/23 | AC14 T13 F12 CMD9 | F+4 R+4 W+3 | Init+2 | Perc/SM -1 | Darkvision 60'

Player: hustonj
Character:: The Great Swarmholio
PFS#: 15864-4
Faction: Dark Archive
Day job: none (supreme ruler; boss o' you; etc.)

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

I'm not sure what the spend limit is here, but Bulgo has been saving up for a while to buy some stuff.

+1 Mithril dagger 2502gp
+1 mithril chain shirt 1600gp


male Snows of Summer
Bulgo Bluefoot wrote:

I'm not sure what the spend limit is here, but Bulgo has been saving up for a while to buy some stuff.

+1 Mithril dagger 2502gp
+1 mithril chain shirt 1600gp

Being the former capital of Ustalav I'm sure it's over 5,000 people which pretty much means you can buy anything your fame will allow you to.

Note: you will get a chance to buy equipment but there's an important roll-play aspect attached to "shopping" this particular adventure so hang there everyone..If it is a werewolf ...I won't make you face it without silver...rest assured. (PS I know Mithril counts a silver)

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

A +1 mithral chain shirt is 2100 gp, isn't it? Unless you've got some kind of discount?

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

Yes it is! Good catch. I must have done the 500 for a 1lb mithril dagger adjustment rather than the 1000 for mithril light armor.

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

I'll hold off posting in gameplay so others can get a word in edgewise.

Bulgo will however make sure to conceal his wayfinder and if he spots anyone else with one, will suggest they do likewise.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Laiashi never purchased a Wayfinder but can disguise herself as a local.

Dark Archive

Male Gnome Sorcerer (Elemental Fire) 3 HP 15/23 | AC14 T13 F12 CMD9 | F+4 R+4 W+3 | Init+2 | Perc/SM -1 | Darkvision 60'

Swarmholio's not had anybody convince him they are good toys, yet, so he doesn't have a wayfinder either.

Grand Lodge

Male Human (Azlanti) Bard (Duettist) 7 | HP 52/52 | AC 18, T 11, FF 17 CMD 14 | Fort +6, Ref +8, Will +7 | Init +4(5)* | Perc +10 | SM +18* | Spells Remaining: level 1 4/5 level 2 4/4 level 3 2/2 | Bardic Performance Rounds 22/23

I'll wrap up the flag and keep my wayfinder in my pocket for now.


male Snows of Summer

Constantin: I've looked at your character and I'm ruling for the purposes of this situation, the trait: Strength of the Sun does not help increase your initiative. Your trait reads as: During the day, he gains a +1 trait bonus on all Charisma-based checks.

I imagine you believe this helps because of the Noble Scion Feat which reads: In addition he uses his Charisma modifier to adjust Initiative checks instead of his Dexterity modifier.

Put simply there is not enough Sunlight remaining, to power this trait.

There is the interesting argument that, "does noble scion change the initiative roll to a charisma based check? The verbiage used only says use charisma modifier instead of dexterity modifier...does this also mean that the initiative roll is now a Charisma based check? Being I don't believe it breaks the game; I'm inclined not to challenge it. But, I could see myself listening to an argument either way.. has this ever come up in an FAQ?

Anyway, you don't get the extra +1 this time cause sun is down and it's twilight...but, the other notion is something you might look into. Also I'd prefer you leave your initiative in your statblock at +8 possibly put +9 in parenthesis...At best your only receiving that bonus 1/2 the time.

Grand Lodge

Male Human (Azlanti) Bard (Duettist) 7 | HP 52/52 | AC 18, T 11, FF 17 CMD 14 | Fort +6, Ref +8, Will +7 | Init +4(5)* | Perc +10 | SM +18* | Spells Remaining: level 1 4/5 level 2 4/4 level 3 2/2 | Bardic Performance Rounds 22/23

I have no issue with Strength of the Sun powering down after sundown, and I've adjusted my stat block for this scenario.

The relevant faq by the way is here

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Huh. I honestly would not have expected that to work. Good to know!


male Snows of Summer

Just a GM note..you may want to give me 2 possible courses of action when operating in block initiative. ie. either in your bot tactics, an ooc note, or under a spoiler/ suggest an alternate course of action if your target was dropped before GM can respond...

player A and B are both up in block initiative.. both declare an attack against enemy both hit..but player A's attack would have dropped the enemy. Player B (the second player to write not necessarily the second player in initiative ) should suggest an alternate action should player A's attack kill/or subdue the enemy.

player A wrote:
I walk up hit the thing with my sword ( dice rolls= hit & 8dmg: creature only has 7hp but neither player A or B know this)

Before GM writes to respond to player A's action player B writes the following.

Player B says: I shoot my arrow at the thing.

player A already killed thing:
if player A already killed thing I instead shoot thing 2

Just suggesting if there's multiple possible actions..give the GM some choice and I will try to make a choice that makes the most sense for your character and party.


male Snows of Summer

Hey Laiashi..they answer to your question is not by raw. However, if this were a home game I'd allow it giving enough time and a very difficult DC. (ie. if you have ranks in alchemy or craft poison you can attempt to do this.. for wolfsbane I might even allow profession herbalist )

The main reason I can't bend the rules is PFS itself (there's a feat called conversion that allows an alchemist to do this that's legal in PFS..I think). The other reason more relevant to this adventure is your up against the clock..moon rises in just over an hour and your trying to prevent a former Pathfinder from killing again and soiling the Society reputation.

Even if I could allow it ...it wouldn't be a practical solution in this adventure.

Hope this isn't too disappointing for you. I generally like to work with players that come up with creative solutions..makes the game more fun. But, this one I think I need to shut down to keep the game moving.

thx for understanding
Lucklesshero

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

My thinking was, if the hour needed would bump up against moonrise I'd be willing to leave the party to make that conversion, because I think making it an injury poison would help us tremendously. But if it isn't considered a poison, then I guess that won't work.


male Snows of Summer
Laiashi wrote:
My thinking was, if the hour needed would bump up against moonrise I'd be willing to leave the party to make that conversion, because I think making it an injury poison would help us tremendously. But if it isn't considered a poison, then I guess that won't work.

Ok so reading your ability I believe this could be done but: It would be difficult timing in your current situation. Here's what I would require.

1. DC: 20 knowledge local check or DC:15 gather info diplomacy to locate the lab. (remember gather info takes 1d4 hrs)
2. A diplomacy ,intimidate, or bluff to have the alchemist open his shop after hours..( just going to set DC:20 for any of these checks cause it would be tough to convince someone to risk their life while the mauler stalks the streets)
3. Pay the alchemist for use of his lab. (and any cost to convert the wolfsbane) tripling the lab fee will give you a +2 bonus on the above checks.
4. Make the necessary roll for conversion.
5. Understand process will take 2 hrs total (unless you need to use gather-info) ...1hr to convert poison and one hour to travel to and convince shop owner to let you use Alchemy lab.(also includes time to travel back to group)
6. A pre-arranged meeting place and a way to track time...(town criers would not be out at night while the mauler is stalking the street) how do you know what time it is?

If you can get all this to come together...I say go for it!

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Darn. There's virtually no chance of succeeding at all that in one go, not at my level. Never mind then.


male Snows of Summer

well, the group can help u with the knowledge local check..or you could go back to Erydu and ask.(say 30 min to go back and ask him)

If you used diplomacy, bluff, and intimidate in that order I wouldn't penalize any of the rolls (effectively giving you 3 shots at it)

if you offer to rent the lab at x3 cost you could get a +2 bonus the all the above checks.. (3gp to rent for an hr 9gp to get bonus)

I'll allow you to hire the alchemist as an assistant effectively giving you a +2 (aid another) to make your roll to covert the poison.(3gp to hire: his assistant who must roll the aid another (+5 bonus only fails 20%) or 3pp to hire the alchemist himself who can never fail the aid another..However both must roll 5% chance of poisoning themselves for helping you.

A pre arranged spot shouldn't be too hard to locate (take '10' knowledge local)

time well unless you have a time piece it's just a random roll..
( 1d6.../1 Laiashi is 10 min early /2 group is 10 min early /3 both on time/ 4 Laiashi 10 min late/ 5 Laiash 20 min late /6 group is 10 min late)

I think it could be done...but time is not on your side..and unless you want to meet back at Erdu's house (30 min across town) it means you could be out on the street alone waiting for your group while the mauler hunts..


male Snows of Summer

Come to think of it...this is playing out just like an old fashioned werewolf movie..kinda hope you do try Laiashi! I'd be excited to see what happens! Rare that you can build tension in a PbP!

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel has a decent diplomacy and intimidate....we can try it...I think swarmholio has a +12 to intimidate...i have +9.....I'm down if you are...

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

I'd prefer to dry diplomacy myself. Intimidate works short term, but we are trying to leave a good impression of the society here, not make our reputation even worse.

Grand Lodge

Male Human (Azlanti) Bard (Duettist) 7 | HP 52/52 | AC 18, T 11, FF 17 CMD 14 | Fort +6, Ref +8, Will +7 | Init +4(5)* | Perc +10 | SM +18* | Spells Remaining: level 1 4/5 level 2 4/4 level 3 2/2 | Bardic Performance Rounds 22/23

Agreed


male Snows of Summer

Just FYI on weekend schedule and beyond (today being Friday 22nd). I'll try and post one or two more times today. Expect one post from me tomorrow and then nothing till Tuesday the 26th (expect only 1 post on the 26th):

Looking forward to next week Wednesday 27th, Thursday 28th, Friday 29th; I'll be on a vacation my post will be at best once a day or possible none. By Saturday the 30th posting will be back to normal.

So what this means to the players...considering after tomorrow (the 23rd Saturday) there will not be regular post from the GM until the following week (Saturday 30th)... I will not expect any of you to Post between Sunday Christmas eve and Saturday the 30th. If you do want to check the boards there may be a couple minor post from your GM during this Holiday break and you may respond with post as you like.

I do ask however that you do not post too many (3-4 the entire week would be fine) as the players that choose to not post at all will have to go over what's been posted in their absence. It goes without saying no combat is planned for the holiday break so players who take the entire time off need not worry their character will be botted.

What I expect as we move in to the break is; that everyone post at least once today (the 22nd) and if possible, tomorrow (the 23rd). Other than that...enjoy the Holiday break! We'll pick this up full steam next weekend just before the new year..

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

I'll likely go quiet for the first week of the new year - family holiday.

Dark Archive

Male Gnome Sorcerer (Elemental Fire) 3 HP 15/23 | AC14 T13 F12 CMD9 | F+4 R+4 W+3 | Init+2 | Perc/SM -1 | Darkvision 60'

Even Swarmholio figured out the group was trying to be nice. Now he's trying to figure out if they are being nice to the old man he thought they were going to kill.

THAT's the part that's really got him confused.


male Snows of Summer

Hey everyone hope your Christmas/holidays has gone well so far. I'm going to ask you all a question that will spoil a little of this adventure...never-the-less.. I need an answer so we can maintain an enjoyable experience for all.

There's a chase scene in this scenario. It uses the awful and broken chase rules from the Game Mastery guide pg. 232...They are not fun at all for a GM. It places a board game right in the middle of my RPG. It also telegraphs every challenge to the players before they experience it. Worse yet...the mechanics are terrible. They try to create a illusion of choice but, since it's a a board game; it's easy to break down the math. If a player simply takes what they refer to as, a "full round action" every turn. (you face only 2 obstacles to move 3 spaces though u may be bad at one..but even if you fail one you still get to move one square!) You will win.

Conversely, the standard action would require you to pass 3 obstacles over three turns to move the same three squares and if you miss even one of those obstacles you loose a turn by not moving. Yep that's the RAW of this game.

So instead of debate with anyone on how it could be cool ect...I'm going to cut it off at the pass, as it were. The reason I'm doing this is because I'm currently running a game with these same chase rules and I quickly learned there's a player wins button built in to the game.

Therefore I need you all to choose.

1.play they board game: I will provide it(the board) the rules and a pre set of rolls for your adversary. You guys can play it out on the thread. When your done, I'll provide a short synopsis. But, that's it ..I won't attempt to describe a silly chase, in which the players know what's around every-corner and know when to "turn on the gas" and catch the bad guy.

2.trust that your GM has something cool and fair planned for your chase scene. I have something that is, entirely more cinematic and the out-come, is not a foregone conclusion..

These are the choices I present to you. If even one player wants to play the board game that's what we'll do. If you all agree that you want something more like a role-playing chase scene; you'll agree to go with what I've provided and not question how I'm managing the chase.

I'll need you to all weigh in on this..

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

In my limited experience, I've actually enjoyed the chase rules-- although admittedly I didn't know about the "full-round action" option. And obviously this game is supposed to be fun for everyone, including the GM.

I vote option 2.

Grand Lodge

Male Human (Azlanti) Bard (Duettist) 7 | HP 52/52 | AC 18, T 11, FF 17 CMD 14 | Fort +6, Ref +8, Will +7 | Init +4(5)* | Perc +10 | SM +18* | Spells Remaining: level 1 4/5 level 2 4/4 level 3 2/2 | Bardic Performance Rounds 22/23

I myself don't have the same aversion to the chases (though I do agree that they're mechanically suspect), but it sounds like running it will be no fun for you, so I'm fine for #2

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

chases could be fun...but this one soinds like a PITA.. .i vote #2 as well


male Snows of Summer

to be clear if u vote for #2 you will still get a chase..and we still get to roll to resolve out-come.. I just don't like what system they handed me so I'll take the skin of it and your rolls+ decisions will determine outcome + practical factors like..land speed.

ie. I don't want to take the chase away...I want to make it better. But I'll need your ok to roll with something different ..

If you'd rather just go with what is written that's ok too.. some people just want to share the same experience with what everybody else experienced so they can talk shop and what not. I get that..(kinda like being a football game together and talking about the game after good or bad...it's part of why we do it.)

To be clear I do not want my bias to affect anyone's enjoyment. If you prefer to play the chase game as written, please say so. Everything will be provided so you can play out the game and not miss a thing. We'll pick up the narrative as soon as the chase is resolved and continue the adventure.

Or we could try it my way and make the chase part of the adventure.

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

I'm easy with it either way. I've played and GMed them. Some in later seasons are more "inspired by" the chase rules than strictly following them.

Game has to be fun for the GM too, I'm happy to go with option 2.

BTW, I'll be away from new years eve for a week, so you may need to bot me for a bit.

Dark Archive

Male Gnome Sorcerer (Elemental Fire) 3 HP 15/23 | AC14 T13 F12 CMD9 | F+4 R+4 W+3 | Init+2 | Perc/SM -1 | Darkvision 60'

Headed to a Boy Scout Shooting Sports campout to run the archery range. In the Hill Country and a valley, so there is no cell service after I get there.

Will be back Sunday night.


male Snows of Summer
The Great Swarmholio wrote:

Headed to a Boy Scout Shooting Sports campout to run the archery range. In the Hill Country and a valley, so there is no cell service after I get there.

Will be back Sunday night.

Ok Swarholio can I assume you fry this swarm again 1st chance you get?

*edit* oh btw..thanks for helping out with the Boy Scouts...I was just a city kid (LA) before i took my first trip to Big bear Cub Scout camp..Had a great time fishing..shooting .22s, and Archery.

Really helped spark my interest in hunting and fishing in later years of my life (when I moved to the High Sierra's in my teenage/early 20s years)

Cub Scouts, Boy Scouts, Brownies, and Girl Scouts...Among the greatest of American institutions.

Thanks for you service Swarmholio!
(And a double thanks if you're a vet!)

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

<- Scout and vet here. What was funny was when I got my Eagle, they gave me the most recent Eagle scout newsletter, which showed the twenty or so newest Eagle scouts. Almost half of them had listed the military as their next step.

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

I was a cub scout up here in Canada...was top in my troop...got out after one year in scouts...fun times...


male Snows of Summer

OK guys the chase scene is coming up...and I've decided not to use the game board..instead what I'll is present two obstacles that I'll describe. Each obstacle will have a skill associated with how to over-come it..Most obstacles that skill will be evident, others maybe not so much. You need not worry that there is only one way to over-come an obstacle..I encourage you to be creative. (instead of climbing a wall perhaps you chug a potion of levitate or take a few minutes of diplomacy to encourage some local kids to "give you a boost over the wall" ect..)

If I describe an obstacle as "difficult" it may be the DC for the associated skill is 18+...if on the other hand I describe it as easy..the DC will generally be 12 or below. Ok here's the fun part..You can do anything you want in this chase..If I describe you "seeing the werewolf 100ft ahead of you on the rooftops" you could take a shot with your bow..cast a long range spell, or just about anything you can think of. But the way the chase mechanic works it's mostly about over-coming obstacles. ..So if you for instance cast fly ..it would not only increase your speed but you'd automatically overcome most checks that involved height or climbing ect...

So while in the chase there are basically 2 chase modes besides the creative ones . Those two modes are steady pace and reckless abandoned. Although a million factors go in to an actual chase...there's really only one mechanic you really need to know concerning this chase. If you decide to go at a steady pace..you need only, over-come one of the obstacles (your choice). If you decide to go with reckless abandon, you'll need to pass both obstacles. And that's pretty much it..I'll describe the chase as we go! GL!

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

I'm going to be away for a couple of days. Impromptu camping trip organised by the family. Please bot as required.

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