[PFS_Aerondor] 05-08 - The Confirmation (Jade) (Inactive)

Game Master Aerondor

Table Jade

Initiative:

[dice=Ebonfeather]1d20+9[/dice
[dice=Delphine]1d20+6[/dice
[dice=Akvius]1d20+3[/dice
[dice=Kerastes]1d20+3[/dice
[dice=Smarmy]1d20+3[/dice
[dice=Utnapishtim]1d20+2[/dice

Map!

Chronicles


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Lantern Lodge

Silent tide map

Okay, six experienced players/GMs. I put my foot in this one.

One post each to start with to make doing your chronicles easier
Your name;
PFS#;
Faction;
if this is not chronicle #1 for your character then links to the previous chronicles.
If you are going to do a day-job then may as well put that in here now as well.

If you think I've forgotten anything, then sing out.

I'm aiming to use GoogleDocs for maps, we'll see how that pans out.


I do not have any way to scan in chronicles, or a spot to display them for that matter.

Luckily, one of the two scenarios was done online, so I do have a jpg of that one, as it was sent in that format.

The first one however, is just a paper form.

Lantern Lodge

Silent tide map

Is this chronicle 3 for you? Put the rest of the information in your "discussion" post and note this will be chronicle 3. That way I can fill in all the information at the right time.

Sovereign Court

CN Dwarf Rogue 8

aye, this one will be the 3rd.

Name: Aaron
Character: Smarmy
PFS#: 84637-5
Faction: Taldor
Current XP: 2
Current Fame/Prestige: 4/4

Grand Lodge

Male...HP: 8/8 | F/R/W/: 3/3/5, | Init +9 | Per +9 | AC 18 | FF 15 | TCH 13 Tengu Druid 1 (Desert Druid)

PFS 63386-10
day: 1d20 + 4 ⇒ (17) + 4 = 21
First chronicle for this peep
Name: josh
PFS name: Ebonfeatger Longclaw
Faction: grand lodge

Grand Lodge

Active Spells:
Heightened Awareness
HP 36/36 | Ac 19 +2 shield | T 12 | FF 17 (+2 vs Rays) | I+7 | F+7 R+5 W+9 | Diplomacy+7 Intimidate+9 Perception+11+2 SenseMotive+13 | Spells 0/4+3/3 | Bane 2/5 | Deflection Aura 1/1 | Determination 2/2 | Discern Lies 5/5 | Judgement 0/2 | Reroll 0/1

Your name: Gerard
Character: Kerastes
PFS#: 24861-9
Faction: Taldan

Chronicle 1

I might attach another boon chronicle (Mendevian Weapon Training) to him later, so please leave chronicle # empty. It will have no effect on XP, PP/Fame or cash, but is dated before this game will end.

Silver Crusade

Male Human Wizard(Conjurer)/2 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2

Your name; Ray
PFS#; 60243-21
Faction; Silver Crusade

This is the first chronicle for this character.

Dark Archive

Male Tiefling Witch/2: HP (8/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +9: Perception +1: Sense Motive -1

Name: Jason
Character: Akvius Sirthos
PFS#: 8570-8
Faction: Celiax
Chronicles: none
Day job: Craft(Alchemy)

day job: 1d20 + 7 ⇒ (1) + 7 = 8

Lantern Lodge

Silent tide map

Great!

For those of you new this this forum, on your character screen there is a load of boxes. The one marked "class" appears on each of your posts.

If you could make sure that includes your HP and AC that would be much appreciated. Many folk put other things (saves, perception etc) there as well. Up to you for this adventure, but hp and AC at a minimum would be appreciated.

Silver Crusade

Male Human Wizard(Conjurer)/2 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
GM Aerondor wrote:

Great!

For those of you new this this forum, on your character screen there is a load of boxes. The one marked "class" appears on each of your posts.

If you could make sure that includes your HP and AC that would be much appreciated. Many folk put other things (saves, perception etc) there as well. Up to you for this adventure, but hp and AC at a minimum would be appreciated.

OK. Added.

Grand Lodge

Active Spells:
Heightened Awareness
HP 36/36 | Ac 19 +2 shield | T 12 | FF 17 (+2 vs Rays) | I+7 | F+7 R+5 W+9 | Diplomacy+7 Intimidate+9 Perception+11+2 SenseMotive+13 | Spells 0/4+3/3 | Bane 2/5 | Deflection Aura 1/1 | Determination 2/2 | Discern Lies 5/5 | Judgement 0/2 | Reroll 0/1

I will not be able to post this weekend, bot me if neccesary

Lantern Lodge

Silent tide map

By the way, you should all be able to move yourself around on the map.

Dark Archive

Male Tiefling Witch/2: HP (8/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +9: Perception +1: Sense Motive -1

for my own curiosity...

with a "large" (4 squares) swarm, does the splash damage apply to ALL squares it effects the swarm (all 4 in this case)? Or does it only take damage as a single creature from one source of damage (i.e. just the direct, or 1 splash zone).


Just once. You cant splash and direct hit the same critter with the same explosion.

Dark Archive

Male Tiefling Witch/2: HP (8/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +9: Perception +1: Sense Motive -1

good to know. thanks

Lantern Lodge

Silent tide map

On the unfortunate (for the swarm) plus side, spash weapons such as bombs do 50% more damage to them.

Ouch.

Lantern Lodge

Silent tide map

Wrong thread. Deleted

Lantern Lodge

Silent tide map

Lets keep the rules discussions in this thread.

The mosquitors were (for those who made a DC12 knowledge nature check) a KORTOS mosquitor swarm. They are not quite as nasty as a regular mosquito swarm you might find in the jungle or a swamp.

Feel free to look up mosquito swarms and swarm traits in general if you want to know more!


Utnapishtim, the weasel would not be able to provide flanking.... Its too small

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
EvilMinion wrote:
Utnapishtim, the weasel would not be able to provide flanking.... Its too small

You're right. Thanks for pointing that out. I guess I'll just use Summon Monster I to provide a flank, then. It still has a duration of 3 rounds because of Summoner's Charm and Varisian Tattoo.

Lantern Lodge

Silent tide map

I've updated the map to give you an idea about the current situation.

As noted before, anyone wanting to head into the tunnels can easily do so.

Dark Archive

Male Tiefling Witch/2: HP (8/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +9: Perception +1: Sense Motive -1

Is anyone else counting the number of times the GM is giving us the opportunity to AVOID this fight? We deserve whatever happens!


Heh, yes we do. =)

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
Akvius Sirthos wrote:
Is anyone else counting the number of times the GM is giving us the opportunity to AVOID this fight? We deserve whatever happens!

Agreed. We deserve it. But, we can take him.

Lantern Lodge

Silent tide map

I had a (round the table) character once.. some awsome rolls for stats, like natural 18s and I think a low of 13 or 14.

But on his first game night. Honestly, every time I picked up a dice it tanked. I'd roll ones and twos. Then the DM tries to be kind, get me to try to roll some low numbers (I can't remember the reason why, someone trying to spot him or something) - then the 20s come out.

Total nightmare. He didn't live long in spite of the potential.

Any of you have stories about characters that just were incredibly unlucky?

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2

I once GM'd a PFS game where the 1st level fighter ran into a room with 3 goblins. The goblins were far enough away that he could not get within 5 feet of them with his movement. So they shot at him with shortbows.

All three goblins rolled natural 20's on their attacks. (I roll my dice in the middle of the table so all the players can see.) All three goblins confirmed their critical hits.

Fortunately, the fighter had enough HP + Con, and the goblins rolled low on damage. He was rendered unconscious (and received healing the next round to stabilize), but there was much clenching around the table when the tank got taken out right away!

Yikes!

I guess that character was both incredibly unlucky (3 crits against him in 1 round) and incredibly lucky (no PC death) in that one situation!

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2

Rules clarification validating Smarmy's use of the sling weapon.

Quote:
A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

Source

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
Delphine Tarrasquel wrote:
You can't do a swift 5 ft step if you just moved though

It's not a 5 foot step. It's shift. I specifically called it out in the text of my post. I even used (Su) to differentiate it from a 5-foot-step. It is a supernatural ability. Here is the text:

Shift

Quote:

Teleportation School

Associated School: Conjuration.

Replacement Power: The following school power replaces the acid dart power of the conjuration school.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Liberty's Edge

AC 19/23 (T 15, FF 14). HP 45/52, Fort +9/8, Ref +12/8, Will +8/4. Init +7, CMD/CMD 7/15, Speed 30ft/40ft
attacks:
Fauchard +1 +8 1d10+5 18-20/x2, spiked gauntlet +7 1d4+3, sling +2 1d4+3 || AC Bite +11 1d8+6, 2 claws +10 1d6+6
skills:
Bluff +11, Diplomacy +14, Disguise +11, Fly +3, Handle Animal +15, Intimidate +10, Knowledge (all) +6, Knowledge Nobility +8, Perception +10, Spellcraft +8, Stealth +7, Use Magic Device +18

So tempting to point you to a technical mistake, but I will let it slide :P.

You could have just pointed out you used your shift ability from the wizard line in gameplay chat and it would have been fine. It had nothing to do with rules but the misinterpretation of your post.

No need to be agitated though.

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
Delphine Tarrasquel wrote:
So tempting to point you to a technical mistake, but I will let it slide :P.

Please, feel free!

Thus far I've noticed that I cannot flank with Summon Minor Monster, thanks to Smarmy correctly pointing it out via one of his aliases.

I've also noticed that you cannot hex the minotaur with either Evil Eye or Misfortune since you're more than 30 feet away from it.

Sources: Evil Eye, Misfortune

Anything else?

Delphine Tarrasquel wrote:
You could have just pointed out you used your shift ability from the wizard line

I did. By using (Su) when I made the original post.

Delphine Tarrasquel wrote:
No need to be agitated though.

My language has been very polite. The bold tags were applied for ease and readability.

Lantern Lodge

Silent tide map

Chill! It's a game. A compex one, we all make mistakes (me, strength damage to a sling).

Remember: Cooperate!

Lantern Lodge

Silent tide map

Everyone To make life easy for me, it is great if you can include the name of the actual spell or ability you are using as well as the flavour text. Case in point for Delphine what is the Black Fog? A slumber hex? Misfortune? A spell? I'm guessing from subsequent posts it was misfortune.

Akvius We are in a new round now, so feel free to halt your readied action on your initiative and make a new one straight away.

Liberty's Edge

AC 19/23 (T 15, FF 14). HP 45/52, Fort +9/8, Ref +12/8, Will +8/4. Init +7, CMD/CMD 7/15, Speed 30ft/40ft
attacks:
Fauchard +1 +8 1d10+5 18-20/x2, spiked gauntlet +7 1d4+3, sling +2 1d4+3 || AC Bite +11 1d8+6, 2 claws +10 1d6+6
skills:
Bluff +11, Diplomacy +14, Disguise +11, Fly +3, Handle Animal +15, Intimidate +10, Knowledge (all) +6, Knowledge Nobility +8, Perception +10, Spellcraft +8, Stealth +7, Use Magic Device +18

Woops, I wanted to flavour it because it gets boring and unimaginative. Will make sure to specify next time!

-Posted with Wayfinder

Lantern Lodge

Silent tide map

No problems. I find myself doing that every now and then as well.

MAin post fixed, as I missed a bit about a move after the hex. Delphine did manage to try and hex it, but the lucky mino saves (again).

I guess now is a bad time to mention in another iteration of this I'm GMing, the Mino just critted Janira and cut her in half. With the luck of this one... well...

Sovereign Court

CN Dwarf Rogue 8

Heh... Janira's survival rate is currently sitting at about 60% for me. =)

She always seems to use horrible tactics.

Admittedly, this is the first time I've fought the mino early!

Lantern Lodge

Silent tide map

Likewise. It is a bit tougher early on, but then again, so in Janira. The mino's real problem is it has a lousy AC, so you really can nickle and dime it, if not to death, at least to fleeing.

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2

Not trying to stir the pot here, especially after GM Aerondor just told us to chill. But, mudball is not legal for a non-goblins to use in PFS:

Link to additional Resources

Additional Resources wrote:

To create an dhampir, fetchling, grippli, goblin, ifrit, kitsune, nagaji, oread, suli, sylph, undine, vishkanya or wayang character, you must have a Chronicle sheet that opens the race as a legal option at character creation.

Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race.

Mudball is a goblin racial spell, per the Advanced Race Guide, Page 119.

Also, link to the Advanced Race Guide's goblin page on PRD.

Liberty's Edge

AC 19/23 (T 15, FF 14). HP 45/52, Fort +9/8, Ref +12/8, Will +8/4. Init +7, CMD/CMD 7/15, Speed 30ft/40ft
attacks:
Fauchard +1 +8 1d10+5 18-20/x2, spiked gauntlet +7 1d4+3, sling +2 1d4+3 || AC Bite +11 1d8+6, 2 claws +10 1d6+6
skills:
Bluff +11, Diplomacy +14, Disguise +11, Fly +3, Handle Animal +15, Intimidate +10, Knowledge (all) +6, Knowledge Nobility +8, Perception +10, Spellcraft +8, Stealth +7, Use Magic Device +18

Ugh, d20 mentions its ok if the GM allows it. http://www.d20pfsrd.com/magic/all-spells/m/mudball

If mudball isn't allowed I will use earpiercing scream on it.

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
Delphine Tarrasquel wrote:

Ugh, d20 mentions its ok if the GM allows it. http://www.d20pfsrd.com/magic/all-spells/m/mudball

If mudball isn't allowed I will use earpiercing scream on it.

Sadly, D20PFSRD isn't a "PFS legal authority" since they purposefully include 3PP material. The bit you reference is for home games...

You may wish to post the DC for your ear piercing scream.

Lantern Lodge

Silent tide map

To identify a magical item you need detect magic as well as spellcraft. DC for the cloak would be 18.

Dark Archive

Male Tiefling Witch/2: HP (8/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +9: Perception +1: Sense Motive -1

I bet I could substitute a bluff check for the detect magic and "identify" it. lol

Liberty's Edge

AC 19/23 (T 15, FF 14). HP 45/52, Fort +9/8, Ref +12/8, Will +8/4. Init +7, CMD/CMD 7/15, Speed 30ft/40ft
attacks:
Fauchard +1 +8 1d10+5 18-20/x2, spiked gauntlet +7 1d4+3, sling +2 1d4+3 || AC Bite +11 1d8+6, 2 claws +10 1d6+6
skills:
Bluff +11, Diplomacy +14, Disguise +11, Fly +3, Handle Animal +15, Intimidate +10, Knowledge (all) +6, Knowledge Nobility +8, Perception +10, Spellcraft +8, Stealth +7, Use Magic Device +18

You can get a wayfinder mod that doed detect magic instead of light. Helps for alchemists ;)

-Posted with Wayfinder

Lantern Lodge

Silent tide map

Not that anyone would have a wayfinder coming into this scenario!

Lantern Lodge

Silent tide map

Wow, 12 hours without a post, that is like a record.

Grand Lodge

Active Spells:
Heightened Awareness
HP 36/36 | Ac 19 +2 shield | T 12 | FF 17 (+2 vs Rays) | I+7 | F+7 R+5 W+9 | Diplomacy+7 Intimidate+9 Perception+11+2 SenseMotive+13 | Spells 0/4+3/3 | Bane 2/5 | Deflection Aura 1/1 | Determination 2/2 | Discern Lies 5/5 | Judgement 0/2 | Reroll 0/1

Hi everyone, expect little to no posting from me for the next three weeks (up to August 22nd). It's holiday season again and me and the family will be out for some short trips. Please GMPC me when necessary.

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
Quote:
GM's prerogative to say that zombies and skellies are very common and therefore DC5+HD ;-)

Perhaps. But you cannot get above a 10 on an untrained Knowledge check. Therefore you could not have exceeded the DC by 5 or more to get to know defenses.

Grand Lodge

Active Spells:
Heightened Awareness
HP 36/36 | Ac 19 +2 shield | T 12 | FF 17 (+2 vs Rays) | I+7 | F+7 R+5 W+9 | Diplomacy+7 Intimidate+9 Perception+11+2 SenseMotive+13 | Spells 0/4+3/3 | Bane 2/5 | Deflection Aura 1/1 | Determination 2/2 | Discern Lies 5/5 | Judgement 0/2 | Reroll 0/1

DC= 1 weakness / defence
For each +5 you remember one extra.

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2

First, the GM has already allowed it, so this is a moot point. But:

Kerastes wrote:

DC= 1 weakness / defence

For each +5 you remember one extra.

That is incorrect. There's no DC 1. Rather:

Core Rulebook wrote:
In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

source (emphasis added above for readability)

There will, of course, be table variance in PFS. But, a lot of judges / GMs treat 'a bit of useful information' as the successful identification of the monster. (That is useful.) Defense, Offense, and Special Abilities are often treated as +5 pieces of information. (This was frequently the case at PaizoCon, for example.) Some judges won't even let you pick which bit(s) of extra info you get because memory / recall isn't that specific.

Again, no knock on anyone here--especially for something so trivial. As you put it, this is ultimately the GM's prerogative.

Quote:
not technically sure he should even know that

However, the fact that he was hesitant exemplifies the point: the assumption of a successful knowledge check was borderline in this case.

Grand Lodge

Active Spells:
Heightened Awareness
HP 36/36 | Ac 19 +2 shield | T 12 | FF 17 (+2 vs Rays) | I+7 | F+7 R+5 W+9 | Diplomacy+7 Intimidate+9 Perception+11+2 SenseMotive+13 | Spells 0/4+3/3 | Bane 2/5 | Deflection Aura 1/1 | Determination 2/2 | Discern Lies 5/5 | Judgement 0/2 | Reroll 0/1
Kerastes wrote:
DC = 1 weakness / defence

Was meant to be read as:

If you match the DC of the knowledge check then you get access to one weakness or defense. ;-)

Silver Crusade

Male Human Wizard(Conjurer)/1 | Current HP: 7 out of 7 | AC: 12 | Init: +2 | Perception: +0 | Fort +2 | Ref +2 | Will +2
Kerastes wrote:
Kerastes wrote:
DC = 1 weakness / defence

Was meant to be read as:

If you match the DC of the knowledge check then you get access to one weakness or defense. ;-)

:-)

It's a moot point. But I think you will run into table variance on that. Just sayin'...

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