Wardens of Sulfur Gulch (Inactive)

Game Master GM Sapphire Fox

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Sovereign Court

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Welcome to Wardens of Sulfur Gulch, from the glance of lvls we are in high tier with 7 people as it will roll up.

Below is information I will need to fill out Chronicle sheets

Character Name:
Lvl:
PFS Number:
Faction:
Day Job:


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 5/6 | Prescience: 6/6 | HP 45/45 | Temp HP 15/15 | AC 19 T 15 FF 16) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 1/6, 2nd: 3/5, 3rd: 0/4 | Staff charges 10/10 | Wand CLW 10/10 | Wand Mage Armor 4/5 | Rod of extend 2/3 | Reroll 1/1 | Active conditions: Mage armor, protection from evil, 5 images

Thanks again for this game!

Character Name: Enora pregen Arcanist 7
Lvl: 7
PFS Number: 314670-8
Faction: Concordance
Day Job: None

Grand Lodge

Male N Human Bard 13 | HP 94/94| AC 27 T 18 FF 22 | CMB +10, CMD 28 | F: +11, R: +19, W: +15 | Init: +11 | Perc: +15, SM: +21 | Speed 30ft | Bardic Performance: 41/41 | Spells: 1st 7/7; 2nd 6/6; 3th 5/5; 4th 4/4; 5th 2/2 | Active conditions: none.

Character Name:Davneiros
Lvl: 11
PFS Number: 137484-3
Faction: GL
Day Job: day job Perform (sing): 1d20 + 19 ⇒ (20) + 19 = 39

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

Character Name: Ikit
Lvl: 10
PFS Number: 99317-18
Faction: Scarab Sage
Day Job: Craft (Alchemy): 1d20 + 12 ⇒ (5) + 12 = 17

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Player: GM Aarvid
Character: Roland
Level: 11th Ranger Archer
Pathfinder Society Number: 9884-6
Faction: Liberty
Slow Track or Normal: Normal
Day Job Roll: craft bows: 1d20 + 11 ⇒ (15) + 11 = 26

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: ]

Character Name: Jing Kwan
Lvl: 9
PFS Number: 55792-3
Faction: Grand Lodge
Day Job: none


GM Sapphire Fox wrote:

Welcome to Wardens of Sulfur Gulch, from the glance of lvls we are in high tier with 7 people as it will roll up.

Below is information I will need to fill out Chronicle sheets

Character Name: Rex
Lvl: 11
PFS Number: 79565-4
Faction: Dark Archive
Day Job: craft alchemy +15


Male human 1st level Wizard
GM Sapphire Fox wrote:

Welcome to Wardens of Sulfur Gulch, from the glance of lvls we are in high tier with 7 people as it will roll up.

Below is information I will need to fill out Chronicle sheets

Character Name: Samuel Cabot but you can call him Sam
Lvl:11
PFS Number:132236-5
Faction:Liberty's Edge
Day Job:none

Sovereign Court

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Whisper 1 wrote:


Both have two items that fit in the same slot.

For Sam it is Mnemonic Vestment and a Xorn Cloak. both are Body slot items of which he is wearing the Vestment unless otherwise noted.

but as the vestment is a one use/day he will take it off after use and put on the Xorn Robes thereafter.

Whisper has a amulet of mighty fist(vicious) and a Swarmbane clasp of which it is wearing the amulet unless otherwise noted but is going to want to swap them out as needed.

So GM, what is your thoughts on this?

to answer this simply, first you called it a Xorn Cloak, but all I found was a Xorn Robe, same thing?

Second with wearing the two neck slots, and looking at other GMs rulings on it and looking at the specifics of the creature and the items. Most say its 3 movements and a standard, 1 to take off item A, 1 to pull out item B, and 1 to put on item B, 1 standard to store item A

others say that wearing the two in the same slot would negate eachother

while others still, state that it would only have the first item equipped that would be able to be active, so it would be 2 movements or a full round to remove the first item which activates the second one, then put the first item back on which doesn't activate.

for simple item slots like Neck, Rings, Belt, I'm inclined with a the third option, Full round.

however with the robes, being more complicated to put on and off due to size, there is an issue

Mnemonic Vestments and Xorn Robe, if put on in that order means the the Vestments are underneath Xorn, turning Xorn off, to remove the vestments you would have to remove the Xorn, then remove the vestments, then put the Xorn back on.

if you do it Xorn Robe and Magic Vestments then the Magic Vestments are turned off and then to use them you have to take Vestmants off, Take Xorn off, put Vestments on, then wait 24 hours before you can use the effect as it would not be counted while its turned off. Here the last line states the 24 hour effect

the only other option I can see is if you wear the Vestments beneath Xorn, and instead of removing the Vestments normally you rip it off, which would destroy the Vestments. and I don't think you would want to do that.

since neither the Amulet or the Clasp can be worn in the same slot at the same time, as neither fall into the following statement
"items can be worn or carried without taking up a slot on a character's body. The description of an item indicates when an item has this property." this was pulled from Here

if you have any questions please ask, or if anyone has something that points a change from what I've posted please share as this is what I've found

TL;DR:

1) Vestment or Xorn, don't see both being used without taking 2 rounds at movement speed and 1 standard action to equip

2) Amulet and Clasp, 1 Move action to remove to activate the other, 1 move action to put on the other item deactivated

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

<did not include your response due to length considerations>

Cool, thank you for the in-depth answer.

you are correct, I misspoke, I meant Xorn robe.

my understanding of your answer is that it is a full round action to switch the amulet and the Swarmbane clasp.

as for the robes, I am not planning to wear both at the same time.

Sam wears the Vestment until the 1 use is completed and then swaps out for the robe out-of-combat.

In combat, I would think it is full round to remove the vestment, a move act to draw the robe and full round to don the robe and unless I store the vestment (move ) it ends up on the ground.

the in-combat scenario is very unlikely to occur

thank you once again for your time and consideration.

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 usually roll Perception for the Master, unless the GM wishes otherwise.

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Regarding the crit damage from PRD...you roll not multiply the damage dice

Multiplying Damage
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

So the GM has you covered and did an extra point to boot :)

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7
Roland Garros wrote:

Regarding the crit damage from PRD...you roll not multiply the damage dice

Multiplying Damage
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.

So the GM has you covered and did an extra point to boot :)

right, all I'm saying is that damage from weapon enhancements and precision damage (essentially the extra d6's) does not double on a crit.

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Right. I thought you were saying you just doubled the initial weapon damage Dice rather than rolling another dice for the crit.
4 from the 1d10 doubled =8
It’s covered, so all is good. :)

Sovereign Court

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There will be a delay in the update a day or two as I am laid up in bed right now hopefully able to get to a computer tuesday night wednesday to update

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Yikes! Take care of yourself. No worries here.

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: ]

Get better soon.

Grand Lodge

Male N Human Bard 13 | HP 94/94| AC 27 T 18 FF 22 | CMB +10, CMD 28 | F: +11, R: +19, W: +15 | Init: +11 | Perc: +15, SM: +21 | Speed 30ft | Bardic Performance: 41/41 | Spells: 1st 7/7; 2nd 6/6; 3th 5/5; 4th 4/4; 5th 2/2 | Active conditions: none.

Get better.

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

No worries. Get better.

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

Take care

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Update coming after treatment appointment


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 5/6 | Prescience: 6/6 | HP 45/45 | Temp HP 15/15 | AC 19 T 15 FF 16) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 1/6, 2nd: 3/5, 3rd: 0/4 | Staff charges 10/10 | Wand CLW 10/10 | Wand Mage Armor 4/5 | Rod of extend 2/3 | Reroll 1/1 | Active conditions: Mage armor, protection from evil, 5 images

Good luck!!

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: ]

Accidently posted as myself. Now listed on Character tab.

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

It just dawned on me. I believe the poison on the Caustic Stalkers is inhaled and Ikit has a Necklace of Adaptation.

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the poison is not inhaled

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Update tonight after work

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7
GM Sapphire Fox wrote:
Update tonight after work

No pressure to update, but is everything ok?


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 5/6 | Prescience: 6/6 | HP 45/45 | Temp HP 15/15 | AC 19 T 15 FF 16) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 1/6, 2nd: 3/5, 3rd: 0/4 | Staff charges 10/10 | Wand CLW 10/10 | Wand Mage Armor 4/5 | Rod of extend 2/3 | Reroll 1/1 | Active conditions: Mage armor, protection from evil, 5 images

Don't worry GM! Just take your time! Thanks for the great game so far!

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work was hectic, and has been since it "training" week, so training as a chef during the week and weekend, haven't gotten home till very late most nights. this week should be the last of the offical training but shouldn't be so bad for posting

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7
GM Sapphire Fox wrote:
work was hectic, and has been since it "training" week, so training as a chef during the week and weekend, haven't gotten home till very late most nights. this week should be the last of the offical training but shouldn't be so bad for posting

Cool, work comes first for all of us.

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Yep. Appreciate the effort when work is wearing you down. Don’t run yourself ragged.

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I should make this announcement now as Lethality is likey, I will not try to kill anyone before the final encounter, or at least close enough to the final encounter.

With that said, when it comes to that time, as stated by a few moderators, lethality will be possible, and I will make a post or statement at the time I start it.

if you wish you can back out and that is not an issue I won't penalize with partial chronicle sheet, and I understand those that don't care to lose something they invested time and energy into.

if you do wish let me know and I'll make notes of it and adjust things accordingly

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

GM- thank you for that caution however I do have a couple questions

Are you indicating that there is another encounter in the future that is more lethal than this one, or is the current threat the lethality you are referring to?

In reference to your last point in the Game play thread. According to my calculations Davneiros would have dropped by the 3rd shot. Did Rex continue relly continue attacking a downed opponent? That's not typical bad guy tactics.

I need to know the results of Rex's attack before i post Sam's turn

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Sam I am not indicating anything beyond my statement that I will not try and kill straight out till a certain point

Typical bad guy tactics would seem to shift to someone else, however as per the description of her attitude and such "is egomaniacal, demanding, and cruel" on top of that, its a couple different haunts that were put together for this scenario so the tactics are a bit different

Rex did as posted, I sent a message to Davneiros about the results, and Rex is free of the dominate person effect

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

The Placebo Effect potion gives Ikit 3 minutes before his next Fort save. If no one is able to neutralize the poison and/or heal his con damage, he will head back outside and see if the Kellids will take him to their village.

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: ]

So, now I am totally confused. I understand the 30 points of healing from my two uses going to Davneiros.

Is Ikit going to be gone with the restorations being tossed his way?

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not sure what Ikit is going to do, and currently only 1 restoration at 3 points have been sent his way, but I was informing him of the time it would take to get back to the village, and then back to the group would be a total of 4 days

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland will still offer his one potion of lesser restoration if the full restoration is not used.

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

I was more worried about dying in the mountain and having the party keeping tabs on Ikit's body. But with the restoration, Ikit is ready to continue forth.

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

Sam has a Restoration spell that he said he would use on Ikit. I just was looking to be able take back the use of the Lesser Restoration seeing as I was not clear on how badly damaged Ikit is as it would be a waste to use both a lesser and a full Restoration.

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Update afterwork

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: ]

Umm...does that mean we are done in here and is there a new map for this?

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no it does not mean you are done here, unless you want to leave

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: ]

OK. I thought the big ugly was manifesting now. I wasn't sure it was a recording.

Sovereign Court

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I need to Following to finish Chronicle sheets

Rex I need a Day Job Check

Those who had Con DRAIN, need to make a fort save for EACH point drained, Con Damage will heal on its own, no worries on that

Dark Archive

Male CG Half-orc|Dark Archive |Gunslinger 11|HP 69/70 |AC 26 T 21 FF 15|CMB 12 CMD 29|F: 8 R: 14 W :7 Init: 7 (9 w/ grit) Per: 18 (20 v haunts) SM:4

Day job: 1d20 + 15 ⇒ (7) + 15 = 22
Fort save 1: 1d20 + 5 ⇒ (4) + 5 = 9
Fort save 2: 1d20 + 5 ⇒ (9) + 5 = 14
Fort save 3: 1d20 + 5 ⇒ (13) + 5 = 18
I’ll use my reroll if I fail one of my fort saves

Liberty's Edge

M Sam, Male LG Human I Liberty's Edge I Haunted Spiritualist 11I HP 47/47 I AC17 T12 FF15 CMB10, CMD 22 I F:10 R: 8 W:15 Init:+2 I Per+39, SM+19 I spells 4th 3/3, 3rd 5/5, 2nd 0/5, 1st 6/7

don't know if you mean here but here are the Con checks.

Con save1: 1d20 + 7 ⇒ (20) + 7 = 27
Con save2: 1d20 + 7 ⇒ (4) + 7 = 11
Con save3: 1d20 + 7 ⇒ (1) + 7 = 8
Con save4: 1d20 + 7 ⇒ (4) + 7 = 11
Con save5: 1d20 + 7 ⇒ (9) + 7 = 16
Con save6: 1d20 + 7 ⇒ (1) + 7 = 8

1 star GM reroll on a failed

Con save (GM reroll: 1d20 + 8 ⇒ (20) + 8 = 28

Dark Archive

Male CG Half-orc|Dark Archive |Gunslinger 11|HP 69/70 |AC 26 T 21 FF 15|CMB 12 CMD 29|F: 8 R: 14 W :7 Init: 7 (9 w/ grit) Per: 18 (20 v haunts) SM:4

Re roll
Fort save 1: 1d20 + 5 ⇒ (6) + 5 = 11

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: ]

Fortitude Save for CON: 1: 1d20 + 6 ⇒ (16) + 6 = 22

Not sure if the +2 to all saves if Tiny is next to me applies. I would of course re-summon him before leaving the compound and healing him when he arrives.

Scarab Sages

Male Ratfolk, speed 20, IB Sb 1, Occ10 |HP 103| AC 29, F 24, T 18, CMD 21 | Fort +13 Reflex +13 Will +10 | init +5 | Pan. 7/7 | ABJ 6/6; Tran 6/6; Conj 2/2; Nec 2/2; Evoc 2/2| 1st 7/7, 2nd 6/6, 3rd 4/4, 4th 2/2|Perception +22

fort: 1d20 + 8 ⇒ (16) + 8 = 24
fort: 1d20 + 8 ⇒ (11) + 8 = 19
fort: 1d20 + 8 ⇒ (17) + 8 = 25

If he still has drain, Ikit will pay the 380 gp for restoration.

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