GM Doug's The Perennial Crown Parts 1 & 2 (Inactive)

Game Master Doug Hahn

This is a closed game for PFS2E's #1-16 and #1-17. We'll begin on June 1.


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Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Packet has no hero points and the gun can jam. That is why I started by suggesting the person with the most hero points.

Verdant Wheel

Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

Yeah, I get that. But the more attacks/round we can throw at it the better, too.

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Packet can fire the cannons. I just need to find a moment to do so. Does he need to go anywhere to fire them?


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Fire them from anywhere.

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Looking at Persistent Damage, I think Pip gets two rolls.

Quote:
You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn.

Putting it here because you have requested rules discussion not litter the gameplay thread.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

It's confusing because it also says you can attempt it immediately. I believe the idea is that the additional check happens immediately.

> You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.

https://2e.aonprd.com/Conditions.aspx?ID=29

So, I think Pip can attempt the DC 10 before her turn. If she fails she will then go back to the normal DCs and steps.

Thanks for posting the rules here. Assisted recovery is probably my weakest area of understanding of the rules.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

My understanding of bleed is that the persistent also stops when healed to full, but not before you're there.

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

I’m still unsure how it is supposed to work myself.

The assisted aid does give an immediate check or resolves the persistent damage. I get the impression for any sort of persistent damage there are two methods, one that gives you a lower DC on the flat check and a more effective method that stop it.

The examples of immersing someone in a lake or completely healing someone are the examples of immediately stopping it for fire and bleed respectively.

Otherwise it will generally reduce the DC of the flat check. I don’t know if that is supposed to be just for the immediate check or if it applies to the end of turn check as well. I am sort of a softy, I allow the reduced DC on both the immediate and end of turn.

They leave it totally open as to how aid would be done for other types of persistent damage, such as cold or electricity. I anticipate there will be a fair amount of table variation on those cases.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points
Gurmire wrote:
I am sort of a softy, I allow the reduced DC on both the immediate and end of turn.

I was the same way in our Fall of the Plaguestone game but as a home game I was more inclined to do what I personally think was best for the context of my group.

I think it's fair to give a bonus on the flat too. We can do that if it comes up again. Bleed is AWFUL in 2e. Pip passed this check anyway!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Posting in a bit.

The Cocoons' ability is a Mental effect, not an Auditory or Visual one (I think it would need the Auditory or Visual tag [see Harpy]; it has the Mental and Enchanment tags and is telepathic), so I don't think Pip's counter-performance will work as it the effect neither auditory nor visual. Which is a shame because I haven't seen counter-performance in 2e yet.

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

When you mentioned harmonizing, we thought it was auditory.

You are correct, if it is neither auditory nor visual the counter performance will not work.

Having looked at it this morning, it is a lot less impressive than it used to be. Costs a focus point, done as a reaction, no duration. I will have to look at how harpies are set up, but it seems like it really will only give one round of protection.

Looking at Harpy, it does seem to work there.

Captivating Song:
[one-action] (auditory, concentrate, enchantment, incapacitation, mental, primal) The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated by the harpy's song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

A perfectly reasonable reading based on my words! My GM flavor didn't match the crunch. The "thrum" is resonant with Qxal but it's only mental. It's a strange, otherworldly ability.

I was citing the harpy as an example that does work as the ability has the Auditory trait.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

BTW after the conversation about players knowing whether they failed I'm seeing very little value in even hiding DCs in PbP. So for the sake of this complicated fight I am including them in the spoilers.

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

This is going to be a rough battle!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Yep, the stakes are very high! So far you’re doing great. 60+ damage on the first round is impressive.


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SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points
Gurmire wrote:
This is going to be a rough battle!

I think Packet has somethign to say about that.

Have a hero point, you cannoneering halfling.

Envoy's Alliance

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Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Reminds me of a certain grippli using ballista on demons.

Right, HMM?

Might want to use a harpoon for the next shot, so it can’t run away.

Oh, and I take back everything I said about Packet and the cannons!


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SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

There is a small debrief scene and then we're complete. I will start working on chronicles after work today.

Edit: Also that last fight is a real doozy. You all did great. The first time I ran it it was a near TPK (if I was only interested in griefing players it probably would have been); the second time it went better. This was probably the best of all.

Verdant Wheel

3 people marked this as a favorite.
Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆
Gurmire wrote:

Looking out to where the avatar sank, he says “Hope this mean no more mad fey.

...and they never heard from Qxal again, I'm sure. :D

Vigilant Seal

2 people marked this as a favorite.
CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Such a good ending to this one, thanks especially to Pip’s arc. I love it.

Envoy's Alliance

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

I've been ecstatic that a little bit of background that I added to Pip at the very beginning has become such a central part of her story. I've also decided that Grandma Mahana is still alive, just so that Pip can tell her all about her journey to Bhopan!

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

BACK TO GAME PLANNING

They are talking about a start date for PBP Gameday of September 1 this year, which means that will likely be the start date of the 2-00 special.

Do we think that we can finish 1-20 before then? Also, will any of you be planning on GMing 2-00 for PBP Gameday?

Hmm

Verdant Wheel

Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

I'm planning to oversee it (assuming we're allowed to run it then, rather than waiting 6 months like we had to last year).


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points
Pip Hip Hooray wrote:

BACK TO GAME PLANNING

They are talking about a start date for PBP Gameday of September 1 this year, which means that will likely be the start date of the 2-00 special.

Do we think that we can finish 1-20 before then? Also, will any of you be planning on GMing 2-00 for PBP Gameday?

Hmm

We finished part 1 in under a month. We finished part 2 in 14 days. So fast!

GenCon finishes on the second, right? We could finish 1-20 before then if everyone commits to posting frequently, at a similar pace to what we have going on in this series.

I would love to GM the special for Gameday if possible!


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Guys, I am dropping out for the time being.

Nothing to do with the GMing (which was ⚔ ⚔ ⚔ ⚔ ⚔, 100% certified sharp and well-oiled) or my fellow players Players (at least two of which are dear friends)

I set myself the goal of getting two PFS 1e stars this year, which I know might not sound like a big deal, but there is no organized PFS in my state (which is three times the size of Texas) and so my gaming is mostly PbP, which I have been doing for nearly 8 years.

TL/DR: I am going to focus on GMing PFS 1e for at least the next three months, and finally get those ✩✩


Good luck on getting the stars, Yours is Mined.

Let me know if you start a low level scenario or module. I have a catfolk mesmerist that I would like to advance in levels.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Keep in touch, Yours in Mined! I really enjoyed your characters and was a little bummed Antonella didn’t get to shine more in the final encounter. Blame Packet :D

I’m on the opposite side of the level spectrum. If you need any players in 7-11 tier games hit me up. I have a goofy illusionist oracle and creepy doll halfling rogue available for play.

Best of luck on those stars :)


Will do! Does anyone know what the PF1e Special for PbP Game Day is going to be?

⛾ ✍ ⚅

Earn Income, Farming Lore: 1d20 + 6 ⇒ (5) + 6 = 11

Also, is it possible to apply credit from this game to #69095-2001 (Level 1 PC) using the minimum credit method again please, GM Doug?


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

(I should GM the 1e special too… need some of those.)

Looks we’re missing earn income from some players on the sheet. Pip is retraining a feat but she still has 1 day of downtime to roll as well. If you rolled and I missed it, post here or just add to the sheet. You can roll for level 1 as well, Yours is Mined.

There’s also an interesting boon on the chronicle sheet! You all earned it and will have access to the feat at level 5. It might be a neat thing that ties into some of your character ideas.

Chronicle wrote:

FEY INFLUENCE FEAT 5

Rare

You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features which grant an innate primal spell that can be used once per day.

Anteater You can launch your tongue forward as a deadly attack, gaining grim tendrils.
Dryad Your body is covered in elegant vines, granting you summon plants and fungi.
Gremlin You have long, bat-like ears and gain bane.
Monarch You have vestigial, insectile features and gain spider sting.

This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

One more thing. You missed a treasure bundle at the beginning. Grand archive can recover bundles but Antonella is not at the tier where that's available yet.

Otherwise full fame!

Envoy's Alliance

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

I know which one I'm going for! Those Dryad vines would look freaking awesome with Pip's hair! I think this may be my first rare option in PF2!

Lore Legal: 1d20 + 11 ⇒ (11) + 11 = 22

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

It doesn’t look like I have rolled earn income yet.

Lore Arson E: 1d20 + 11 ⇒ (9) + 11 = 20


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SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Chronicles are here.

Let me know if anything needs to be changed. 9/10 bundles and 4 fame. I left Zarindlara's day job blank but I trust the player :) I can add it in later too!

I'll report the game tomorrow or Sunday.

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Thank you, Doug!

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Thank you! Great game.

Envoy's Alliance

1 person marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

I think we all should take time to review this set of adventures. I just glanced at the reviews -- an adventure this amazing should not have gotten such horrid reviews. This was an amazing life-changing adventure for my little Pip, and I was so glad to do this journey with you.

Verdant Wheel

Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆
Yours is mined wrote:
Will do! Does anyone know what the PF1e Special for PbP Game Day is going to be?

I don't. It may depend on whether or not we can run the 2e special and the new Starfinder special or not. Last year we had to wait 6 months or something to run the new ones, but I don't know if that will be the case this year.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points
Pip Hip Hooray wrote:
I think we all should take time to review this set of adventures. I just glanced at the reviews -- an adventure this amazing should not have gotten such horrid reviews. This was an amazing life-changing adventure for my little Pip, and I was so glad to do this journey with you.

I’m happy everyone had a good time and that the story was meaningful! This is a 5-star story in my opinion too.

I think some of the treasure bundle and chase/skill mechanics are still being ironed out, which may be a reason for some lower-star reviews (it’s very easy to come out of this with only 4 treasure bundles). The last boss might also be tpk-fodder in the hands of overly harsh GMs.

It’s season 1, so personally I think these balance issues are understandable and fixable, and the story is way more important!

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

So at the moment, who do we have for 1-20? I know we don't have Kate, Dennis, or Yours is Mined. Do we need to recruit?


I am available.

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

I’m in!

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

So at the very least, we're going to need at least one melee person to come through with us. It would be nice if it were someone with Survival.

Hmm


Looks like this last adventure got Gurmire to 4th level. That makes two of my characters 4th, one 3rd, one 1st, none higher.

I need to look over what adventures I still want in my first two in the 1-4 range, they are the two that have the Open Road on them, so collecting up the meta plot on at least one of them would be nice.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

I've created a Lost Legends Game and slides.

Let's move our efforts over there. I assumed Gurmire would be playing 1-20 but please bring whatever you want!

I am marking this campaign inactive. It was a blast!

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