[PBP GameDay #4] GM..Silbeg's 6-98 Serpents Rise (Inactive)

Game Master Silbeg

Session ID #119
The Agents


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I strongly disagree that Glitterdust is a glorified bucket of paint.

The spell conjures a magical sticky substance that causes -40 to stealth. That magical sticky substance can not be affected by Invisibility. Paint, flour and other mundane or alchemical objects and substances could. It doesn't provide a light source (like a torch would) but it does (somehow) outline an invisible creature.

I agree that neither flour nor any other mundane substance would neutralize Mirror Image. In that case the Mirror Image spell is not trying to imitate another spell.


"Taj" | Female Peri-Blooded Aasimar Swashbuckler | HP 12/12 | AC 15 T 13 FF 12 | CMD | F +2 R +5 W +0 | Init + 3 | Per +4, SM +2 | Speed 30 Ft | Spells: None | Active Conditions: Magic Weapon

Is 322 dead?

I'd surrender if I had language.


It really depends on how you think Rataji would react -- protective, vindictive, or scared. With an Int 3 (1+headband) he really isn't capable of the tactical thought of which is best, so I think it is really about what sort of character he is.

Heal is Wisdom based. He does have the option of running over and doing a heal check.

Grand Lodge

Is this where we get to call the game and surrender? I don't see any outcome for us other than surrender, run or TPK.

Grand Lodge

Female CN human (Taldan) Unchained Rogue 7 Human | HP: 45/45| AC: 17 (13 Tch, 14 Fl) | CMB: +6, CMD: 21 | F: +3, R: +10, W: +6 | Init: +5 | Perc: +14, Lowlight vision Rogue (unchained) 7 | Speed 20ft | Sneak attack (unchained) +4d6 | Active conditions: Trap Spotter (+14 Perception) | Trapfinding +3 Dust of Darkness

I have smokesticks but too slow, he will move out. We need some darkness.


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

First, if Gazwyr has a reroll, he could try to reroll that save (I don't recall, honestly). However, you have one dead, one dying target, even if he saves. It is very clear that Zey will take your surrender... or perhaps your flight.

Out of character, if you surrender, that's the only cost. There will likely be a large prisoner exchange after this. You'll still need to deal with the death or deaths, but that's it.

On the death, you can spend your chronicle gear and sell the character's gear to cover the costs of Raise Dead and 2 Restoration. We'll figure that out when this is over.

Grand Lodge

I am pro surrender.

Hmm


HP: -7/66 | AC: 18 (11 Tch, 17 Fl) | CMB: +10, CMD: 21 | F: +7, R: +6, W: +8 | Init: +1 | Acro +1 (+5 to jump), Fly +11, Knature +11, Perc +13, SMot +3, Scaft +11, Stth +11, Surv +11, Swim +21 | Speed 40ft/fly 150ft| Active conditions: 1/2 speed from tanglefoot
GM.Silbeg wrote:
First, if Gazwyr has a reroll, he could try to reroll that save..

No such luck.


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions bad hair day, halitosis | * School of making problems disappear; ** varies

Keep him busy. I'll be back in 1d3x10 minutes. ;)


HP: -7/66 | AC: 18 (11 Tch, 17 Fl) | CMB: +10, CMD: 21 | F: +7, R: +6, W: +8 | Init: +1 | Acro +1 (+5 to jump), Fly +11, Knature +11, Perc +13, SMot +3, Scaft +11, Stth +11, Surv +11, Swim +21 | Speed 40ft/fly 150ft| Active conditions: 1/2 speed from tanglefoot

I am pro surrender too. Though my character is unconscious its much better than death. I just don't see how this can be turned around With only Z and Shi still going.


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

Since it looks like we'll be rounding this up now, so please post the following: Note, everything that refers the the character means the character it will be assigned to. If you don't know yet things like Chronicle #, etc., just state n/a

Player Name:
Character Name:
PFS #:
Faction:
Chronicle #:
Starting XP:
Starting PP/Fame:
Starting Gold:

note: as pregens you don't get any day jobs.

Boon Rolls:
GM: 1d20 ⇒ 8
322: 1d20 ⇒ 1
Gazwyr/Marnarius: 1d20 ⇒ 2
Joliryn: 1d20 ⇒ 5
Zurnzal: 1d20 ⇒ 3
Rataji: 1d20 ⇒ 13
Shihoraj: 1d20 ⇒ 19
Boon of players choice on a natural roll of 1 or 20

**Re-Rolls not allowed on boons**

322 gets a boon!!! PM will be sent soon.


Congrats on the boon, Mort!

Is stabilization assumed on Joliryn?

My answer for which character changes depending on if the character is dead (in which case it is an unused character number) and if there is any PP charge because I was unconscious and then presumably captured.

Grand Lodge

Female CN human (Taldan) Unchained Rogue 7 Human | HP: 45/45| AC: 17 (13 Tch, 14 Fl) | CMB: +6, CMD: 21 | F: +3, R: +10, W: +6 | Init: +5 | Perc: +14, Lowlight vision Rogue (unchained) 7 | Speed 20ft | Sneak attack (unchained) +4d6 | Active conditions: Trap Spotter (+14 Perception) | Trapfinding +3 Dust of Darkness

Sneak attack not apply but grapple is bad for any mage.
Surrender Ok. Shi will pick the fallen and run.

Grand Lodge

Jack, I need to know how bad we're going to get dinged for that surrender. I'm trying to decide if I assign this chronicle to a dead number or not.

Hmm


Female CN Elf Oracle (Dark Tapestry) 7 | HP :Dead AC: 19 (13 Tch, 11 Fl) | CMB: +8, CMD: 20 | F: 6, R: +8, W: +9; +2 vs Enchantment | Init: +2 | Perc: +2, SM: 0 | Speed 30ft | |Gift of Madnesss: 6/7 | Intestellar Void 0/1 | Wings of Darkness 5/7 | Spells: 1st 1/7| Spells: 2nd 1/7| Spells: 3rd 1/5| Active conditions: Haste 6 rds, prone

As the one ending up dead - do I sell my current character gear, to clear the dead condition - I am..not sure if this is allowed by the rules - as there is something about PFS pregens not being allowed to sell their possessions to buy other goodies. There may be other considerations for this scenario that I do not know off, but like to clear it up first.

I think we can assume the rest surrendered. Since most of the party are for it, the rest aren't in any condition to answer.


Here are the parts of the PSRPG for Season 7 that I think apply.

Pathfinder Society Roleplaying Guild, Season 7, pg. 23 wrote:
However, any equipment that’s listed on the pregenerated character sheet may only be sold to clear their own conditions during the play of a sanctioned event, and any remaining gold does not carry over at the end of the adventure.
Pathfinder Society Roleplaying Guild, Season 7, pg. 24 wrote:

PCs can also sell off gear, including the dead character’s gear, at 50% of its listed value to raise money to purchase a spell that will return their slain ally from the dead, though they can only do so in a settlement and they cannot sell off any items found during the current scenario that they haven’t purchased. PCs who die during a scenario and are raised receive full XP for that scenario, so long as they completed at least three encounters.

PCs may use the rewards from the Chronicle sheet they earned in order to resolve any conditions, such as death. PCs who ultimately do not return to the realm of the living receive no XP, 0 Prestige Points, 0 gp, and no boons for the scenario in which they died.

I'm not sure how that figures into the chronicle. If you sell off enough Pre-Gen equipment to raise them, is that counted as spending money and therefore applied to whatever character you apply the chronicle to?


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

@BretI it will depend on the party's actions. Not assumed at the moment.

The surrender itself will cost you some money, probably, and at least one prestige. I wouldn't throw the chronicle away if I were you, but I cannot tell you exactly what the hit is until we've finished.

Agent 322, though I don't have the link, Mike Brock previously confirmed that you could sell gear to be healed/raised. So, you'll need to raise 8010gp if my math is right (5450 + 1280 + 1280). You can sell all your gear at 1/2 price (assuming your body is available), and use what you would earn as well. Also, players may pitch in from their characters to help.


Female CN Elf Oracle (Dark Tapestry) 7 | HP :Dead AC: 19 (13 Tch, 11 Fl) | CMB: +8, CMD: 20 | F: 6, R: +8, W: +9; +2 vs Enchantment | Init: +2 | Perc: +2, SM: 0 | Speed 30ft | |Gift of Madnesss: 6/7 | Intestellar Void 0/1 | Wings of Darkness 5/7 | Spells: 1st 1/7| Spells: 2nd 1/7| Spells: 3rd 1/5| Active conditions: Haste 6 rds, prone

As a player, you can. Pregen - I'm not so sure. I get the impression that its against the spirit of the rules to do so. I won't count on anyone helping me, I'll take the safe option and throw the sheet somewhere else.

Player Name: Mort
Character Name: Ishinta
PFS #: 38742-29
Faction: Grand Lodge
Chronicle #: 1
Starting XP: 0
Starting PP/Fame:0
Starting Gold: 150

Grand Lodge

Female CN human (Taldan) Unchained Rogue 7 Human | HP: 45/45| AC: 17 (13 Tch, 14 Fl) | CMB: +6, CMD: 21 | F: +3, R: +10, W: +6 | Init: +5 | Perc: +14, Lowlight vision Rogue (unchained) 7 | Speed 20ft | Sneak attack (unchained) +4d6 | Active conditions: Trap Spotter (+14 Perception) | Trapfinding +3 Dust of Darkness

I would help to resurrect a character of the group.


@Mort: It specifically allows a pre-gen to sell off equipment to clear their own conditions. The quotes were from the guide and both quotes came from the same section of the guide.


Female CN Elf Oracle (Dark Tapestry) 7 | HP :Dead AC: 19 (13 Tch, 11 Fl) | CMB: +8, CMD: 20 | F: 6, R: +8, W: +9; +2 vs Enchantment | Init: +2 | Perc: +2, SM: 0 | Speed 30ft | |Gift of Madnesss: 6/7 | Intestellar Void 0/1 | Wings of Darkness 5/7 | Spells: 1st 1/7| Spells: 2nd 1/7| Spells: 3rd 1/5| Active conditions: Haste 6 rds, prone

Prolly not in character to do so, besides you have your own problems to deal with. Less accounting that way, too.

I have 5887.5 gp on me(liquidated gear). A 7-8 scenario has 4000k gp in dosh, approx. We did 2/3 the encounters, maybe? Lets put it in 2667 in value. That, take away surrender costs, doesn't leave much in value.

I'm a mostly retired pathfinder really, I don't play much anymore. So it doesn't really matter anyway, at the end of the day.

Grand Lodge

Male NE Human Slayer 7 HP: 65/67 | AC: 21 (13 Tch, 19 Fl, -2 if no shield) | CMB: +12, CMD: 24 | F: +9, R: +9, W: +7 (add +2 vs. mind-reading) | Init: +2 | Acro: +10, Bluff: +8, Disable: +11, Perc: +11, SM: +11, Stealth +12, Surv: +10 | Speed 30ft | Studied Target +2 as swift action, Sneak Attack +2d6 | Active conditions: Using Greatsword
GM.Silbeg wrote:
Since it looks like we'll be rounding this up now, so please post the following...

Player Name: Michael Kelly

Character Name: Bauble
PFS #: 141936-2
Faction: Exchange
Chronicle #: I'll be saving this until he's 7th level. Currently my max chronicle is 11.
Starting XP: 13
Starting PP/Fame: 16/18
Starting Gold: 183

Grand Lodge

Player Name: Hmm
Character Name: Joliet Jake Blues
PFS #: 149000-6
Faction: Exchange
Chronicle #: 2
Starting XP: 1
Starting PP/Fame: 2/2
Starting Gold: 650

Joliet is an unplayed GM blob. I'm just applying it directly rather than waiting.

Grand Lodge

Male NE Human Slayer 7 HP: 65/67 | AC: 21 (13 Tch, 19 Fl, -2 if no shield) | CMB: +12, CMD: 24 | F: +9, R: +9, W: +7 (add +2 vs. mind-reading) | Init: +2 | Acro: +10, Bluff: +8, Disable: +11, Perc: +11, SM: +11, Stealth +12, Surv: +10 | Speed 30ft | Studied Target +2 as swift action, Sneak Attack +2d6 | Active conditions: Using Greatsword
Marnarius PBP wrote:
GM.Silbeg wrote:
Since it looks like we'll be rounding this up now, so please post the following...

Player Name: Michael Kelly

Character Name: Bauble
PFS #: 141936-2
Faction: Exchange
Chronicle #: I'll be saving this until he's 7th level. Currently my max chronicle is 11.
Starting XP: 13
Starting PP/Fame: 16/18
Starting Gold: 183

I'd like to be on slow progression for this one.


Assuming that it wouldn't result in my existing character dying, I would like to apply this to my 2nd level Gnome former Aspis agent. I would be holding the chronicle until they reached 7th level. Thus you will need to leave several fields blank.

Player Name: Bret Indrelee
Character Name: Basil Badgerbrow
PFS #: 141981-7
Faction: Sovereign Court
Chronicle #:
n/a
Starting XP: 18
Starting PP/Fame:
n/a
Starting Gold:
n/a

I've read the rules for character death in the guide a number of times. I still am not sure how it is supposed to work, but I think we can sell off the pre-generated character's original equipment (at 50% value) to pay for the removal of any conditions such as death, feeblemind, etc. Since sale of the equipment would pay for the process, the gold earned wouldn't be reduced because of that.

Jack, is that consistent with how you read the rules?

Grand Lodge

Hmm wrote:

Player Name: Hmm

Character Name: Joliet Jake Blues
PFS #: 149000-6
Faction: Exchange
Chronicle #: 2
Starting XP: 1
Starting PP/Fame: 2/2
Starting Gold: 650

Joliet is an unplayed GM blob. I'm just applying it directly rather than waiting.

I would also like to slowtrack. Joliet has not played any of the Evergreens, and if I slowtrack I can put Confirmation, Wounded Wisp and the new one all on her at 1st level.

Thanks!

I'd happily sell equipment to help raise 322 if she wishes to be raised.

For the removal of the Feeblemind, I think that selling the scroll of Dispel would raise sufficient capitol. Please let me know if that is the case.

Hmm


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Jack,

Could you double check the math for 322's raise dead and restorations?

GM Silbeg wrote:
322 will be getting only 277.5gp, unless folks help her out with her raise dead and restorations, or she uses prestige for some of the raising costs.

You are supposed to round the values, which means you would never give .5 gp.

More importantly, I think we are supposed to be able to sell her equipment in order to cover the costs of removing conditions from her.

I don't think 322 used the scrolls of Heal or Breath of Life. It doesn't look like she included them when selling equipment.

Cloak of Resistance +3, 9K + Headband of Alluring Charisma, 4K + scroll of Heal, 1650 + scroll of Breath of Life, 1125
=15775/2 = 7887.5 + 295 gp (cash she had) = 8182.5 gp.

You said it cost 8010 gp for the spells.

It looks to me like she would get the same amount of gold as the rest of us, reduced to 500 gp since she is applying it to a new character.


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

Only the pregen herself can sell to pay for her raise. Anything else comes from chronicles.


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

I went for the values she told me. I did not do the calculations. Also, Bret, could you please cite where it says to round sales and purchases? Thank you.


GM.Silbeg wrote:
Also, Bret, could you please cite where it says to round sales and purchases? Thank you.

It looks like it is only the final value you round down.

Roleplaying Guild Guide, Slow Advancement track rewards, pg. 34 wrote:
Slow advancement track rewards: The slow advancement track option was introduced in Season 3. The maximum amount of gold a slow advancement track PC can earn from pre-season 3 scenarios is half the listed amount (or Out- of-Subtier amount, see below) rounded down.
Out-of-Subtier gold: wrote:
The Out-of-Subtier value was introduced in Season 5; therefore, Chronicle sheets from Seasons 0–4 do not include these wealth tables for normal or slow progression. The Out-of-Subtier gold value is the average of the high and low subtiers; for slow progression it is half the normal Out-of-Subtier value, rounded down.

With both of these, the gold is rounded down.

Grand Lodge

Jack (and Keith, if you're reading this)

This has been the most humbling and demoralizing experience of my Pathfinder career. I have never been such a complete and utter failure. I thought myself an okay player until this. Having gone through this and led people who were relying on me into this failure... Clearly, I was mistaken about my capabilities. I should have never played the leader.

What could I have done to actually pull through a victory? I felt in this game that I was doomed from the very start.

So... Step by step. Please educate me. I don't want to let down my team like this EVER AGAIN.

Here's what I've come up with so far that I could have done. Please, help me add to this list.

BEFORE THE GAME

1) Used my powers of persuasion to get the entire group to chip in on a wand of Infernal Healing. This would have taken pressure off 322, and allowed her to concentrate on her spells more offensively. And it would have meant full hit points going into the final fight. This is where I started to fail my teammates.

2) Invested in some more undetectable alignment spells. This might have given my bluff in the second encounter a chance.

IN THE VAULT

Actually, I'm not sure what I could have done here. I tried to get us to use teamwork, but I messed up here.

WITH THE PATHFINDERS

No bluff check. Just haste, buff, and attack with a surprise round in one go. We might have saved a ton of resources had we just done this instead of me trying to pull a hail mary.

WITH ARAM ZEY

Cast fly on Zurznal before we opened the door. Given how fast I was taken out, I'm not sure there was ANYTHING else I could have done... Maybe not bothered to identify the Explosive Runes so that Zey had fewer buff rounds? Maybe used more stealth getting there?

Help teach me. Please.

Hmm


Male Half-human Brawler 6/Wizard (sort of a specialized school)* 1 | HP 65 | AC 18 T 14 FF 15 | CMD 25** | F +8, R +10, W +5 | Init +2 | Perc +11| Spd 30ft | Conditions bad hair day, halitosis | * School of making problems disappear; ** varies

Player Name: Great Green God
Character Name: Agirran the Fury
PFS #: 139009-17
Faction: The Exchange
Chronicle #: 2
Starting XP: 1
Starting PP/Fame: 1/1
Starting Gold: 493 gp


HP: -7/66 | AC: 18 (11 Tch, 17 Fl) | CMB: +10, CMD: 21 | F: +7, R: +6, W: +8 | Init: +1 | Acro +1 (+5 to jump), Fly +11, Knature +11, Perc +13, SMot +3, Scaft +11, Stth +11, Surv +11, Swim +21 | Speed 40ft/fly 150ft| Active conditions: 1/2 speed from tanglefoot

The main problem I see that we had was gabbing at the door. Twice (or was it three times) we lined up and then decided to have Shi check the door. Since she usually took time to log in and respond, that gave us time to hang ourselves. The epitome of that was when Z opened the door and then Shi came forward and checked for traps while our buff spells ticked away. This gave Zey ample opportunity to buff himself to an extreme we could not match since we were low on spells. Tactical mistakes?

1) Not drawing the beasts out to the center of the room in the first fight in order to get flanking. We had THREE characters that benefited from flank attacks for heavens sake and failed to take advantage of it until late in the fight.

2) That bluff attempt on the Palidan+2 was a good idea executed VERY poorly. Always assume Pathfinders have detect evil I guess. We did OK once we got into melee range, but those ranged rounds were killers.

3) Joli should have done a vanish spell and engaged the mage in the second battle. Still, even with step up, a mage can move before she casts. Joli would have gotten an AOO but getting disruption to work is hard. Can you do a delay and use it to stay next to an opponent? That would be nice.

3) Not buffing before we got to Zey's door and not having Shi go forward alone to check for traps. This was the biggest stupidest thing we did wrong.

4) Make some damn saving throws. Not a tactical mistake but failing the feeblemind and taking full damage from his area effect spells did us in.

5) Dispel the fly instead of the mirror image? Maybe? I don't know at that point if it would have mattered though.

6) The fly spell on Z would have been better, but Joli was also a good choice. I don't know how you could have known ahead of time.

7) You were very defensive in the second fight with your spells casting displacement and minor globe of invulnerability on yourself. Those were wasted spells. Not sure if that was a tactical mistake or just hindsight though.

8) I think I should have delayed Gassy until Zey cast and breathed gas instead of attempting to grapple.


Female CN Elf Oracle (Dark Tapestry) 7 | HP :Dead AC: 19 (13 Tch, 11 Fl) | CMB: +8, CMD: 20 | F: 6, R: +8, W: +9; +2 vs Enchantment | Init: +2 | Perc: +2, SM: 0 | Speed 30ft | |Gift of Madnesss: 6/7 | Intestellar Void 0/1 | Wings of Darkness 5/7 | Spells: 1st 1/7| Spells: 2nd 1/7| Spells: 3rd 1/5| Active conditions: Haste 6 rds, prone

Infernal healing wand is a point. But I didn't want to impose my views too much on others. Freedom of choice.

I should have hit the calm emotions on the very first round of the lizard fight, but was not expecting climb speed. Besides, my DC aren't that good, and I know it.

Dreamed secrets is better for out of combat spells. Rolling Russian Roulette in the middle of a fight is a waste of time. I overestimated my ability to will save that one.

As wizard, unless you're built for blasting, you should attempt to lay down controls ASAP. That includes magi as well. If you have glitterdust, use it. Especially when you have no AC for nuts. Put it this way- haste is better on turn two, once everyone gets their full attacks.

Someone ran the calcs once, and blasting is one bloody inefficient way of dealing with an encounter. And don't spend time in combat buffing.

Buff stuff, I'm not commenting - as I said - different GMs take a different route to buffing. And closing doors.

We burnt too much resources at the begining - could have done a fair job interrupting his spells had we still had nukes.

We had 2 fly spells in the end, one could have gone to Z.

Busting illusions, not my specialty. I'm not entirely sure how the illusion school works with regards to images, and due to not knowing exactly how it works, I eschew anything to do with the images entirely.

Oh yes. I also conveniently forgot about the heal scroll I was carrying. Needed Rataji to be visible, but I still should have remembered.

Last round was also badly executed. Lets say after Joli glitterdusted, I dispelled, you would have a decent chance to establish grapple. Alas, timezones do not permit.


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

For the most part, things went well... really, the final fight with Aram Zey came down to only a couple of things.

1) You did dawdle quite a bit at the door... I think it was five or six total rounds, which allowed Zey to buff with a couple of extra spells. That was one of the critical points of the fight.

2) You all got very unlucky with the saves against the two evocation spells... the Chain Lightning and Fire Snake. Each of those dealt 11d6 of damage.

Actually, had Gazwyr grappled Zey, it would have been interesting. It would have probably been near to the end for Zey, since he likely wasn't going to be able to get out.

The dispelling of his mirror images was actually clever! On the other hand, feeblemind is a horrid spell to throw at an arcane caster. The heal spell would have been incredible to turn things back.

As an FYI, most groups will let Joliryn go in place of Gazwyr -- she's often near tapped out by this time, so giving her up is usually a good gambit. Marnarius is a pretty heavy hitter to give up!

All told, though, you did ok... but got horribly unlucky.


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

As an FYI - I think this game would have been far better suited for an IRL game. I think that it really works well when you can play it in a single session, since there is a level of tension and all that you can keep up, and that things are more immediate.

Unfortunately, some of the quirks of PbP caused this one to go awry quite a bit at times... with timezone issues... holidays and vacations, etc.

I know I shall not be running it (or True Dragons) in a PbP again... just didn't feel right.

All in all, I don't know that you did anything altogether wrong. I think that the IH or CLW wand would have been a great purchase, for sure. Either Zurnzal or Gazwyr going for a grapple (and succeeding) in the final fight would have been great.

When I played, Zurnzal did a dirty trick (blind) against Zey, which turned the battle in our favor (was looking really bad at that time, with two of our agents down and dying). It is a really tough fight, to say the least.


I'm sorry that I doomed the group by not taking Gazwyr in place of Joliryn. Joliryn still had spells available as a result of getting one-shotted in the second battle and others seemed much more interested in playing a dragon. Since this isn't something that you can normally do in Pathfinder Society, I thought it would be nice to give someone who really wanted it that opportunity.

I thought that our bad luck was in the hidden perception and Will rolls. I don't know what those rolls were, but it took us much too long to discover where the real Aram Zey was. Having both Marnarious and Gazwyr would have given us much better perception rolls. It was already at least an APL+4 encounter, the bad rolls there made it even more deadly.

I would expect deaths any time Aram Zey gets off both big blasting spells. The DC is high enough and the area large enough that someone is going to get hit by both and die. The DC is somewhere between 22 and 25, so for most of us there is less than 50% chance of making the save. Even at 50%, that translates into a 25% chance of failing both. Shihoraj is the exception, she should be able to survive two of those blasts without problem.

One of the things I was hoping to determine was how well Step-Up and Disruptive work together. Are they really as worthless as this battle seemed to indicate? After starting this game I built a magus (without the under-powered Eldrich Scion archetype) so part of what I was looking for in the last fight was how useful it really was. On the good side, my Magus knows to buy those Spellguard Bracers when she gets a chance.

Grand Lodge

Male NE Human Slayer 7 HP: 65/67 | AC: 21 (13 Tch, 19 Fl, -2 if no shield) | CMB: +12, CMD: 24 | F: +9, R: +9, W: +7 (add +2 vs. mind-reading) | Init: +2 | Acro: +10, Bluff: +8, Disable: +11, Perc: +11, SM: +11, Stealth +12, Surv: +10 | Speed 30ft | Studied Target +2 as swift action, Sneak Attack +2d6 | Active conditions: Using Greatsword

I don't know that Marny would have helped all that much with all those mirror images around. We were going after a mage and your character was supposed to be a mage killer. The fact that a mage doesn't need to limit movement to a 5' step to get off spells meant that it was next to impossible to use the disruption.

I was planning on taking step-up and disruption with one of my characters and I am nixing that idea in a hurry after seeing how it failed. I just posted a question about keeping a mage next to the character in Advice and we'll see what they say.

Grand Lodge

Female CN human (Taldan) Unchained Rogue 7 Human | HP: 45/45| AC: 17 (13 Tch, 14 Fl) | CMB: +6, CMD: 21 | F: +3, R: +10, W: +6 | Init: +5 | Perc: +14, Lowlight vision Rogue (unchained) 7 | Speed 20ft | Sneak attack (unchained) +4d6 | Active conditions: Trap Spotter (+14 Perception) | Trapfinding +3 Dust of Darkness

Mirror image was something I did have a counter for, true strike, but I was not in place to use until almost everybody was dead or dying...
The first combat for me was difficult, I have yet to play with a rogue, if my character was played by someone with more experience it would have been at least easier for the group.

And yes while on the door I should have been faster to post, that will have been better to enter and slay Aram Zey. And I think the first to enter should have been Shi. If she was hit with a flame spell I will have become invisible and with true strike killed him, or grappled him.

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

BretI, you didn't "doom" them... it is just the way most parties go. There are plusses and minuses to every choice.

AS for Step Up and Disruptive, they are not as useless as they seemed. Step Up is usually really good. However, remember that Zey has a really good concentration check... plus was using swift action spells when he needed to. Step up also does only work on a 5' step, however. Disruptive I am less sure about.

The best Mirror Image buster in the group is Gazwyr, with his claw-claw-bite routine... he can destroy three images a round, if he gets lucky. Zurnzal can be good with that, too, with his Brawler's flurry.


Female CN Elf Oracle (Dark Tapestry) 7 | HP :Dead AC: 19 (13 Tch, 11 Fl) | CMB: +8, CMD: 20 | F: 6, R: +8, W: +9; +2 vs Enchantment | Init: +2 | Perc: +2, SM: 0 | Speed 30ft | |Gift of Madnesss: 6/7 | Intestellar Void 0/1 | Wings of Darkness 5/7 | Spells: 1st 1/7| Spells: 2nd 1/7| Spells: 3rd 1/5| Active conditions: Haste 6 rds, prone

With mirror images, there's always close your eyes and grapple, taking the 50 % miss chance. I was considering that, looked at the odds - defender gets +2 CMD if he's invisible, probably applies if I closed my eyes to do it. Then there was also the - if grappled part, its DC 10+grapplers CMB(7) + spell level = 17 + spell level. I estimate that Aram Zey has + 16 min to his concentration check. He would just need to quicken magic missile to break grapple, in which he would either auto pass, or pass on a 2.

Shi, Aram Zey can see invis. Though if you really wanted to be invisible, you just needed to throw that alch flask next to you. Taking the splash damage.

The problem I see with step up is, what's stopping me from moving and taking the AOO. Especially sonce he's flying and can't be tripped because of that. Wouldn't be surprised if he had stoneskin up as well, to be honest.

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

What? Stoneskin. (of course he did).

In fact, he did take a move action to provoke on the final round. Even without his invisibility and mirror images, he assumed that the stoneskin would give him time.


I got some good advice here concerning disruptive.


GM.Silbeg wrote:

As an FYI - I think this game would have been far better suited for an IRL game. I think that it really works well when you can play it in a single session, since there is a level of tension and all that you can keep up, and that things are more immediate.

Unfortunately, some of the quirks of PbP caused this one to go awry quite a bit at times... with timezone issues... holidays and vacations, etc.

I know I shall not be running it (or True Dragons) in a PbP again... just didn't feel right.

I've been thinking about what you've said here.

I agree that True Dragons is much better face-to-face. I really enjoyed when I went through that scenario.

I disagree on Serpent's Rise though. Please consider that you've got pre-generated characters that everyone will be using. Two of those (Zurnzal and Joliryn) require knowledge of rules that don't come into play for most characters. All oracles play a little different as well, so it is likely who ever gets 322 is going to be working with a character that they consider a little unusual. I think all of the characters have something about them that is a little outside the main stream.

With this being PbP, I had the time to spend several hours trying to figure out the various rules elements. Even with that, I frequently had to go back and check them during the play. I had not played a Magus before this, and even if I had this archetype and build plays a little different than I think a normal Magus would. It wasn't until after the first battle that I realized that the damage on Shocking Grasp had changed from d8 + level to multiple d6 in Pathfinder. In a face-to-face game, it would have been much more difficult for my to play Joliryn -- I probably would have asked for a different character once I saw the sheet.

This was my first experience playing a 7th level character in PFS. As I said before, I had not played a Magus before this. My highest level character in PFS is a cleric who just recently gained the XP required to advance to 7th level.

I think that if you ran it for a group where many of the characters had not run in higher level scenarios, you would have problems with the face-to-face game.


Female CN Elf Oracle (Dark Tapestry) 7 | HP :Dead AC: 19 (13 Tch, 11 Fl) | CMB: +8, CMD: 20 | F: 6, R: +8, W: +9; +2 vs Enchantment | Init: +2 | Perc: +2, SM: 0 | Speed 30ft | |Gift of Madnesss: 6/7 | Intestellar Void 0/1 | Wings of Darkness 5/7 | Spells: 1st 1/7| Spells: 2nd 1/7| Spells: 3rd 1/5| Active conditions: Haste 6 rds, prone

I'll disagree with Bret on that. I found the entire premise something like a giant puzzle, where we were all pieces to it. And if we didn't put the pieces, in the right order, at the right places, we'd fail. With a PBP, on multiple timezones, sitting at a table would give better coordination, which the scenario appeared to have required. We be goblins series had a comfortable margin to goofball around, due to the pregens innately high AC. In this, coordination is the only advantage that the Aspis team has over the scenario, and timezones mess it up. Also large area of effect spells are hard to use over PBP.

Grand Lodge

Female CN human (Taldan) Unchained Rogue 7 Human | HP: 45/45| AC: 17 (13 Tch, 14 Fl) | CMB: +6, CMD: 21 | F: +3, R: +10, W: +6 | Init: +5 | Perc: +14, Lowlight vision Rogue (unchained) 7 | Speed 20ft | Sneak attack (unchained) +4d6 | Active conditions: Trap Spotter (+14 Perception) | Trapfinding +3 Dust of Darkness

Sorry I did not check the mail.

128906-1 (right now it´s playing so I don´t know if it´s possible to hold it until the end of the pbp game)

Player Name: TFidelFHell
Character Name: Lucia Deedlit
PFS #: 128906-1
Faction: Grand Lodge
Chronicle #: 18
Starting XP: 17
Starting PP/Fame: 6/29
Starting Gold: 1835 gp

Grand Lodge

Male NE Human Slayer 7 HP: 65/67 | AC: 21 (13 Tch, 19 Fl, -2 if no shield) | CMB: +12, CMD: 24 | F: +9, R: +9, W: +7 (add +2 vs. mind-reading) | Init: +2 | Acro: +10, Bluff: +8, Disable: +11, Perc: +11, SM: +11, Stealth +12, Surv: +10 | Speed 30ft | Studied Target +2 as swift action, Sneak Attack +2d6 | Active conditions: Using Greatsword

Have the chron sheets been sent out yet?

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

They have not I was waiting for Shihoraj.

I will get them out today.

You can hold the pregen chronicle.


Male Human (Minnesotan) GM 5 Gallows of Madness |Midnight Marauder

Sorry about the delay. Chronicles are (or will be) here. Please let me know when you have received them!

Thanks!


Received.

Thanks Jack!

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