THE REFUGE OF TIME Regular (Inactive)

Game Master Helikon

In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.
Map and Handouts


51 to 76 of 76 << first < prev | 1 | 2 | next > last >>
Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Just need to know:

(1) Am I awake.

(2) If I use a wand to heal myself, will I pass out before the healing kicks in?


After checking your sheet, I fear you are dead.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Oh, ok.

Checked my character sheet. I currently have 35 PP saved up.

Sorry I can't help anymore, but I will be watching.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Looks like I messed up too. I had thought the summoner was the one to the northeast which is where I had Warpac move. Turns out that's Vybus. Warpac was not in range of Jing to the south and could not have cast the CSW on him. Sorry to add to the confusion. Is Vybus even injured? If so the CSW should be on him. Otherwise Warpac goes on guard duty to protect him since he can not reach the flying enemy and will prepare an action to smack anything that comes within range.

I am camping and the wi-fi can be atrocious. Double checking facts can mean watching the spinning wait cursor for 10 minutes and maybe getting the page you requested. Right now it is pretty good.


Good catch. I never knew that you can only summon evil creatures if you are evil. We have to retcon then all. He would have then summoned some elementals
Makes me happy too, as I hate what happend.
On the other side you warpac only said he will do something in the discussion thread but NEVER in gameplay. I have let this slide, but to say something in discussion is not the same as in gameplay.
We go back to round 1. Everybody is alive and well.
Iniative stands as it is. Rogar opens the door and goes into hiding.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I think it would be a good idea to tell Helikon when we would each burn the Beacon of Luck in advance so he knows. I've been thinking about this and I figure that since I have a character portfolio reroll, I would use that if I failed a critical ST first. If I have used up the reroll, I will try to use spellcraft to determine the spell and decide based on what I know. If the spellcraft fails and it is a fort or will ST then I will use any lucky presence first if I have one. If I do not have lucky presence active then I will reluctantly burn the beacon of luck on a Fort or Will ST.

Keep in mind that the beacon of luck is giving you a +2 sacred bonus to your saving throws which goes away if you use it to give you a second roll and you have to decide to use that extra roll before the roll is made.

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-
Helikon wrote:

Good catch. I never knew that you can only summon evil creatures if you are evil. We have to retcon then all. He would have then summoned some elementals

Makes me happy too, as I hate what happend.
On the other side you warpac only said he will do something in the discussion thread but NEVER in gameplay. I have let this slide, but to say something in discussion is not the same as in gameplay.
We go back to round 1. Everybody is alive and well.
Iniative stands as it is. Rogar opens the door and goes into hiding.

GMing is a lot of work. And it increases exponentially the higher the tier goes. Don't worry if you don't know a rule. There's literally thousands of them (well, exceptions to the rules to be more precise), and there's different interpretations, RAW vs RAI, etc.

I'm currently running a tier 10-11 game and it takes me AT LEAST half an hour before I can make a combat post since there's so much stuff to check, so I know how difficult this is. Mistakes will happen. Don't worry about them and keep an open mind, everything will be fine then.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Beacon of Luck

School divination; Level bard 3, cleric/oracle 3, inquisitor 4, paladin 4

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a tuft of rabbit fur)

EFFECT

Range personal; see text
Target you
Duration 1 minute/level (D)

DESCRIPTION

You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. As an immediate action before a saving throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell for 24 hours.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

In spite of the low chance of success I decided to toss the tanglefoot anyway. If Warpac moved up then the laggers would not get any luck out of the beacon. At least that is the way I read it. But keep in mind, everyone, he will move up next round if there are still things to beat on. So if you have not burned your beacon, you may want to take that into consideration. That is if he is in any shape to move.

What type of ST is it we are supposed to make? Everyone is tossing out all three types, which is odd. And it's important, at least to me, to know what type of ST we will be making as reflex STs are not typically as bad for you.

Also, I get the following bonuses so if my bonuses are high enough I may not even burn the lucky presence.
(+4)[vs. spells, spell-like, and poisons - Steel Soul]
(+2)[vs. death effects – Fey Foundling]
(+1)[vs. disease or vs. swarm distraction - Boon]


A few people had to do several saving throws.
Grease, gibbering, Stinking cloud.
As warpac just had to do the gibbering, all is well.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Did he burn his lucky presence?


Who?
Warpac? no

Dark Archive

Male CG Human (Chelaxian) Wizard (Exploiter) 8 | HP 48/48+15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +7, R: +8, W: +9 | Init: +5 | Perc: +11, SM: +1 | Speed 30ft | Active conditions: Mage Armor, False Life | Arcane Pool 11/11

You have to worship Rovagug to summon a Gibbering Mouther (regular one at SMIV, fiendish at SMV). Don't these cultists worship Lissala? Also, the book that opens up Gibbering Mouther to worshippers of Rovagug, Legacy of Fire (AP23) is not listed as legal on the Additional Resources page. Only the Player's Guide is legal.

Dark Archive

Male CG Human (Chelaxian) Wizard (Exploiter) 8 | HP 48/48+15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +7, R: +8, W: +9 | Init: +5 | Perc: +11, SM: +1 | Speed 30ft | Active conditions: Mage Armor, False Life | Arcane Pool 11/11

All the summoned monsters that aren't on the Core Rule Book list are either deity-specific, or you need feats or something to get access.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

The map does not look right. Warpac did a bull rush last round and nothing moved. Warpac and the mouther should be 10' west of where they are. I'm correcting it now.


Warpath kicked the Mouther through the room, but the mouther charged back at him.
The Sinspawns have the Stand Still feat.

Grand Lodge

Eidolon 10/L [HP: 104/104] [init: +2; perc: +12] [AC: 29+/13/26+] [saves:10/8/6(See Below] [cmb: 14; CMD: 27(24)] [Move: Magic Flight(Perfect): 30'] [Conditions: ]

I took a 5' step that is not subject to AofO, unless I had to fly to get to the caster, in which case they both have to roll against my CMD, sir.

Umm...if stand still worked, then I still have standard actions, just no movement.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Helikon wrote:
Warpac kicked the Mouther through the room, but the mouther charged back at him.

Yes, but after Warpac advanced 10'. With bull rush you can actually move into the spaces vacated by the target which I specified that Warpac did. I simply moved Warpac and the Giberring Mouther 10' west on the map to account for that. All is as it should be.

@Rogar
I think Helikon is right in this case by RAW. The act of getting a potion is normally a move action unless you store it in a spring-loaded wrist sheath. Or a wand for that matter. They recently made a ruling on that so get your wrist sheath now!

@Helikon
Thanks for identifying the stand still feat. Makes sense now.

@Tiny/Jing
He did roll a CMB vs Tiny's CMD and got a 27

@Vybus
At this point I really don't want to rerun a part of the battle in order to replace the Gibbering Mouther with something else. Besides, with the damage Warpac did I'm thinking the thing is now dead anyway.


You had to fly up for at least 10 to reach the caster. The first managed to stop you and such you were forced to stand still. This prevents the other to attack you

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

a couple things: I believe Tiny and the caster now share the same square...not sure how you want to alter the map for that.

how high is the ceiling?


The ceiling is 20 feet and booth Tiny and the wizard are just below the ceiling


I will answer Rogars post here.

Let us start a bit earlier.
You did enter Larissas shrine.
Vybus did notice there is a divination spell on one of the waiting people and dispelled it. Assuming correctely that it was telepathic bond.
The wizard was warned and new how many people where comming and a few things more.
Then you went to the next room and fought the graveknight.
Just fighting against undead!
This was not silent, the wizard was knowing that you were comming.
As this is PFS the wizard stayed in the room and did not join the battle.
But he could listen to your fight.
After the fight you Rogar suddenly announced that we would need Protection from evil and procured a wand. Many times reminding everybody that you would be protected from summoned creatures!
And that with an end encounter consisting of a wizard that is a conjurer spezialist. With no indication that why suddenly the wizard would use that.
The wizard was of course on the other side and listening what you planned to do. His perception is high enough.
And then in the first round you did announce it in the discussion thread but NEVER in the gameplay thread! Usually discussing is for ooc discussions but what happens there never happens ingame.
I did let that pass.
I then did a honest mistake, I truly did not know that an evil alignent person is unable to do so using Pathfinder rules. (We do it differently, but that does not matter, but I apologize for it.)
We reversed the combat.
Wizard triggers himself of opening of Door casts fog
Round 1 Wizard wins iniative:
Fog
Rogar delay to interrupt.
Vybus casts gust of wind
Round 2 Wizard casts Summon spell. Spell over
Vybus disperses the wind
Rogar announces to prepare to interrupt next spell.
Round 3:
Wizard casts spell, Stinking cloud
Rogar tries to interrupt it fails due to DR (as you triggered yourself this is all your actions for this round
Round 4:
Wizard casts enervation
Rogar drinks potion of Enlarge person
Round 5:
And wizard does Acid Spray?
Rogar attacks and hurts the Sinspawn cultist!
You could not interrupt the wizard casting the Summon Spell as he was in total concealment.
On my count Rogar has done even 4 rounds of actions:
First preparing to interrupt
Can´t interrupt due to total concealment
2nd round shooting should have been round 3 because the wizard only cast a spell you COULD interrupt in round 3
3rd round drinking
4th round moving forward and attacking a sinspawn
5th round falling.
Tiny CAN NOT interrupt the movemnent of the caster, as he was FORCED to not move due to stand still feat. He tried to move 5 up and 5 aside to reach the caster wich gave the sinspawn very much the chance to AoO and FORCE him to not move!


I will stop this here.
You will all get your chronicles and I will not accept you anymore on any table I am Rogar.
I did make a few mistakes but I am utterly convinced, though I can´t prove it, you are using off play knowledge!

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

I just bought this scenario and now I'm going through it (and I can prove it. I have a recepit. With a DATE, it reads "Friday, july 06, 2018 02:50 AM", genius).

I'm rather pleased to find out my doubts about the Shadow were correct. It was the graveknight who called it from the nearby room. In order ro reach Rogar and attack it had to pass through the pathfinders standing on the doorway. No one saw it. No one was allowed to roll perception. It just popped up near Rogar and attacked. This aside from you not rolling initiative and just having the graveknight charge as soon as someone opened the door.

And about your previous posts:

-The fact the wizard knows we were inside the tomb is inconsequential. He needs to roll initiative to act. There's no surprise round. The wizard DOES NOT cast fog BEFORE round 1. The module says he BEGINS combat by casting quickened grease on a pc's weapon (you did not do that the secondd time) and casts solid fog centered on himself. So:

Round 01: The wizard's first action is to cast solid fog. Rogar's first action is to enter the room and READY an attack (move + standard action). This is written in gameplay (as quoted on page 9 by myself). Rogar NEVER delayed.

Ready (action):
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action
You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.

Round 2: The wizard starts to cast a summon which takes a full round action. As he does Rogar shoots him but fails to do damage due to stoneskin or the fog, it does not matter. Rogar does not know and therefore he attempts to shoot. The fact he fails cannot and SHOULD NOT prevent him from taking the action ("off play knowledge" he said... Had I had "off play knowledge" I would not even have bothered to take out the bow!). This IS NOT Rogar's action for turn 2. It's his readied action from turn 1! In round 2, Rogar drops his bow (free action) because he understand it will not do much against the wizard, searches for a potion (move action), drinks the potion (standard action). 5 ft steps.

Round 3: The summon manifests itself. The wizard casts stinking cloud and quickened grease at Tiny. Rogar moves near the cultist on the eastern side of the room avoids the cloud an attacks the creature wounding it.

Round 4: The wizard casts enervation on Rogar and another quickened grease on Tiny. Rogar... Rogar would like to full attack the cultist, if able to kill him (given the numbers he would), he wants to step near the wizard and, if possible attack. The DM tells him he cannot do this because he's at -4hp as he was critted by a cultist, got 4 negative levels and then took damage from acidic spray. How come? Acidic spray did not happen yet, did it? According to the DM it happened. But that would have been the wizard's action for round 5.

So, YOU ARE WRONG. And not only that. More than once you did not follow NPC actions as presented by the book, in what appears to me as some misguided attempt "to win" the scenario and possibly kill a PC or two in the process.

That said: KEEP YOUR CHRONICLE.

The others may and should do as they please but I don't want it and I don't want you to report anything on Rogar or any character of mine. To me you are a bad DM, but not because you make mistakes (we all do), it's because of how do you things and above all because you refuse to listen to your players, how you roll for them, how you fail to present actions and rounds in an intelligible and consistent way, and how you blatantly fumble your rolls.

Goodbye to you, sir, I hope to never have to play with you again.

Edit: Here's Rogar's recepit for the module as you can see it was bought today. So much for "off game knowledge".

Dark Archive

Male CG Human (Chelaxian) Wizard (Exploiter) 8 | HP 48/48+15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +7, R: +8, W: +9 | Init: +5 | Perc: +11, SM: +1 | Speed 30ft | Active conditions: Mage Armor, False Life | Arcane Pool 11/11

I also don't want a chronicle, or to have this character reported as having participated. With all of the rules questions that were never properly addressed or corrected, I don't feel like I got to experience this scenario as it was meant to be played.

Liberty's Edge

Stats:
Swashbuckler 5/Pure Legion Enforcer 4| AC 23 T 16 FF 16 | CMD 21| hp 51| F +5 (D+10) R +12 (D+20) W +6 (D+14) | Spd 30' | Init +6 | SR 18 Vs. Divine

I also will be requesting not to receive a chronicle. I will try to play this game again at a later date.

51 to 76 of 76 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / THE REFUGE OF TIME Regular Discussion All Messageboards

Want to post a reply? Sign in.