Renaissance Strange Aeons (Inactive)

Game Master Keith S.

Renaissance Strange Aeons
current map
Player's stuff
Info from Dr. Losandro's journal
The Clue Bat
handout 2


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male Human? pbp GM / 1 current map ; second floor

I am good with combat vigor.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Thanks. If I make it that far, I will also go for Spontaneous Healing for weird flesh shifting healing action.

Grand Lodge

AC 19 Touch 14 Flat 16 ++ HP 29/29 ++ Panache 3/3 +3 INI, +7 Perception; +3F +9R +0W

Trevor, thanks for keeping track of the treasure.
The division looks fine by me.
My level up is loaded, ready to head out.

Liberty's Edge

Male / HP 12 (8) / AC - 17(19) / Touch - 14 / Flatfooted - 15 / Fort +3 / Ref +4 / Will +0 / CMB +5 / CMD 19 / Initiative +4 Human Cad Fighter / Level 1

Levelling up now. Sorry about the delay. College and teal life.

If there are no objections I'd like to use the pistols.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

+1 Dagger
15 CLW Potions (1d8+5) (3 potions each and 3 in the potion kitty)
5 CMW Potions (2d8+10) (1 for each and 1 in the kitty)
Two medium (1d8) pistols and 50 rounds of paper/solid slug cartridges (Faradin)
wooden holy symbol of Pharasma
silver masterwork dagger (Lazare)
air of gaudy red boots with cat fur lining (worth 20gp).


male Human? pbp GM / 1 current map ; second floor

Waiting to hear from Mssr. Cat.

I will continue under gameplay with the interlude and setting up the next scene.

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

Sorry, i had meowready levelled up.

Liberty's Edge

Male / HP 12 (8) / AC - 17(19) / Touch - 14 / Flatfooted - 15 / Fort +3 / Ref +4 / Will +0 / CMB +5 / CMD 19 / Initiative +4 Human Cad Fighter / Level 1

My apologies all, I have had an unexpected house guest for the last while and had no time to post. Getting posts up now. Thank you for your patience.

-Rob

Faradin Level 2 -

HP - +6
BAB +2
Fort +3
Skills +1
Bonus Feat - Improved Two Weapon Fighting
Dirty Maneuvers (Replaces Bravery)

The Exchange

Half-Goblin

I'll be traveling the next week or so for vacation and family things. I'll either have a lot of free time or none, its hard to say. I'll try to check in as much as possible though!


male Human? pbp GM / 1 current map ; second floor

We will bot DrGabe / Lazare as much as we need to!

If you come back and Lazare is wearing his underwear on his head, its not our fault!

Grand Lodge

AC 19 Touch 14 Flat 16 ++ HP 29/29 ++ Panache 3/3 +3 INI, +7 Perception; +3F +9R +0W
Keith S. wrote:

We will bot DrGabe / Lazare as much as we need to!

If you come back and Lazare is wearing his underwear on his head, its not our fault!

Jokes on you, he doesn't wear underwear at all!


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Soon Lazare will be saying brainssssss


male Human? pbp GM / 1 current map ; second floor

Sorry for the late response - I was not able to connect all day today.


male Human? pbp GM / 1 current map ; second floor

A discussion about repairing guns.

I am leaning toward using craft: Firearms or profession: soldier to make repairs to firearms (the soldier profession because they would use firearms a lot).

To make a repair in the case of a misfire, it would be a DC15 test, and if you fail, the gun is destroyed (permanently broken).

More challenging "breaks", such as recovering a gun that fell 100 feet down onto rocks, might have a higher DC.

What are your thoughts?

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

So an untrained wisdom check.


male Human? pbp GM / 1 current map ; second floor

Unless you have ranks in that craft or profession.


Sounds good.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Board problems, all set to get going again.


male Human? pbp GM / 1 current map ; second floor

I am struggling mightily with getting into the board; this is causing me to get frustrated with this site!

But I will get back over to gameplay and get things moving again.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Oh boy! Drugs!


male Human? pbp GM / 1 current map ; second floor

Well Trevor, we might be down to just you and I.....


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Lemme at em! I'll splat them!

I will poke everyone

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

sorry it's been a hectic weekend.


male Human? pbp GM / 1 current map ; second floor

A friend is toying around with using roll20 as a way to play PFS games.

I have used it in the past for various attempts at games.

So I want to pose a question to you folks...is there any interest in (very occasionally) playing a session on roll20 in this game? It would have the effect of kicking the game forward a few light years, in pbp time.

I could post the intro on the board, then we play, then post an 'after action' report so everyone knows where we stand to begin again.

A basic requirement is that we are all available at the same time. Myself, JP, and Lazare are in the United States, Central Time zone.

I am under the impression Trevor is not from around there - maybe Ireland?

And Faradin has vanished, so no worries there.

Let me know your thoughts.


male Human? pbp GM / 1 current map ; second floor

Also - Faradin is gone. I am of the opinion we want to move away from simply botting him and giving you an alternative character for the group.

My concern with botting is that we don't own his character sheet and this becomes a problem with leveling.

To move him aside, so to speak, we can assume he dissolved into a pile of steaming internal organs and tumors.

We can have you share Giles the manservant (Giles is a survivalist rogue).

You can suggest another shared PC.

We can recruit a fourth person (if this is your preference, state what class you want that person to play).


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Having a manservant who can handle things like rolling skills we lack is attractive.plus he can flank if need be
I am in Maine and have odd hours

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

I'm for npc or a 4th person.

-Posted with Wayfinder


male Human? pbp GM / 1 current map ; second floor

Added Giles the Manservant in the link at the top of the page (note that he has disable traps).

I think I messed up his gear - I tried to show it all on his mule, but I think I have a lot of it on him.

Betsy the mule is linked as well, but she is not with Giles at the moment. Just Giles, his weapons, armor and a reasonable amount of gear.

I will add Giles HP total to my header.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Betsy the psychic mule?


male Human? pbp GM / 1 current map ; second floor

I hope not but one never knows....


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

A large bound journal, filled with handwritten notes; it belongs to a Doctor Eliege Losandro (you can spend some time perusing for more info).

A large magnifying glass (non magical).
two vials of alchemist's kindness
a vial of smelling salts (non magical)
two vials of soothe syrup
four doses of antitoxin
2 doses of opium
a scroll of fox's cunning
two hypodermics labeled remove paralysis (as the spell cast by a 7th level cleric)
a candle of spirit protection
a small tin filled with incense of open thoughts
a braided leather cord holding two brass talismans; one a lesser talisman of healing power, and the other a lesser talisman of warrior's courage

Finally, a bag of 200 platinum pieces (worth 1,000 gold).

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

I'll post what each of these are tonight. Tons of disposable loot= book keeping nightmare.

-Posted with Wayfinder


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

[b]Could find any info on the talismans or candle/incense. Let us head through the east door and keep things going.

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

Alchemist’s Kindness

Source PRG:APG

Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

Smelling Salts

Source PRG:APG

These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

Create: Craft (alchemy) DC 20

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

Soothe Syrup

Source PRG:APG

This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Create: Craft (alchemy) DC 15

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

CANDLE OF SPIRIT PROTECTION
Price 1,500 gp; Slot none; CL 11th; Weight 1 lb.; Aura moderate necromancy
Crafted from collected ectoplasm and wax, candles of spirit protection ward off creatures from the spirit world. To function, a candle of spirit protection must be placed in the desired area. When it's lit, fine lines of smoke coil out, creating a circular line of smoke in a 10-foot radius around the candle. This area is protected against intrusion by astrally projected creatures, ethereal creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms, and at the GM's discretion can affect other spirits or creatures made of ectoplasm. Such creatures can't enter the area of effect, and act as though they were affected by an antilife shell that specifically targets them and no other creatures.
The candle can't be moved once it is lit; attempting to do so ends the effect. Otherwise, a lit candle of spirit protection burns for 1 hour. Either way, the candle is expended after one use.
CONSTRUCTION REQUIREMENTS

Cost 750 gp
Craft Wondrous Item, antilife shell

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

PFS Legal Incense of Open Thoughts
Source Occult Adventures pg. 259 (Amazon)
Aura moderate divination; CL 9th
Slot none; Price 2,800 gp; Weight 1 lb.
Description
While a block of this sweet-scented incense burns, creatures inhaling its fumes become unusually receptive to thought. In still air, the incense’s smoke permeates a 40-foot-by-40- foot area to a height of 20 feet. Creatures within that area can communicate telepathically with other creatures in the area. Creatures communicating in this fashion don’t need to share a language, but must have an Intelligence of 3 or higher. The openness of mind engendered by the incense also provides a +5 insight bonus on Diplomacy and Sense Motive checks against creatures in the area, and imposes a –5 penalty on Bluff and Intimidate checks against such creatures and a –2 penalty on saving throws against mind-affecting effects.

Moderate wind halves the area of the smoke. Strong wind disperses the incense, rendering it ineffective as long as the wind continues. A single block of incense of open thoughts burns for 1 hour. It can be extinguished and relit, but each use consumes at least 10 minutes of its remaining duration.
Construction
Requirements Craft Wondrous Item, telepathic bond; Cost 1,400 gp

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds.

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

Talisman of Warrior’s Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Why thank you very much. The Spirit Protection will be useful against Haunts. Can I take the Warrior's Courage one?

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

considering your HP, you might take both, but i believe you can only use one at a time.

Ill hang onto these unless someone objects.

A large magnifying glass (non magical).
dose of antitoxin
scroll of fox's cunning
hypodermic labeled remove paralysis (as the spell cast by a 7th level cleric)
candle of spirit protection
small tin filled with incense of open thoughts

Also:
3 + 3 CLW Potions (1d8+5)
1 + 1 CMW Potions (2d8+10)
wooden holy symbol of Pharasma

I'll take the pistols from Fardins corpse since i am dex based, if you don't mind.

Two medium (1d8) pistols and 50 rounds of paper/solid slug cartridges

Who has the +1 dagger?


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Give the dagger to Laz so he has more poking power

I'll update the sheet later and take the healing medal.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

A large bound journal, filled with handwritten notes; it belongs to a Doctor Eliege Losandro (you can spend some time perusing for more info).

A large magnifying glass (non magical). (Jean)
two vials of alchemist's kindness
a vial of smelling salts (non magical)
two vials of soothe syrup
four doses of antitoxin (1 Jean)
2 doses of opium
a scroll of fox's cunning (Jean)
two hypodermics labeled remove paralysis (as the spell cast by a 7th level cleric) (Jean)
a candle of spirit protection (Jean)
a small tin filled with incense of open thoughts (Jean)
lesser talisman of healing power (Trevor)
lesser talisman of warrior's courage
+1 Dagger (Lazare)

Finally, a bag of 200 platinum pieces (worth 1,000 gold).

There, added tags. So, this is what I would like to do.

1.Read the journal we found
2.Go through eastern door.

Grand Lodge

AC 19 Touch 14 Flat 16 ++ HP 29/29 ++ Panache 3/3 +3 INI, +7 Perception; +3F +9R +0W
Keith S. wrote:

A friend is toying around with using roll20 as a way to play PFS games.

I have used it in the past for various attempts at games.

So I want to pose a question to you folks...is there any interest in (very occasionally) playing a session on roll20 in this game? It would have the effect of kicking the game forward a few light years, in pbp time.

Let me know your thoughts.

Sorry, I missed this along the way. This would be cool to play if we can all arrange it. Consider me in!

Also- no preference in the 4th PC/NPC. Though ultimately I would think its better to add a 4th PC. Perhaps a healer type, says the crunchy mouser.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

We do have a useful lockpicker and his trusty mule.


male Human? pbp GM / 1 current map ; second floor

and a warpriest and a variety of multi colored healing injections!


male Human? pbp GM / 1 current map ; second floor

I have posted a link at the top (that I think you can edit) that shows who has what gear. Let me know if that is useful or not. Folks may have already re-copied the info to their character sheets - but tracking things like healing has some value for the party.

There is a groundswell of ambivalence regarding the replacement of Faradin.

I sense a slight trend toward another player so I will post something for this in the recruitment group. For me, I think it will be easier for you guys if we have a fourth - or you will have me maneuvering and playing Giles which I don't want to do.

A healer or a rogue will be what I post for.


Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

That is fine with me.

Grand Lodge

"Lord of Cats" Human (Taldan/Garundi) CN Warpriest (Sacred Fist) of Bastet 3 | HP 21 | AC 20 | T 19 | FF 16 | Fort +3 | Ref +4 | Will +7 | CMD 20 | Init +3 Perception +10
skills:
Acrobatics +9, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +4, Lore (Bastet/Felines) +5

You might add two more to get us back where we started.

-Posted with Wayfinder

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