#0-13: The Prince of Augustana [Tier 1-2] by GM Rutseg (Inactive)

Game Master Balacertar

Augustana maps
Chronicles


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Iron Gods: Iron maps;

And welcome to Augustana, greatest Harbor of Andoran and the Inner Sea! I hope we all enjoy here a nice time of RP and strategy.

Please add here some basic information needed for me to report at the end of the scenario (you can copy paste this template).
[b]Player name[/b]:
[b]Character PFS #ID[/b]:
[b]Day job roll[/b]:
[b]Advancement[/b]: Normal / Slow ?
[b]Brief character description[/b]:
I assume your faction is properly set in your character alias (the icon next to your name), so please double check it.

Please, do not hesitate to let me know if there is any other extra information you would like me to add in your chronicle.

And now some notes to set some expectations, specially for those of you new to PbP gaming:

In order to keep the pace during combat, I might skip one player if he is the only one still to act, and give him the right to use his action in the next turn. I have found this is usually the best balance between maintaining the game pace and keeping the players opportunity to participate even if they cannot post very often.

Also, in order to improve everybody's experience, every time you have a doubt, in addition to ask about it (please do so!), add contingency actions so I can resolve the events without having to go back and forth into a two people discussion.

And one rule when you post, if you are unsure if something works in a certain way, try it out, if not, I will just ignore the action or tell you what other thing to do. It just saves a lot of time in PbP. Even more if you add contingency actions in spoilers.

For example:

If no one says against this direction, I check the left door for traps.
[dice=Perception]1d20 + 6[/dice] -> Perception: 1d20 + 6 ⇒ (6) + 6 = 12

[spoiler=If nothing found]
I open the door and go into the room if there is no immediate danger.
[/spoiler]

[spoiler=If the door is locked]
I call the party rogue to open the door. If we don't have rogue, I try to force it open with my axe Strength: 1d20 + 4 ⇒ (7) + 4 = 11.
[/spoiler]

GM answer:

Great contingencies post! Thanks for helping the action to keep moving!

The door seems to have no traps at all. When you try to open it, you discover it is locked. You call the rogue and he take 20 for total 26 unlocks it.

Your torch light goes inside the room, and you see a big birthday cake. All of a sudden your Pathfinder friends come out around and greet you all "Happy birthday!"

That saves us from expending 3 days checking questions and answers back and forth to decide where to go and what happens with it.

Once I can confirm we are all enrolled, I will set up the Gameplay thread so we can start.

And first rule that triumphs them all: have fun! :D

Grand Lodge

Melee: spiked gauntlet -1, 1d4-1; Ranged: lightning arc/icicle +5, 1d6+1 electricity/cold (30' range), 1/4 lightning arc, 2/4 icicle Human Cleric of Gozreh/1, 9/9 HP, AC 17, touch 14, FF 13, Saves: Fort +2, Ref +4, Will +3, Init +6, Perception +2, Speed 30', Skills: Knowledge religion +6, Linguistics +4

Player name: Serellig Vrast
Character PFS #ID: 139218-17
Day job roll: No day job
Advancement: Normal
Brief character description: Serellig is a lanky, blonde human male who wears clerical robes with some pieces of leather armor over them. He is a cleric of Gozreh and is quickly offended by anyone assuming that followers of Gozreh are all uncivilized woodland dwellers with no social grace. Of course, it's not really nature that was the prime drive in Serellig choosing Gozreh as his god, it was the elemental power. Serellig would much rather throw lightning arcs and icicles around than fill the more commonly expected cleric role of healer.
Faction: Is actually Concordance, but it is not giving me the option to change it

Liberty's Edge

Male Dwarf 1

Player name: Strom Highbash
Character PFS #ID: # 2387751-1
Day job roll: None
Advancement: Slow
Brief character description: Strom is a bulky dwarf, who's spent the best part of the last few years travelling. He's got a rugged demeanor about him, and rarely smiles. However when push comes to shove he tends to help those in need. He's interested in most stoneworks and dwarven craftsmanship and is always interested in some exploring and adventuring.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Player name: Terval Westrock
Character PFS #ID: # 2386250-2
Day job roll:Knowledge Arcana 1d20+5
Advancement: Slow
Brief character description:
Terval is a homely looking Halfling who wears a bright yellow vest and brown trousers over his bare feet. he wears a large monocle from a silver chain attached to his vest which he uses often to inspect things closer, preferably scrolls or books.
He carries with him a Journal and an extensive collection of scrolls, which he regurlarly checks for further information.

As an Halfling, Terval likes himself a good meal or two or three and is a passionate Hunter of mice and other vermin raiding his Larder.


@Serellig I think you need to change that from The organized Play Character list. THis looks very similar to the Alias Profile page, but additioanlly it allows to change the faction.


Iron Gods: Iron maps;

As Kulko said you have to go to Organized Play > My Organized Play > Serellig Vrast > Edit: There you can change your faction icon in addition to your avatar image.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

Player name: Nathanael Love
Character PFS #ID: #105323-17
Day job roll: No day job roll
Advancement: Normal
Brief character description:Hailing from the border of Varisia and the Holds of Belkzan, Hrothman felt the call of the ancient ruins all his life. Growing up sometimes in Orcish society and sometimes in human, he picked up a wide array of skills to make adventuring easier. Armed with his trusty greataxe, Hrothman joined the Pathfinder Society and the Liberty's Edge faction in order to gain better access to adventures.

Grand Lodge

Melee: spiked gauntlet -1, 1d4-1; Ranged: lightning arc/icicle +5, 1d6+1 electricity/cold (30' range), 1/4 lightning arc, 2/4 icicle Human Cleric of Gozreh/1, 9/9 HP, AC 17, touch 14, FF 13, Saves: Fort +2, Ref +4, Will +3, Init +6, Perception +2, Speed 30', Skills: Knowledge religion +6, Linguistics +4
GM Rutseg wrote:
As Kulko said you have to go to Organized Play > My Organized Play > Serellig Vrast > Edit: There you can change your faction icon in addition to your avatar image.

Thanks to both of your for the attempted assistance, but that's exactly how I'd done it and it does not pull up icons for factions. It simply has Grand Lodge as the already selected option. It might be my laptop interacting oddly with the site, so I can try changing it next time I'm at work and have a desktop PC to use to see if that makes a difference. Fingers crossed!

Grand Lodge

Melee: spiked gauntlet -1, 1d4-1; Ranged: lightning arc/icicle +5, 1d6+1 electricity/cold (30' range), 1/4 lightning arc, 2/4 icicle Human Cleric of Gozreh/1, 9/9 HP, AC 17, touch 14, FF 13, Saves: Fort +2, Ref +4, Will +3, Init +6, Perception +2, Speed 30', Skills: Knowledge religion +6, Linguistics +4

As a follow-up, tried the work computer, tried using a different internet service, but still can't change it. My other characters, however, have the option to change it. Looks like it's something glitched in the Paizo site. I can email them that it's incorrect, but no idea if anything will be fixed or changed before the adventure's over.
Not the first time I've had character glitch stuff show up. Had a Core character who was registered as Core and had only played Core, but the site wouldn't accept any of the games as legitimate since it was registering him as having played standard when there was no such chronicle in his listings. Technology is great, but it does hit bumps in the road.
Thanks again for trying to help me troubleshoot it. I truly appreciate the efforts.


Iron Gods: Iron maps;

Actually it seems there is a bug that prevents changing faction on CORE characters.

Regretfully it seems we won't be able to play this game in Core mode. I made a report attempted to check the Core status of your characters and only Serellig Vrast is registered as a Core character. All others are PF(1ed).

I went to the registry page and I found the Register a New Core Character button is gone... It seems other people is as surprised as I am, and I have opened a thread at the Web Feedback forum for this problem.

Anyway, even if they solve it, I do not know how many days it will take. It seems if we want to start playing this game, we will have to do it in Normal mode.

Serellig Vrast should use a different character as otherwise the reporting will transform it into a normal character. I will also give the opportunity to all others to change their alias an chose a normal character to play, or to keep going with the character and alias you have already made.

Sorry for the inconvenience.

I wanted to start the game today, but I think it is better to wait until we all have sorted out this situation.

Grand Lodge

Melee: spiked gauntlet -1, 1d4-1; Ranged: lightning arc/icicle +5, 1d6+1 electricity/cold (30' range), 1/4 lightning arc, 2/4 icicle Human Cleric of Gozreh/1, 9/9 HP, AC 17, touch 14, FF 13, Saves: Fort +2, Ref +4, Will +3, Init +6, Perception +2, Speed 30', Skills: Knowledge religion +6, Linguistics +4

That is super weird, but thanks for checking into that and giving us a heads up.
If we're switching to standard, I might bring a higher level character. I have two level 1's in standard, but I'm already using the other in another campaign (a Roll20 one) and I'm not sure I want to try using the other in a PbP setting. He's...odd.
Time-wise, are we just waiting for everyone to check in to say they're good to go, or is there a date and time you had in mind to start, GM Rutseg?


Male Goblins!Solo Dungeon Crawl

I didn't realize you needed to click a special button to create a character as "Core" instead of normal, hrm.

If we switch to normal, I can bring:

Hrothman (core built Level 1 0 XP Rogue)

or

Orin Tallfeather (level 3 total- dual Crossbow/Rapier wielding Bard)

or

Level 2 Chronomancer Archetype Wizard

or

Finnius Van Galimar Level 3 Gate Hellknight Fighter

Grand Lodge

Melee: spiked gauntlet -1, 1d4-1; Ranged: lightning arc/icicle +5, 1d6+1 electricity/cold (30' range), 1/4 lightning arc, 2/4 icicle Human Cleric of Gozreh/1, 9/9 HP, AC 17, touch 14, FF 13, Saves: Fort +2, Ref +4, Will +3, Init +6, Perception +2, Speed 30', Skills: Knowledge religion +6, Linguistics +4

I think I'll switch to a 2nd level character I have. She's a Gnome cross-blooded sorceress, but did her bloodlines to focus on healing and went life oracle at 2nd level. She's adorable, but I haven't set her up for PbP yet, so I'll get that set up later today, probably, and post her. Just wanted to give everyone a heads up that I'm still going healer with some magic blasting, just doing it in a different way.


Iron Gods: Iron maps;

So far I am waiting for everyone to confirm they are ok to play Normal Campaign and which character will they use for play. Please post again the info template if you are switching characters.

Once everyone has confirmed character, we will begin.

As for what to play, please chose whatever you like. But bear in mind this scenario combats are very easy, even for a season 0 game. If you all go with level 2 and advanced characters you will have no challenge combat-wise. I am ok, I am mainly interested in the story and the roleplay, but some people might feel deceived by 2 rounds combats.

Grand Lodge

Melee: spiked gauntlet -1, 1d4-1; Ranged: lightning arc/icicle +5, 1d6+1 electricity/cold (30' range), 1/4 lightning arc, 2/4 icicle Human Cleric of Gozreh/1, 9/9 HP, AC 17, touch 14, FF 13, Saves: Fort +2, Ref +4, Will +3, Init +6, Perception +2, Speed 30', Skills: Knowledge religion +6, Linguistics +4
Quote:
As for what to play, please chose whatever you like. But bear in mind this scenario combats are very easy, even for a season 0 game. If you all go with level 2 and advanced characters you will have no challenge combat-wise. I am ok, I am mainly interested in the story and the roleplay, but some people might feel deceived by 2 rounds combats.

Well, that being the case, I might just go ahead and make a new character!

Liberty's Edge

Male Dwarf 1

I'm kind of new, but can I use this character for normal play? I just made him, haven't played yet.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

I'll stick with Hrothman then.

Grand Lodge

Melee: spiked gauntlet -1, 1d4-1; Ranged: lightning arc/icicle +5, 1d6+1 electricity/cold (30' range), 1/4 lightning arc, 2/4 icicle Human Cleric of Gozreh/1, 9/9 HP, AC 17, touch 14, FF 13, Saves: Fort +2, Ref +4, Will +3, Init +6, Perception +2, Speed 30', Skills: Knowledge religion +6, Linguistics +4
Strom Highbash wrote:
I'm kind of new, but can I use this character for normal play? I just made him, haven't played yet.

Yes, you'd be just fine with that character. He just won't be a valid candidate for Core games in the future, but most games that are offered are not Core.

Liberty's Edge

Male Dwarf 1

Alright thanks, I'm good then.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

So, instead of Serellig Vrast, I'll go with my card caser magus. He can cast infernal healing, so he can handle some healing duties assuming we don't get slaughtered too brutally (which is unlikely in a season 0).

Player name: Sean Dineen
Character PFS #ID: 139218-28
Day job roll: Gambler: 1d20 + 4 ⇒ (3) + 4 = 7
Advancement: Normal
Brief character description: Brand is slightly-built, but has a wiry strength. He is clad in boots that look a size or two too large, worn, but somewhat fashionable clothes covered by a long, leather coat. He also has a pair of goggles. They'd belonged to his father back when he worked as a miner. Brand wears them, not as a momento of a deceased parent as dad is alive and well, he just thinks they look cool.
He has a fairly laid back demeanor, but is quick to act when the situation calls for it. When he is bored or has some down time, he can typically be found shuffling a deck of cards.

*Still need to update all the stats and such, so if he doesn't look complete yet, I'm working on it and he will be soon!

And incidentally, a possibly other player posted in the recruitment on Sunday, just in case you hadn't noticed, GM Rutseg.


Iron Gods: Iron maps;

Yes, you can use Strom.

It seems we are ready to go.

Please head into the gameplay and present yourself as a Pathfinder who has been called to Augustana for what is still a mysterious reason.

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

Player name: Philip Gauthier
Character PFS #ID : 127718-1
Day job roll: Knowledge Arcana: 1d20 + 5 ⇒ (20) + 5 = 25
Advancement: Normal
Brief character description: Leena is athletically built with messy shoulder length black hair. Underneath her light chain armors is patched up gambeson and thick woolen skirt. She has a cold stand offish demeanor, but will protect and aid those in need. She carries an assortment of weapons with her but she favors her katana, Yallume Súle, a family heirloom passed down to her when she came of age. She also tends to get hyper focused on one task at time and may inadvertently ignore or not notice her allies or what else is happening around her.


Iron Gods: Iron maps;

Welcome Leena!

Feel free to join the briefing scene at the gameplay thread :)

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Good to have these rolls out of the result pool. Leaves more 20s for the combat.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Quote:
Good to have these rolls out of the result pool. Leaves more 20s for the combat.

Agreed! We really stunk it up as a diplomacy party!


Iron Gods: Iron maps;

Ouch, I think it is the first time ever I see a party with no one trained in Diplomacy. This is going to be interesting...

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

When I was building Hrothman I literally sat there looking at the "face" type skills, and then said, "naw- he's not that type of rogue" and built him also exclusively against a kind of archaeologist/physical skills/dungeon delver build.


Iron Gods: Iron maps;

Waiting to see if Strom is ok to go first and what Hrothman thinks.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

Sorry, I was kind of waiting on Strom. I'm OK going first or second for rogue scouting purposes and don't need light source myself (I assume the dwarf doesn't either, but the we may still want to put it in the front for everyone else.


Apologies guys, I had a really busy day with a sick kid :( I'm back on board now. Thanks for botting me.


Iron Gods: Iron maps;

It is fine, thanks for letting us know, and I hope your kid gets better soon.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

I am living under the assumption that Terval can see when the fight starts from where he stands and can fire missiles into the fight. If this assumption is wrong I would move forward as little as neccessary to reach a position where I would see the going ons and stop there.


Iron Gods: Iron maps;

Even if you do not see in front of your nose, you can always see at someone under a light area in the far end of the room. So, yes, I share your understanding.

You will see both Strom and Leena shadows in between you and the light source.

It would be different if you were inside a darkness spell area. In that case you would not be able to see any incoming light because the spell would block it. You are only under normal everyday darkness right now.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

I like how this impromptu plan was like perfectly executed sneaking into position then we all just whiff on the attacks.

Liberty's Edge

Male Dwarf 1

Thanks for letting me know about passing through Brand. Although in this case i would stop where you are


Iron Gods: Iron maps;

Brand, I require some clarification about the interaction between magus card caster and spell combat, because spell combat only works with a light or one-handed melee weapon, while the cards are considered a dart, which is classified as a thrown weapon in the ranged weapons table.

I would personally allow it as it seems an oversight from the archetype designer, but I would not like to find you in future problems because this is PFS and you know how strict they are with the rulings.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Hmm, fair point. Since the spellstrike called out that it only works with a thrown weapon, I guess I'd assumed that was intended to apply to spell combat as well, though it doesn't really specify that's how it works. I'd agree with you that it seems like an oversight, but I could definitely see it come into question at tables. Thanks for pointing that out.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

James Jacobs acknowledges that here.

In comparison, the Eldritct Archer calls out that spell combat (only) works for them with ranged.


This combat is turning out like somewhat of a comedy haha


Iron Gods: Iron maps;

The swings of luck :)

Hrothman, are you sure you want to throw yourself into the water? You will be in a disadvantageous position (5' below your enemies) and having to swim or secure your feet with strength to fight the current.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

I'm trying to get around to behind them on the next turn and I don't see another path I could take at the half speed for acrobatics- I'll just have to rely on making the STR check and acrobatics to get up on the other side next round.


Iron Gods: Iron maps;

You will have to avoid being taken by the current and then climb up out of the water (DC 10) generating an AoO.

It is probably safer for you to try overrun the enemy or use acrobatics to pass through an enemy's square (basically increases the DC by 5).

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Isn`t our light source Stroms shield?


Iron Gods: Iron maps;

Unless you correct me, I work under the assumption Terval has a light on his amulet and Leena has a light on her katana ;)

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Hmm I said I cast it on Stroms shield and he never disagreed only other people did suggest other solutions. Hrothman might scout ahead , but I did not see the sense in hiding a big mountain of Clonk like strom just because he can see to. If we put the light in the back it helps nobody. it only iluminates the frontline guys from behind and trhows unnecessary shadows in the tunnels.

But if thats how you judge we behaved all the time then thats it.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Since my ini is higher than Hrothmans, can I just decide I got to the place where he moevd first? Becaue it really makes a difference for me.

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

My light is on a rock in the tunnel leading up to the Steel Wyvern encounter since RAW you can't dismiss the light spell


Iron Gods: Iron maps;

Ok people, let's not get crazy with the light stuff. Leena I would assume you cast again the light on your katana, which removes the light from the stone.

Terval, I assumed the light was in your amulet so you could hide it, no one corrected me in last encounter, which would had completely changed the encounter flow. It is ok, if you now instead used it in Strom's shield or other object. Note the amulet thing was suggested by Hrothman so he can scout ahead.


Iron Gods: Iron maps;
Terval wrote:
I assume I move before Hrothman and occupy the space where he is currently located.

This is a hot topic in PbP gaming. Every GM decides to handle it differently it seems.

The way I do it is it does not matter who gets first within the team. In order to avoid later posts invalidating new ones, I take a streamlined approach in which it is assumed the events develop in the order that are posted, and the other players are just delaying until they post.

This allows everyone to better understand which is the situation of the battlefield when they are posting and reduces enormously the time required for the GM to post as I do not have to recompose the action orders.

Some GM's do not like this because it gives a bias towards more active players, who usually can affect more the combat flow. But then again, I want active players in my games, so the bias problem seems bearable to me. And I definitely do not want players waiting for others to post only because they have a better init bonus. PbP is slow enough without those perks.


Iron Gods: Iron maps;

I am thinking in such an scene, with hours ahead, you can take 20 on Disguise to seem a beggar.

Alternatives are to use Stealth or Bluff, but in those cases I do not think taking 20 would make sense.

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