GM Auke's #10-00: The Hao Jin Cataclysm. PbP Gameday VIII (Inactive)

Game Master Auke Teeninga

Info


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Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

I don't think the Items Surviving after a Saving Throw was done correctly. It should be a random choice (in my case) between armor, headband, bow in hand and cloak. Then the item gets a saving throw, using Keri's bonus as it is worn or carried.

random choice: 1d4 ⇒ 1 still armor
reflex: 1d20 + 20 ⇒ (17) + 20 = 37

Spoiler:
Items Surviving after a Saving Throw

Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.


Roll20
Keriassa wrote:
I don't think the Items Surviving after a Saving Throw was done correctly. It should be a random choice (in my case) between armor, headband, bow in hand and cloak. Then the item gets a saving throw, using Keri's bonus as it is worn or carried.

Ah! read over that part. I think in that case the armor survives 60 becomes 30 (succesful save), becomes 15 (energy vs items) which doesn't beat the 20 resist fire Keri still has.


Live Exploration Extreme Maps

Here is an empowered feather to use as you wish.

***Ruby Feather Token***
Passing to: GM Auke
Empowered?: Yes

The Exchange

Buffs:
rage song
Male Human Alchemist (Grenadier) 11 | AC 20 (25)| T 14 (15) | FF 17 (21) | HP: 20/91 | CMD 22 (23) | Fort +14| Ref +15 (16) | Will +6 | Init +12| Perception +21| Bombs 5/20

We should probably use the healing burst from the aid token we got to heal everyone for 5d6 then pass it on.


Roll20
Sparky Fantastico wrote:
We should probably use the healing burst from the aid token we got to heal everyone for 5d6 then pass it on.

You can only pass an aid token at the end of an encounter

The Exchange

Buffs:
rage song
Male Human Alchemist (Grenadier) 11 | AC 20 (25)| T 14 (15) | FF 17 (21) | HP: 20/91 | CMD 22 (23) | Fort +14| Ref +15 (16) | Will +6 | Init +12| Perception +21| Bombs 5/20

Huh. I think this is my 4th pbp special and I had never heard that before.
In fact other GMs encouraged us to use them and pass them on quickly.


Roll20
Sparky Fantastico wrote:

Huh. I think this is my 4th pbp special and I had never heard that before.

In fact other GMs encouraged us to use them and pass them on quickly.

Yeah, GMs are encouraged to remind the players to boost and pass a token as quickly as possible, which means at the end of an encounter that they used it.

Aid Token Rules Paragraph 2 wrote:
Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. At the end of the encounter, pass the Aid Token to another table that does not already have an Aid Token. A table can only benefit from one Aid Token per encounter. Treat the time spent resolving the effects of an encounter—such as healing, removing conditions, and identifying magic items—as part of the encounter itself. If the players use an Aid Token while resolving the effects of an encounter, immediately pass it to another table. Players who do not need an aid token should be encouraged to pass it along to another table who could make use of its benefits.

The Exchange

Male CN Garuda-Blooded Aasimar Inquisitor of Calistria 10 | HP: 61/73 | AC: 25[29] (17 Tch, 20[24] FF) | CMB: +10, CMD: 27[31] | F: +11[13], R: +11[13], W: +15[17]* | Init: +9 | Perc: +19, (60’ Darkvision) SM: +24 | Speed 30ft | Bane 4/10, Two Judgements 1/4, Discern Lies 10/10 | Spells: 4th 0/2, 3rd 2/4, 2nd 1/5, 1st 4/6 | Daily Abilities: [See Invisibility] [Beast Ride][Body Snatch] | Active: Wrath, Good Hope

So we have an aid token we can use for 5d6 healing for the entire party, AND we have an empowered feather we can use for a full party TPK raise?

I'm not sure my opinion should count here, but if we are all already almost dead, would it make sense to let this thing finish us off and use the empowered feather to raise us and try again?

Or is it more worth it to use the healing and keep trying to plug away?


Roll20
Boros Anwemane wrote:

So we have an aid token we can use for 5d6 healing for the entire party, AND we have an empowered feather we can use for a full party TPK raise?

I'm not sure my opinion should count here, but if we are all already almost dead, would it make sense to let this thing finish us off and use the empowered feather to raise us and try again?

Or is it more worth it to use the healing and keep trying to plug away?

My opinion and slight spoilers:
The phoenix you face can only firestorm once a day. With healing you have a fighting chance and if the dice turn against you, you have the empowered feather as a failsafe. The other way not so much.
Grand Lodge

Male CN Half-orc Slayer(tank) 11 | HP 111/125 | AC 32(35 ComEx) T 20(23) FF 26 | CMB +12, CMD 31(34) | F: +15, R: +16, W: +9 | Init: +6 | Perc: +15(low-lt), SM: +5(+8 studied) | Speed 20ft | Active conditions: Haste

We're sure we just need to fight these things right? There's no diplomacy option we're overlooking? Don't we, and the phoenix(es), both want to kick out the astral invaders??


Roll20
.Tree wrote:
We're sure we just need to fight these things right? There's no diplomacy option we're overlooking? Don't we, and the phoenix(es), both want to kick out the astral invaders??

The phoenixes already kicked out the astral invaders before they turned to the pathfinders.


Roll20
Sparky Fantastico wrote:
We should probably use the healing burst from the aid token we got to heal everyone for 5d6.

So is anyone going to activate the aid token?

The Exchange

Male CN gnome evoker (Admixture) 9 | HP: 65/65 | AC: 17 (13 Tch, 15 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor

And so it ends, wow!

First GM thank you so much for all you did to run a this game. High level PbP GMing has aged me. I could not have run a game like this the way you did. I appreciate your willingness to listen and explain these complex situations and abilities. Bravo, sir!

To my fellow players, thank you so much for carrying my ineffective PC. Boros and I have been PbP gaming with a core group for many years and we have rarely ventured forth into other parties and are the only ones still playing PFS at that. It is always an enjoyable experience to see your play style and builds. Well done. I hope to come across you on the boards again and wish you all best dice rolls.

As for the scenario itself, I am not sure if in the minority but I can't help but feel that we were supposed to fail a lot. I felt like I failed a lot. I play this game (Pathfinder) to be the hero in my own heroic story. Things happen , dice roll, but I don't feel like we played poorly or made any glaring errors and still feel like we won a consolation trophy in a youth soccer league in 'victory'.

Question - is there a scenario to play after this - a sequence of sequels perhaps?

Anyhoo - take care everyone!


Roll20
Nugats wrote:

And so it ends, wow!

First GM thank you so much for all you did to run a this game. High level PbP GMing has aged me. I could not have run a game like this the way you did. I appreciate your willingness to listen and explain these complex situations and abilities. Bravo, sir!

Thank you. High level is quite difficult for both players and the GM. A full attack of a single character can instantly end a combat, but the same is true for the enemies.

Nugats wrote:
To my fellow players, thank you so much for carrying my ineffective PC. Boros and I have been PbP gaming with a core group for many years and we have rarely ventured forth into other parties and are the only ones still playing PFS at that. It is always an enjoyable experience to see your play style and builds. Well done. I hope to come across you on the boards again and wish you all best dice rolls.

Don't sell yourself short. Against the first phoenix, those two successful iceballs did about 50% of the damage needed to bring it down (and cold damage stopped its regeneration for a round).

Nugats wrote:
As for the scenario itself, I am not sure if in the minority but I can't help but feel that we were supposed to fail a lot. I felt like I failed a lot. I play this game (Pathfinder) to be the hero in my own heroic story. Things happen, dice roll, but I don't feel like we played poorly or made any glaring errors and still feel like we won a consolation trophy in a youth soccer league in 'victory'.

It is a multi-table special, which has a lot of content and you are meant to play about 50% of it. So of the first 6 missions you normally play about 3. You successfully completed 5 (6 if the party hadn't paused to discuss resting or not.). I wouldn't call that failing at all. Personally I hate facing SR with a caster. If you succeed you win, if you roll bad your turn was just nothing. When facing medium or high SR, I myself find it more fulfilling to use magic to help the party (like haste, but it's hard to compete against Sparky's wand of haste), using Dimension Door, Fly or Telekinetic Charge to get the melee PCs in combat with the enemy, manipulate the battlefield with things like pit, web and wall spells. Also, (but I myself realized this only today) Nugats could have used his iceballs to clean up some of the Firewalls. IMHO Arcane casters are the most versatile of all classes, don't feel forced to just blast the enemy. (Also a level 9 playing a combat heavy tier 10-11 is a challenge)

Bugats wrote:
Question - is there a scenario to play after this - a sequence of sequels perhaps?

There's a lot of things to play before this one. See the slide where everyone answered No to everything... :-(

After this you have (all in Nugats' range)
#10-11 The Hao Jin Hierophant 5-9
#10-13 Fragments of Antiquity 5-9
#10-15 Tapestry’s Trial 7-11
#10-20 Countdown to Round Mountain 7-11

Be sure to play #10-20 last.

The Exchange

Buffs:
rage song
Male Human Alchemist (Grenadier) 11 | AC 20 (25)| T 14 (15) | FF 17 (21) | HP: 20/91 | CMD 22 (23) | Fort +14| Ref +15 (16) | Will +6 | Init +12| Perception +21| Bombs 5/20

I think I overpaid for that wand since it will have many charges left after I retire but for so much of my career I would win initiative and be faced with either not wanting to use a bunch of bombs so having nothing to do or bombing the enemies and possibly ending combat giving the rest of the party nothing to do. Wand of Haste seemed a good alternative.

I won't pretend that I didn't feel like we were in hard mode and we were definitely saved by the bell there at the end. But no one permanently died and I don't think we even have to pony up money for a Raise Dead so it could have been worse.

Nugats remember you ere considering a rod of Piercing. +5 to your check to overcome SR.
2 other rods of note are Selective (Select out up to 4 allies from your evocation spells) and Merciful (All of the damage is nonlethal).

Though read up nonlethal damage rules. When my evoker is tossing out 150 dmg fireballs a lot of things would die even if it was non lethal.


Roll20
Sparky Fantastico wrote:
I think I overpaid for that wand since it will have many charges left after I retire but for so much of my career I would win initiative and be faced with either not wanting to use a bunch of bombs so having nothing to do or bombing the enemies and possibly ending combat giving the rest of the party nothing to do. Wand of Haste seemed a good alternative.

Activating your wings is a good option to start combat and lending out the wand of haste to an arcane caster.

Sparky Fantastico wrote:
I won't pretend that I didn't feel like we were in hard mode and we were definitely saved by the bell there at the end. But no one permanently died and I don't think we even have to pony up money for a Raise Dead so it could have been worse.

I think not having a true healer is one thing that made it much more difficult. Also noone had first aid gloves, which makes anyone a nice emergency backup healer.

Yeah, due to the feather the only permanent damage is 1 negative level (so a 1000gp restoration). (I'm assuming Sparky will use alchemical allocation and his potion of remove blindness on both Boros and Tree).

BTW The hard-mode phoenix would have slaughtered you.

3 Firestorms at cl18 instead of just 1 at cl15
SR 27 instead of SR 25
Shroud of Flame 5d6 DC25 instead of 4d6 DC24
Faster regeneration (10 instead of 5)
Heal at CL18 3 times a day
But most importantly: Its fire damage ignored all resistances and immunities of non-lawful targets.


Roll20

Chronicles!

Let me know if you find any mistakes


Roll20
Sparky Fantastico wrote:
we were definitely saved by the bell there at the end.

I still think you had a more than decent chance, but it required the party to work together more and that's not that easy in a PbP.

Sparky still had 4-5 bombs which would do about 100 damage in a single round. Nugats still had his bonded item, which he could have used to telekinetic charge Narayan into close combat (after his return). Keri could have put out Nugats before putting out herself, as the 4d6 was very unlikely to get through her 20 fire resistance.

The blinding critical on Tree and the successful banishing on Narayan and the above-average Firestorm didn't help.


Roll20

Boons
Boros: 1d20 ⇒ 4
Sparky Fantastico: 1d20 ⇒ 17
Nugats: 1d20 ⇒ 4
Narayan Singh: 1d20 ⇒ 3
Tree: 1d20 ⇒ 12
Keriassa: 1d20 ⇒ 15
GM Auke: 1d20 ⇒ 3

Nope :-(

The Exchange

Buffs:
rage song
Male Human Alchemist (Grenadier) 11 | AC 20 (25)| T 14 (15) | FF 17 (21) | HP: 20/91 | CMD 22 (23) | Fort +14| Ref +15 (16) | Will +6 | Init +12| Perception +21| Bombs 5/20

We missed a mission. Which one of the options do we cross off?


Roll20
Sparky Fantastico wrote:
We missed a mission. Which one of the options do we cross off?

The mission you missed was still successfully completed by the house, so you can choose any of the 6 NPCs and strike off the other 5.

The Exchange

Male CN Garuda-Blooded Aasimar Inquisitor of Calistria 10 | HP: 61/73 | AC: 25[29] (17 Tch, 20[24] FF) | CMB: +10, CMD: 27[31] | F: +11[13], R: +11[13], W: +15[17]* | Init: +9 | Perc: +19, (60’ Darkvision) SM: +24 | Speed 30ft | Bane 4/10, Two Judgements 1/4, Discern Lies 10/10 | Spells: 4th 0/2, 3rd 2/4, 2nd 1/5, 1st 4/6 | Daily Abilities: [See Invisibility] [Beast Ride][Body Snatch] | Active: Wrath, Good Hope

Thanks GM, Boros is all set

Silver Crusade

Female human Skald 7/Paladin 4|HP: 103/103|AC: 22 (17 Tch, 15 Fl)|CMD: 29|F: +21, R: +20, W: +18|Init: +11| Perc: +14, SM +25|Active: raging song, reckless, guarded life, heroism, heightened awareness, good hope |7/24 Raging Song 3/5 LoH 0/2 Channel 2/2 Smite | Spells Left: 3rd 0/2, 2nd 0/4, 1st 2/5

Yes, thanks to our GM and everyone else for playing

Silver Crusade

Male LG Nagaji Scaled Fist 10 | HP 76/76 | AC 22(26)(30)(34), T 21 (29), FF 19(23)(27)(31) | F +12, R +13, W +11 Init +3/7 | Perc +2/4 | Stunning Fist Uses 11/11 | Ki Pool 10/12 | AoO 1d20+18 2d6+9

Chronicle looks good, thanks! And thanks to the whole table for a lot of effort in a very challenging and complicated adventure!

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