[PFS2_GM Skeemo] 1-18 Lodge of the Living God (Inactive)

Game Master Christopher Wasko

Maps and Slides
Resource > Joining Pathfinder Society: Faction, Training, Network Items, and First Boons
Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)


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Please post the following below:

Player Name > Chris W
Character Name > GM Skeemo
Society ID > #125136-200X
Faction > Vigilant Seal
Downtime > GMing Lore: 1d20 + 3 ⇒ (17) + 3 = 20 vs Task DC XX (typically your PC level –2); Success: 2 sp x 8 days = 1.6 gp (Level 3 PC in this example).
Network Items > lesser healing potion + lesser antiplague
Slotted Boons > [Faction] Champion, 3 Slots, 1 Advanced, any Slotless
Recall Knowledge Modifiers > Diplomacy or Society, whichever is higher
Relevant PC Information > Anything mechanically special or out-of-the-ordinary for your PC that the GM should know about, such as special senses, conditional roll modifiers, etc.

Notes: This scenario has the Envoy's Alliance tag. Being in Razmiran, it also qualifies for the River Kingdom's Politician boon, if you have it. Given that the mission involves construction, it might be wise to pick up a Hireling trained in Crafting if your PC lacks such training.


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Oops, forgot one. This should come right after Slotted Boons:

Purchases > Anything you want to buy before the adventure begins, using cash or Fame.

Vigilant Seal

LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:

Player Name > Race D
Character Name > Victus of Pangolais
Society ID > 274929-2001
Faction > > Vigilant Seal
Downtime > Earn Income Task Level 5 (River Kingdom Boon): Legal Lore: 1d20 + 8 ⇒ (1) + 8 = 9 crit fail, 0gp.
Network Items > Lesser and minor healing potions
Slotted Boons > Vigilant Seal Champion, River Kingdom Politics (general), Hireling (general), Combat Mentor if there is a level bump, otherwise Promotional Vestments (general), Secondary Initiation (slotless), Home Region: Nidal (slotless), Expert Hireling (slotless)
Purchases > N/a
Recall Knowledge Modifiers > +7 diplo
Relevant PC Information: > Pretty standard sword and board. Only small curveball: Hellknight feats give mental resist 3 and piercing resist 3. Oh, and silver longsword in case we fight any devils ;D

Envoy's Alliance

Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

Player Name > dinketry
Character Name > Aloysius ('allo - wishus') Armadatring ('armada - tring')
Society ID > 805-2001
Faction > Envoy's Alliance
Downtime > Earn Income Task Level 3 (Society Connections Downtime Boon): Performance: 1d20 + 7 ⇒ (13) + 7 = 20
Network Items > Scrolls of soothe and fear
Slotted Boons > Envoy's Alliance Champion, Society Connections (downtime), Hireling (general) - purchased for 4 Fame, Promotional Service Award (promotional), Sand Slide (general)
Purchases > Hireling boon as above
Recall Knowledge Modifiers > +7 Diplomacy
Relevant PC Information: > Vapid, opinionated, and perilously-ambitious - he's the face of your party if you're OK with being ethically dubious.


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If everyone could also add their HP, AC, Save modifiers, Perception modifier, Speeds, and Resistances to their headers for easy GM reference, that would be awesome. Bot me instructions in your profile also helps, if you have them (though hopefully we won't need them). @Khunbish, I'd love to have access to some kind of full character sheet on your profile at least so I don't need to constantly ping you for info.

Level spread looks like 4, 3, 1, 4, 1, 1. That means 22 CP, so we're playing in the high tier. Level 1 PCs all receive a Level Bump, so factor the following into your stats:

  • Increase every DC listed in the scenario by 1.
  • Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and ACs of all enemy creatures by 1. EDIT: Victus's Combat Mentor boon means you bump your attack and spell attack rolls by 2 instead.
  • Increase the Hit Point totals of all enemy creatures by 10 or by 10%, whichever is higher.

    Higher-level PCs, if you have any Mentor Boons from your faction, it might be wise to slot them now.

    Once everybody posts in Gameplay (or this weekend, if we have any slowpokes), I'll start the adventure rolling.

  • Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |
    GM Skeemo wrote:


  • Increase every DC listed in the scenario by 1.
  • Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and ACs of all enemy creatures by 1. EDIT: Victus's Combat Mentor boon means you bump your attack and spell attack rolls by 2 instead.
  • Increase the Hit Point totals of all enemy creatures by 10 or by 10%, whichever is higher.

  • Are these applicable to us? Is there something else that we need to know for a level boost for us level 1s?


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    Aloysius Armadatring wrote:
    GM Skeemo wrote:


  • Increase every DC listed in the scenario by 1.
  • Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and ACs of all enemy creatures by 1. EDIT: Victus's Combat Mentor boon means you bump your attack and spell attack rolls by 2 instead.
  • Increase the Hit Point totals of all enemy creatures by 10 or by 10%, whichever is higher.

  • Are these applicable to us? Is there something else that we need to know for a level boost for us level 1s?

    Yep, they apply to every Level 1 PC. According to the Guide:

    GM Basics–Pathfinder Society (2nd edition) wrote:

    Level Bump for PCs:

    When a PC of the lowest legal level for an adventure plays in the high subtier, they also gain a level bump for the duration of the adventure, but instead applied to their character’s stats.

  • Increase every DC the PC has by 1.
  • Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and AC of the PC by 1.
  • Increase the Hit Point totals of the PC by 10 or by 10%, whichever is higher.

    These adjustments are less beneficial than gaining a level, yet they provide the PC more survivability and opportunity to contribute to the adventure experience, reducing the degree to which higher-level PCs might overshadow these less experienced Pathfinders.

  • Victus has slotted the Combat Mentor faction boon, which beefs up certain bonuses even further (in this case attack and spell attack rolls).

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |
    GM Skeemo wrote:


  • Increase every DC listed in the scenario by 1.
  • Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and ACs of all enemy creatures by 1. EDIT: Victus's Combat Mentor boon means you bump your attack and spell attack rolls by 2 instead.
  • Increase the Hit Point totals of all enemy creatures by 10 or by 10%, whichever is higher.

  • GM, thanks for your clarification. I bold the things in your previous post that triggered my question. I've adjusted my stats line.


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    Ah, I see the confusion. Level bumps also exist on the GM side for pre-CP scenarios, so evidently I copied the wrong segment from the guide.

    This scenario will not get a GM level bump. Sorry about that!

    Envoy's Alliance

    N Male Human (Ulfen) Bard 5 | HP 50/53 | AC 21 | F +8, R +10, W +9 | Resist Cold 1 | Perception +9 (+2 initiative) | Hero Points 0/3 | Focus 1/2 | Familiar Focus 1/1 | Spells: 1st 3/3, 2nd 0/3, 3rd 1/2 | Conditions: Sanctuary (DC 21)| Speed: 25 | Exploration Mode: Detect Magic

    Thanks for GMing! I've slotted Skillful Mentor, so the level bump bonus for skill checks is now +2.

    Player Name > Crunch
    Character Name > Pyotr Tinskin
    Society ID > 150618-2002
    Faction > Envoy's Alliance
    Training > Spells (3)
    Progression > Normal
    Downtime > Performance (task level 2, DC 16): 1d20 + 10 ⇒ (17) + 10 = 27 = 5 silver x 8 days = 4 gold
    Network Scrolls > Invisibility, Soothe (level 2)
    Slotted Boons > Envoy's Alliance Champion, Home Region (Lands of the Linnorm Kings), Skillful Mentor, Hireling (Crafting, Hell Lore)
    Recall Knowledge Modifiers > Diplomacy +10 [T]

    Relevant PC Information > All the world's a stage, and Pyotr has still drunkenly barged into the wrong theater. He has Melodious Spell, which he uses often, and Loremaster's Etude, for his first Recall Knowledge check each combat and during briefings. He also has a small dog familiar, which doesn't do much.

    Horizon Hunters

    NG (male) elf (ancient elf) druid 6 | HP 78/78 (AF: +10) | AC 24 (AF: 23) | F +13 R +13 W +13 | Resistance: Fire 5 | Perc +13 (+2 init; +1 sight) | Stealth +14 | 35+10' | focus 1/1 | spells 1st: 3/3 2nd: 2/3 3rd: 1/3| Hero: 0/3 | Active Conditions: nimble dodge; longtrider (8h); haste (1m)

    Yup, yup, have put up Khunbish's character sheet. This is his first time in PBP so hadn't gotten round to do that.

    Khunbish has the Rugged Mentor boon so level bump bonus for saving throws is +2.

    Player Name > kuey
    Character Name > Khunbish Nandin
    Society ID > 215076-2001
    Faction > Horizon Hunters
    Downtime > earn income: herbalism lore: 1d20 + 5 ⇒ (17) + 5 = 22 (Level 3 task using Society Connections boon below)
    Network Items] > Lesser healing potion, lesser antidote
    Purchases > Spend 4 fame for Hireling (Crafting)
    Slotted Boons > Horizon Hunters Champion (Faction), Hireling (Crafting), Rugged Mentor (Mentor), Society Connections (Downtime), Wayfinder (Slotless), Engraved Wayfinder (Slotless)
    Recall Knowledge Modifiers > Society +0
    Relevant PC Information > Khunbish is a wild shape druid but also has a cat companion. Very much a melee druid. Also has rogue dedication from ancient elf. Would tend to be taking the avoid notice action in exploring.

    Horizon Hunters

    CN Charhide Goblin Rogue (Ruffian) 2 | HP 24/24 | AC 19 | F +5 R +8 W +5 | P + 5 | Speed 25' | Class DC 18 | Resistances: Fire 1 | Conditions:

    Player Name > Steinkrug
    Character Name > Rout
    Society ID > #2377166-2004
    Faction > Horizon Hunters
    Downtime > Performance: 1d20 + 6 ⇒ (5) + 6 = 11 vs Task Level 3 (Society Connections); Failure 8cp x 8
    Network Items > Lesser Antidote, Minor Healing Potion
    Slotted Boons > Horizon Hunters Champion, Society Connections (Downtime), Hireling (General)
    Recall Knowledge Modifiers > Diplomacy +7 (with +1 boost)
    Relevant PC Information > Incredible Initiative (+2)

    Any recommendations for my hirelings lore skill?

    Vigilant Seal

    LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:
    Rout wrote:


    Any recommendations for my hirelings lore skill?

    Not a specific one for this scenario, but I've found underworld occasionally useful on my rogue, and thematically fitting. Feel free to think of something else that fits your character though.

    And just a heads up, since I was looking at your character sheet I noticed you took Goblin Weapon Familiarity which gives:

    Goblin Weapon Familiarity wrote:
    "access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons."
    Your Ruffian racket reads:
    Ruffian wrote:
    "You can deal sneak attack damage with any simple weapon, in addition to weapons listed in the sneak attack feature"

    So in the case of the horsechopper, it is considered a simple weapon when determining what the proficiency bonus is for your attack, but it isn't actually a simple weapon to proc your sneak attack damage. It's a still a martial weapon. The critical specialization wording under Ruffian racket is reads similarly which means that the attack wouldn't proc the critical specialization effect either.

    I only mention this because for a while my rogue was wanting to use a dogslicer but upon closer review i found it didn't work. You could take the level 5 goblin weapon frenzy to at least get the critical specialization, but there currently isn't a feat that would give you the ability to completely treat it as a simple weapon for sneak damage.

    I'm not the GM so I apologize if I'm overstepping here but just as a heads up in case you want to use the level 1 free rebuild before/after the scenario, or just keep it for thematic purposes only. Non PFS games a GM could just rule of cool it but with society play it's not RAW.

    Vigilant Seal

    LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:

    For the level 1's we have at our table:

    Rugged Mentor wrote:
    While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.

    and

    Combat Mentor wrote:
    While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls and spell attack rolls to 2.

    and

    Skillful Mentor wrote:
    While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2.

    They also have wording on them which reads "Special A PC can only benefit from two mentor boons." meaning every PC can pick two of these to benefit from (basically turning the +1 from the level bump into a +2)

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    Aloysius will choose saving throws and attack rolls. Thanks, Victus!

    Also, Aloysius has slotted his Promotional Service Award boon, which means that there's a wild card Hero Point out there for one-time use to anyone at the table!

    Envoy's Alliance

    N Male Human (Ulfen) Bard 5 | HP 50/53 | AC 21 | F +8, R +10, W +9 | Resist Cold 1 | Perception +9 (+2 initiative) | Hero Points 0/3 | Focus 1/2 | Familiar Focus 1/1 | Spells: 1st 3/3, 2nd 0/3, 3rd 1/2 | Conditions: Sanctuary (DC 21)| Speed: 25 | Exploration Mode: Detect Magic

    Oh, thanks for reminding me! As a 1-glyph GM, I get to award an extra Hero Point to a fellow player.

    I'll give it to someone who picks Skillful Mentor, to shore up their defenses. (Yeah, I'm forcing them under my skillful wing!) If no ones goes for it (understandably) I'll default to Aloysius.


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    Victus of Pangolais wrote:

    Downtime > [dice=Earn Income Task Level 5 (River Kingdom Boon): Legal Lore]1d20+8 crit fail, 0gp.

    Oof, that smarts, and with the boon and everything. If you still have a Hero Point at the end, can you use it to reroll this?

    Also, thanks for consolidating all the Mentor boons!

    I've pinged the last player, will hopefully hear back tomorrow.

    Envoy's Alliance

    Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 9/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

    Player Name > Marjim Marc Arafiles
    Character Name > Erevan Dalanthan
    Society ID > #259680-2001
    Faction > Horizon Hunters
    Downtime > Earn Income (Crafting) Task Level 0: 1d20 + 7 ⇒ (4) + 7 = 11 Failure
    Network Items > Minor Healing Potion
    Slotted Boons > Horizon Hunters Champion, Society Connections (Downtime)
    Recall Knowledge Modifiers > Society +7 (with +2 boost)
    Victus' Aid > Rugged Mentor and Skillful Mentor

    Vigilant Seal

    LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:
    GM Skeemo wrote:
    Victus of Pangolais wrote:

    Downtime > [dice=Earn Income Task Level 5 (River Kingdom Boon): Legal Lore]1d20+8 crit fail, 0gp.

    Oof, that smarts, and with the boon and everything. If you still have a Hero Point at the end, can you use it to reroll this?

    Also, thanks for consolidating all the Mentor boons!

    Your welcome! And no, hero points or other fortune effects can't be used on downtime activities unfortunately! No biggie

    Also didn't say it earlier but thanks for putting this together!

    Horizon Hunters

    NG (male) elf (ancient elf) druid 6 | HP 78/78 (AF: +10) | AC 24 (AF: 23) | F +13 R +13 W +13 | Resistance: Fire 5 | Perc +13 (+2 init; +1 sight) | Stealth +14 | 35+10' | focus 1/1 | spells 1st: 3/3 2nd: 2/3 3rd: 1/3| Hero: 0/3 | Active Conditions: nimble dodge; longtrider (8h); haste (1m)

    Just wondering how Aloysius got 18 for both Dex and Cha? If it is through accepting 2 voluntary flaws to get an additional ability boost, as this takes place during the ancestry step, and ability boosts must be applied to different abilities, I didn’t think it was possible to do that. Speaking from personal experience after trying various ways to do that. :)

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    Hmmm.

    Aloysius was the first character that I created for Pathfinder Society 2e, way back in August of last year. I played him at a convention, and then used him to playtest the Astral VTT. In other words, he’s not seen a lot of use.

    And the two 18s is evidence of that. The Dex score should be a 16. Thanks for catching that, Khunbish - I’ll amend his character sheet.

    PS. He gets a boost to his Wisdom since his Dexterity score has dropped, which improves his Will save and his Perception score. Whee!

    Horizon Hunters

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    CN Charhide Goblin Rogue (Ruffian) 2 | HP 24/24 | AC 19 | F +5 R +8 W +5 | P + 5 | Speed 25' | Class DC 18 | Resistances: Fire 1 | Conditions:

    Ah, thanks Victus, I didn't catch that difference. I'll make some quick changes before we really get rolling here if that's okay with the GM.

    I switched out Goblin Weapon Proficiency for Very Sneaky and the Horsechopper for a longspear to keep the reach. For whatever reason I like the idea of that for Rout.

    Underworld Lore is a good suggestion. It fits Rout that someone he'd know would have that knowledge.


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    Go ahead, Rout. I think everything is a mulligan at Level 1 until you hit 12 XP.


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    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
    GM Skeemo wrote:
    See Discussion for the next phase of the adventure.

    Now begins what I call the "spreadsheet phase" of the scenario. Your task is to repair Fort Agate such that it's suitable for a Pathfinder Lodge, or at least well repaired enough for the next team to take over without regular supervision. This involves accomplishing certain tasks, likely with the help of the townsfolk. These links are also available on Slide 8.

    This section uses the Downtime mode rules, with certain restrictions (namely that you have to use your Downtime to work on the fort, not do personal things like Earn Income or Retrain). Each task requires a certain amount of work to accomplish, measured in "work days". A team of 4 can automatically complete 4 "work days" in one calendar day on any task that doesn't require a skill check; for a task that does require a skill check, a team of 4 with one PC leader making the check completes 6 "work days" in one calendar day with a critical success, 4 with a success, 2 with a failure, and 0 with a critical failure. Certain tasks may also require a specialist NPC (such as carpenter or stonemason) on the team doing the job, or a certain proficiency with a specific skill. These are all listed under the tasks, which will emerge from behind the censor bars as their prerequisite tasks are completed.

    For 3 gp per day, the party can hire up to 3 NPCs per PC from the village to work on the keep. If a PC brings along an NPC who has a particular specialty that is in the task’s requirements, the PC can add their level as a proficiency bonus to the associated skill check, even if they are untrained, and they gain a +2 circumstance bonus on the check. A specific villager can only work on one job per day, so you may have to share specialists. The Talk to the Locals activity costs no gold, and you can do so with villagers currently working on other jobs (although not while you are directing a job yourself).

    You also need to decide how you will eat and sleep during this time; you can figure out a regiment for foraging and set up camp in the keep, or you can lodge the whole party at the inn with three good meals and some modest libations for 1 gp per night.

    You're all encouraged to roleplay your work and describe your labor, especially if interacting with the locals. Cleaning the Fort, for example, requires cutting down bushes and trees, hauling away trash, picking up rocks, and scraping soot and mold from the walls and floors. Decide among yourselves in Discussion how you wish to divide the labor and what milestones you're targeting for GM updates, then describe the aftermath in Gameplay. For example, if you decided to split into 3 teams of 2 with a full retinue of townsfolk laborers, you could clean the approach road, the courtyard, and the great hall in 2 days' time, at which point you'd probably want an update to see what new tasks are available from having completed those tasks.

    I'll be monitoring off-camera, providing updates, and jumping in to play NPCs, but otherwise this section is largely PC driven until the need arises to explore again or accomplish other goals.

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    Aloysius would be happy to work in cleaning the Great Hall with a retinue of cleaners. He's also trained in Deception, and keen to help plant the Whisper Lillies.

    It's likely a good idea to decide amongst the townsfolk who would be most susceptible to friendliness towards the Pathfinder Society, and isolate them in a work team with one of the more diplomatic (or deceitful) members of the team. Of the townsfolk, I would guess that the servants (Bessama and Mathilde), the wise woman (Sylvina) and perhaps the stonemason (Junissa) would be the most likely targets for our tokens.

    Aloysius is NOT physically strong, so if someone needs to Talk to the Locals, please consider Aloysius for this job. Aloysius DEFINITELY wants to sleep in the inn.

    Vigilant Seal

    LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:

    Victus will be useful in anything that requires crafting (+8), and athletics (+10) if something comes up with those later. I can also talk to locals (+7 diplo).

    Victus is fine for sleeping at the inn.

    My tentative plan for Victus probably will be to talk to locals, round up a crew of NPC's and begin cleaning a section of the fort.

    Any other thoughts?

    Horizon Hunters

    CN Charhide Goblin Rogue (Ruffian) 2 | HP 24/24 | AC 19 | F +5 R +8 W +5 | P + 5 | Speed 25' | Class DC 18 | Resistances: Fire 1 | Conditions:

    Rout is better with words than he appears he might be (+6 in CHA skills), but he'll be a decent laborer as well (+7 Athletics).

    The GM's suggestion seems sensible: "3 teams of 2 with a full retinue of townsfolk laborers, you could clean the approach road, the courtyard, and the great hall in 2 days' time, at which point you'd probably want an update to see what new tasks are available from having completed those tasks."

    Envoy's Alliance

    N Male Human (Ulfen) Bard 5 | HP 50/53 | AC 21 | F +8, R +10, W +9 | Resist Cold 1 | Perception +9 (+2 initiative) | Hero Points 0/3 | Focus 1/2 | Familiar Focus 1/1 | Spells: 1st 3/3, 2nd 0/3, 3rd 1/2 | Conditions: Sanctuary (DC 21)| Speed: 25 | Exploration Mode: Detect Magic

    Pyotr is quite knowledgeable, and will have fun with and be good at marshaling the troops (+10 CHA skills). He can convince people to help, through honeyed words or illusory Razmiri priests, and maybe use Performance in the evenings to keep spirits up.

    He'd definitely rather spend the nights at the inn. We've only spent the 10 GP so far?

    Also, does anyone have any pairing preferences? We all seem to bring a good variety of skills.

    Horizon Hunters

    NG (male) elf (ancient elf) druid 6 | HP 78/78 (AF: +10) | AC 24 (AF: 23) | F +13 R +13 W +13 | Resistance: Fire 5 | Perc +13 (+2 init; +1 sight) | Stealth +14 | 35+10' | focus 1/1 | spells 1st: 3/3 2nd: 2/3 3rd: 1/3| Hero: 0/3 | Active Conditions: nimble dodge; longtrider (8h); haste (1m)

    Khunbish can probably tackle the whisper lilies with his +9 Nature. He has no social skills to speak of so best not to speak with the villagers, although he could try with the trapper or the sage in case they are impressed with other nature based skills. He has a hireling with +5 crafting that could come in useful later when I assume we have to restore some stuff. Otherwise, he is only useful for general labour.

    Although Khunbish would prefer to camp in the great outdoors, to save time, he will agree to stay in the inn.


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

    Still waiting on Erevan, but outside of that it looks like we have the gist of what everyone is good at. Rout recommended everybody spend the first day cleaning; is everyone onboard with that, or does someone want to start with other work that caters to their strengths? Based on what I read, Pyotr and Victus maybe want to talk to locals the first day, meaning only two of the sites will be cleared instead of three?

    EDIT: My mistake, Rout—with 2 PCs and their hired help completing 4 work-days each, it'll only take one day to clean a section of the fort. Two PCs will clear one, four would clear two, and the whole party would clear three.

    So if Pyotr and Victus chat with the locals, the rest of the party could fully clean two sites in the fort. Is that the plan?

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    Aloysius would prefer to work with the servants that he previously identified, but yes, he will subjugate himself to cleaning....for two days?

    Horizon Hunters

    CN Charhide Goblin Rogue (Ruffian) 2 | HP 24/24 | AC 19 | F +5 R +8 W +5 | P + 5 | Speed 25' | Class DC 18 | Resistances: Fire 1 | Conditions:

    Sounds good to me. Rout will clean and leave the talking to those even better at it.

    Envoy's Alliance

    Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 9/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

    I'm good to go with cleaning the fort first. Erevan is also good with Crafting (+7). Would the GM consider me using my Herbalist background/Lore skill in planting the Whisper Lily?

    Vigilant Seal

    LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:

    I'm good with the plan to clean


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

    Day 1 Complete!

    Victus: 4 days great hall
    Aloysius: 4 days great hall
    Khunbish: 4 days courtyard
    Pyotr: 4 days courtyard
    Rout: 4 days approach road
    Erevan: 4 days approach road

    Cost: 4 gp (hire villagers, stay at inn)

    With some rooms cleared, new tasks are now available, including some more task-intensive ones requiring skill checks or prerequisites. What would everybody like to undertake next? You can continue working in teams or strike out on your own for more soloistic tasks. Anything helps move the mission along.

    @Erevan: Given that these aren't herbs per se, I'm gonna say it wouldn't apply as a substitute skill in this case.

    Horizon Hunters

    NG (male) elf (ancient elf) druid 6 | HP 78/78 (AF: +10) | AC 24 (AF: 23) | F +13 R +13 W +13 | Resistance: Fire 5 | Perc +13 (+2 init; +1 sight) | Stealth +14 | 35+10' | focus 1/1 | spells 1st: 3/3 2nd: 2/3 3rd: 1/3| Hero: 0/3 | Active Conditions: nimble dodge; longtrider (8h); haste (1m)

    Looks like it might be worthwhile now for some of the more talkie-talkie people to recruit specialist?

    Meanwhile, I'll have Khunbish work on the Whisper Lilies just to get it out of the way.

    Where are we going to get the stone supply though? Stonemason might know?


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
    Khunbish Nandin wrote:
    Where are we going to get the stone supply though? Stonemason might know?

    You can get a stone supply by demolishing the northeast watchtower (the Collapse the Watchtower task).

    Horizon Hunters

    CN Charhide Goblin Rogue (Ruffian) 2 | HP 24/24 | AC 19 | F +5 R +8 W +5 | P + 5 | Speed 25' | Class DC 18 | Resistances: Fire 1 | Conditions:

    Looks like getting the stone supply would be worth it to allow for the two other tasks.

    Rout brought his hireling, but the hireling only has a +3 to Crafting.

    I'm thinking maybe more cleaning for Rout? Barracks, I suppose.

    Envoy's Alliance

    Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 9/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

    Darn. Just Trained in Crafting. Guess more cleaning duty for Erevan.

    Vigilant Seal

    LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:

    I'm expert in crafting and can do the watchtower to get the stone supply. If someone else is an expert they can assist (or they can hire a stonemason). After collapsing the watchtoower I'll start working on one of the other expert crafting tasks

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    I don't know if you can use Hero Points after discovering the result of the initial roll - I think you have to decide if you want to reroll based on your first roll, not whether it is successful or not.

    I'd be curious to hear what other's thoughts are on the matter. It matters to me as a GM for future rulings.


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
    Aloysius Armadatring wrote:

    I don't know if you can use Hero Points after discovering the result of the initial roll - I think you have to decide if you want to reroll based on your first roll, not whether it is successful or not.

    I'd be curious to hear what other's thoughts are on the matter. It matters to me as a GM for future rulings.

    This is the formal rule as I understand it; you're supposed to invoke any kind of reroll before you learn the result. It's pretty softly enforced in my experience. Usually people only reroll on super low, obviously failing checks.

    Rout wrote:
    I'm thinking maybe more cleaning for Rout? Barracks, I suppose.

    I put you down for barracks cleaning based on this, but feel free to change your action before Pyotr and Erevan post their actions if you'd like. Doing so would remove the 4 days' progress you made in cleaning the barracks listed on the Downtime Activities document.


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

    Sorry, long day fighting for internet connection. Will update tomorrow after work. Erevan, please try to post your action before then or I’ll have to bot you.

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    So with so many Craft activities available and a Hireling who has Craft as their main skill, Aloysius was going to direct Chall to repair the gate while he talks to locals. Is that ok?


    Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
    Aloysius Armadatring wrote:
    So with so many Craft activities available and a Hireling who has Craft as their main skill, Aloysius was going to direct Chall to repair the gate while he talks to locals. Is that ok?

    As much sense as that would logically make, sadly no.

    Guide - Faction Boons wrote:
    You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb).

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    Thanks for the clarification, GM.

    Aloysius has a +8 to Diplo, so would be happy to chat up locals. Alternately, he could take Chall, his hireling, to repair the gate.

    Thoughts?

    Envoy's Alliance

    Character Sheet hp 7/13 | AC 16 | Fort 2 Reflex 6 Will 7 | Perception 5 | Speed 25 |

    I think Aloysius will chat up the locals this next day.

    Horizon Hunters

    NG (male) elf (ancient elf) druid 6 | HP 78/78 (AF: +10) | AC 24 (AF: 23) | F +13 R +13 W +13 | Resistance: Fire 5 | Perc +13 (+2 init; +1 sight) | Stealth +14 | 35+10' | focus 1/1 | spells 1st: 3/3 2nd: 2/3 3rd: 1/3| Hero: 0/3 | Active Conditions: nimble dodge; longtrider (8h); haste (1m)

    Think we might need to start hiring a stonemason. Think only one of us is expert in crafting.

    Vigilant Seal

    LN Male Human fighter/hellknight armiger 5 | HP 78/78 | AC 24 | F+12 R+9 (Bulwark) W+12 (Bravery) | Perc +12| 20ft | Mental/Piercing Resist 3 | Active Conditions:

    Yeah I believe just Victus with +8 and i haven't been rolling well

    Horizon Hunters

    CN Charhide Goblin Rogue (Ruffian) 2 | HP 24/24 | AC 19 | F +5 R +8 W +5 | P + 5 | Speed 25' | Class DC 18 | Resistances: Fire 1 | Conditions:

    Isn't Junissa the stonemason? I think Pytor recruited her and that's how we got the stone supply?

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