GM Bret’s Outpost II Doom comes to Dustpawn!
(Inactive)
Game Master
BretI
Doom Comes to Dustpawn
Player Notes
Out front it is then.
You take a trip outside the mine, leaving your two subdued prisoners on their own in their hideout. The woman Abtaroh is still unconscious, but Elbris is awake.
You find a nice spot on top of a hill and start digging.
As you are digging, Leeara comes up and asks “Why you making hole?”

Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Did we gag the spellcaster? Probably a good idea… also inclined to knock out Elbris again, but maybe I am a jerk :)
On the way out Tycho switches to "Dalviss."
They look at Leeara and hand her a shovel, hoping she'll help. They talk while they dig. The bad lady hurt other ones like you, and they died. They want to be put in the ground, so they can sleep forever. Dalviss pauses. I'm sure it won't happen, but what should I do if you die? Do you want to sleep forever in the ground, too? Do you want an old friend like me to say a prayer and some nice things about your cooking and the old times?
They continue digging for a few minutes. Oh. About the Bad Lady, we — Tycho pauses suddenly and looks to their friends, realizing that they haven't discussed what to do with Abtaroh, and whether to even tell Leeara.
Leeara probably wants to kill her, and might cause difficulties if we want to bring the cultist back to town alive.
I assume you did gag both of them. Since last time you knocked Elbris out via spell, KOing them via non-lethal means standing there and beating a helpless person. Would be a rather brutal jerk move. Do it in character so that others have an opportunity to object.
"Sorry they died." Glancing at the bodies, she adds "Meat looks partly spoiled, so best to bury them for plants."
She just gives a puzzled look at the mention of saying words over the dead. "I rather not die!"
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Yeah Tycho is cool not KOing him. I just don't want him making escape artist checks and such while we're occupied elsewhere.
What shall we do with them?
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Frog march them back to town?
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But you killed most of the frogs! ;)
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Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Tim can turn into one in a pinch.
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 despondent Warpac suggests, "I could take them back while you all continue on. I'm not much use in my current state anyway."
Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)
Theodric shakes his head "Too dangerous with the other cultists on the loose. Lets head back into town together."
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
"Hm. Yeah, let's stay together."
Mongo digs the hole and you place the remains in there. Theodric says a few words over the dead, hoping their spirits can now make it to the boneyard and from there to their final resting place. You bury the bodies and head back to the mine.
Slide 9
You are nearly to the mine when Mango alerts Theodric to something ahead. At about the same time Timtenzekil notices a group of four people headed to the mines, They are all wearing the same sort of amulet than Abtaroh, Elbris and a few bodies have had. The one with the design linked to the Dominion of the Black.
Neither your group nor the other is making any attempt at stealth currently.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Tycho ducks into the cave and changes disguise into Abtaroh before coming back out.
The One Known as Tycho wrote: Tycho ducks into the cave and changes disguise into Abtaroh before coming back out. If you are just stepping back 10’ or so, no problem. If you mean to go into the mines — where these people are headed — that is a different thing.
I have added a label indicating where the entrance to the mines is.
Also the only ones aware of them before they are aware of your group are Mango, Timtenzekil and Theodric. I should have made that more clear.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
If tycho is not aware, then they wouldn't do that. My assumption is that in PbP teammates tell one another what they see to keep things moving, unless we're going into initiative and/or a surprise round.
I thought we were much closer to the entrance. I was imagining them basically ducking into the shadows briefly and swapping disguises as a free action — not even moving 10'. Your call as to whatever seems reasonable here, but they are certainly not near the entrance like I thought they were, and without some means of cover I don't think they'd swap disguises!
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
How long was the trip back to the mines? Did it involve an overnigh trest with new spells?
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Tim melds into the ground to avoid notice as best he can, waiting to see how the four react to the party.
Red, Mongo and Penny do not act in the surprise round,
Bolded may act.
Surprise Round:
Theodric
Blue
Tycho
Red
Melody
Timtenzekil
Warpac 2 negative levels
Mongo 2 negative levels
Penny
Green
Yellow
Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)
Theodric dissapears into nothingness as he steps forward.
Casting greater invisibility
Theodric disappears.
Blue sees the party and shouts “Intruders!” pointing in the direction of the group.
He then moves forward.
Red, Mongo and Penny do not act in the surprise round,
Bolded may act.
Surprise Round:
Theodric Invisible
Blue
Tycho
Red
Melody
Timtenzekil
Warpac 2 negative levels
Mongo 2 negative levels
Penny
Green
Yellow

Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
"Dalviss" whispers the word lemonde. With the code word, everyone should realize Tycho is casting an illusion for a +4 bonus on their will save to disbelieve.
They wave their hands around in the air, vocalizing loudly as they cast their spell — something you haven't seen before.
They become a shorter, more halfling-like version of Dalviss while at the same time, a wall of flame 10 feet high cascades down between two of the larger boulders, cutting off a route of approach for the enemy.
Tycho is using the Halfling Halfling's veil ability, where they can disguise spellcasting as another spell of the same level that they know. DC 24 will save if the enemy combatants try to spellcraft Tycho's spellcasting (assuming they have line of sight, which they might not); if they fail the will save, they think Tycho cast Prayer.
Major image for a wall of fire on the yellow line on the map, heat facing outwards. DC 23 will if interacted with.
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
Melody twirls around, banging her tambourine. It’s very inspiring.
Bardic performance starting!
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
Warpac is uncertain. It seems that whenever he calls upon the miracles of his goddess he is cursed. So he decides to call upon a blessing and gets a lucky presence, then waits to see if the familiar sense of sickening occurs.
Tycho says something and then creates an illusionary wall of fire. He then feels sickened.
Go ahead and make Will saves with the +4 to see if you think the wall of flames is real.
Melody encourages everyone to do their best.
Warpac calls for a blessing and does feel sickened after doing so,
Bolded may act.
Surprise Round:
Inspire Courage +2
Theodric Invisible
Blue
Tycho sickened until start of next turn, concentrating on an illusion
Red
Melody
Timtenzekil
Warpac 2 negative levels sickened until start of next turn
Mongo 2 negative levels
Penny
Green
Yellow
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
will st, steel soul: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Tim glides forward slowly, waiting for the enemy to draw near.
Will Save: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Will save: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
Will save: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Timtenzekil glides forward.
Green and Yellow both pull out scrolls.
Bolded may act.
Round 1:
Inspire Courage +2
Major Illusion of a wall of fire, concentrated on by Tycho
Theodric Invisible
Blue
Tycho sickened until start of next turn
Red
Melody believes the wall of fire
Timtenzekil
Warpac 2 negative levels sickened until start of next turn, believes the wall of fire
Mongo 2 negative levels
Penny
Green
Yellow
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Forgot the negative levels on that save. Should be a 23 (which I think is still enough).
Theodric casts Haste (should get everyone — Tycho and Warpac are 30' apart exactly), then moves ahead slightly, still invisible but maintaining a conservative position on the battlefield.
Theodric casts Haste and then sneaks away from where he cast it. He feels that queezy feeling again.
Blue gets out a scroll and reads from it. He then disappears.
Bolded may act.
Round 1:
Inspire Courage +2
Haste
Theodric Invisible, sickened until start of next turn
Blue Invisible
Tycho
Red
Melody believes the wall of fire
Timtenzekil
Warpac 2 negative levels sickened until start of next turn, believes the wall of fire
Mongo 2 negative levels
Penny
Green
Yellow
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Tycho does an experiment. They concentrate on their illusion, seeing if doing this also makes them sickened. Does concentrating on a spell that was cast also trigger whatever this curse/disease is?
They then move forward, duclking into a crevice in the rock wall.
Standard to concentrate; move.
Tycho finds that just concentrating on a spell is enough to cause his stomach to rumble in a bad way.
Yes, my reading is that concentrating on a spell will cause it.
Red draws a wand as he moves up. He has cover from the rocks where he moved to. He then uses the wand to send missiles at Tycho.
Force Damage: 3d4 + 3 ⇒ (1, 2, 2) + 3 = 8
I don’t think there is a Spellcraft for identifying a spell from a wand.
Bolded may act.
Round 1:
Inspire Courage +2
Haste
Theodric Invisible, sickened until start of next turn
Blue Invisible
Tycho 8 damage sickened until start of next turn
Red
Melody believes the wall of fire
Timtenzekil
Warpac 2 negative levels sickened until start of next turn, believes the wall of fire
Mongo 2 negative levels
Penny
Green
Yellow
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Mongo moves forwrd, a dour look on his face as he draws his sword. Double move forward.
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
"We don't want to hurt you! I don't think you want to hurt us! Let's just talk about this!"
Melody casts calm emotions, getting green and yellow, but not quite able to get red. DC 18 Will save negates.
Continuing bardic performance!
Mongo rushes towards the cultists.
Melody continues to inspire her team while trying to get the Cultists to calm down and talk about it. Yellow seems willing to think about it.
Green Will: 1d20 + 5 ⇒ (14) + 5 = 19
Yellow Will: 1d20 + 5 ⇒ (8) + 5 = 13
Bolded may act.
Round 1:
Inspire Courage +2
Haste
Theodric Invisible, sickened until start of next turn
Blue Invisible
Tycho 8 damage, sickened until start of next turn
Red
Melody believes the wall of fire
Timtenzekil
Warpac 2 negative levels sickened until start of next turn, believes the wall of fire
Mongo 2 negative levels
Penny
Green
Yellow Much calmer now
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Gliding forward, Tim keeps to the wall, listening to the progress of the battle.
Double move.
Female Owlbear10 HP 94/94 AC:31/TC:11/FF:29 Perc +7 F +11 R +8 W +4 (+4 vs mind-affecting) CMD 31 Init +3 Default Order: Guard Rear Party Member
Penny trundles forward, keeping up with Tycho.
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
Is Melody sickened when she casts?
No, Melody does not get sickened. Neither does Timtenzekil.
Timtenzekil carefully moves along through the rock. Penny moves to keep up with Tycho.
Bolded may act.
Round 1:
Inspire Courage +2
Haste
Theodric Invisible, sickened until start of next turn
Blue Invisible
Tycho 8 damage, sickened until start of next turn
Red
Melody believes the wall of fire
Timtenzekil
Warpac 2 negative levels sickened until start of next turn, believes the wall of fire
Mongo 2 negative levels
Penny
Green
Yellow Calm
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
Not wanting to get more sickened or go crazy again, Warpac does not try anything interesting at this time. Instead he just takes advantage of the haste and moves up alongside Mongo.
My tag line shows Warpac down 17 HP. I guess 10 would be from the negative levels, but I that would mean he did not heal the other 7. Mind if I blow some charges from my wand for healing while we travelled? I figure Melody could do the casting so that Warpac would not go berserk.

I had assumed you and Mongo had each used a charge to heal yourselves after the spectre fight. The 10 HP would be from the two negative levels.
Warpac moves up and no longer feels sickened.
Does Green know why Yellow is suddenly so Mellow?: 1d20 + 10 ⇒ (1) + 10 = 11 Not a clue!
Green moves to where he has a good line of sight and then reads his scroll. A bead shoots from his pointing finger towards Mongo and Warpac, and then explodes in a fiery blaze!
Fire Damage, DC 14 Reflex for half: 5d6 ⇒ (6, 2, 1, 1, 4) = 14
Yellow comments to Green “That seems a rather harsh greeting, Hobard.”
Bolded may act.
Need DC 14 Reflex saves from Mongo and Warpac for 14 or 7 fire damage. Remember you get +1 Reflex from Haste.
Round 2:
Inspire Courage +2
Haste
Need Reflex saves from Warpac and Mongo.
Theodric Invisible, sickened until start of next turn
Blue Invisible
Tycho 8 damage, sickened until start of next turn
Red
Melody believes the wall of fire
Timtenzekil
Warpac 2 negative levels, believes the wall of fire
Mongo 2 negative levels
Penny
Green
Yellow Calm
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
reflex ST, haste, heroism, steel soul, negative levels: 1d20 + 5 + 1 + 2 + 4 - 2 ⇒ (7) + 5 + 1 + 2 + 4 - 2 = 17
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
D'oh, totally forgot about haste! Mongo could have gotten all the way into their faces. That'll teach me to track buffs.
Reflex, 2 negative levels, haste: 1d20 + 6 - 2 + 1 ⇒ (11) + 6 - 2 + 1 = 16
Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)
will to disbelieve: 1d20 + 8 - 2 + 4 ⇒ (20) + 8 - 2 + 4 = 30
Theodric moves up to where the fireball just was and retaliates with an invisible acid arrow on green.
Green will get cover from blue, whom I don't know is there.
sickened, hasted, invisible ff touch: 1d20 + 10 - 2 + 1 + 2 ⇒ (18) + 10 - 2 + 1 + 2 = 29
acid damage: 2d4 + 4d6 + 8 ⇒ (1, 1) + (2, 3, 2, 4) + 8 = 21
Assuming that hits Green will need a concentration DC 20+spell level to cast any spells for the next round, due to the "continuous damage"
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
Mongo DePon wrote: D'oh, totally forgot about haste! Mongo could have gotten all the way into their faces. That'll teach me to track buffs. Add it to your tag line. Then again you will want to clean up your tag line after every battle if you do that - something I often forget to do. But I'd rather that than miss out on all the nice buffs. Speaking of which, if any of you ever notice that I'm missing one of your buffs on my tag line I would not mind a reminder poke.
Theodric hits Green with the arrow and then feels confused.
Blue moves.
Blue Will: 1d20 + 5 ⇒ (14) + 5 = 19 Yup! It is a wall of normal fire. Feels hot.
Go ahead and do the DC 20 Perception check to detect an invisible creature, minus range modifiers. My understanding is that tells you there is someone in the area who is invisible, but you don’t know what square.
If your understanding is different, please take it to the discussion thread and we can go through the rules there.
Bolded may act.
Round 2:
Inspire Courage +2
Haste
Theodric Greater Invisible, confused until end of next turn
Blue Invisible
Tycho 8 damage, was sickened
Red
Melody believes the wall of fire
Timtenzekil
Warpac 7 damage 2 negative levels, believes the wall of fire
Mongo 7 damage 2 negative levels
Penny
Green 21 damage, more next round from Acid Arrow
Yellow Calm
Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)
perception: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Even knowing there's somebody invisible around doesn't change my action.
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Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Perception, negative levels: 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0 Lol.
"Huh. Coulda sworn there was another one of them around here somewhere..."
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Tycho ceases concentrating on the wall of fire. Illusion will continue as-is for 3 rounds.
Knowing that their illusion now has a limited shelf-life and that using abilities might cause further harm to themselves, they draw a wand of Obscuring Mist and move back towards the main cave mouth, then activate it, hoping to control the battlefield even after the wall of fire vanishes. Move action + draw wand; standard to activate. Obscuring mist for 1 minute.
No perception check on invisible creature; deaf.
Recent threads in Play-by-Post

Welcome!
I always do my best to run a friendly game. I want people to have fun and everyone to be able to laugh when something crazy happens.
We are going to try and complete a full module, so we will need to maintain a fairly quick pace!
I really want everyone to be able to post at least once a day, preferably more. If you are going to be away from the game for a short period (such as attending a convention, on a short vacation, or needing to do some business travel), I would ask that you please post that here so everyone involved knows.
Character Profiles
Please have a profile header displaying a brief overview of your character's current status. At the least it should include current/maximum hit points, AC (including flat footed and touch), saving throws, and any pools of expendable resources such as panache, grit, arcane pool, rounds of rage, rounds of bardic performance or other things like those that get expended as you use powers.
In the character profile, please include a complete stat block. You may put it under a spoiler if you wish, but if you do so please put it under a single spoiler. I do not want it split across multiple spoilers.
If you have your character sheet on a different site, please have a link to it in your character’s headers. This allows me to pull it up from any post by the character, rather than having to go to the profile and from there to the external sheet.
If you want examples, the PbP GM Kit has the pregenerated characters done in BB Code. Use those as a general guideline.
Botting
Botting is when someone else makes a roll or otherwise does something on behalf of your character. Bot is short for robot.
Please include botting instructions in your profile and a general tactics in case someone else needs to bot your character. It is alright if you put this in a separate spoiler from the stat block, but once again please don't split it over multiple spoilers.
It would be good for the group to come up with some general agreement for when people get botted. Some groups are more comfortable with botting than others.
Please also indicate if you have a preference for who runs your character. If there are resources you don’t mind them using, please say so.
If your character has any abilities that interrupt play such as Swashbuckler Parry and Repost, Dual Cursed Oracle’s Misfortune Revelation, the Bard Spell Saving Finale or any other things that can interrupt the normal sequence to allow an action, modify a check or cause a re-roll, I ask that you have something in your Botting instructions about when you want this used.. The reason is that it can really slow down a PbP if you have to serialize actions.
Botting those dreaded doors!
To speed things up I am going to ask the group for a marching order, typical weapon(s) or items at the ready, and the procedure your group follows when entering a new significant area. I will then put the whole procedure in a spoiler that is part of the post for the area.
This will allow us to more quickly proceed with the adventure.
I mention doors because without a procedure opening a locked door can take an extraordinary amount of time. I do not want to have to wait for each character to post what they are doing at every door before you open it!
Initiative in PbP
I will roll all Initiative checks for PCs and NPCs, sort them, and organize them into blocks. I will bold the names of characters that should act. I will take the NPC actions in order and reserve the right to delay an NPC in order to make them act with a group of other NPCs.
When it is your turn to act, please post. Do not wait for someone else to post just because they had a higher Initiative. If you know what you want to do but want to wait for someone else’s action to go off first, just say that.
Here is an example of how you could post before another player but have it go off after another player:
Quote: Sir Cumference waits for the elven archer Mister Oakleaf to get done firing his arrow before charging the Wily Snark.
Attack with Pointy Stick: 1d20 + 2 ⇒ (8) + 2 = 10
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
I (and most other PbP GMs) do grouped Initiative in order to keep the adventure moving. In PbP people will have different posting schedules and often live in different time zones, Waiting for posts in order could make a single round of combat take days to resolve. Even in a normal game, that slows things down too much. In a special, you would never have time to complete anything.
Within the rules, it is as if everyone within the same Initiative block delayed until they could post.
Chronicle information
In order to be able to generate a PFS chronicle, I ask that each character please provide me the following information:
Player name:
Character name:
PFS and character #:
Faction:
Day Job roll (or a note that you have no day job):
Rules Questions
If there are rules questions, please post them in the discussion thread rather than interrupting the gameplay thread with rules debates.
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
Hey, I'm excited to get to play this adventure! This will be Melody's first PBP, so I will have to get all her info added to her profile.
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
I haven't played Mongo in a PbP since level 1, so I'll need to get his info updated as well.
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
Player name: miteke
Character name: Warpac
PFS and character #: 141936-3
Faction: Grand Lodge
Day Job roll (or a note that you have no day job): Craft: 1d20 + 14 ⇒ (12) + 14 = 26
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Hi there! I'm looking forward to this. Please let me know if you have any questions about my character, whose heavily invested in disguise and illusion; their profile is up to date.
Player name: Doug Hahn
Character name: Tycho
PFS and character #: 232159-6
Faction: Scarab Sages
Day Job roll (or a note that you have no day job): No day job
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Oh Tim, you need some work to get ready for showtime...
Player name: Steven
Character name: Timtenzekil Tengentrail
PFS and character #: 3217-7
Faction: The Exchange
Day Job Roll: Fangwood Keep Boon
Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)
Player name: Pirate Rob
Character name: Theodric Milan
PFS and character #: 757-34
Faction: Liberty's Edge
Day Job: N/A
Progression: Normal
Couple notes: I played this for credit when it came out and will be using a star to replay. I have very little memory regarding what happened.
If replaying is at all an issue I'm happy to step asside.
Theodric is a Priest of Pharasma although mechanically he's a wizard based arcane trickster.
My preference for tracking his spell usage is just to strike through on his profile, if you want I can try and cram into spoilers in his header.
No weird interrupts although he does have a dodo familiar named Mango.
Theodric's Dodo Familiar HP 36/36 (1NL) | AC 13 T 11 FF 13 | F+7 R+6 W+4 | Init +0 | Perception +11 low-light vision
Female Owlbear10 HP 94/94 AC:31/TC:11/FF:29 Perc +7 F +11 R +8 W +4 (+4 vs mind-affecting) CMD 31 Init +3 Default Order: Guard Rear Party Member
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
Melody clasps her tiny hands together in glee. "Mongo? Theodric? Mango! I haven't seen any of you since the Darklands!"
I am glad to see avatars for the animal companions and familiars. I would like a profile on Penny reminding me who It bosses around.
Theodric Milan wrote:
Couple notes: I played this for credit when it came out and will be using a star to replay. I have very little memory regarding what happened.
If replaying is at all an issue I'm happy to step aside.
Theodric is a Priest of Pharasma although mechanically he's a wizard based arcane trickster.
My preference for tracking his spell usage is just to strike through on his profile, if you want I can try and cram into spoilers in his header.
No weird interrupts although he does have a dodo familiar named Mango.
I have no problems with you using a star to replay.
Strike through in the profile is how I do it on my own characters who are prepared casters. That is perfect as far as I am concerned. Spontaneous casters it is convenient but not required that you track number of uses.
...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage
Dustpawn, eh? Heh-heheh-heh-hehehehe-heh-heh-eheheheh-hehhehhehheh-hhheh. HEH. Heh. Heh heh heh heh. ההההההה.
Mind if I...lurk at your threshold?
I am fine with people lurking.
I am the one that is supposed to be doing the evil laughter. ;)
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Player name: Dennis Muldoon
Character name: Mongo DePon
PFS and character #: 215589-11
Faction: Grand Lodge
Day Job roll (or a note that you have no day job): Profession (soldier): 1d20 + 5 ⇒ (18) + 5 = 23
I still need to update his chronicle list and to write macros and a botting spoiler, but I have Mongo leveled and his stats in the profile.
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Oh man, I remember Mongo! If only Ushi were leveled up as well. Ah well.
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Haha, I forgot you were in that game. That was the last time I played him in PbP.
@Mongo
I don’t think I’ve seen a character use adamantine armor before. I suspect a large part of that is how long you have to go before you can afford it!
@Melody, Timtenzekil
I would like it if everyone could get profiles together before this weekend. I generally like to collect up Perception, Sense Motive and Initiative blocks for the group so I can just cut and paste them in when needed.
@Everyone
Please see above about door procedure. That isn’t required right away, but there is a section that will go much quicker if your group has one.
I’m currently looking at using Zarta Draleen as the quest giver, but if one of your characters has a link where you would want a different NPC agent let me know and I might use them instead.
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Tim only has ties to Uncle Guaril. Sorry about the profiles, slipped my mind between getting other characters ready.
Timtenzekil Tengentrail wrote: Uncle Guaril. He could make for an interesting quest giver, however we only have the one character from The Exchange faction.
Has anyone done Forged in Flame or a different scenario where Guaril featured and would have looked favorably on your character?
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40

Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
GM Bret wrote: @Mongo
I don’t think I’ve seen a character use adamantine armor before. I suspect a large part of that is how long you have to go before you can afford it!
I haven't either, TBH, and I suspect that's because most heavy-armor martials don't go straight fighter. Usually if they buy armor with a special material it's mithril for the lighter categorization/encumberance. Fighters get to move at full speed in heavy armor at 7th, but not a lot of characters take 7+ levels of fighter.
I also played all of Down the Blighted Path with him, so got a big chunk of cash all at once.
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
Player name: Kate Baker
Character name: Melody Mersenne
PFS and character #: 215650-6
Faction: Sovereign Court
Day Job roll (or a note that you have no day job): Perform (Percussion): 1d20 + 24 ⇒ (5) + 24 = 29
Not her best tambourine performance!
I have both saving finale and gallant inspiration. Any guidelines on how you'd like those to be handled?

Melody Mersenne wrote: I have both saving finale and gallant inspiration. Any guidelines on how you'd like those to be handled? Saving Finale is probably more troublesome since activating it is going to have an effect on your next round action economy.
You get to see that they failed the save. You don’t have a very good Spellcraft so often you will not know exactly what they are saving against assuming a spell or SLA.
If you want, you could give me guidelines for each type of save:
Reflex if it prevents them going unconscious or dying.
Will if it doesn’t appear to be a fear effect.
Fortitude if it doesn’t look like poison.
I will bot the second save for the person to keep the action going. I normally allow people to roll their own saves, but with something like this that could result in excessive delays.
Gallant Inspiration to confirm a crit can be a good one depending on situation. With this one, you could certainly say something to the effect of ‘This battle isn’t going to be a problem, no Gallant Inspiration.’ once the battle has started. Basically a one battle override on the general Botting instructions.
You could also qualify it as while you have more than 2 of that level spell slot left or something like that, so it doesn’t expend all your spells.
I would never have you expend either spell on a roll of natural 1. I figure it is obvious that an always miss / always fail situation occurred. I do not have a firm policy on how recognizable a near miss is.
I am willing to wait for a decision out of combat on skill checks.
If it becomes a problem, we will adjust as we go.
I am open to suggestions for other ways to handle this.
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Tim and Penny are updated, with a shiny new coat of paint!
Not a lot to warn about them, it's a pretty standard companion buffed by caster. Tim usually preps a couple energy attacks but spends most of the time buffing. First aid gloves let him be a combat medic as well. Penny has Bludgeoner and Power Attack and uses both unless commanded otherwise. Tim has a metamagic rod of extend to make Greater Longstrider and Greater Magic Fang last all day. He also leaves a 4th and 5th level slot open to be prepared when the need arises.
Female Owlbear10 HP 94/94 AC:31/TC:11/FF:29 Perc +7 F +11 R +8 W +4 (+4 vs mind-affecting) CMD 31 Init +3 Default Order: Guard Rear Party Member
Mnar. (Penny is also now immune to poison thanks to Share Feature for Tim's Venom Immunity.)
I haven’t done a lot of adventures with Guaril, so forgive me if the delivery is a little off,
Feel free to find your way to the tavern and meet the others involved in this most excellent opportunity!
I have added a slide deck for maps and added everyone’s avatar to the splash page. The slides are still under construction. I expect to expand them quite a bit tomorrow during the day.
Please place your avatars on Slide 2 in your standard marching position. This included Penny and (if they are to be considered a combat animal) Mango.
Would people like a Google Hangout just so we have an alternative way to communicate?
I will likely create a document for treasure and notes.
Thanks!
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Done. Unless someone more suitable is actively looking for traps, Mongo would like to be in front. He's all about charging into bull rush/overrun attempts.
GM Bret wrote: I do not have a firm policy on how recognizable a near miss is. I’ve been thinking about this a bit.
In person, when something misses by one or two I will sometimes ask the person to check their math. It is really easy to miss a bonus.
In PbP, I have gotten into the habit of indicating when someone missed because of cover.
In thinking it over, I wouldn’t mind if you specified an amount someone missed by. It would help keep things going if you would allow me to roll the boost on a miss, so I can immediately resolve if it turned into a hit.
You could still say ‘leave me at least X slots’ and overrides on easy battles.
Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)
Mango participates in combat when I remember he exists which is embarrassingly rarer than it should be.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
GM Bret wrote: Would people like a Google Hangout just so we have an alternative way to communicate? Sure. Slack or Discord work well for me as well.
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
I have all of those as well, whichever works best for the table.
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
Testing BBCode. Please let me know if I have any modifiers wrong since I normally cut & paste these from my GM document,
Perception
Sense Motive
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Hopefully everyone has already updated their profiles.
The convention starts in about 4.5 hours (midnight UTC), but I do not plan to start this game until about 12-14 hours after that — morning of the next day for me.
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
Yep, I just played a scenario on Saturday. Level did not change so the character sheet should still be good.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Looks perfect for Tycho. Thank you.
Do you prefer updating the profile itself for spells/abilities used, or is a spoiler okay; example:
I would prefer to latter as it's set to a macro on my phone / computer but can update my character profile if that is your preference.
The One Known as Tycho wrote:
I would prefer to latter as it's set to a macro on my phone / computer but can update my character profile if that is your preference.
Given this, do it the way that works on your phone!
I prefer it in the header so it is easier for me to see, but it is much more important to me that the information be correct and up to date.
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
I typically strikeout prepared spells on the profile but can adjust as needed.
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Test spoilers look correct for Mongo.

Timtenzekil Tengentrail wrote: I typically strikeout prepared spells on the profile but can adjust as needed. That is fine for prepared casters, it is generally the spontaneous casters where I want the spell count.
In any event, I try to be reasonable. If someone has a method that works much better for them, I am willing to allow them to use it provided it doesn’t greatly increase my workload.
I like being able to just look at the header in the post to see the information I will need. If I have to go to the full profile, I don’t want to have to open multiple spoilers just to find the information I may need. If the character sheet is on some other site, I really want a link to that in the header since that allows me to directly open it rather than a two step process.
I like that Mongo noted the DR in his header since I will need that every time he is hit. I really want people to keep their ACs updated in their headers. Having an active conditions there can be quite helpful as well, to remind me of current buffs or conditions.
The slide deck is mostly complete — found a couple of things that I want to edit still but they aren’t anything that would get in the way of us starting.
Timtenzekil and Penny aren’t on the marching order yet, Slide 2. Also, since the initiative modifiers are so close together I am willing to have Timtenzekil and Penny share initiative if you want.
We should be able to start soon. I will work on Guaril’s entrance as the quest giver.
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Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
Oh gods that's too many Pathfinders, put some back...
(I kid, Penny is pre-errata bear companion, so she shouldn't be overwhelming.)
I'll have them roll separately, even if it means Penny spends some rounds waiting for commands. Speaking of which, let me add a default trick to her tagline.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
GM Bret wrote: I like being able to just look at the header in the post to see the information I will need. I can do both, no worries :) I tend to get frustrated with the slowness of the Paizo site, but I totally understand the value of a having info at-a-glance for the GM.
Tycho has a wand of Heightened Awareness; I'll make sure to note that in active conditions for you (initiative will be +9 whenever it's up, just assume it's used when we roll initiative).
Profile is updated!
Currently I have the map of the Inn rotated 90 degrees so that I could expand it more. I am not satisfied with it and would like other opinions.
Should I rotate it back and then use the room on the side to label what the different rooms are, or leave it so there is more room if you want to place your avatars on the map?
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
It looks fine to me but if we will be using this map often it could be cropped and then turned right-side up.
I expect the map will be used more for reference and roleplay than any tactical combat, although combat is certainly possible.
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
I have a slight preference for having the map right-side up, with the blank space for notes and such, but it's fine the way it is, too.
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