GM Wise Fox's "The Fall of Plaguestone"

Game Master The Wise Fox

Combat Map Link ||| Map of Etran's Folly ||| NPC Pictures ||| Freedmill's Drink Menu ||| Note found on Hallod


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Horizon Hunters

Lizzard Ranger 3 | HP 41/41 | 20AC | Fort +8 | Reflex +11 | Will +9 | Perception +9

Lizzo is updated for level two. He's added Hunter's Aim (2 actions, +2 to hit, ignore concealment) and Cat Fall.

If you happen to have any of those fancy +1 weapons, he could certainly use one.


Lizzo Plaguestone wrote:

Lizzo is updated for level two. He's added Hunter's Aim (2 actions, +2 to hit, ignore concealment) and Cat Fall.

If you happen to have any of those fancy +1 weapons, he could certainly use one.

You can always bargain with Mandoo or Tyrion and try to get the +1 rune off of their claimed weapons :P

Horizon Hunters

Lizzard Ranger 3 | HP 41/41 | 20AC | Fort +8 | Reflex +11 | Will +9 | Perception +9
Wise Fox wrote:
You can always bargain with Mandoo or Tyrion and try to get the +1 rune off of their claimed weapons :P

They may need to keep one eye open when they sleep tonight! Lizzo's pretty sneaky too. :)

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:
Lizzo Plaguestone wrote:
Wise Fox wrote:
You can always bargain with Mandoo or Tyrion and try to get the +1 rune off of their claimed weapons :P
They may need to keep one eye open when they sleep tonight! Lizzo's pretty sneaky too. :)

Ha! If Mandoo gets lucky tonight he may not be getting a lot of sleep, though he may be otherwise distracted ;)

Tyrion 2.0 wrote:
Tyrion updated for level 2! (This includes refilling his wine flask.)

I notice that Tyrion added a Group Treasure line at the end of his About that includes "22gp, 24sp".

Is this the cash we found in the strong box and on Kaneda (which is actually 22gp 45sp)? I thought Mandoo was collecting the loose cash, which is why I have it in his Plaguestone Group Loot: section, along with all the other collective group property Mandoo is holding.

If Tyrion is the one holding the cash (apparently for a small fee of 21sp :), then I'll take it off Mandoo's list.

And... no, you won't find the handwraps on the group loot list; Mandoo considers them his personal trophy for killing Hallod and having his guts spilled all over his head.

Otherwise, Mandoo's profile is updated for level 2 and ready to go. He added Stunning Fist and Combat Climber to his feats. Feel free to let me know if you think I screwed something up.

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0
Mandoo wrote:
I notice that Tyrion added a Group Treasure line at the end of his About that includes "22gp, 24sp"...If Tyrion is the one holding the cash (apparently for a small fee of 21sp :), then I'll take it off Mandoo's list.

Nope...Tyrion isn't holding the gold. I just didn't wanna keep looking it up, so I just put it there where I could find it. And apparently I added wrong, but the fee is a good idea! Mandoo is the official holder of the group loot.

Horizon Hunters

Male Half-Orc Cleric 3| HP 38 | AC 17 (Shield 19) | Fort +9 | Reflex +6 | Will +11 | Perception +11 | Spell DC 19 | Focus 2

Darr updated for lvl 2


CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3 Focus 1| Active Conditions: Sanctuary 10/10 rds
Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]
Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6

Finally leveled up Quecksworth.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

I'll be leaving Australia in a few hours and heading back to Spain (coronavirus willing). I'll likely be incommunicado for all of Tuesday, San Diego time, and be back online on Wednesday morning, San Diego time. I will have an hour or so layover in Dubai sometime around 5pm Tuesday, San Diego time, but with no guarantee that I'll be able to post anything.


Worked over weekend and late tonight because everyone needs to work from home... and the IT professionals like myself have to get everyone else's laptops and home PCs ready to network into their offices from their house.

Well, at least I'm mostly done now and I can now finally join the ranks of adults who are barricading themselves in their houses shunning the rest of human society much like the cat lady next door...


Sorry about not being able to post for the past few days. I'm actually super busy with work. I'm currently cabling our new office with new ethernet wiring along with all of my other duties, and I'm coming home really late and super tired. I probably won't be able to post much until monday next week.


CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3 Focus 1| Active Conditions: Sanctuary 10/10 rds
Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]
Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6

Please feel entitled to do what you need to do to cover you RL priorities. Not is it completely understandable and acceptable, but in these unusual times, I think it should be expected. Take whatever time you need and thank you for informing us of the anticipated delay and its estimated length.

Take longer if you need, but please do keep us informed.

And, if I haven't said it enough already, I am enjoying this run and your GMing. I am very appreciative to have a place at this table.


All right. Just finished morning rush of busy. Working on updating quest now...


I should be able to post once or twice a day until this upcoming Sunday. There will likely be no posts on Sunday; being called into weekend work again.

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

Thanks Wise Fox! Glad things are calming down a bit. Very happy to get back to the adventure!

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

After not hearing from Wise Fox since Thursday, I contacted him. He said he's under the weather (not Covid). He hopes to be feeling up to posting soon, but it may be a while. He apologizes and asks for our patience and understanding.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Is it just me, or does it seem that the energy level of this adventure has gone to near 0.

It's clear to me that GM Wise Fox is going through a rough patch, and has been for a while now; a state of affairs that appears likely to continue for some time into the future.

To be frank, I'm also not feeling a great deal of interest in the adventure from the players. It feels like we're merely going through the motions (wash, rinse, repeat) and that any passion that may have existed is long gone. I only know Tyrion IRL; the rest of you I only know through your posts, so I may just be getting the wrong impression here and projecting my own feelings onto the rest of you guys. If so, then forgive me.

But, if in fact GMing this adventure is proving too much for GM Wise Fox, and the rest of us are not that invested in continuing this adventure, then why don't we just call it a day and move on with our lives?

I'm just opening it for discussion to find out how the rest of you feel about this. If I have it all wrong, then forget I ever brought this up.

If the rest of you wish to go on, then I'm quite happy to continue playing Mandoo (assuming he survives this encounter, ha ha). But, if the consensus turns out to be that we should just end the adventure and give GM Wise Fox a well-deserved rest, then I'll go along with that too.

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

I'm still up for playing if WiseFox can get back to it. I really believe the energy level reflects the GM. With WiseFox not being able to give this game proper attention, it has lagged. Hard for any of us to get into it when there are only 2 GM posts a week.

Specifically, I think Queck is masterful. He comes up with a great rhyming spell nearly every turn during combat. I know I'm into it. And Mandoo never misses a turn.

So I think the players are fine. When WiseFox feels up to it, I hope he can commit to 1 post/day like we all originally committed to. And I'd love to see how it all turns out.

Get well soon, Wise Fox.


So, yeah. I'm awfully sorry, but I'm suffering from a major depression attack, to the point where I'm having trouble getting up in the morning, and my employer has noticed that I'm taking a hit in my performance.

So I need to take a few days off this to fix my life and get my head on straight.

I'll update once tonight, and I'll probably take Tuesday off, and hopefully I'll get my head back in order to post on Wednesday or Thursday.

Again, much apologies.


aka GM Valen Human (mostly)
Mandoo wrote:
But, if in fact GMing this adventure is proving too much for GM Wise Fox, and the rest of us are not that invested in continuing this adventure, then why don't we just call it a day and move on with our lives?

Although I am a player at this table, I'm going to step back, put on my Venture Officer hat, and offer a few observations that I hope will be helpful for all.

First, I applaud Mandoo for bringing up those concerns in his mind. Communication on both sides of the table is important, not only for better game play, but also for fostering a better on-line community. PbP has many advantageous, but it is poor at conveying how players or the GM perceive how things are going as the participants are robbed of the gestures, tone of voice, and other cues that human beings consciously and subconsciously rely upon in normal conversation and face-to-face gameplay. That is why it is important for players (or GMs) to speak up and communicate when they believe there may some issue with the game. Life is too short for anyone to be playing a game that they don't, for whatever reason, enjoy. Under such circumstances, some players may be inclined to simply disengage and go through the motions or stop posting altogether. Thank you, Mandoo, for being considerate and respectful enough to everyone else at the table to communicate in this situation.

Second, I would caution any player from making assumptions about how much fun other players or the GM are having. Again, PbP lacks many of the cues that we rely on for communication in face-to-face games making it difficult (if not impossible) to know what others may be feeling or thinking unless those emotions and thoughts are expressly communicated. We naturally read things into posts that are not necessarily there. This is why it is so important to communicate. We should not, however, try to ascertain someone’s thoughts or feelings or concerns that have not been communicated.

Third, everyone should know that there are consequences for ending a game before its conclusion. Based on my review of the Organized Play Guide for Pathfinder Society, this module has progressed to the point that the GM is required to provide a modified chronicle for the module to any player that now leaves. In addition to reduced XP and rewards, that chronicle could prevent the player from obtaining a chronicle and OP credit for any future play of the module, even if the module were later played all the way through.

Fourth, having played via PbP everything from multiple adventure path installments (have yet complete a full AP), to modules, to PFS scenarios, to single quests, I can say that every game has the potential for lulls and dips in enthusiasm and post-rates and that such potential increases significantly with the longer the adventure is.

If you read through these forums, you will find relatively few modules or APS that are played to completion and retain all of the original players and GM. There are various reasons for this.

Foremost, the longer scenarios take a lot of time, months and sometimes years, even in games with a system, unlike PF2, that the players are all very familiar with and having been playing for nearly a decade.

Due to the length, even under normal circumstances, the change in seasons and life circumstances that occur generally, alter the time and ability for a participant to post for better or for worse. There are also natural lulls in the structure of lengthy scenario designed for face-to-face play (a supply run or investigation, for example), that become more evident or time-consuming in PbP where the drawn out nature of play makes these lulls more evident. Furthermore, modules and APs tend to build more on past events than do individual PFS scenarios and quests. The result is more work for the GM (and players) to keep track of what has occurred previously in the adventures (at times months or even a year ago) and determine its impact on the PCs present actions. This requires more time and effort, which also reduces posting rates and, at times, enthusiasm.

Fifth, burn out among players and GMs is a very real phenomenon. While this problem arises in real life games (I know a regional VO who seems to have essentially quit PFS altogether after feeling burned out) and the effect appears to me to be more common for PbP games. I think this is likely due to a couple things, but mainly because of the temptation to take on more games than one can reasonably handle (usually a decision made during a momentary period of little activity and thus the thought that one can handle the load, not realizing activity picks up). I can say that, since becoming a Venture Officer for PbP, that I was surprised how much of the team’s time and efforts are spent covering games abandoned by GMs and dealing with players that have gone missing. (By the way, the minimum amount of time before a game is considered abandoned by a GM is 7 days.)

Finally, all of the foregoing applies during even the most ideal of circumstances, which is not the current state of the world. The virus has had a profound impact on the PbP community, their families, and their loved ones. Even those fortunate enough to escape exposure to the virus have been dealing with increased emotional stress, work-related stress, family-related stress, and so forth. The closing of the schools where my 3 children were in attendance has significantly decreased the amount of time I have to post and has often provided substantial distractions when I do so as I am responsible now for their daily education (in addition to maintaining a new job that I got at the beginning of 2020, which admittedly has significantly less hours—and, thus, less pay—due to the lockdown; as you may imagine, this too has had an impact on my approach to gaming among other, more pressing priorities).

I think it essential, particularly in light of the pandemic, that participants in games be open and honest in their communications and also try to be even more empathetic, forgiving, flexible, and understanding than they have been in the past.


aka GM Valen Human (mostly)
GM Wise Fox wrote:

So, yeah. I'm awfully sorry, but I'm suffering from a major depression attack, to the point where I'm having trouble getting up in the morning, and my employer has noticed that I'm taking a hit in my performance.

So I need to take a few days off this to fix my life and get my head on straight.

One's health, both mental and physical, is more important than any game. Please take care of yourself and take whatever time you need.

If you anticipate a long absence, I'd ask that you notify me or another of the Venture Officers and we can make sure that the game is covered for the time of your anticipated absence, no matter how long that may be.


CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3 Focus 1| Active Conditions: Sanctuary 10/10 rds
Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]
Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6

Putting my "player hat" back on...

I want to again stress how important it is for everyone to take care of their mental and physical health and to continue to communicate.

As for how this game is going, I, for one, have no problems with it. I have had my own ups and downs since this game began, and while I am not always as "engaged" as I would like to be at times, I wish to continue the game.

Clearly, a few players are able to get in more posts than others and, if it keeps them engaged, I encourage them to do so. Yet, I will caution that, as a GM who has run some high post-rate games, it is VERY difficult for a GM to keep up such momentum during a short quest, let alone a full module. I am all for role-play and clever use of mechanics. However, it is often the case that a short, succinct post containing actions and dialogue is easier for a GM (and players) to read and respond to, which keeps enthusiasm and the game moving.

If a post appears to be running particularly long and consists primarily of out-of-character information, I would suggest posting most of it in the Discussion thread.

During the last PFS 2e quest I ran via PbP, I must admit that I came to personally dread seeing 6+ unread posts in Gameplay as I knew that it would take more than a quickly typed response or action to move the game along and instead require that I find some time to boot up the laptop, open up and read through the scenario, and crack open the rulebooks (even if that was not always the case). I managed for a time, but could not have kept up with the pace (and certainly couldn't under present lockdown conditions). Being a GM is very different than being a player.

Horizon Hunters

Lizzard Ranger 3 | HP 41/41 | 20AC | Fort +8 | Reflex +11 | Will +9 | Perception +9

I think we all recognize the difficult time we are all in, and understand it will effect everyone in different ways. The online game should take a back seat to issues that happen in real life, but hopefully also gives an opportunity to step outside of the day to day hustle and disconnect from the craziness.

In just about every campaign I've been a part of there is a point like this that pops up, and it can be a good opportunity to re-align expectations. Personally, I am enjoying the adventure and would like it to continue, but the current pacing has become an issue for me.

I know there's a much larger burden placed on the GM than the players, and I'm not sure if there's anything we can do to help lower that, but I'm certainly willing to lend a hand where ever it would helpful.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Thank you everyone for the feedback, especially Lysle/Queck for the general Pathfinder Society background.

I apologize for seeing a mountain where clearly there was only a mole hill.

I am very happy to hear that we're all still up for finishing this adventure. I also agree that one's health and family (and quite a few other things) come before any PbP game, and will set my expectations accordingly.

So, let's carry on... nothing to see here.


CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3 Focus 1| Active Conditions: Sanctuary 10/10 rds
Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]
Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6
Mandoo wrote:
Thank you everyone for the feedback.

And thank you again for communicating. No need to apologize. Any gamer that is not having fun should speak up, as you did, and talk it out, as you did. Often, that is all that is needed to align expectations and get the game moving. When it is not, that is okay too. The important thing, then, is to recognize each other's dignity and to be respectful when you agree to disagree.


CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3 Focus 1| Active Conditions: Sanctuary 10/10 rds
Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]
Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6
Mandoo wrote:
Oh, one more thing I need to get off my chest. Queck! WTF! forbidding ward?

As the question was posed out-of-character, I will answer it in this thread, particularly as it may generate some more discussion.

Queck's whole ethos is putting others ahead of himself, both in word and deed. I certainly don't want a PC to make "suboptimal" choices that would endanger the whole party, but I'm willing to have the PC risk itself if it means staying true to its character.

That being said, if Queck were told by "Master Mandoo" or another ally to retreat to save himself instead of his allies--that could pose a real dilemma for Queck, which might be fun to role-play out. There is a good argument that, under those circumstances, Queck might actually consider saving his own skin first out of deference to the wishes of his allies, particularly if he were told that his actions (death?) were likely to bring shame or dishonor to his allies.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:
Quecksworth the Attendant wrote:
Queck's whole ethos is putting others ahead of himself, both in word and deed. I certainly don't want a PC to make "suboptimal" choices that would endanger the whole party, but I'm willing to have the PC risk itself if it means staying true to its character.

Fair enough.

I figured that you understood the mortal peril in which Queck finds himself after taking all that damage last turn, but I thought I'd bring attention to it in the unlikely case that you'd missed it somehow.

I also figured that it might be some (as yet unknown to us) Queck character trait that was limiting his range of actions in this situation; but even so, it seems... well... let's say, unusual to me that any character would commit suicide in exchange for essentially no payback.

By now, our PCs have all seen first-hand the +15 to hit and +8 damage modifiers of the ooze, so increasing Darr's AC from 15 to 16 will not reduce the 100% chance of the ooze hitting him on the next turn, possibly multiple times (assuming he's even there to be targeted). On top of it all, if Darr is smart (and not compelled by some character trait of his own to remain and go down with Queck), he will run for his life this turn, rendering an already futile gesture even more futile. If Queck were risking his life to save another's, then that might be a different story.

But, hey. Whatever rocks Queck's boat, I guess. Let's hope the ooze somehow ignores Queck, though even so, if Queck misses his DC 15 Flat Bleeding Recovery Check at the end of this turn, the bleeding will probably kill him at the end of his next turn. So, if Tyrion can't get to him, or fails his Battle Medicine roll, then I hope Queck has a healing potion handy.

This character-trait-is-a-limiting-factor thing was the main reason I tried to have Mandoo's turn come before Tyrion's this round. The expected outcome of Tyrion's Battle Medicine was a 70% chance of regaining an average of 9 hp, leaving Mandoo with Wounded 2 and no more Battle Medicine to save him a second time.

As a player, I could not afford to have Mandoo become conscious *and* capable of action that turn, because knowing Mandoo, he'd immediatelly attack the orc, and if the orc didn't die (almost certain, given that he'd healed himself), then the orc would quite likely kill Mandoo with a bomb during the next round.

So, in the most likely scenario that Mandoo was only going to get one more round of attacks in, then I wanted Tyrion to be flanking the orc and attacking at the same time, because that would be the best chance of finishing the bastard off once and for all.

Fortunately, Tyrion's Battle Medicine came up with 20 hp for Mandoo, so he'll probably survive the orc's attack (said Custer to his horse) and remain capable of another set of attacks next round, but this time, with Tyrion hopefully stabbing away from behind for loads of damage.

Then again, maybe I'm just overthinking all this. One of my own action-limiting character traits, I suppose.


I'm currently in crunch crisis mode at work for the past few days, which is why there have been no updates. Been getting less than 6 hours of sleep these past two days. Probably won't be any updates til Friday.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

I just posted something in Gameplay that was basically all OOC (Mandoo asking for clarification about which of his attacks got through). The question was game related; specific to the current encounter; and whose answer will affect what my PC decides to do next; not some general point of discussion.

My question here is whether that was a post that would have been better made in this Discussion thread, or if it was better made in the Gameplay thread?

I'm still not entirely clear on the whole where-to-post things situation.

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

Wise Fox -- Sadly, your last post was Thursday (it's Tues now). We hope you continue with this game. But you're not being fair to us players by a) not posting and b) not offering any explanation. We hope you honor your commitment in attempting to post once/day. However, if you need to give up, maybe let Lysle know that you need a replacement GM.

We'd love to see this through with you. But please make a decision. We 5 players deserve better than this.

--Scott

Horizon Hunters

Lizzard Ranger 3 | HP 41/41 | 20AC | Fort +8 | Reflex +11 | Will +9 | Perception +9

Gotta agree with Scott on this one.

Wisefox recruited me with the promise of 1-2 posts a day, and not 1-2 a week. My preference would be to continue with WiseFox, but if he can't commit to the time required then I would like to investigate alternatives to complete the adventure path.


aka GM Valen Human (mostly)

@ All - I have reached out to GM Wise Fox. If I do not hear back from him prior to the end of PaizoCon, that is prior to June 1st, then I will go through the process of having this game declared "abandoned" and have another GM step in. Under those circumstances, if a replacement GM cannot be promptly selected, then I will step in GM the remainder of the module myself.

I realize that this is may be a longer than usual time to request that players hold off seeking a replacement GM, but there are few, factors that are in play. First, I believe that with the current virus crisis, that a bit more leniency and patience is required of all of us. These are difficult times for many and a person's priorities sometimes need to shift very dramatically in response. Second, the Online Region Organized Play is just coming off handling an online convention and is gearing up to handle PaizoCon--another, higher profile convention that was moved online within a relatively short period of time. Thus, I think it unlikely that we would be able to find a suitable replacement GM prior to the end of PaizoCon. Given the preference voiced by at least some of the players to continue with GM Wise Fox, if possible, it makes sense that afford the extra time to allow the current GM to assess his capacity and situation, before declaring the game abandoned. Finally, I can assure you that my personal capacity after PaizoCon would allow me to take over the game, if a replacement cannot be found quickly. While this is not my preference, it allows me to assure you that you will get a GM who knows the party's play style, the adventure status, and has experience running for some of the players in the past.

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

Thanks Lysle. I think we're all good with waiting till June 1 and giving Wise Fox a chance to figure out his schedule. I appreciate you taking the reins here and giving us newbie PbP'ers a chance to finish this adventure.

--Scott

Horizon Hunters

Lizzard Ranger 3 | HP 41/41 | 20AC | Fort +8 | Reflex +11 | Will +9 | Perception +9

Yep, definitely thanks for the help Lysle. It’s good to hear we’ll be able to play out the adventure to a conclusion.

I’d also like to offer up the option of me taking over as gm for the remainder of the adventure, as long as the players are willing to run Lizzo. I’d love to get a little experience gm’ ing a play by forum, and I think I can blend well with wisefox’s previous work. I can commit to an early and late update on most days for the rest of the summer.

-joe

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

I too am happy that the adventure will be continue. Thank you Lysle and Lizzo for offering to take over the GMing to make that happen. I have no problem with waiting until June to start things up again.

Mark

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

With Lysle being a Venture Officer, a terrific player, and a GM that both Mandoo and I have done PbP with, we're in excellent hands.

But I also wanted to vouch for Lizzo/Joe. He's GM'd in-person PFS games here in San Diego, and he's also done virtual games via Discord/roll20 (including a scenario this past weekend). As a GM, he's fair, always prepared, and he knows the PFS2 rules extremely well.

Because I'd prefer to see both Lysle and Joe continue as players in our game (Queck's rhyming spells are a treat, and it's fun watching Lizzo steadily improve his grasp of Common), I'd mildly prefer someone new.

Having said that, I know either Lysle or Joe will be terrific if they take the reins. Very much looking forward to seeing this adventure through to its conclusion ... assuming we survive our current predicament!


aka GM Valen Human (mostly)

Still no word from Wise Fox. I hope all is well, though I know this is a very difficult time for many. I have raised the potential need for a replacement GM with the VO leadership and anticipate one of them stepping in as GM, if necessary, so that all the current players may continue with their PCs.

Dark Archive

Scenario and AP Tracker

Greetings everyone. Give me probably this evening to do a read through and see where you are all currently at and I can help you out. You guys are so close to finishing I would hate to see one of you lose your play time and credit.

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

That would be awesome, Tyranius. We really appreciate it. We have some very active players who would love to see this through!


CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3 Focus 1| Active Conditions: Sanctuary 10/10 rds
Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]
Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6

Thanks for stepping in Tyranius!

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Anytime!

Horizon Hunters

Male Half-Orc Cleric 3| HP 38 | AC 17 (Shield 19) | Fort +9 | Reflex +6 | Will +11 | Perception +11 | Spell DC 19 | Focus 2

Thank you for stepping in Tyranius.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Not a problem! Glad I could help you out. Don't think I have had the opportunity to play with a lot of you before.

Horizon Hunters

Lizzard Ranger 3 | HP 41/41 | 20AC | Fort +8 | Reflex +11 | Will +9 | Perception +9

As everyone else has already stated, thank you Tyranius for stepping in and leading us to victory! Or at least I hope so. We can finish this blob off, right? :)

I’m already enjoying your style, and am looking forward to the rest of the adventure.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Quick question for GM Tyranius...

How do you read the last sentence of the Taking Damage While Dying section on page 459 of the CRB? The entire section is as follows:

Taking Damage while Dying
If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker’s critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value.

In particular, how would this apply to Queck's current situation of Dying 2, Wounded 1, with persistent damage?

When he takes the persistent damage at the end of his turn, does he merely go to Dying 3, or does he go straight to Dying 4 due to him being Wounded 1?


CG Fey-Touched Gnome Bard 3 | 25 ft. speed | HP 35/35 | AC 18 | F +6 R +10 W +8 | Perc +8 (low-light vision)| Stealth +8| Spells 2nd 2/2; 1st 3/3 Focus 1| Active Conditions: Sanctuary 10/10 rds
Spells:
DC 19; 2nd - dispel magic, mirror image 1st -magic weapon, mending, sanctuary, unseen servant Cantrips (2nd) detect magic, forbidding ward, ghost sound, mage hand, message ]
Skills:
Diplomacy +9, Heraldry Lore +6, Medicine +8, Nature +6, Occultism +6, Performance +9, Society +6, Stealth +8, Survival +6
Tyrion 2.0 wrote:
Re: Hero Points, I too thought it worked the way Queck said, until I looked it up. On pg. 467, spending all hero points results in losing the Dying condition and stabilizing with 0.

My misunderstanding came from pg. 460 of the CRB, "Heroic Recovery", which has been errata'd.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

We're in some critical trouble here and to maximize the survivability odds of our party, we need to pay close attention to the details of how Dying, Wounded, Persistent Damage, Hero Points, and Healing work together. The following long dissertation is based on my own reading of the rules and my own opinions, both of which may be flawed.

Earlier in this encounter, I held off as long as possible on using Mandoo's Hero Points to stop him Dying because doing so would have been pointless until his bleeding condition was removed. Even so, Dying or not, he would still be unconscious until healed, so there's no advantage (quite the opposite) to jumping the gun on using your Hero Points until you're about to go to Dying 4. Fortunately, Tyrion's Battle Magic saved the day at the last second and Mandoo still has his Hero Point... which he may well need soon.

Darr, don't waste your Hero Points yet. If you use them now, you will be at 0 hp and unconscious. You will then die again at the end of your turn because of your bleeding condition. Ironically, failing your Dying recovery check is the best thing that you could have done; it saved you from being at Wounded 1; either way, you'll be at Dying 2 at the end of your turn. If I were you, I would sit back and enjoy the view while you wait for someone to get some healing to you. You should be able to "survive" at least a couple more rounds before being forced to use your Hero Points. By then, you will hopefully have removed your bleeding condition so you don't just die again right away. So, if possible, I suggest that Darr not use his Hero Point this turn.

Queck, you're in some seriously deep doo-doo here. I don't see many paths to recovery. If nothing more is done to you before the start of your next turn, you will need to buy yourself some time with a successful Dying recovery check (DC 12 flat check - 45% chance) at the start of your next turn, taking you to Dying 1, Wounded 1. If you fail, you will be at Dying 3, Wounded 1, and the subsequent bleeding damage will kill you for good. At Dying 1, Wounded 1, the bleeding damage will take you to Dying 2 (or 3 - see my previous discussion post), but at least you will still be with us. After that, you will really want remove your bleeding condition at the end of your turn (a DC 15 flat check - 30% chance), or things will really look bad for you on your following turn.

To increase the odds of Queck surviving the next turn, there are a couple of things that Tyrion can do before the start of Queck's next turn:

(1) Administer a healing potion (which is what he's so-far opted to do). This will take Queck to 2 hp and Wounded 2, giving him a chance to take one of his own healing potions (if he has one that I don't see on his sheet, or Tyrion hands/feeds him another of his) before the end of his turn. He'll then take more bleeding damage, which given that he only has 2hp (assuming it was not increased further by additional healing), will kill him again on a roll of 2+ (83% chance). He'll then go straight to Dying 3, which at least gives him one more turn to stop the bleeding, and the others one more chance to save him.

(2) Administer First Aid (3 actions if you count the interact of getting the healer's tools out as the first). There are two sub-options for this action:

(2.1) Stabilize (DC 17 flat check - 20 % chance), which takes him to Unconscious, Wounded 2. Ugh, worse than option (1).

(2.2) Stop Bleeding, which requires a Medicine check (Tyrion is at +8) against a DC of 22? (the ooze's original roll to hit that caused the bleeding damage? so say 65% chance), followed by an extra bleeding recovery check from Queck to remove the persistent bleeding condition (a DC 15 flat check - 30% chance, for a combined 20% chance of success). Better than option (2.1), but not by much.

Frankly, option (1), as already chosen by Tyrion, is our best bet to keep Queck with us on the rest of this adventure. To really maximize the odds though, Queck should down a second healing potion (his or Tyrion's) before he takes the bleeding damage at the end of his turn. Ideally, Queck should have 7+hp going into his next set of bleeding damage, or there's a chance that he goes straight to Dying 3 and dies for good at the start of his next turn. So, if possible, I suggest that Tyrion replace his last two actions (Stride/Strike) with pulling out another potion and feeding it to Queck.

Additional note: To be safe from the ooze, you must be at least 35 feet away from it at the end of your turn. If you are 25-35 feet away, then you risk a pseudopod attack that will very probably hit you and do 9-20hp of damage immediately (avg. 14.5hp), and give you a bleeding condition for another 1-6hp of damage (average 3.5hp) at the end of your next turn. So, as we saw with Darr, unless you have 27hp left, you risk death by remaining within 35 feet of the ooze at the end of your turn. If you are 15-20 feet from the ooze, you risk two pseudopod attacks, both of which will probably hit you for 18-40hp (avg. 29hp) of damage (that's what killed Mandoo earlier) with additional bleeding damage later; 10 or fewer feet way and it is three pseudopod attacks you face, though the last will probably miss. The Siphon Vitality attack seems to have a 15ft range, but apparently takes up all 3 of the ooze's actions; so try to stay 35 feet away from the ooze if you can't take this kind of damage (which is all of us at present).

Grand Archive

Halfling (Twilight) Rogue 3 | HP 36/36 | AC 20 | F+7 , R+11, W+11 | Perc +11 (low-light vision) | Trapfinder +12 w/ Wary Disarm | Init +14 (Stealth) | Hero Pts: 0

I would still argue that Queck has a hero point left. He would not have used his hero point last turn if he mis-understood the rules and it didn't do what he thought. As I see it, there was nothing to be gained by using the hero point, knowing that Tyrion was ready with healing this round.

In light of Mandoo's assessment (and if we were in a face-to-face game, we'd be able to discuss easier) ... Tyranius, would you allow Tyrion to redo his last action? Tyrion has one more healing potion that he could feed Queck.

Please let me know if you'd allow Tyrion to have a redo.

Thank you.

--Scott

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:
Tyrion 2.0 wrote:
I would still argue that Queck has a hero point left. He would not have used his hero point last turn if he mis-understood the rules and it didn't do what he thought. As I see it, there was nothing to be gained by using the hero point, knowing that Tyrion was ready with healing this round.

It is really up to the GM as to whether they allow the players to tweak their previous turns, regardless of whatever they were based on a misunderstanding. Ignorance of the law is no defense and all that.

Still, having said that, it would be very generous of the GM if they were to allow Queck to retain his Hero Point since its use obtained him no benefit whatsoever; a fact that seems to go against the whole idea of Hero Points in the first place.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup, so a lot of this has to do with order of operations. You can certainly retcon your action if you wish. I'll list out how you received this point as Persistent damage is nasty and this fight is very, very deadly. But with that said Mandoo does sound like he has it figured out. Now to stay alive long enough.

1. (Previous Round) Quecksworth (0/26; Dying 2; Wounded 1; Bleed 6)
2. (Start of the Round) Quecksworth failed Recovery Roll Which would take him to Dying 3
3. To negate going to Dying 3 Quecksworth used his Hero Point for Heroic Recovery
4. Quecksworth (0/26; Wounded 1; Bleed 6; Unconscious and Stable)
5. (End of Quecksworth's turn Persistent Damage takes place) Quecksworth (0/26; Dying 2; Wounded 1; Bleed 1d6)

Quecksworth would just go to Dying 2 due to only having the Wounded 1 condition since the Hero Point did not allow it to increase nor decrease.

*******

Another item of not concerning using medicine to heal. Always keep your healer's tools and repair tools in your bandolier. if you don't have a bandolier I would get on. This allows you to draw your tools and use them in the same action. Very useful for battle medicine or any form of first aid. As for stopping the bleeding go with DC 19

*******

What that portion of the hero point does is if you are tipping into Dying 4 use it. What it does is it would reset and give you a few more rounds as it did. Queck can keep his hero point as really he should use it a round later when you are Dying 3, make your recovery roll and fail. That is usually when you want to use it for that situation.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:
GM Tyranius wrote:

...You can certainly retcon your action if you wish....

1. (Previous Round) Quecksworth (0/26; Dying 2; Wounded 1; Bleed 6)
2. (Start of the Round) Quecksworth failed Recovery Roll Which would take him to Dying 3
3. To negate going to Dying 3 Quecksworth used his Hero Point for Heroic Recovery
4. Quecksworth (0/26; Wounded 1; Bleed 6; Unconscious and Stable)
5. (End of Quecksworth's turn Persistent Damage takes place) Quecksworth (0/26; Dying 2; Wounded 1; Bleed 1d6)

OK, that's great to hear.

How about instead of what happened above, we tweak it slightly as follows:

1. (End of Previous Round)
- Queck: (0/26; Dying 2; Wounded 1; Bleed 1d6)
2. (Start of this Round) Queck fails Recovery Roll.
- Queck: (0/26; Dying 3; Wounded 1; Bleed 1d6)
3. Tyrion feeds Quecksworth a Lesser Elixir of Life for 2 hp
- Queck: (2/26; Wounded 2; Bleed 1d6)
4. Tyrion feeds Quecksworth another potion for X hp
- Queck: ({2+X}/26; Wounded 2; Bleed 1d6)
5. (End of Quecksworth's turn) Takes Persistent Damage of Y hp
- Queck: ({2+X-Y}/26; Wounded 2; Bleed 1d6)

With a little luck, {2+X-Y} > 0 and Queck remains alive and conscious... and with his Hero Point intact. What happens next is...

6. (End of Quecksworth's turn) Persistent Damage DC 15 Flat Roll

... which we really hope that he makes or we're going to go through steps 4-6 again next round. Hopefully Queck will make one of his Bleeding recovery checks before Tyrion/Lizzo run out of healing potions and he then runs out of hp. When he does run out of hp, he goes directly to Dying 3, but his hero point will buy him at least another round with which to make additional Bleeding recovery check(s). If Tyrion/Lizzo run out of healing potions, and if Queck is still bleeding, then it's time for Tyrion to start doing Administer First Aid (Stop Bleeding) repeatedly until Queck either stops bleeding, or stops breathing.

I don't know what Queck will be doing while everyone is running around trying to stanch his bleeding, but hopefully it will be something useful. Might I suggest a combination of Inspire Courage with Reach Spell to give Mandoo a buff while he figures out what to do about the ooze and reviving Darr. If it comes down to Tyrion doing Administer First Aid, then add in a Guidance to help Tyrion along.

If Mandoo succeeds at what he is planning, then a round or two (or three) from now, you should expect Mandoo and Darr to come running out of the main room at full speed followed more slowly by the ooze. Hopefully the Queck situation will have been resolved by then and we can all concentrate on finishing the ooze.

If Lizzo feels particularly active, he might consider joining Mandoo and Darr in the main room. He could then feed Darr one of his healing potions while Mandoo distracts the ooze, which should save a couple of rounds at least and greatly reduce the risk to Mandoo.

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