[Non-PFS] Pathfinder 1-Shot

Game Master djpika

Maps
Plantation Basement

Full Moon Inn

Plantation House

Marais d'Tarascon
Cemetery


Hooked Horseman of Magnimar Escapes!
While being transported from Magnimar to Habe's Sanatorium, Trevol Greenway, known as the Hooked Horror of Magnimar for riding down his victims with an ogre hook and then hanging them like meat, is believed to have escaped when his wagon was assaulted by the goblins along the Brinestump Marshes. His body was not found amongst the dead. Authorities seek assistance in finding the fugitive. For details, speak to Sheriff Hemlock. Only the brave need apply.


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Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

I don't think that the ability to find magical traps is really a priority. I am a rogue but I traded that ability away for cooler sneak attacks.

Anyway, I think I'm ready to move on.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Just an FYI guys:

Holiday Plans:

This Friday (i.e. tomorrow), Saturday, Sunday, and Monday I have Christmas events to attend (and I may be busy Tuesday too). I will be travelling for some of that period. I still expect to have internet access and I'll try to get online in that period but my posting frequency may suffer. Wednesday night I will be back home and things will return to normal for me.


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Happy new year to everyone, hope we continue this game?


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

Hope everyone had a good holiday season!

I'm ready to continue.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

I generally don't post in a thread until I see activity there, so I haven't been posting, but yes, I am still here and able to continue.


Ok, starting again with what the party wants to do. Posts went to a trickle pre-holiday and it's just taken me awhile to get back into things.. moved two days before xmas and ended up getting the flu then.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

I know the feeling. I moved just before the holidays and we're still unpacking.


Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

Just moved cross country as well. New place is now furnished...but have 32 boxes of stuff I shipped over that will be arriving soon...


Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

Ah...turns out I have no money. And need some coin to buy thief tools. Incase we find traps or locked doors.

Anyone able to help?


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

For the record, Morthak has masterwork thieves' tools and knows how to use them. Using them I have +11 in disable device.

Unless you think we will be discovering a lot of magical traps, the trapfinding ability isn't necessary. Sam and Atushia both have detect magic.


Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

Alright then, I’ll switch it for something else


Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

How do rebuild rules work?

Because when building this character I didn’t know about this:

Quote:
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Source PZO9466

And...

Quote:
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

Both seem amazingly useful. Is there anything Lars can do moving forward (such as the next time we level up) to rebuild into them?


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Guys:

Do you just want to go with four vials of holy water? Or should we ask for scrolls of CLW for backup healing? They cost the same.

Edit: also, I assume we slept through much of the morning. Does this qualify as a night's rest for regaining HP? If so I will be at 16.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

Suggesting two and two. We need some backup healing, and we need some extra weapons against undead.


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

That's seems a sensible idea


Lars Ulcaster wrote:

How do rebuild rules work?

Because when building this character I didn’t know about this:

Quote:
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Source PZO9466

And...

Quote:
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

Both seem amazingly useful. Is there anything Lars can do moving forward (such as the next time we level up) to rebuild into them?

I don't have that player companion. Are those traits? Slayer options?


Morthak Bonerattle wrote:

Guys:

Do you just want to go with four vials of holy water? Or should we ask for scrolls of CLW for backup healing? They cost the same.

Edit: also, I assume we slept through much of the morning. Does this qualify as a night's rest for regaining HP? If so I will be at 16.

16 is fine.


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

I'm sick, please GMPC me


No problem. Get well soon.


Ok. I think it's time I officially closed this down. It looks like we lost most and the turnaround time is high, making it hard to keep tabs on when to post updates for everyone. Thanks everyone for trying. A shame, since it is close to the end.

If anyone wants, I'll mention the module below...


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Sad but I understand. It was an interesting twist


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Fair enough.

The adventure is pretty frustrating and it seems like an ability to do things that advance the story hinges on individual skill checks that we are not making successfully, leading to one dead end after another. Nothing is more frustrating than knowing that there is an adventure in there somewhere and not being able to get to it.


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Even if that didn't worked as we all had wished, thank you for trying Something totally different


Other than dying out, it played out as expected. Maybe investigative/older modules aren't for everyone. After all, not all modules railroad the story line. In this case, events were time based, so stagnating didn't help.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

The trouble is, the players in this module don't seem to have any agency. None of the investigating we did bore any real fruit. Nothing we did seemed to matter. Was it bad rolling? Or bad writing? I haven't read the module, so I can't tell. But if that was the way it was [i]supposed[i] to go, then I suspect the latter.

If the adventure is written so the characters just sit and observe and try to survive as things happen to them, and then when all the events have happened they can tally up the clues and say "Aha! The mystery is solved," well, I don't consider that very good adventure writing. The characters should have the chance to do things that affect the story.

And Luc's cryptic word salad clues were useless to the point of being irritating. They were the kind of clues where there certainly is something the author is trying to get at, but there are so many ways to arrange the words that will sound good but are in fact wrong that it isn't worth wasting time on them.

I do think that as an old-school module it is probably written with the intent that there will be a cleric in the party who can turn undead. That was a staple of early D&D and would have made some of those fights with ghouls so much easier.


Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)

What Morthak said.

Also I would like to know what was up with Trevol. It just seems so odd to me that he didn’t really appear. I mean...it’s like having the opening plot hook being an orc invasion and then having the PCs only fight undead, without ever seeing an orc.

Maybe I just didn’t understand the clues, but it made no sense to me. The adventure as written felt like it started as a hunt for a criminal, and then became a supernatural wonderland. Maybe if Trevol is involved in that it would have helped to establish him as being something more than a mundane murderer?


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

If Trevol were actually ghoul in disguise then that would have made a neat tie-in.


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Could you put the campaign as inactive?

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