GM Worg's Adventures in Varisia

Game Master Kyle "Worg" H

Maps | Handouts | Harrowing Decks | Loot Table


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Human Picaroon Swashbuckler 2/Mysterious Stranger Gunslinger 1 | HP 22/22 | AC17 T 13 FF 14 | CMD 17 | Fort +2 | Ref +8 | Will +0 | Speed 30ft | Initiative +3 | Perception +0 | Panache 6/6

Leveled up!

..........annnnnd accidentally overwrote one of my PFS PC's in the process.

I have enough to rebuild her.............. hopefully.

Dark Archive

Male Human Wizard [Conj: Infernal Binder] 3 | HP: 20/20 | AC:11 (11 Tch) | CMB: +1, CMD: 12 | F: +5, R: +3, W: +4 | Init: +1 | Perc: +0, SM: +0, Diplo: +9 | Speed 30ft | Spells: In Profile | Dailies: none | Active Conditions: none

leveled up.

Grand Lodge

Female NG Human Oracle (life) | HP: 27/27 | AC: 15 (11 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +4, R: +3, W: +6 | Init: +1 Perc: +3, SM: +4 | Speed 20ft | Active conditions: None.

Levelled


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M Male LN human(Varisian) Transmuter(enhancement) 3 | HP: 17/17| AC: 12 (12 tch, 10 Fl) | CMB: +1 CMD: 13 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +2 SM: +2 | Speed 30 | Augment: 7/7 |MM 22/22, Pearl 1: 1/1, Active adjustments:

Having a little issue with exporting from my iPad... probably mostly due to my iPad having issues.

Worst case, I will get things manually updated today.

Got it to upload to dropbox finally


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M Male LN human(Varisian) Transmuter(enhancement) 3 | HP: 17/17| AC: 12 (12 tch, 10 Fl) | CMB: +1 CMD: 13 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +2 SM: +2 | Speed 30 | Augment: 7/7 |MM 22/22, Pearl 1: 1/1, Active adjustments:

Hey! I have ways to move towards a chaotic alignment! :D

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

Posting this here for now... Copying in a bit.

Settlement Modifiers
Life in a settlement is represented by six modifiers, each of which adjusts the use of specific skills within the city.

Corruption: Corruption measures how open a settlement's officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement's corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

Crime: Crime is a measure of a settlement's lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves' guild and a significant problem with violence. The atmosphere generated by a settlement's crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

Economy: A settlement's economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn't automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement's economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

Law: Law measures how strict a settlement's laws and edicts are. A settlement with a low law modifier isn't necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement's guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement's law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).

Lore: A settlement's lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn't mean the settlement's citizens are idiots, just that they're close-mouthed or simply lack knowledge resources. A settlement's lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city's resources to do research when using a library.

Society: Society measures how open-minded and civilized a settlement's citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement's society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

Guards! Guards!
It's inevitable—sooner or later, the PCs will want to call upon the town guard or cause a situation where citizens do so instead. Calling for the guard requires a Diplomacy check modified by the settlement's law modifier. It's only a DC 5 check to call for the guard—with a success, the guards generally arrive on the scene in 1d6 minutes. Every 5 points by which the Diplomacy check exceeds DC 5 (rounding down) reduces the arrival time by 1 minute—if this reduces their arrival time below 1 minute, the increments of reduction instead change to 1 round.

For example, the party wizard is being mugged and calls for the guard. The result of his Diplomacy check is a 23, and the GM rolls a 2 on 1d6 to determine how long it'll be before the guards arrive. Since the wizard rolled three thimes the amount he needed, the 2-minute wait time is reduced to 8 rounds.

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Source: Ultimate Intrigue Page 124

Bribery: Sometimes it’s easier to appeal to an opponent’s greed than it is to trick or overpower him. The two key elements of this kind of task are persuasion and the currency to back it up. A team planning a heist might bribe a guard to look the other way during a break-in, a master architect to reveal where the secret sally port is, a powerful wizard to craft a scroll of nondetection with no questions asked, or even a random stranger who happens upon a heist mid-execution to keep quiet. Bribing semi-intelligent creatures (such as a dog with fresh meat, or some kind of guardian creature with a few flashy but cheap objects) counts as the bribery tactic as well. To determine the value that will make an effective bribe for an intelligent creature, use that creature’s CR (or the group’s total CR) as the Heroic Level value on Table 14–9: NPC Gear. Use the total gp value as a basis. An appropriate bribe can range from 5% for a minor favor (like taking the briber to the guard captain) to 10% for a larger one (like revealing a secret) to 25% or more for simply letting the PCs pass and looking the other way, risking their jobs and reputations if their employer discovers this treachery. A PC usually determines an appropriate bribe using Appraise or Sense Motive, and might need to use Diplomacy (or, rarely, Intimidate) to convince the target to take the bribe.

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

Level 1 Bribe 5%: 2gp, Bribe 10%: 4gp, Bribe 15%: 6gp
Level 2 Bribe 5%: 5gp, Bribe 10%: 10gp, Bribe 15%: 15gp
Level 3 Bribe 5%: 7gp, Bribe 10%: 15gp, Bribe 15%: 22gp
Level 4-8 Bribe 5%: 10gp, Bribe 10%: 20gp, Bribe 15%: 30gp
Level 9-16 Bribe 5%: 25gp, Bribe 10%: 50gp, Bribe 15%: 75gp
Level 20 Bribe 5%: 100gp, Bribe 10%: 200gp, Bribe 15%: 300gp

Liberty's Edge

The Slithering Maps

This is one of those times they gave about a solid page to the goons for backstory.


M Male LN human(Varisian) Transmuter(enhancement) 3 | HP: 17/17| AC: 12 (12 tch, 10 Fl) | CMB: +1 CMD: 13 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +2 SM: +2 | Speed 30 | Augment: 7/7 |MM 22/22, Pearl 1: 1/1, Active adjustments:
Vulpina wrote:


Merciful Rapier + High Ground vs. Red: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
NL Slashing: 2d6 + 1 ⇒ (6, 3) + 1 = 10

Aren't rapiers always piercing?


Human Picaroon Swashbuckler 2/Mysterious Stranger Gunslinger 1 | HP 22/22 | AC17 T 13 FF 14 | CMD 17 | Fort +2 | Ref +8 | Will +0 | Speed 30ft | Initiative +3 | Perception +0 | Panache 6/6

Oh, that they are! I think my brain just turned off for a second there. That 100% should be Piercing.


Human Picaroon Swashbuckler 2/Mysterious Stranger Gunslinger 1 | HP 22/22 | AC17 T 13 FF 14 | CMD 17 | Fort +2 | Ref +8 | Will +0 | Speed 30ft | Initiative +3 | Perception +0 | Panache 6/6

Sorry for the radio silence!! Been having a little trouble wrapping my brain in this direction. Hoping to get a post up in the next day or two-- but if I don't, Worg, hassle me on Discord until I do!


M Male LN human(Varisian) Transmuter(enhancement) 3 | HP: 17/17| AC: 12 (12 tch, 10 Fl) | CMB: +1 CMD: 13 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +2 SM: +2 | Speed 30 | Augment: 7/7 |MM 22/22, Pearl 1: 1/1, Active adjustments:

GM Worg

So, I guess I didn't even know we were allowed rerolls... not that we really need them. :P

But, I am assuming that you will let us know if/when they reset? Since it isn't always clear when there is a chapter transition.

Thanks!

Liberty's Edge

The Slithering Maps

Officially, the rerolls are these things.

------------------------------------------------------------------
Andreas - 2
Kip - 3
Sylvan - 2
Vulpina - 1
Giacomo - 1

Dexterity Rerolls: A PC can spend a Harrow Point to reroll an initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based check. The PC must abide by the new result (although if he has additional Harrow Points, he can use them for additional rerolls).

Dodge Bonus: A PC can spend a Harrow Point to gain a +1 dodge bonus to his Armor Class for one encounter. He can spend up to 3 Harrow Points per encounter to increase his Armor Class in this manner.

Speed Increase: A PC can spend a Harrow Point to increase his base speed by 10 feet for one encounter.
------------------------------------------------------------------

Seeing as Dexterity Rerolls are not being relevant for an entire book though, I'm going to just start 1 per chapter here forward. Everyone has one now, and I will make an announcement at the next chapter when everyone gets a new one.


M Male LN human(Varisian) Transmuter(enhancement) 3 | HP: 17/17| AC: 12 (12 tch, 10 Fl) | CMB: +1 CMD: 13 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +2 SM: +2 | Speed 30 | Augment: 7/7 |MM 22/22, Pearl 1: 1/1, Active adjustments:

Ah,
I do remember those..
And haven’t worried about them as none of these are great for a wizard :P

So we are moving to more traditional rerolls, cool.

FWIW, Hero Points are a thing in 1E

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

Intriguing. I shall be looking into that further.

Also, since you have chosen a more diplomatic or subterfuge based route, I will include something. I will allow you guys to attempt knowledge checks on any creature inside with a stat block. So guards or armed henchmen will be knowledge local to ID traits of.


Human Picaroon Swashbuckler 2/Mysterious Stranger Gunslinger 1 | HP 22/22 | AC17 T 13 FF 14 | CMD 17 | Fort +2 | Ref +8 | Will +0 | Speed 30ft | Initiative +3 | Perception +0 | Panache 6/6

Cackling internally as I read the Bonded Mind conversations because if Vulpina was hearing that she would be striving to prove she's better than they think she is... while also pretending she didn't care.

And then rolling a 27 and seeing the "eh, that was all right" got me GRINNING.

Poor Vulps!

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

Apologies for Devargo's harsh words, but he is very much a "Prick with Power" and is very much evil.

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

No posts from me for today. Finger is sliced, cannot use keyboard effectively. Need wound to recover.


Ouch. Hope it heals quick.


Human Picaroon Swashbuckler 2/Mysterious Stranger Gunslinger 1 | HP 22/22 | AC17 T 13 FF 14 | CMD 17 | Fort +2 | Ref +8 | Will +0 | Speed 30ft | Initiative +3 | Perception +0 | Panache 6/6

So just for my information, how mad would we all be as players if Vulpina just, like… shot him? Like right now?


M Male LN human(Varisian) Transmuter(enhancement) 3 | HP: 17/17| AC: 12 (12 tch, 10 Fl) | CMB: +1 CMD: 13 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +2 SM: +2 | Speed 30 | Augment: 7/7 |MM 22/22, Pearl 1: 1/1, Active adjustments:

Just need a way to let the drakes in, but sure

Dark Archive

Male Kitsune Occultist |HP27/27 | NL1 | AC19 | T12 | FF17 | Mental Focus 8/8 | CMD 18 | Fort +7 | Ref +4 | Will +5 | Speed 20ft | Initiative +4 | Perception +6

I'm just trying to figure out what to have Kip do, that would certainly clear up any questions on what to do. Also don't forget there was a perception check from before, on page... (looks it up) 16.


M Male LN human(Varisian) Transmuter(enhancement) 3 | HP: 17/17| AC: 12 (12 tch, 10 Fl) | CMB: +1 CMD: 13 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +2 SM: +2 | Speed 30 | Augment: 7/7 |MM 22/22, Pearl 1: 1/1, Active adjustments:

Ok, is this game happening?


Human Picaroon Swashbuckler 2/Mysterious Stranger Gunslinger 1 | HP 22/22 | AC17 T 13 FF 14 | CMD 17 | Fort +2 | Ref +8 | Will +0 | Speed 30ft | Initiative +3 | Perception +0 | Panache 6/6

I'm kind of just waiting on "shoot the guy" opinions from the other half of our party. I figure Vulpina can fire the shot and then we can... I dunno, is there a window we can toss open? I have to admit a pistol crit, while absolutely deadly, is unlikely, and I guess that means we should have a plan for if that initiates combat rather than being a one-and-done deal. I guess. Ugh.

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

Hey everyone.

Work load has picked up significantly this month. I am behind on many things with the increased amount of reservations that have been made through the entirety of December. I've been missing from most of my games due to the significant amount of reservations being made.

With the work load not ending until January starts, I am going to place the game on a hold until then in order to help myself not get overwhelmed.

Once again, apologies. Game is to resume come January 7th.

Scarab Sages

Pathfinder Society Subscriber | Venture Agent

Hey everyone.

With my current bandwidth and workloads going on, I am not sure when I will be able to restart this up again. It may be February. Apologies for the inconvenience.

If you wish to stay in this game or wish to drop out, I do not blame anyone and will accept each player's decision.

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