[PFS - PbP Game Day 2] #4-18: The Veteran's Vault (Inactive)

Game Master StephNyan


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Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

I thought the red fungus died boss man? I think you mean't the yellow fungus right? ;)

Also @Muchiko: I think we will make it through! We've done it so far lol.

However channeling is a no no as I don't want to kill Missaru =/

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Well big guy, we'd better.
There's trophies to be acquired and chelish nobles to be avoided aren't there?


@Vitarri: Yes, I meant the yellow fungus attacked you ;)

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Oh no that Yellow fungus has Star Power! I'm doomed! D:


Muahahaha! (Wow, more than 30 seconds of that drives me nuts...)

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

I play the Jeopardy theme song at my tabletop game when all the various caster classes can't decide which spell to use and take forever to decide on an action. I find it has sped them up.


Hehe :P

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Hey steph, just wondering, since my character was underwater holding his breath since I failed my swim check, I'm still affected by all that stuff?


You raise a good question. I'll say it doesn't, but I do advise to get out of that water.

And advise for all of you: create some distance from the red outline before you heal up and proceed.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

okay, rules question. I have Heal untrained at +4. I don't think I can do anything other than stabilize someone if they are at negative HP. I can't really "restore" their HP unless it's long-term care in some way, right? If I can, I'll try to heal him, but I think I'm helpless in that regard.


You can do a bit more than just stabilize people, but you'll indeed need to apply long-term care to restore HP.

Here is a page that lists some of the other things you can do with the Heal skill.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

I'd move forward, but I think someone is still behind the fungus. So, don't want to leave folks behind.


I sent Rabbai's player a PM, asking him where he's gone. For now, let's say Rabbai moves with the group.


About throwing splash weapons that could bounce off and hit party members:

Be aware PvP is prohibited in PFS, and so are actions that could hurt a party member. Unless the person that would get hurt gives permission. I let Xander's attack pass this time 'cause it was a hit, but next time there's a chance he'd hit someone else with his attack he should first ask that person.

Core Rulebook:
"If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares."

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Sorry about that Dagnobar and StephNyan. I had the plan to chuck the vial in my head and didn't stop to think.


Can happen. Only the ooze got hurt ;)

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

This is one of the most deadly PFS level 1 modules I've ever seen. Lots of people are just limping along at this point, multiple people have had to be stabilized (some of us more than once already), and it seems we've only just begun.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Yeah no kidding! xD My Cleric has one healing spell left at this point lol.

Soon it'll be Heal Deadly Wounds checks just to get some of us back up and running. :)

Question? Can I convert domain spells to Cure Spells or no...? Never had to consider it before but I need to right now lol.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Alas you can't do that Vitarri, it would be very helpful though.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Leave the vault, rest up a bit to full hp and then return. Not like a bomb's ticking down here.... :)

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

If we can get out I agree that is likely the best option.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Hate to do it, but with losing the ranger, and no heals, we are in a bad way... I'll submit to the majority here.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri will submit if the majority goes against him, he knows his limits and its more then obvious he has reached them. =/

So resting up may be prudent, we can hunker down in a safe spot or head back but that means we deal with the fungus again...

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Is any spot entirely safe at all?

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Vitarri is spent, and we have 2 players under 5hp, and 1 player gone completely - let's either make camp, or head out and heal up.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Nothing against you Xander but I just didn't want you getting pummeled with your lower AC and besides if I drop you have some combat options that will be more useful to the party.

Grease. A spell I proved is useful even at lvl 11. Furnace Golem. Reflex. LOW. HAHA! Never had such an easy fight in my life. We beat a CR15 Golem with a lvl 1 spell and lots of bashing and tripping, so much fun~

Color Spray is another FAVORITE~ of mine. Such great battlefield control at lvl 1. Its so useful its a sin not to use it~ >:)

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

No problem. I was posting on my phone and so couldn't move so listening as a rear guard was at least SOMETHING useful to do :)

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

"@Dagnobar: If I'm correct, your run actually consists of 2 move actions instead of the run action? You moved more than 10 feet on your first move action, and stepped into a tool after 15 feet. This is where your first move action ended. For your second move action you wouldn't step into a tool again, but you could only move half your speed (10 feet)."

Yes, that's correct. I must admit feel gypped because I was only moving 10' initially and couldn't make it to him. How long do I move at half speed? For the rest of the campaign or just that one round?


The hazard works much like caltrops (found on this page) and even refers to it, which is why I made the mistake. The rules for standard caltrops mention "Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble."

There's nothing written in the hazard rules that indicates healing the speed penalty works different from standard caltrops, which is why I'll go with the standard rule for healing the penalty: "This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing." Using Heal is a standard action.

I'll let you know you don't have to worry about the filth fever: the lowest onset is 1 day, and your scenario will be over before 24 more in-game hours have passed.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Heh, I've had a rough time in this adventure. Bad luck after bad luck.


I hope that'll turn for the better! Perhaps, after this scenario, you've exhausted all bad luck for the year?

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Destroy the scroll...remove the power...remove the risks.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)
Muchiko wrote:
Destroy the scroll...remove the power...remove the risks.

Heh, in one game I removed a spellcasters spell component pouch. Gave me a warm fuzzy feeling of safety after having it.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Did you sell it for profit?


Hehe, I remember that. I really expected he'd attack us after he got it back, but he didn't.

So no, there was no profit :(


You were all standing together. I decided it'd try to cast a last sleep spell on absolutely everyone at once. If Mifra would've failed her (yup, mz. Jinkin) Will save against her own sleep spell, there was always her spell resistance. So it wasn't the worst last resort plan for the completely surrounded Mifra, who had no way out.

And yep, she had spell resistance. There was a secret roll against the color spray, because I didn't want you to figure out there was spell resistance until something was actually resisted. 'Cause it's not like your characters would've otherwise known about the spell resistance.

Anyway, you made it! Woohoo! :)


The scenario's ended! All loot from the scenario disappears! I will report it as soon as everyone who's able to has had some time to make a Day Job roll, and I've received Vitarri's email in a PM.

I hope you enjoyed the scenario, I sure did! It had some tough moments, but you pulled through! :)

If you have feedback or questions, feel free to tell/ask me. You may also always contact me by PM after the thread's closed and you have questions; I will try to help you if I can.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

What?


@Aeilín: If you mean it feels a bit sudden, I agree. PFS scenarios tend to do that.

I'll be working on the chronicle sheets, and send them to all of you as soon as they're ready :)

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Steph:

I'm going to post my rolls for another game here so people don't see what's going on and meta-game. I hope that's okay, as I can't roll dice in a PM. I assume if I start rolling dice, people could meta-game.

Wolf Skeletons Melee Attack:

Wolf 1 attack with melee +4 bonus on helpless opponent vs AC12: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26 Miss 1-50: 1d100 ⇒ 1 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Wolf 2 attack with melee +4 bonus on helpless opponent vs AC12: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15 Miss 1-50: 1d100 ⇒ 92 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*
StephNyan wrote:
@Aeilín: If you mean it feels a bit sudden, I agree. PFS scenarios tend to do that.

I meant about the loot disappearing. I thought we were supposed to be able to buy it, but my assumption is that will still be available on the chronicle sheets.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Yup, our potential shopping list.
If it's finished Muchiko will be lvl 2 and have trophy 2 skulls on the wall.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Thanks for the game everyone. Hopefully we will run into each other again on the boards.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Who knows, stay alive in that case.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Indeed! Its been a good couple of games! Really enjoying my firsts in PFS and Vitarri has saved up some major cash and pp's. If I can buy some gear that would be wicked cool to keep some of the scenario gear. Provided we pay for it. ;)


All loot disappears at the end of every PFS scenario/module. So use it while you got it.

Some items will reappear on the chronicle sheet, and you'll be allowed to buy those items from the list. The chronicle sheet gives you access to gold, mostly ranging from 400-500 gold in subtier 1-2. The items you can spend your gold on are the item that are always available, those unlocked on chronicle sheets, and those unlocked through your Fame.

You also get 2 PP (Prestige Points), which you can spend on a variety of items and/or services. One very useful item in scenarios is the Wand of Cure Light Wounds. It's what many people spend their first 2PP on, because you can get any item worth 750gp for 2PP. (It doesn't stack, so no spending 4PP on a 1400gp item.)

Your Fame equals the total PP your character's received over the course of his/her career. At 5 Fame every item from any source with a value up till 500gp unlocks. The Guide to PFS shows when more items will unlock.

I hope this helps to clarify how you can get items in PFS! :)

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Ah. Thanks for clearing that up.

Good game, folks.

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