[PFS] GM kuey's Tide of Morning (#0-23) (Inactive)

Game Master kuey

chronicle sheets

maps and handouts


1 to 50 of 63 << first < prev | 1 | 2 | next > last >>
Sovereign Court

Year of Boundless Wonder

Welcome to my PbP game. Hope you would have a blast!

Before we start, I would to share some of my ground rules. (In spoiler tags to not take up space.)

Guidelines:

PbP Matters
1. This discussion thread is open for all OOC matters, so no ooc tag needed. For OOC matters in the gameplay thread, please use the [ ooc ] tag.

2. Please post at least once a day, and once over the weekends. If you would be away, please let me know in advance where possible, and we can work something out. Otherwise, if you go missing, where necessary, I will bot your characters for the sake of the rest of everyone else.

3. If you have any disagreements over some of my GM calls or interpretation of the scenario, please take it to the discussion thread or, even better, pm me. I think it’s better not to deal with rules arguments over the gameplay.

4. If you have played and/or GMed this scenario before, please do not metagame or spoil the plot. And please let me know.

5. I would have thought this would go without mentioning until I encountered such a player, so… It is the responsibility of the player to keep track of the game, including referencing the map on google slides. I understand that there are times where it is inconvenient to do so, etc. In that case, please be as specific as you can as to where you wish your character to move, what actions to take, etc.

Combat
6. Once initiative is determined, for the group of characters who can take actions, I would resolve actions in posting order, NOT initiative order. I used to do the latter but it doesn’t work that well in PbP, so am going with the former instead.

Rolls and Skill Checks
7. I would do your initiative rolls, as well as perception rolls for the purpose of determining surprise (if any).

8. On knowledge checks for general information, I would usually put them in spoilers with the necessary DCs. Just go ahead to roll, and I'll trust that you would resist reading them if the roll fails (or least not to metagame). (Don’t forget that you can make knowledge checks untrained for DC10.) There might be exceptions for plot-critical information though, where I would explicitly ask for knowledge checks. As for knowledge checks for monster lore, please state what kind of information you want in order of preference together with your rolls, and I'll reveal accordingly, e.g. DR, resistances, special attacks, etc. You can also choose to let me reveal what I think your character would be most interested in.

9. On skill checks where there could be team effort involved, e.g. finding a hidden trail with survival, influencing attitude of NPCs with diplomacy, please be explicit when making the rolls whether you are attempting the check on your own, or whether you are assisting. (And take note of the pros and cons of either.) There might be situations where only one character is allowed to attempt the check (and the rest to assist) – I’ll state so explicitly if that’s the case.

10. On skill checks in general, if I feel you have roleplayed well, e.g. gave a good description of what your character does to search for a trail, came up with creative ways to befriend a hostile NPC, I would give bonuses, or even waive the DC altogether. :)

Roleplaying Matters
11. The maps and handouts link (at the top of the page) would display all the maps, handouts, pictures, etc as the scenario progresses. The most current page would be right on top, while previous ones would be left there for your reference. (Incidentally, Android and IOS has the Google Slides app in case you work off mobile devices.)

12. Please have your full character information up on your character's profile page for my vetting. Also, please have your stat block updated with the key information. Minimally, please have your current hp vs max hp, AC (normal, touch and flat-footed), CMB & CMD, all three saves and movement. Feel free to include others.

13. Finally, I do enjoy roleplaying more than rollplaying. Whilst I've accepted that PFS games do skew towards the latter, I would strongly encourage posts to be more than simply dice rolls. :)

Getting Started
Ok with that out of the way, a few tasks before we kick off.

A. Go to the Gameplay page and dot.
B. Go to the maps and handouts page and fill out the table there. (Don’t worry about the 3 boxes below the table, i.e. token, initiative and perception. I’ll take care of that.)
C. In this Discussion thread, do your day job rolls (if any), and share whatever OOC information you would like the rest of the party to know about your character e.g. class, level, special abilities. We’ll leave character descriptions and introductions to the gameplay thread later when we are about to start.

I imagine we would need a day or two to sought out what classes each of you are playing, then we would get started!

Fantastic!

Sovereign Court

Male Human Monarch 29

What tier are people hoping to play?

I have a level 5 Elemental Ally druid with elemental eidolons for high tier.

For low, I have a level 3 fighter or a level 2 oracle.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

I'll be playing Luurg here. Melee Alchemist lvl 2.


LUURG!!!! YES! I was having a hard time deciding who to bring to play here, but I'm almost positive it'll be Begrilda now. She's a support cleric 2. If someone else doesn't have anything besides a cleric for the game, however, I do also have a lvl 1 (2XP) melee inquisitor or a lvl 1 (1XP) melee ranger.

@KOA: Unfortunately, I don't have anything available that's eligible for high tier. One character is currently in a PbP scenario, and the other is set aside for a IRL game of Tyranny of Winds part 3 next week. Another time, hopefully.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

!!!

Liberty's Edge

1 person marked this as a favorite.
Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

"Well well someone brought that odoriferous sack of green skin back into our fold. Oh hello Luurg how are you my old...umm...acquaintance?"

Will be using my level 2 here KOA.

Dark Archive

LN Gnome Arcanist 2 | hp 14/14 | AC 12 t:12 f:15 | F +2 R +1 W +2 | Init: +1 | Perc. + 1 | Spd 20ft | Spells: 1st- 4/4 | Reservoir: 4/5 | Conditions: 2 Wis damage

Well, you have melee and divine covered. How about a gnome arcanist for some arcane?

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Hi all, the character I would have used for this scenario is off chasing pirates at the moment, so I will have to start a new character. At the moment I'm thinking of going with a Brawler (Shield Champion), but if it turns out we have plenty of melee characters I could go with a Bard or a Buffing Witch instead.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Day Job Roll: Alchemist! + Crafter's Fortune: 1d20 + 9 + 5 ⇒ (13) + 9 + 5 = 27

I'll also need to double check on my stuff since I haven't played since hitting level 2 and want to be sure I'm all set. That and purchases of course.

Grand Lodge

Female Dwarf Cleric 4 (HP 28/28) | AC:19 | T:12 | FF:17 | cmd:15 | Fort +6 | Ref +4 | Will +10 | Init. +6 | Perc:+7; Darkvision 60ft | Speed 20ft | Channels: 5/5 | Status: N/A

Arcane sounds good to me, Mariana! Guess that means I'll go with Begrilda! Yay!
Eadric, I think either of those options would be good, though Begrilda is pretty buff-heavy, so there may be some cross-over there. Do what feels most fun to you, though. :)

"Hello Luurg, dear! How have you been? And--oh! Bishop! It's...good to see you as well." *Blush*

Profession (scribe): 1d20 + 8 ⇒ (17) + 8 = 25

Dark Archive

LN Gnome Arcanist 2 | hp 14/14 | AC 12 t:12 f:15 | F +2 R +1 W +2 | Init: +1 | Perc. + 1 | Spd 20ft | Spells: 1st- 4/4 | Reservoir: 4/5 | Conditions: 2 Wis damage

Glad to join you all.

Craft(caligraphy): 1d20 + 9 ⇒ (8) + 9 = 17

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Thanks Begrilda. Sometimes you just need someone who can punch things in the face. Y'all seem to have spells and skills covered, so I'll stick with Eadric here.

Day Job Roll: Craft (armour): 1d20 + 2 ⇒ (10) + 2 = 12

Liberty's Edge

OR || OR2|| HJC||Glass River Rescue

Hello all! I have a summoner lv3 which should be available, or if higher tier a grumpy rogue orc. Else I've been dying to use my dhampir boon to create a monk.But he'll be fresh at no levels. When are we scheduled to start?

Sovereign Court

Year of Boundless Wonder

Looks like it would be low-tier. Since everyone has reported, I'll likely get started this evening (GMT +8).

Sovereign Court

Year of Boundless Wonder

Alright. Opening post is up. Will wait a bit for everyone to check in at the gameplay thread then we'll get going. And if you've not done so, please fill in your character info at the maps and handouts slide.

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Loving the camaraderie y'all have going on :)

Grand Lodge

Female Dwarf Cleric 4 (HP 28/28) | AC:19 | T:12 | FF:17 | cmd:15 | Fort +6 | Ref +4 | Will +10 | Init. +6 | Perc:+7; Darkvision 60ft | Speed 20ft | Channels: 5/5 | Status: N/A

Haha! Thanks! Bishop and Luurg and I play together quite a lot. It helps that these characters have all crossed paths before.

I'm really liking Eadric so far! Seems like you don't see too many characters with surfer-dude voices. Hahaha!

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Ya hope to see everyone joining in on the action. Makes for a great game! PS, I very much did not expect that voice and had to make a point of it via Luurg heh.

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Hehe, yeah. I thought I'd try something a little different :)

I'll certainly try to join in as much as I can, this one is already shaping up to be a fun ride!

Dark Archive

Male Half-Elf Summoner 1 | HP: 12/12| AC: 15 (12 Tch, 13 Fl) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +1 | Init: +4 | Perc: +1, SM: -1 | Speed 30ft | Summon Monster 5/6 | Spells: 1st 1/2| Active conditions:None.

Hah. I use the same avatar for my half-elf summoner. He has a fire elemental, though.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Ok I've gone through Luurg now with a fine toothed comb, his sheet is set, gold and equipment are confirmed... at least until Luurg may do some shopping before the trip. The man really needs a haversack for all the gear he has. Carrying one's life on their back is damn heavy.

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

GM Kuey: Would it be possible (assuming I roll high enough) to climb back over the hedge and Bull Rush Bishop so that both, he is out of danger, and the swarm is free for Luurg to attack? I'm not sure because of the entangled condition, if he would actually move on a successful roll.

Sovereign Court

Year of Boundless Wonder

Yes I would think it is possible. Just go for it and let me figure out the effective CMD.

edit: But if Bishop manages to make the reflex save at the start of his turn he can move out on his own.

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Excellent, though I'd have to change it to a reposition manoeuvre (otherwise I'd be pushing him into Terra). I just figured that since he is disabled now, he may need all the help moving he can get. But then again, although the swarm will be free of PCs, Eadric will be in the way and providing soft cover against Luurg's attack... It's a good thing this isn't a live game, it would take so long to decide what I'm doing :)

Sovereign Court

Year of Boundless Wonder

On the entangle spell, just to share my thoughts. I searched the forums and there doesn't seem to be a clear consensus either way. I'm ruling that a failed save immobilises based on these part from the text of the spell:

  • The entire area of effect is considered difficult terrain while the effect lasts: This means that regardless of whether you pass or fail the saving throw, your movement is halved due to the DT.
  • Creatures that make their save can move as normal: This implies that a failed save affects their movement. Since it can't be that movement is halved (since that happens regardless of the save), the only other possibility is that the creature becomes immobile
  • Creatures that move into the area must save immediately. Those that fail must end their movement: This also suggest that any failed save in the area of effect would reduce movement to 0. Otherwise, it would be that any failed save would half movement speed.

It does make entangle quite a powerful spell but (1) it is very situational as there must be plants around, (2) it's area of effect is huge so it is not ally friendly, (3) you get two chances each round to break free, once with the reflex save, and once with Str/Escape Artist using a move action, and (4) it is still nothing compared to level 1 spells like color spray and sleep. :)

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

That's cool. It is proving pretty nasty, but I think that may have something to do with some terrible rolls so far :)

Note to self: Always pack splash weapons.

Sovereign Court

Year of Boundless Wonder

I just love color spray. Was GMing a face-to-face game last night and two of the four characters had color spray. As it was a PFS quest, their spells effectively recharge before each encounter so color sprays were flying everywhere. Most combat ended in 1 or 2 rounds. :) Some didn't even get past the surprise round.

Dark Archive

LN Gnome Arcanist 2 | hp 14/14 | AC 12 t:12 f:15 | F +2 R +1 W +2 | Init: +1 | Perc. + 1 | Spd 20ft | Spells: 1st- 4/4 | Reservoir: 4/5 | Conditions: 2 Wis damage

I was feeling pretty useless against the swarm, and in the face of a burning building, so I'm glad to contribute!

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

That was a relief! I was reading all the resistances and thinking 'There's nothing I can do against this.' Then blammo, he's unconscious. Kudos, Mariana.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Ya color spray and sleep are pretty nasty at low level. Even at mid level they can do pretty well on minions.

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Just to let you know, I'll be away from my computer and unable to post on Friday and Saturday.

Dark Archive

LN Gnome Arcanist 2 | hp 14/14 | AC 12 t:12 f:15 | F +2 R +1 W +2 | Init: +1 | Perc. + 1 | Spd 20ft | Spells: 1st- 4/4 | Reservoir: 4/5 | Conditions: 2 Wis damage

Spring Attack denies Terra the attack of opportunity

Spring Attack wrote:

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.[/quote

Sovereign Court

Year of Boundless Wonder

That's right. Thanks, Mariana.

Guys, feel free to discuss you strategy in this discussion thread ooc. This combat is not easy so some coordination would be useful.

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Thanks! yeah, so I typically like to avoid making strategic discussion out of character. As I feel it brings a bit more to the immersive experience. Lol. But by all means, go ahead you guys want to
, i won't stop any discussions about it.

Grand Lodge

Female Dwarf Cleric 4 (HP 28/28) | AC:19 | T:12 | FF:17 | cmd:15 | Fort +6 | Ref +4 | Will +10 | Init. +6 | Perc:+7; Darkvision 60ft | Speed 20ft | Channels: 5/5 | Status: N/A

I think I'm gonna stay up on the rock. I had way too much trouble getting free of the entangle spell last time, so I'll take any chance I've got to avoid it.

Only problem is I'm a dumb-dumb and didn't buy a crossbow, which would be very useful right about now. Since that option's off the table, could you folks who are in melee try to draw the fey back in our direction, even if it's just for their spring attack. That would give me a chance to get them in range for my Command spell, which I could use to hopefully set up some AoOs for you all, or at least keep them from attacking for a round.

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

I think there are a couple of ways to do it. Either we spread out so that the quickling has nowhere safe to run to (I think that you, Terra, and Luurg already have great positions to limit Cymflyder's movements in the next round,) or huddle together for the AoOs. I really like the Command option, it should give us a couple of hits at him if it works. It should also work well with Luurg's reach, which is currently at 15' and could go up to 25' if Mariana manages to get in range for her Enlarge spell.

I'll probably try my luck with a Javelin if it's the only ranged option we have. Unless they're completely immune to damage from regular weapons, I should be able to harm them a little. So I'll get closer to the magical folks and see what happens :)

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Enlarge + Long arm on Luurg would equal 15' reach. He would also be about 12' tall at that point, so quite close to reaching little miss crossbow.

Also, you've never seen a ranged weapon on Luurg other than his coconuts and some daggers.

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Woops, I was thinking you had the spear equipped. Still, 10' or 15' reach should be pretty handy in this situation :)

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

I have two enlarge persons prepared! So, when I get into range of Terra, one is going there, but if anyone wants the second one, I'm happy to pass that.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

I have one prepared as well. Can you enlarge person on whatever that thing is of yours? Doesn't really look much like a person.

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Yes I can! It's a summoner's ability!

Unchained wrote:
The summoner can cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

That's cool. Big doggy.

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Before I forget...

profession, engineer: 1d20 + 6 ⇒ (7) + 6 = 13

Sovereign Court

Year of Boundless Wonder

Just some ooc sharing. I know this combat seems frustrating at first. I felt that way when I played it. But now in GMing it, I finally understand. I think by now you might realise that this is not a traditional combat. It is more like a cooperative puzzle game, or maybe even a game of chess between the GM and the players. :) (I can think of one other scenario that's like that, but I won't spoil that.) Once the combat is over, I'll share more spoiler stuff.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Ya definitely a fight that favors ranged over a melee stomper like myself. Its good to have a mix of battles and obstacles to overcome in the game, gives other builds a chance to shine and makes you think about what sort of equipment you should be carrying. Luurg will get himself a crossbow for sure with some different kinds of bolts before his next mission. As much fun as I have with his 'coconuts' they aren't a very reliable ranged weapon and I look forward to the day he can take the 'breath weapon bomb' discovery.

The fight really seems like a delay for so long fight until the sun rises type of thing. I wonder how that works though since we arrived early... :)

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

I don't look at this combat as frustrating it's good character building. Bishop only has daggers on him now next time he'll know to have some sort of range weapon. the little imp and his crony is going to get caught eventually I have no doubt!

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

I'm actually quite enjoying it. A lot of fights seem to be over before they even start, so having a few rounds to think about strategies and how to work together is really nice. That said, Eadric's shopping list is growing and he will definitely be packing some cold iron and a few potions next time he ventures into the forest.

Sovereign Court

Year of Boundless Wonder

We're are practically at the end of the game, pending the final closing. I think I have time to squeeze in another game before the start of the Cosmic Captive multi-table special in June (during which time I don't intend to run another table concurrently!). Will likely be an early season game which runs shorter. Let me know if you're interested?

Some more final combat sharing. Don't read if you don't wish the combat mechanics to be spoilt.:
As for my post earlier, Cyflymder is actually relatively squishy, with quite low hp, although his DR is irritating. He is designed to be quite adept at keeping out of reach and even as a brooch of shielding, in case arcane casters start throwing magic missiles at him. Ranged might be useful, although the entangling plants might interfere and unless you have cold iron arrows, would more often than not be unable to clear his DR. And with his very high reflex save, he would practically also save against the entangle spell. So this pretty much requires the whole party to work together to corral him in before your attacks are effective. So even if your character did not actually manage to hit him, without the collective effort, he would just literally run circles whole day long. Also, if you guys only got here just before or when the sun has already risen, you would only have 10 rounds to go before the dome of darkness thrown by the lorestone fails. So the party might be rested, but would have less time for the encounter. You guys didn't need it though. :)

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Its always nice to read the story background a bit at the end, help piece things together. I was wondering where the black dome came from.

Luurg is available for another game for sure if you'd accept his fruits of course!

Grand Lodge

Male Human Brawler (SC) 3 | HP: 28/28
Stats:
AC: 17/13/15 | CMB: +7, CMD: 19 | F: +5, R: +5, W: +2 (+2 trait bonus against charm, compulsion, and emotion effects) | Spd: 30' | Per: +7 | Init :+2 | Martial Flexibility: 4/4 | Active effects:

Final combat stuff:
Wow, he really is a slippery little fey. Plus, with this being an early scenario, it was probably designed with only four PCs in mind. I think that 10 rounds with only four PCs would be a really tricky propostion, everybody would certainly need to be on the same page :)

If you'll have me, I'm there. I always enjoy your games, plus it's fantastic fun to play with all you guys.

1 to 50 of 63 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PFS] GM kuey's Tide of Morning (#0-23) Discussion All Messageboards

Want to post a reply? Sign in.