[PFS] Master of the Fallen Fortress Table 2 (Inactive)

Game Master Kludde


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All players, please confirm your characters here. Once all four have confirmed, we can start.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Confirmed.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Are we starting in a bar/outside the city/by the docks/etc.


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The story starts in the Cairnlands, which is outside of of Absalom. The Cairnlands are a great plain dotted with ancient magical fortresses, mostly remnants from ancient wars. One of these fortresses, a siege tower that had been sealed shut by magical wards, has partially collapsed during a recent earthquake. Dubbed 'the Fallen Fortress', our heroes move to investigate.

Although PFS legal, the scenario itself is not a Society scenario, so party members are assumed not to be working for the society. This means there are in practice no faction benefits, and players can spend no PP. The module actually serves as somewhat of a lead-in to society membership.

It's ok if a character already completed some PFS module (as long as the character is still level 1), just regard this module as something of a prequel...

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Ah, please note that I have run this before (although I have not played it). It was quite some time ago, so I will endeavor to forget what little I remember of it.

I guess I was wondering if we were going to have a bit of the traditional "you meet in a bar" before we head into the Cairnlands.

Liberty's Edge

Male Human Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

Orr is in but looking for a new character name. The faction choice was a default on the registration so no affiliation.

Liberty's Edge

Male Human Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

Now Thaurux, need to fine tune the equipment math,, but the rest is there ready for review. I have not actually done any of the intro type modules.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Ahem, Eldritch Heritage normally requires character level 3rd, Thaurux who was once called Orr :)

Liberty's Edge

Male Human Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

Thanks, I can't believed I missed that trying to layout his progression all the way to level 12 :P I guess I will have to take Power Attack and Forget the Claw flavour a few levels.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

No problem; I am curious about your future character advancement; kind of looks like you are headed towards Rage Prophet with such a glorious force of presence.

Liberty's Edge

Male Human Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

Well I'll have to see if he makes it past the driveway on the highway of grand ambitions (barbarian2/oracle1/sorcerer2 then dragon disciple for as far as he will go)... lets see if he can survive the dex 8 for a level :P

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Confirmed


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Welcome all, and thanks for joining!

We'll just be waiting for the final player. The gameplay thread is up - if you want your characters to be introduced to each other, this is the moment. All I'm assuming is that you have somehow decided to travel together, with the goal to investigate the rumours of the fallen fortress.

I'll move the story forward once we have all players in.

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

*bursts through the door, out of breath...*

I'm not late am I?


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A grumpy looking man looks up at Sardon and says:

You're in the wrong room, this is 'abuse'. Gameplay is in the other thread

then uses some expletive as Sardon leaves the room again.

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

Going to be like that, eh?

*turns masochism up to 11*

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Wait, machoism or masochism? I hope you meant the latter...

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

To be on the safe side, I'll turn up both.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Stats added. Let me know if you want something else listed. I will note that like Sardon, I currently wield a reach weapon.


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Thanks, that saves me a lot of time looking stuff up. For your convenience, I've put some combat maps up here.

So, the hedgehog squad, eh? Reminds me of this.

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

I'll probably use the flail and go front line instead. Otherwise, we'll all be backing up the whole time.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

What're the effects of the web? Can I cut myself free? I'm guessing that would require a standard action, can I move after that? Also what roll do I make of any to free myself from the webs?


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The people that wrote the PRD wrote:
An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.

So, EA or Str check (the latter at -4), as a standard action.

The effect you're under

The guy that wrote the part about being Entangled wrote:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. (The web should be considered anchored -K) An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

I'll roll the EA check, how I wish I had taken it as a skill, do I need to take the -4 to Dex on the EA roll?

If I make the roll, can I make a move action and a standard action?

Sorry, I'll check the rules myself as well.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

I just wanted to add that I'm having a great time with this module. You guys are pretty active and I like the way you'll are playing your characters.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Mahasi I was just looking g at your character sheet and you have 3 Feats and you're a socerer with high int and no Charisma? Is that intentional?

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

1. Eschew materials is a bonus feat granted to (most) sorcerers, hence the third feat.

2. Mahasi uses the sage wildblooded archetype from ultimate magic (a variation of the arcane bloodline which uses intelligence instead of charisma)

3. He also dances a mean Charleston.

Okay, I'm cheating with number 3, I admit it!

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Haha cool, I'll check that out, hadn't heard of that.

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1
Mahasi Mi Khaing wrote:


3. He also dances a mean Charleston.

Grabs a baton and strikes up the dixieland band...

Mahasi Mi Khaing wrote:
Okay, I'm cheating with number 3, I admit it!

Sulks.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

If I might meta for a moment, if you are going by raw, identification is pretty clear cut:

Arcana (constructs, dragons, magical beasts)
Dungeoneering(aberrations, oozes)
Local (humanoids)
Nature (animals, fey, monstrous humanoids, plants, vermin)
Planes (outsiders)
Religion (undead)

So, if your keen on RAW, you just look up the type and 'Presto!'

Of course, that can lead to some weird counter-intuitive results (a shocker lizard might be one), but it usually works

/rules nerd rant done

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Heh, that will be the only front line participation for the rest of this character's career ;)

Shadow Lodge

Init +1; Perception +2 AC 18, touch 11, flat-footed 17 hp 6/12 Fort +3, Ref +1, Will +2 Human Fighter (polearm master) 1

Yeah. Though, they did take you down with missles.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

The crit was unlucky though surviving with one HP was lucky.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

I didn't actually mean to block the door, however I was unspecific in my description and on the phone so I couldn't move myself. I don't think it would have changed much; I would still spear the guy shooting color from his fingertips if I were them. It's just more dramatic this way ;)!

Liberty's Edge

Male Human Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

Hopefully the not “packing a healer” will not get us killed. TBD.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Btw, for the record, I don't think you can attack 2 squares diagonally in Pathfinder with a reach weapon since the range is 15 ft. It only works for AoO.

Link1]

Link2

That is what I was able to find on it.

Sorry for being a killjoy.


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Oh, just reading this now. I stand corrected, and will take it into account from now on. You could just get a longer spear, you know ;-)

Appreciating the rules comments. I'm still learning the system, and in the old system I was very used to just winging along (I never had the tight system of PFS to worry about, just my players)

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

It's something I sumbled upon while reading something else. I always just figured it's the same way we've been doing it, till now.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

How are you guys getting +9 (before power attack) while attacking the skeleton. Something to do with it being tripped? +4 STR +1 BAB but the last +4? I've tried to search and figure it out but I haven't had any luck.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Prone gives +4 melee attacks, and -4 ranged (which I took into account for my shot.)

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Good to know. Thanks. I didn't deduct that from my throw, but I'll keep that in mind for the future.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Just checking but If I've moved with stealth and haven't broken stealth by attacking, and the monster hasn't beaten my stealth with a perception check, the monster shouldn't be able to see me, correct?

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Technically you need some sort of cover or concealment for stealth, in this case sneaking from behind the door (cover). So maintaining stealth can be an issue if you come into the open. This is why things like "hide in plain sight", shadowdancers, and clever uses of magic are useful at higher levels. Stealth at will.

If I were DM, I would probably have given you (the rogue) a surprise round where only you and anyone else being stealthy could act.

Until your opponent acts in combat (ie flat footed), you still get sneak attack. (In this scenario, a surprise attack and high init would mean sneak twice).

Uncanny dodge counters the flat footed condition, so don't mess with barbarians or rogues.

Of course, I'm not the DM ;)

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

So I did some more digging and it seems you're correct. Once I'm out in the open and my turn end I lose stealth unless there is low light/ darkness and the observer doesn't have darkvision/ low light vision as would be necessary.

I could move from cover to cover and make a stealth roll to see if I'm spotted, but I chose to end my turn in the open, and I could have attacked in that turn which would have been a surprise round but I chose not to act.

Thanks Mahasi


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There's actually another factor for this particular monster: it has 'scent' as an ability, so it was somewhat forewarned about your presence. I'm fine with the sneak attack, though, as you would be quick enough to act.

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Very true, although scent is just a general awareness/direction unless you're very close to the critter. There's an alchemical concoction (name escapes met) that masks your scent for an hour - hand with guard dogs. Scent bane or something like that.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Out of curiosity how many PP is this worth. 1 or 2?

Grand Lodge

Human Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

I think it might be one of those gameday ones only worth 1 pp.


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Yep, 1 XP and 1 PP for free RPG day modules.

Liberty's Edge

Female Human Bard/4 (HP 25/25 | AC:18 | T:14 | FF:14 | CMD:20 | Fort:+3 | Ref:+9 | Will:+3 | Init:+4 | BP 10/10 | Spells L1 -4/4 | Perception +4

Cool. So I'll have to give Naiyra the benefit of the We be Goblins game I'm DMing to get her a Wand of cure light wounds.

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