
Lyra Greenshell |

"Thank you,"Isald exclaims. "I think two more of them -- disgusting blobby things -- went into the basement! Please, stop them before they destroy everything. I have relics down there. You can have them if you destroy the devils. Here, take these!"
You already have a minute or two while Argus and Philgor get their armor from 'donned hastily' to merely 'donned'. Means reduce person will probably wear off, but those are the breaks. I'd get Olive. We could definitely use the heavy firepower.
I realize he wanted to take a minute. IC I am not sure we should is all :)

Twigs |

More's the pity. I'd really enjoyed our initial banter.
A Celestial summon should make short work of these lemures but I'm tempted to hold onto it for something a little more fearsome. Your thoughts, guys? This could be another long grueling combat if these guys have damage reduction, at best I can contribute combat manuevers. Thoughts?

Lyra Greenshell |

I don't know how long this night will last, but I am halfway through my summons, & have only one or two spells left. I think saving the celestial for a fight outside is prudent. Both because enemies could be bigger & because we don't have much flight. The basement should be relatively contained.
My 2 cp, but play in the way you have the most fun with :)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Argus is down to an extract of heighten awareness, a Dex mutagen, and two thunderstones. His bombs are not of use.
My plan is to supply Aid Another actions and flanking bonuses to Philgor can cut the lemures down.
Please don't feel you guys need to wait for your specific turn in the initiative order. I like to go by rounds since I think that moves combat along most quickly. Feel free to give me conditionals with your plans, or if I need to change your actions because they no longer make sense based on someone who acted before you, I'll sometimes change them (especially once I get to know you and your characters better).

Twigs |

I'll be tied up with a play from the 18th-22nd and posting may begin to slow down leading up to that/during.
I'm also starting up a solo game for a friend who's interested in the game. Does anyone have any prior experience with such things, particularly appropriate encounter levels for a 1st level solo PC and what parts of the rules I should be showcasing? If anybody wants to weigh in with their two-cents that would be spectacular.

Lyra Greenshell |

The PFS quests are designed to introduce new players and playable with pregenerated characters. They are set for an hour of play, but have connections so a character gets more story should they wish to continue. I believe the Silver Hex Chronicle is free even. The second set debuted at GenCon, & will be available soon.
Also dragons. Run a dragon.
Nothing in the game compares to dragons. :)

Twigs |

She's opted for a Halfling Barbarian with ride and survival. My first question for her was just how savage her barbarian was, and we settled on her being literally raised by wolves. This is what I've come up with so far:
This is the hour of pride and power,
Of talon and tush and claw.
Now hear the call, good hunting all,
That keep the Forest Law.
Encounter One: Dusk, Rillka joins the wolfpack on the hunt, having cornered an Elk in a ravine, the pack move in to strike. (Two allied wolves, one Elk) (I'd like to start the game with some preliminary roleplaying, but even with speak with animals as a trait bonus I don't see a great deal of impetus for that until the stakes are raised. So this encounter will serve to introduce her to combat, her mount, and combat manuevers through her trip feat.
Encounter Two: If a wolf if significantly wounded in the hunt, the stakes have been successfully raised. If not... A member of the pack falls victim to a huntsman's trap. A moderate DC STR check can pry open the jaws, but as the night rides out it is clear that the beast will need a healer. (Introduce her to the idea of DC's, and possibly necessitating the use of her Barbarian rage)
Encounter Three: Pressing into the fairie's glade to seek the Greenspeaker (local druid to be fleshed out later), the PC encounters a mischievous Grig. The Grig will harry it with it's spell like abilities and flight, but yield if the PC manages to damage it or move to threaten. Introduction to saving throws against a variety of effects, and finally a creature that can have a conversation. The Grig will question the halfling that thinks she's a wolf, and point her toward the next setpiece, the witches hut.
Encounter Four: The animated cauldron encounter from Hollow's Last Hope, a source of magical loot and much-needed healing (as I've opted to avoid humanoid NPC allys for now), and the first encounter that puts her in significant danger. The animated object resets if the PC flees, only attacking if the PC searches the hut. Would simultaneously teach her that not all fights are winnable, set up a potential future antagonist, or overwhelm her and lead to a rather exciting escape encounter as she's tied up for the witch's cookpots.
Potential Other Encounters: A wyvern sighting (it's almost a dragon!), kobolds, friendly fey, a CR-appropriate number of commoners in the nearby logging village. Large numbers of low-strength enemies seem fair, despite action economy there's less chance of flooring a PC with an unexpected crit. I'd love to use a hag somewhere down the road if her enthusiasm keeps up, and run the Crown of the Kobold King if I can get a full table, and the transition into friendly contact with the villagers after initial hostility would be some meaty roleplay material.
Should be enough to give her a taste of the hobby. I realised too late that I own the first two We Be Goblins modules, with their ridiculously fun pregens, but we'd already sat down and made a character and I was blown away by the enthusiasm, so I certainly want to use it.

Lisbet Bjornsdottir |

Just a note:
I am getting ready to leave the Army after 20 years; I will be moving around a lot and may have limited access to the internet. My new job will require a lot of travel too, but not to super remote areas. I will let you know if I need to drop off for a while. I plan on keeping up with this game!

Twigs |

I don't know if it's a nasty habit from my high school days when treasures were few and far between but I'm thoroughly awful at tracking loot and tend to let games grind to a halt when treasure is being divvied up.
Should we start a google doc or use the discussion thread so we can keep the gameplay thread moving?

Philgor Longhammer |

In my home games we have a rule that if it is not on a character sheet is does not exist. We used to do the list thing but it always got lost and the GM got tired of looking it up the items for us. When we divide up the loot is goes right on our sheet or else it got left behind. That system seems to work the best for us.

Philgor Longhammer |

I reread our last couple pages of gameplay and found that we did not really get a chance to examine the area where Ogash was digging.
We should have tried to save her, while she was bleeding out,and get some answers but things happen.
The gear found on her was:
Three potions-CLW, CLW, Magic Weapon
three scrolls
three smokesticks
a nice breastplate with armor spikes
a nice orc double axe,
three throwing axes,
a black feather necklace worth 15 gp,
a climber's kit,
hemp rope (50 ft.),
a locked gauntlet,
a nice set of manacles,
a signal horn,
two balls of badly tangled twine
91 gp.
also the Lemure's had:
glass vial filled unguent of timelessness
a flask with elixir of vision
a beautiful brooch worth 300 gp
122 gp, 66 sp, and 83 cp
Does anyone have detect magic?
Who took what items and what does Vegazi want out of here sister's gear?

Lyra Greenshell |

"Is she stable? Lyra asks, worried her sister might not want things to end this way. Once she is secure, Lyra will post Olive as guard and search the rooms.
I supposed I should have made some rolls too.
Aye I have detect magic & +4 spellcraft.

Lyra Greenshell |

Use in whatever order you feel fair.
Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24
Spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
EDIT: Nat 20! (about time :)

Shackleton |

Shackleton can prepare read magic and detect magic tomorrow.

Philgor Longhammer |

Philgor passed out the gear to everyone like this
Three potions-CLW, CLW, Magic Weapon to Argus
three scrolls to Shackleton
three smokesticks to Shackleton
a nice breastplate with armor spikes to Philgor
a nice orc double axe, to Philgor
three throwing axes, to Lisbet
a black feather necklace worth 15 gp, to Philgor
a climber's kit, to Lisbet
hemp rope (50 ft.), to Lisbet
a locked gauntlet, to Philgor
a nice set of manacles, to Philgor
a signal horn, to Philgor
two balls of badly tangled twine to Shackleton
glass vial filled unguent of timelessness to Argus
a flask with elixir of vision to Argus
a beautiful brooch worth 300 gp to Lyra
213 gp, 66 sp, and 83 cp to Lyra
Lyra can divide up the coins
Add this stuff to your character sheet
Trade it with each other when we rest if you want or we can leave it in town or sell it.

Lisbet Bjornsdottir |

Lisbet
Level 4 Oracle
HP: 5 +2(CON) +1(Fav)
Saves: +1 Will
Skills:
Diplomacy +1
Intimidate +1
Know: Planes +1
Perception +1
Spellcraft +1
Spells:
0: Guidance
2: Bull's Strength
I was also thinking Burst of Radiance instead of Bull's Strength; but the DC is only 15... I am open to suggestions if you all would prefer me to get a little into blasting :)

Shackleton |

Shackleton
Unchained Rogue
+1 Dex
HP: 5+2(con)+1(fav) (35 total)
Saves: +1 Fort, +1 Will
+1BAB
Skills (10 points):
Acrobatics +1
Bluff +1
Knowledge (arcana) +1
Knowledge (history) +1
Sleight of Hand +2
Spellcraft +1
Swim +1
UMD +2
Class Features:
2d6 sneak attack
Finesse training (light mace) I don't really like that you can only choose a single weapon for this class feature and that it can NEVER be changed, but Shackleton's damage just got a lot more respectable
brutal beating (thug archetype)
______
Shackleton can finally start playing as the setter-upper/debuffer that I'd envisioned. He can sicken opponents, and next level also reduce their attack rolls with the new unchained bonus. Also +2d6 sneak attack and +4 Dex to damage. While I won't be dealing crazy TWF damage, I can hit pretty reliably (especially with my touch attacks) and do more than just tickle foes.
I'm not certain whether to continue pumping UMD, as my wizard levels and almost-respectable caster level mean I can use most wands and scrolls. I could be further pumping scouting, knowledge or social skills, or become a backup trapfinder after Argus.

Lyra Greenshell |

Lyra level adjustments
+1 Dex (18 total)
+6 hp
+1 BAB
+1 Will saves
Shield ally (bonus to AC)
Second level spells (3/day)
cat's grace, resist energy
+1 KN (planes), and Handle Animal
now for the hard one...