PFS Scenario, The Refuge of time (Inactive)

Game Master lantzkev

The season 4 scenario, it's straight forward and to the point, and has a killer reward.


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Sczarni

My question now for Ursus, is why not rather than maintain a pin, use the tie up option?

The way I see your characters abilities, if I had a BBEG charge you, your turn you'd simply a) Grapple, B) turn that grapple into a pin, then c) turn that pin into a tied up. The dc for that is 20+ your CMB, and it specifically states

Quote:
If the DC to escape from these bindings is higher than 20 + the target's CMB

Or you could even just go grapple and then tie up with a -10 penalty... because the DC would still be the same if you were successful.

Sovereign Court

Male Ulfen Barbarian/Martial Artist 19 | HP: 272/272 l AC: 41 /T: 29/ FF: 34 l Fort: +25, Ref: +18, W: +20 l Init: +4 l Per: +27 l Movement: 60

I don't go for the tie up because Ursus isn't a cowboy. He's a wrestler.

Yes, in a lot of instances going for the tie up is the quicker cleaner way to end the encounter but style matters to me a lot. If you can't look good doing something, why do it at all? =P

Sczarni

not continuing your grapple on it?

Sovereign Court

Male Ulfen Barbarian/Martial Artist 19 | HP: 272/272 l AC: 41 /T: 29/ FF: 34 l Fort: +25, Ref: +18, W: +20 l Init: +4 l Per: +27 l Movement: 60

On who?

Sczarni

if you had done one point less it'd still be alive

Sovereign Court

Male Ulfen Barbarian/Martial Artist 19 | HP: 272/272 l AC: 41 /T: 29/ FF: 34 l Fort: +25, Ref: +18, W: +20 l Init: +4 l Per: +27 l Movement: 60

Ah, I'll take it.

GG ignite.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

My perception check on the NE door of the NW room was to see if it was warded or trapped, not to see what the casting was. But I gather it isn't.

Lantern Lodge

Female Half-Elf Fighter 1 / Wizard 5 / Eldritch Knight 5 - HP 93/ 93
Defenses:
AC 35, Touch 22, Flat-footed 27, Fort +13, Ref +14, Will +13, CMD 30

Taking this to discussion:

lantzkev wrote:

I see Gina, you think it's unreasonable for the gm to see someone with somewhat restricted ability to act to do a full round summoning with one hand in a position he's not familiar with, that this GM made up concentration roll is unreasonable and harsh... I guess we can only do what's exactly prescribed in the rule book and anything out of that, even if reasonable is just being harsh and overbearing? Specially when I gave him a way to do it without penalty, but if he really wanted style points he could do it...
Surprise round first, all can act in it but the archons as they weren't actually told you guys were coming or preparred after being summoned other than to "attack whoever comes through here next"

Well, I was just making an argument for our case. If you believe otherwise, so be it. No need to get riled up over it. I'm sorry if you felt that I was stepping on your GM's toes.

Sczarni

It's kind of a constant thing thing this game to argue over points that don't even matter or to get adversarial about everything.

-edit- I'm used to more easy going types where we are more concerned with having a good time rather than "winning" my tables have less min/maxed characters and less arguments with how I say things are and in particular less rule quoting. They know I won't put them in unreasonable situations unless they themselves become unreasonable. I've killed them on occasion, but they've never felt it was out of pettiness or malice. They also know that what I do is for fun.

I've expected from the start for you guys to steamroll this, but the fun of running it has quickly run it's course for me as there's little apparent need for me to adjudicate things and little desire to calmly discuss things on a game that was projected to take 3weeks...

Sczarni

Will post stuff up tonight to keep things moving if things haven't moved yet.

From this point on in the fight, there's really just a little clean up of the sinspawn, then the flying wizard will be out or nearly out of spells at that point lol.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

I don't suppose anybody has a scroll of Remove Sickness for the rogue? Surprised I didn't buy some for this character...

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Sadly,no. Can cast delay poison, but probably no help.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

On my next turn, i'll move into the doorway and cast a targeted dispel magic

1d20 + 9 ⇒ (9) + 9 = 18
1d20 + 9 ⇒ (5) + 9 = 14
1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 9 ⇒ (10) + 9 = 19

Sczarni

you have 4 lvl 3 spells a day right? and you've already hasted correct? so that means you run out of lvl 3 slots before your fourth try?

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

Whoops, I did that wrong. That was one casting, but I was rolling one dispel check for EACH effect. Rereading the spell it's one check, and you use that to compare vs effects until one works.

So, I fail. I'm sure he has nothing with CL 7 or below.

My apologies for my poor understanding of the spell.

I was probably going to try again on his fly the following round, so we'll call that a fail too. With the second casting I would be out if 3rd level spells.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Wow, we.go a couple days with no posts, then 63 to read this morning before breakfast.

I am catching up... Looks like we got the wizard, and yes Hugo would have patched everyone up...before getting harmed...ouch.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

So, I'm guessing the tokens are in the statue or the altar, but we might as well case the joint.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

So I want to try to "trick" the statue - can I figure out something along the lines of using the dead body of the wizard and adding a few more of the appropriate runes?

Sczarni

you can try

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo was trying to see if the letter from the wizard had any clues? Were we able to read it? He will comp Lang from a scroll if necessary.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

I can speak Thassilonian, if it helps with the journal

things to try:

1. remind daxter that prostrate is face flat on floor, not kneeling. wait for results
2. read journal (speak thassilonian, linguistics +16)
3. detect magic + arcana on statue to figure out spells on statue
4. Check statue for traps - take 20? if so, perception 41
5. if no traps check for compartments
6. if traps, disarm (+28 with assists) snd then 5
7. try to complete scarification on wizard corpse, have ursus toss body at feet of statue
8. UMD to bypass/blindly activate (+15)

If we are hurrying to finish I don't have to rp all this out... but I can if desired.

Sczarni

The letter Naroth carries is correspondence from another of the wizard’s Lissalan allies, who informs him that the ally’s followers have discovered the location of Krune’s runic archive and will soon have the keywords to activate the refuge tokens.

I know the rules you have listed, but the solution is pretty simple.

The letter basically tells you that the keywords are from somewhere else, but you know that here is where they were coming for the refuge tokens.

This is an Artifact though, and there is no blindly activating of it.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

Pre-emptive Perform role for day-job:
1d20 + 14 ⇒ (14) + 14 = 28

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Pre-emptive Perform role for day-job too:

sailor: 1d20 + 10 ⇒ (2) + 10 = 12

How are things looking? Did Daxter get incinerated?

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

We're on hiatus until the weekend, apparently.

Sczarni

Based off everyones actions you all completed your faction mission, personal recommendation is to mark/hurt yourself get as many tokens as you can, although at this point mission accomplished once you've got like 6 or so.

anyone that hasn't done their rolls go ahead and do so.

Before I complete your sheets, your characters during the journey back will all have a opportunity to wear the evil ioun stone. (this determines if I check you as getting the free ioun stone or not)

Your characters know it's evil before they put it on, they also know it'll grant a great boon.

Sovereign Court

Male Ulfen Barbarian/Martial Artist 19 | HP: 272/272 l AC: 41 /T: 29/ FF: 34 l Fort: +25, Ref: +18, W: +20 l Init: +4 l Per: +27 l Movement: 60

Profession: Coastal Raider: 1d20 + 11 ⇒ (6) + 11 = 17

Ursus will not be taking an evil ioun stone.

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Daxter loves evil creatures/items circling his head.

Craft(Trinkets): 1d20 + 23 ⇒ (5) + 23 = 28

Okay, using Expert Entrepreneur reroll

1d20 + 23 ⇒ (7) + 23 = 30 Slightly better.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo will not wear the evil ioun stone. He has been marked already by this cult and does not wish to slide further to darkness or risk Abadar's disfavor.

Sovereign Court

Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

No on the ioun Stone for Davo.

He will also let Daxter do all the marking for him. Self-mutilation isn't interesting at all. Now, the dialect of Thassilonian the statue is using, that's interesting.

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Blood Magic is always interesting.

Sczarni

mechanically speaking, you can simply get an atone cast for you (increased cost for the clerics/paladins) and you're fine. Once you wear it your alignment will shift, and if you are evil you turn your character over.

I'll let you write in your feat you select when you activate it, I'll work on making the sheets tonight, but the scanning of the sheets might end up waiting until later in the week when my scanner is unpacked.

Lantern Lodge

Female Half-Elf Fighter 1 / Wizard 5 / Eldritch Knight 5 - HP 93/ 93
Defenses:
AC 35, Touch 22, Flat-footed 27, Fort +13, Ref +14, Will +13, CMD 30

Gina will follow her brother's example and take an evil ioun stone.

Lantern Lodge

Female Half-Elf Fighter 1 / Wizard 5 / Eldritch Knight 5 - HP 93/ 93
Defenses:
AC 35, Touch 22, Flat-footed 27, Fort +13, Ref +14, Will +13, CMD 30

Take 10 on Perform Dance = 27

Sczarni

alrighty, I've got things straight now, I realize I didn't initial the day job roll, please fill that in yourself and if anyone asks just explain the situation please.

The URL to your sheet is Here, I've scanned it to google drive and provided an open access link

I hope you guys ultimately enjoyed it, and if you decide to wear the ioun stone, your alignment shifts one to evil.

IE if you were Neutral, you're now evil and not eligible for PFS. The only way to correct this is to have Atonement cast at the appropriate prestige cost (two except for paladins/clerics I believe)

Sczarni

I figured it'd be easier then scanning several copies, to just make one master that you all fill out.

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Thank you for running in any case.

Sczarni

it gave me a chance to debug it for sure before running it at a live table. Thanks for your patience with some issues.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Thank you very much for running it. Was definitely some interesting fights.

Sovereign Court

Male Ulfen Barbarian/Martial Artist 19 | HP: 272/272 l AC: 41 /T: 29/ FF: 34 l Fort: +25, Ref: +18, W: +20 l Init: +4 l Per: +27 l Movement: 60

Thanks again for DMing Kevin.

Can you move this game to Inactive so it'll stop showing up on our trackers?

Lantern Lodge

Female Half-Elf Fighter 1 / Wizard 5 / Eldritch Knight 5 - HP 93/ 93
Defenses:
AC 35, Touch 22, Flat-footed 27, Fort +13, Ref +14, Will +13, CMD 30

Thanks for running the game. Had some fun.

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