[PbP Gameday IX] PFS1 #8-03 Captives of Toil (5-9) T2
(Inactive)
Game Master
Baerlie
Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None
GM, is that trap by Urzaia on the ground or the bridge?
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Luurg's stat line is updated. I did not include Prot Evil. If it will be applied to all enemies just give me the word GM and I'll add that in as well.
If not, Luurg's saves increase by +1 vs evil, and his AC +2.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Luurg wrote: Luurg will already have temp HP from false life, but casting spells on the axe is always welcome. According to paizo (Link to FAQ) temp HP from different sources stack...
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Ya that seems different than everything I've heard. Its also from Sept 2013. Regardless, 1hp isn't going to make or break things. I'm fine with my false life, save the 1 round of casting.
Thanks
Venture Lieutenant, Play by Post (online)
Sorry, scheduled medical thing for one of my kids has me wiped out. I'll post tomorrow.
Venture Lieutenant, Play by Post (online)
Las Lajas wrote: GM Redelia wrote: Las, I understand your question now. Roll knowledge local in the gameplay thread, please. I made that roll back here:
K. check Las, GM Baerlie already gave you all the information that roll entitles you to in this post. Under ordinary circumstances, that would be the end of the discussion, but since the handover made things messy, I will consider a roll just to find out the spells you are interested in.
Venture Lieutenant, Play by Post (online)
On another note, we're getting very close to the end of gameday. Because this game was abandoned and that delayed everything, the game will go over, so I need to report it now, even though we are not done. I believe you provided all the needed info at the beginning, so please roll for boons.
GM boon roll: 1d20 ⇒ 7
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
boon: 1d20 ⇒ 4
That roll was separate roll a la recall on a creature, as opposed to general start-of-the-mission background. But now that you mention it, I can see how Baerlie may have thought it was the latter.
Las' roll for Recall i.e.useful info, would be a Take 10 wih Inspiration + Guidance, so I'll just roll the Inspiration.
Insp: 1d6 ⇒ 1
If its K. Local, the tota is 22. If If it's Dungeon, the total would be 21.
male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6
boondoggle: 1d20 ⇒ 31d3 ⇒ 1
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
As this is my first gameday, I am not really familiar with the process of getting boons.
However, I assume from the post above that it's a d20 roll - so here it is...
Boon: 1d20 ⇒ 18
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar wrote: Las Lajas wrote: Also, do we know if the slavers are traveling through the fort? From one entrance to the other exit? @Las Lajas: Good question. It seems I cannot find any information about the direction of their approach.
@GM Redelia, surely Felgris knows and tells us, doesn't he? Or do we have to ask him in character?
This knowledge is crucial for the placement of characters on the map...
Still waiting for an answer because I want to place Grunjar on a good spot on the map...
Venture Lieutenant, Play by Post (online)
Funnily enough, the adventure does not tell me which side they come from.
(I'm not sure whether to laugh or roll my eyes about that one)
I'm going to say the enemies will approach from the left side of the map.
Las knows that duergar are immune to paralysis, phantasms, and poison, and sensitive to light. They have the ability to use enlarge person and invisibility.
Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None
Urzaia is repositioned for approach from the left and set to go.
How do we trigger the traps?
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar has also taken his position.
He is flying 20-something feet above ground so he can just look over the western edge of the middle platform down to the ground of the left entrance.
Venture Lieutenant, Play by Post (online)
Father Urzaia Conflict wrote: Urzaia is repositioned for approach from the left and set to go.
How do we trigger the traps?
They are triggered by enough weight on them.
(by the way, do you happen to have figures for the weights of your characters, including their gear?)
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Okay, thanks for the updates. Las prepares the following extracts:
1st: Shield, Adhesive Spittle x3, Expeditions Retreat
2nd: Alchemical Allocation (and use Luurg's potion of Heroism, False Life, See Invisibility, Invisibility.
Shield and Exp Retreat are 1 minute per level, so that's 6 minutes.
I think See Inviso and Inviso last 10/min per level?
False life last six hours.
So assuming the team should hear them coming down the tunnel for some distance...I am hoping Las can drink the six extracts before we get into combat range.
How long does Heroism from a potion last?
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Las Lajas wrote: Okay, thanks for the updates. Las prepares the following extracts:
1st: Shield, Adhesive Spittle x3, Expeditions Retreat
2nd: Alchemical Allocation (and use Luurg's potion of Heroism, False Life, See Invisibility, Invisibility.
Shield and Exp Retreat are 1 minute per level, so that's 6 minutes.
I think See Inviso and Inviso last 10/min per level?
False life last six hours.
So assuming the team should hear them coming down the tunnel for some distance...I am hoping Las can drink the six extracts before we get into combat range.
How long does Heroism from a potion last?
Las, it is assumed we know the time of their appearence down to the round, so you can drink the extracts right before combat.
See Invisibility has a duration of 10 min./level.
Invisibility has only 1 min./level.
Heroism has a minimum CL of 5 and a duration of 10 min./level = 50 minutes.
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Luurg is very heavy. Luurg is VERY heavy when enlarged. He'll probably take to the wing once the situation comes up though since its a big boost to his speed and he can avoid those traps.
Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None
Urzaia is 250 lbs plus another 107 lbs of gear, 357 lbs total.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar is 180 lbs plus 103,5 of gear, 283.5 total.
male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6
Mykel is about 175, plus gear. has a handy haversack...so say 225ish total...
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
No idea what Las weighs.
How far is it from the upper level down to the ground level?
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Las Lajas wrote: No idea what Las weighs.
How far is it from the upper level down to the ground level?
It's 20 feet according to the description in this post: Link
Your weight depends on race, gender and height.
There is a table to roll for random values, if you want: Link to Table: Random Height and Weight
This is your entry:
Race: Human, male
Base Height: 4 ft. 10 in.
Base Weight: 120 lbs.
Modifier: 2d10
Weight Multiplier: ×5 lbs.
Without gear should weigh between 130 lbs.(min) and 220 lbs.(max).
example roll for random height and weight: 2d10 ⇒ (8, 6) = 14
Result for random height and weight: 6 ft. and 190 lbs.
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Venture Lieutenant, Play by Post (online)
OK, I think everyone is ready to go.
The next post is going to be a very complex one behind the scenes, so it will have to wait until tomorrow.
You know that you are each heavy enough to trigger the floor to fall if you stand on the upper floor in the trapped areas.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Venture Lieutenant, Play by Post (online)
I'm sorry for the wait. I've been caring for my sick toddler. She was a micropremie, and thus is her first time getting sick, so scary.
male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6
no apologies needed...family first always...i ain't in a hurry
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Stressful for sure. Good luck, she'll pull through. Good work Mom, get some rest.
Venture Lieutenant, Play by Post (online)
OK, I'm working on getting this set up, but my brain is marshmallow. I calculate average level of 6.5, which means you play in the 7-8 tier with the four player adjustment. Would someone please check my math before I start the encounter?
(my toddler is mostly better, but I'm now exhausted.)
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Ya looks like we've got 5 players, with a total level of 34. 6.8 average level. Not sure if that changes anything. I am not familiar with how the adjustments/etc work.
Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None
Luckily one of my local venture agents made a handy reference page, found here.
We have players with high tier levels so we play up with 4 player adjustment.
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Don't we also have the help of the bulette?
As an FYI, Las will start Invisible.
male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6
just for clarity..what buff are active and on who..just want to make sure...
edit...never mind..forgot it was in gameplay not discussion...
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Ugh, cross posts galore!
Grunjar: Healing the Dwarf would probably be better. Not sure if me dragging/carrying him off wouldn't get him in line for a bunch of AOOs?
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Luurg wrote: Ugh, cross posts galore!
Grunjar: Healing the Dwarf would probably be better. Not sure if me dragging/carrying him off wouldn't get him in line for a bunch of AOOs?
Hm...could be he'd get AoOs.
Will heal him next round, if necessary...
male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6
i'm not 100% sure, but i think the duergar i hit might be dead...
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
@GM - confused by the question, are there several waves of duergar?
Venture Lieutenant, Play by Post (online)
You don't know what is going on; you only know that number of rounds still matters. The question is what do you want to do. It's OK if it's an action that takes a few rounds; if you are unable to complete it I'll let you know.
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Okay, moved Las to a new position and he's holding his adhessive spittle.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
After Las and Mykel are done with all their actions and have taken their new positions, Grunjar would like to pick up the pebble and stow it in his pocket again (which would kill the lights).
Please tell me when I can do so.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar wrote: After Las and Mykel are done with all their actions and have taken their new positions, Grunjar would like to pick up the pebble and stow it in his pocket again (which would kill the lights).
Please tell me when I can do so.
Are you both already in position?
Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul
Enlarge, Long Arm, Prot Evil, Shield, Weapon of Awe +2, War Mind all have expired.
Luurg's remaining buffs are: Ant Haul, Blood Hound, False Life, Barkskin +3, Heroism, Str Mutagen.
Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None
All buffs expire.
War Mind and Divine Favor reapplied just before the next wave.
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
DId we know that there would be at least 10 minutes between waves? If so, Las would not have used Expeditious Retreat. He most likely would have made another Shield Extract.
Venture Lieutenant, Play by Post (online)
You don't know it will be exactly ten minutes until a few rounds before they arrive, but you do have a sense it will be a matter of minute rather than rounds. If that would have changed your preparations between combats, you may make changes; just please be reasonable about what your character would have done.
Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
I'lll just leave it as is. Adapt and survive!
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Mykel, please reroll the first attack, too - and also the crit confirm (better be on the safe side).
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