[Module] The Storm Chronicles (Ire of the Storm plus Seers of the Drowned City) by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 6 - HUNTING THE STORM

Current map
Hyrantam area map

Treasure sheet

PFS Chronicles:
- Ire of the Storm
- Seers of the Drowned City


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Iron Gods: Iron maps;

No worries Jonah, Thanksgivings is usually a calm week in the boards anyway!

Good luck with the laser! :)


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Zap-zap. Also, good luck Jonah!


F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

Best of luck!


Iron Gods: Iron maps;

Regretfully, both of Tewa's attacks fail :P

Magdi, the tylosaurus moved and you are now at reach. Do you want to roll Concentration to cast defensively or risk the AoO? Also, you need either way to roll Concentration to cast underwater, unless you have some special ability to avoid that one, that is :)


F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

Did you remember to take your -2 AC for cleaving? Wouldn’t help the AoO as it happened after the AoO triggered, but might make a difference for the other attack.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

That's a supernatural ability, not a spell or spell-like ability, so I didn't think I needed to roll concentration.

WInd Spirit wrote:
Shocking Touch (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon.


Iron Gods: Iron maps;

Ah! You shamans are OP :)
No need for Concentration!

Yes, Tewa, the AC is 22 before cleave (the young template boosts its AC by +2: +2 size, +2 Dex, -2 natural). Thanks to the Mobility feat that goes to 26 against the AoO.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Okay so a 26 is going to be tough to beat regardless, but is my AoO made with my dagger or scimitar? On the off chance I can do some damage while wriggling out of its guts (what a game visual!)


Iron Gods: Iron maps;

Indeed, you dealt 13 damage while getting out of the belly :)

As for the AoO weapon, make your best call Adriana. For PbP where you cannot have immediate back and forth and you might delay the game for days, I prefer the "try and adjust later if needed" to the "ask and clear doubt before erring". In this particular case I have the same doubts as you that Adriana had time to switch to a dagger then back to a scimitar, all while getting out of the belly.

Waiting on Tonny and Adriana. I will GM Jonah as he let us know he will be unavailable for the week.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m
GM Rutseg wrote:

Ah! You shamans are OP :)

No need for Concentration!

Yeah, it's a confusing name, because it's Shocking Touch, not shocking grasp. The latter's a spell (and rather more damaging), whereas the former's just a bit of a zappy supernatural ability.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

I'll try to have my AoO post in at least, but somehow I blinked and it's Thanksgiving, so that may slow things down a touch. Where did the year go?

Happy Holidays to any of y'all that celebrate, and a Happy Thursday if you don't ;)


Iron Gods: Iron maps;

Happy Thanksgiving everyone! ;)

I will go finish the round now that we have at least 3 players turns.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

I miss Thanksgiving already. Lousy retail black friday nonsense.

GM if you need to bot rolls for my AoO that's fine, otherwise I'll be making a late post tonight. Grumble grumble retail bleh


Iron Gods: Iron maps;
Tonny Prul wrote:

So, this gets weird. What I’d like to do is:

- Standard action: Total Defense
- Move action: Aid Tewa’s AC

There’s technically nothing in the Total Defense action that would prevent using the move action in this way, but it certainly feels against the spirit of the action. @GM - if you agree that Tonny would not be able to use both those actions in the same round, then he will instead Fight Defensively to Aid (only getting a +2 vs +4 to his AC against the AoO he provokes for using a whip within a creature’s threatened area. But hopefully this’ll let Adriana and Jonah move/attack without worry of reprisal and maybe take the tylosaur down before it can take Tonny down.

Indeed Tonny, aid another requires an attack, which cannot be taken while using total defense. But I cannot see anything against using aid another first and only afterwards taking total defense ;)

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

So that’s what’s got me wondering - Total Defense is a standard action, and Aid Another is usually a standard action, so the two are mutually exclusive. But Tonny can Aid with a Move action, and the Total Defense action never says you can’t attack (just that it would normally use the action required to attack and prevents the user from taking Attacks of Opportunity). So a super grey area.

That being said, the point of Aiding was less to Aid and more to provoke - meaning he’ll want to have the bonus to AC in place before the Aid action. So if Total Defense is not an option, he’ll Fight Defensively instead.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

I have spent the last 10 hours at work and loathe black friday retail BS, but there's something darkly funny about killing poor Chewie. I needed a laugh :P


Iron Gods: Iron maps;

Their pet had a bad day :)


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Oops, crap. I forgot I could post here. I'll get to it come morning for me.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

@GM - Having internet issues (this is the stablest its been in a couple days) and haven't heard back from my ISP, please NPC and I will attempt to get back ASAP


Iron Gods: Iron maps;

Good luck with your provider Adriana! Fortunately I have a level 6 inquisitor of Sarenrae myself, so it does not take me too much time to figure out how it works :)

I guess bane is next.


Iron Gods: Iron maps;
Tonny Prul wrote:
Also, @GM - are all the skum tokens on the board live ones, or are the upside-down ones unconscious? I'm afraid I had a difficult time tracking all of them in the posts.

Yes, I usually turn upside down and set a discontinued line for border to uncoscious/dead foes. But let me know if that is not clear enough.


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Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Back and attempting to catch up, glad I don't have to deal with connection issues for the foreseeable future (so much to deal with)


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Ack. There goes Tewa's Ward. Who do you guys think I should put the next one on?


Iron Gods: Iron maps;

The skum is eager to receive some help >_<


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Hmmm... Well, I'll consider it.


Iron Gods: Iron maps;
Jonah Halwood wrote:
can he just do a single attack, or does he have to do a bunch of shots at him?

This is always a contentious debate. My interpretation here will be that your mind is clouded and you do not fight at the best of your abilities. When the spell calls for "Attack" I take it as the combat term rather than a general intention to kill, he is calling you to use the Attack action with whatever you have available.

Thus, even if you could cast a fireball and fry your enemy, or perform a full attack, all what you do is to take a single attack, without entering rage or activating any other ability that was not active already.

That also means if you are forced to attack the one you actually want to attack, you also perform the normal Attack action, without full attacks.

Of course, this is just my interpretation of things and I would see how people would see things differently and want you to full-attack.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Well, that's good. Still, ow.

EDIT: Oh, wait, +1 to AC. No hit then! Yay!


Iron Gods: Iron maps;

If you mean about Opportune Advice, I think it helps only against skums. But maybe Jonah has been disguised all this time, who knows... xD


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Oh. In that case, ow.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

By any and all deitiies do I hate the holiday season.

Testing, are my posts sticking? I had something typed up for the gameplay thread and apparatnly it didn't stick, so doing all the cleaning and stuff to try and get posts to, well, post.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

I see your post above this one Adriana. ^^


Iron Gods: Iron maps;

That sucks. For me it mostly fails if I do Preview, then I take a lot to post, but if the post appears after submit it always sticks. It might have to do with the server you are allocated for your web requests. What web browser do you use?

Aside from copying before submitting and refreshing the page to make sure the post really appeared, the only thing that I can come up as an advise, is to edit the message in some text processor that saves your editing as you go, like google docs for example, then copy and paste it to paizo. That way at least if you find your post disappeared you can always come back and copy paste it once more without a hassle.


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Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

I may have to. Had to reinstall Firefox because of Chrome issues so it might just be that settings hasn't been fully sorted out yet, but the copy and paste idea might help get me through the holidays, since my ISP has been doing a bunch of repairs on cables/boxes/so on near me and thats been its own problem. I haven't even registered that Xmas is next week, so much is happening.

I'm going to attempt a post in the game thread with round 4 and 5 actions, and we'll do a double check on settings as we do.


Iron Gods: Iron maps;

It seem this time it worked :)

Every time by end of year it seems the world is going to end. We also have this problem at work. It's crazy!


Iron Gods: Iron maps;
Tonny Prul wrote:
Attempt to swim (and fail), then try to feed an extract of longarm to Tewa. I don't know if that's something Tonny can use his standard action to do (leaving Tewa her own standard action for the round), or if it would take an action from her to accept and consume the extract. I'm hoping the former.

I tell from memory, but I think it is a full action to feed someone else a potion. Usually I do consider giving or picking an item from another player a move action. In this case, I think you can give her the extract in a way she only needs the usual standard action to consume it.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Does the infusion discovery have rules for that? I feel like it should.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Not really - it just makes it so other people can use your extracts, and using an extract is a standard action. It would make sense to me that it could act like a spellcaster casting a spell to grant an effect, but extracts also bypass normal restrictions on valid targets so folks other than the spellcaster can benefit from spells with a range of Personal.

So rather than use Tewa's only action for the next round, Tonny will drink the longarm extract himself.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

It's been a weird and busy lead up, but I hope everyone had a safe and happy Xmas, and may you not overeat like I did. Ugh.


Iron Gods: Iron maps;

Merry Christmas everyone! It is indeed difficult not to overeat during this season, I do not know about you, but aside from the big dishes we have these traditional polvorones and turrones we only have for Christmas' season. It is hard to avoid eating twice you should with a cup of hot tea or coffee :)

The Gameplay is a bit halted. I guess it is due to the festivities, but let me give a kind reminder that everyone is up!


F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

I’ll get back into the swing of things tomorrow. I’m on a much-needed break right now and have been trying to recover my energy.


Iron Gods: Iron maps;
Tewa She wrote:
Can only move 5 ft with her one action, and im not sure where that can get her to now. Just have her follow as best she can like that *shrug* This slow is brutal….

Underwater movement is painful enough, combined with that slow... good news it only lasts 2 more rounds!

It happens you are also being affected by the fact you chose to start by the most difficult task on this Chapter. I think you will find the other areas easier and more pleasant after your underwater skirmish with the skumi.

Thanks for the patience everyone. I think now that holidays are wrapping up, I hope we can come back to a better pace :)


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

I think that the magic circle against evil would actually give Jonah a second saving throw against confusion, but i could be wrong.


Iron Gods: Iron maps;

Good point! It was a contentious topic for a time, but the developers have clarified in this faq sleep and confusion do not exert mental control and thus are not blocked by protection from X.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Works for me!


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

We would pick the hardest part first.

Apologies for being a bit behind, literally half of my coworkers are out either with covid or waiting on tests, so IRL has been a lot. With that out of the way...

@GM - going off of map location, would Adriana be able to move to and attack the Skum in disguise? And do you need a perception roll first or is Tonny's shout enough?


Iron Gods: Iron maps;

I do not think any more Perception checks are required. Adriana has been there in front of the disguised skum (actually alter self spell) while Tonny and Magdi noted he is holding the skum's stuff.

Go ahead and feel free to attack! :)


Iron Gods: Iron maps;
Adriana the Penitent wrote:


I don't know if Bane would have deactivated or not between the AoO and having to chase after Kuurang had, so I'm going to include it for GMs discretion

According to the bane entry Adriana it would just depend on how many bane rounds you have left for the day.

At the beginning of a turn you can just decide to stop using bane, so that round does not count. You can later one just use another swift action to reactivate it.

So in this case, you could have reactivated it for those two rounds of attacks you made, consuming 2 more rounds.

There is a +2 to hit from bane, but is compensated with the -2 from using a slash weapon underwater. So still not a hit.


Iron Gods: Iron maps;
Tewa She wrote:

Slow halves all movement speeds and makes me staggered. We can move quarter speed with one move action or half speed with a full round. Quarter of 15 ft (half Tewa’s movement) is approx. 3.75, so less than 5. However there is minimum movement, meaning I can move 5 ft as a move action, but no more. I believe ascending is double movement, which means I can’t ascend unless I’m walking along stairs

TL:DR Slow underwater is brutal

Tewa, Magdi gave you a 20' Swim speed, which is not modified by water, so even with slow, I am pretty sure Tewa can move at the least 10' per move action.

And yes, slow finishes this very same round ;)


F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier
GM Rutseg wrote:
Tewa She wrote:

Slow halves all movement speeds and makes me staggered. We can move quarter speed with one move action or half speed with a full round. Quarter of 15 ft (half Tewa’s movement) is approx. 3.75, so less than 5. However there is minimum movement, meaning I can move 5 ft as a move action, but no more. I believe ascending is double movement, which means I can’t ascend unless I’m walking along stairs

TL:DR Slow underwater is brutal

Tewa, Magdi gave you a 20' Swim speed, which is not modified by water, so even with slow, I am pretty sure Tewa can move at the least 10' per move action.

And yes, slow finishes this very same round ;)

Oh, I missed that, sorry. Wouldnt have made much of a difference this round anyways.


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F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

Got caught up writing and forgot to post. I’ll look over the situation and post tomorrow!

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