PFS2 1-04 Bandits of Immenwood (1-4)(GA) (Inactive)

Game Master Pirate Rob

Slides

DC 14 Athletics check to move.
On a success, the creature can move up to half speed
(up to full speed on a critical success). On a failure, the
creature cannot move and that action is wasted. On a
critical failure, the creature is knocked prone and blown
10 feet in a random direction.


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Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

I was refering to this box:

Anri Darkspur wrote:
Isfan ibn Dafuur wrote:
@ Anri Keep hanging in there. My expected time of arrival is around Christmas. Probably next christmas but maybe the year after.
Yeah. Your present will be me. Wrapped in that damn cursed box...

The original box is as open as it can be.

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Oh hahah! Right well... Yay, wind?


Aspenthar

Anri, I was hoping to have you resolve your action with the necessary athletics checks since there are some potential decisions involved in where to jump etc, but I will bot them if needed once I have time this afternoon.

Vigilant Seal

CN Aiuvarin (Snowborn) Witch Wary Wizard (Universalist by Substitution) / Metalokineticist 9 | ◆◇↺ | ⛨ 24, 26 carapace, 28 shield (hard 6, break 12) |♥️ 89 + False Vitality [10] w/ Resist Cold [4] | Saves @ 17**/16**/14** | Perception @ 13** w/ Scent; +1 to Seek, +2 to Initiative | ☘️ □□ | ✋✋ bonded bastard sword w/ lodestone

GM,
I realized I cannot Jump twice using Drain Bonded Item because of the specific requirement ("You haven't acted yet on your turn"). In which case Anri's turn will be:

◆) Jump
◆◆) Ray of Frost

I already posted the first Athletics check.
Here is the spell attack / damage roll:

Spoiler:

Ray of Frost: 1d20 + 9 ⇒ (10) + 9 = 192d4 + 4 ⇒ (4, 1) + 4 = 9


Aspenthar

Ahh I missed that thanks, do note:

Pirate GM wrote:
CS: Move normally, S: Move half speed. F: Go Nowhere. CF: knocked prone and rolled 10 feet in a random direction (roll d8, 1 is north, clockwise from there)

so a 17 athletics only gets you 15 feet.

Vigilant Seal

CN Aiuvarin (Snowborn) Witch Wary Wizard (Universalist by Substitution) / Metalokineticist 9 | ◆◇↺ | ⛨ 24, 26 carapace, 28 shield (hard 6, break 12) |♥️ 89 + False Vitality [10] w/ Resist Cold [4] | Saves @ 17**/16**/14** | Perception @ 13** w/ Scent; +1 to Seek, +2 to Initiative | ☘️ □□ | ✋✋ bonded bastard sword w/ lodestone

Ok, redo #3; the Final Redo!

◆) Jump (already rolled)
◆) Stride Athletics: 1d20 + 7 ⇒ (13) + 7 = 20
◆) Stride Athletics: 1d20 + 7 ⇒ (18) + 7 = 25

I think this Jumps me 15 feet over the wagon, then moves me (15 + 35 = 50 reduced to) 25 more feet northwest through diffucult (muddy) terrain? Anri's goal is to exit the stormy area into Thorn's direction. Let me know if I have this correct.


Aspenthar

All the squares are difficult, with longstrider giving you a 35 ft speed your ending square is correct and out of the entangle at least.


Aspenthar

Of course, then we put you back in the entangle anyways. Thorn's a jerk.

Vigilant Seal

CN Aiuvarin (Snowborn) Witch Wary Wizard (Universalist by Substitution) / Metalokineticist 9 | ◆◇↺ | ⛨ 24, 26 carapace, 28 shield (hard 6, break 12) |♥️ 89 + False Vitality [10] w/ Resist Cold [4] | Saves @ 17**/16**/14** | Perception @ 13** w/ Scent; +1 to Seek, +2 to Initiative | ☘️ □□ | ✋✋ bonded bastard sword w/ lodestone

GM - I'd like to get it correct the first time this round - when exactly is the trigger for making the entangling reflex save? At the beginning of turn? Or at the beginning of your first move action?...


Aspenthar

Entangle:

Each round that a creature starts its turn in the area, it must attempt a Reflex save

So Entangle happens at the beginning.

Vigilant Seal

CN Aiuvarin (Snowborn) Witch Wary Wizard (Universalist by Substitution) / Metalokineticist 9 | ◆◇↺ | ⛨ 24, 26 carapace, 28 shield (hard 6, break 12) |♥️ 89 + False Vitality [10] w/ Resist Cold [4] | Saves @ 17**/16**/14** | Perception @ 13** w/ Scent; +1 to Seek, +2 to Initiative | ☘️ □□ | ✋✋ bonded bastard sword w/ lodestone

I don't know why this is so hard for me right now... sorry gang.

Verdant Wheel

CN female half-elf ranger 3 | HP 44/44 | AC 20 (21 with parry) | F +8 R +9 W +9 | Perc +9 | Stealth +7 | Speed:25 ft | Active Conditions: ---

Sorry, I was just looking at the totals and missed that I rolled a nat 1.


Aspenthar

It's super easy to miss with all these things going on. I'm just resigned to us getting things wrong every round at this point.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

I hope I used the potency crystal correctly.

I also assume you will handled the circumstance penalty to AC I did it not add to my rolls.

And thirdly I assume Tripped and Flanking give the same bonus so they dont add up.


Aspenthar

Yup, potency crystal is free and adds to all the attacks that round. Only the 19 hit but after the cold ray was enough damage.


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Aspenthar

Zanderel still needs to resolve magical shorthand downtime but I've got chronicle sheets!

Said Sheet

As always please review and let me know if there are any issues.


Aspenthar

As a side note I was quite impressed with the rapid posting speed ya'll managed to keep up all game, and my apologies for slowing down last week.

Vigilant Seal

CN Aiuvarin (Snowborn) Witch Wary Wizard (Universalist by Substitution) / Metalokineticist 9 | ◆◇↺ | ⛨ 24, 26 carapace, 28 shield (hard 6, break 12) |♥️ 89 + False Vitality [10] w/ Resist Cold [4] | Saves @ 17**/16**/14** | Perception @ 13** w/ Scent; +1 to Seek, +2 to Initiative | ☘️ □□ | ✋✋ bonded bastard sword w/ lodestone

Thanks and I can assure you it had nothing to do with S@P...


Aspenthar

One other note: There is no box for starting XP on the chronicle. Just happens to be a mistake for this scenario. I have faith that ya'll will be okay without said box.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Ahh I wondered already.

Since this is a bit fuller than the last one, Can you please tell me if I understood this correctly.

I can only buy the Level 1 Item for now ?

Once I advance after the next quest I can also buy the level 2 Item from the this sheet.

There are no real interesting Exploration Activities I might have missed for somebody like me?


Aspenthar

In somewhat reverse order: was mostly just reminding the wizards they can play spellbook tea party, nothing else with long term effects to speak of.

Just for clarity in terminology there are several categories of adventures. Bandits of Immenwood is what's called a scenario. Designed to be played in about 4-5 hours, worth 4xp etc. There are also quests that are designed to be played in about an hour and are worth 1xp etc.

(There are also Modules and Adventure Paths but that's another kettle of fish)

Completing one more scenario will get Isfan to level 2 (12xp). As a reminder until you play above level 1 you can freely rebuild your character.

As for purchasing you can always buy common items up to your level. You can buy items from your sheet up to level +2.

The Aeon Stone is uncommon, meaning you can never buy it unless you have something that gives you access (like a chronicle sheet). While things like the tracker's goggles just lets you purchase them early. (Occasionally chronicle sheets will also offer a discount on an item but explicitly say so)

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

Thanks for the explanation.

BTW you have me down as fail for downtime, but my first roll was a success I believe and the second roll was invalid anyway.

Verdant Wheel

CN female half-elf ranger 3 | HP 44/44 | AC 20 (21 with parry) | F +8 R +9 W +9 | Perc +9 | Stealth +7 | Speed:25 ft | Active Conditions: ---

Thank you, Rob!


Aspenthar

Isfan scroll further up to here

Looks like you first rolled when you noted your boon stuffs. I didn't notice the second because I stopped scrolling down once I had the info. (I think that's how we get dinosaurs)

So I think the fail is correct. Happy to fix if I'm wrong.

Cariad and I had 12 days which is where I think the confusion came from because the characters are commissioned Field agents, meaning they get the extra days but do not get the 2 free consumables.

Horizon Hunters

M NG Human (Garundi) Ranger #1 |HP: 14/21|AC 18, FF 15| F: +7, R: +8, W: +4| Perc +6, Ini +2|DC 16|HeroPoints 1|

@ GM, you are correct. and yes the bit about the 12 days i figured out after posting my second roll.

And also from me a big thank you for running the game for us, and handling everything fine.

Grand Archive

Explore ➤ Search | Vishkanya (he/him) investigator 2 | ♥️ 24/24 | AC 19 (20) | F +4 R +9 W +7 (+1 vs. mental) | Resist: cold 1, electricity 1 | Perc +7 | Stealth +8 | 25 ft | ☘️ 1/3 | ◆ | ◇ | ↺ | Active Conditions: investigation ("Bridge Camp Attacks", "...")

Sheet collected. Thanks everyone!

I hope I kept up OK.

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Yeah, going to just go with Earn Income. Especially since I scribed all the spells during the adventure.
Earn Income (Herbalism Lore): 1d20 + 9 ⇒ (19) + 9 = 28

Thanks for running this!

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