[Outpost] GM Dennis - PF2 #2-14 Lost in Flames (Inactive)

Game Master Dennis Muldoon

Maps & Handouts


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Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Discuss how lost you are in the flames here.

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Not all who wander are lost.

Emdi's just glad that he's not in Nidal any more.

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

Looking forward to it!

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Have you heard of Razmir the Living God?

Verdant Wheel

Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
Bear:
AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

Looking forward to it.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Hi folks. Just a reminder that, even though Outpost has officially begun, this scenario won't be released until next week. We'll get started shortly after I have the final version of the scenario in hand.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Alright folks, the official launch date for this scenario is almost upon us. Please fill in your character info on these slides (also linked at the top of the page and soon to be in my GM tagline), and have your character introduce themselves in the Gameplay thread. We'll get started tomorrow (February 24th).

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Slides are read-only.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Sorry about that! Should be fixed now.

Verdant Wheel

Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
Bear:
AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

I have added myself to the sign in. I have 4 glyphs and it looks like others have enough to let us all start with at least 2 (3 for the campaign coin holders).

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Great, thanks. That's one less thing to take care of.

Everyone, please also let me know if either of the following is true for your character:

  • You played PFS #2-03 Catastrophe's Spark with this character.
  • You have the Survey Wildlife feat.

  • 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

    Not for me!

    Grand Archive

    NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

    Nope

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    Neither

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    None

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    I have Catastrophes Spark.

    Grand Archive

    Dwarven (Ancient-Blooded) Ruffian Rogue / Cavalier | ◆◇↺ | Exploration Mode: Investigate with Stonecunning
    Stats:
    AC 18 or 19 parry | Fortitude (+6), Reflex (+7), Will (+7 w/ Doughtiness) | Perception (+7 or +9/+5 @ active/passive vs stonework) w/ Darkvision| Speed 20
    ♥️ 30/30 | ☘️ ☑□□ | ✋ Clan Dagger + Knuckle Duster | Leads: Vandalized Stable | ⚕ none | Reactions (↺): Call on Ancient Blood

    Ruebella's agent here.

    1) Yes
    2) Yes. Well, Ruebella his Hireling does.

    Minor Spoilers:

    Knab played both "Citadel of Corruption" and "Catastrophe's Spark" and was so deeply moved by cyclopean culture that he spent his time up until now learning the Cyclops language!

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Emdi Emmay wrote:
    Was the abduction part of another scenario (presumably one I haven't played yet)? Because that seems ... glossed over.

    Yes, it happened in a cut-scene at the end of one of the early metaplot scenarios this season (which I won't name to avoid spoiling it).

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Hexploration Info:
    Relevant hexploration rules are now in the slide deck, on slide deck, on slide 8.

    Travel Speed
    As it stands now, your slowest group member is between 15-25ft Speed, which means you as a group will get 1 hexploration activity per day. The Forest is difficult terrain, so it takes two Travel activities to move from one hex to another. Unless you have a way to speed that up or you decide to do a Forced March, it will take 2 days to go from one hex to another.

    Exploration
    If you want to explore a given hex once you arrive, you need to spend hexploration activities on the Reconnoiter activity. Again, because the forest is difficult terrain, this requires 2 activities (so 2 days) to explore a hex. However, you may be able speed this up by succeeding at Survival checks or easier Forest Lore or Scouting Lore checks to find game trails, which reduces the time to search a hex down to 1. Succeeding at this check reduces the time for your current hex and any adjacent hexes. I think to make things easiest, I'll roll these for you, but feel free to call my attention to any feats or abilities you have that you think might help.

    Foraging for Food
    As you can tell from the paragraphs above, running out of food could be a limiting factor here. To improve your odds there, you can try to forage for food using the Subsist general skill action (page 240 of the Core Rulebook). The DC to Subsist in the forest is 10, though trying to do so after 8 hours of travel or exploration incurs a -5 penalty on the check. Since there are 6 of you, for every 6 total successes your party has against this DC (a crit success earns you two successes, while a crit failure gives you a -2 penalty to such checks for a week), you add one day of supplies to your total. If anyone has the Forager feat, you can increase this rate. Again, I'm tempted to automate these checks for you to make this run smoothly in PbP, though I won't if anyone feels strongly about rolling their own.

    I've also included a blank hex map for you to plan and track things on. Feel free to mark it however you'd like. To make this run smoothly in PbP, I'd like you to, as a group, decide the route you're going to take and mark it on that map. I'll move you along until you reach the end of your marked route, something changes, or an encounter happens. You'll then have an opportunity to adjust your plan to account for new information.

    Action Items:

  • Make any last minute purchases or preparations. You'll set out first thing in the morning, so you have time to prepare spells.
  • As a group, decide on a route for the first part of your journey (it could just be the first 5-10 hexes you plan to traverse), and mark it on the blank map provided.
  • Tell me about any abilities, spells, etc. you have that you think are relevant to any of the above.
  • Tell me if you want to roll checks to Subsist, and if so what your Survival bonus is and under what circumstances (if any) you would use a Hero Point to do so.

  • Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Also, I know that's a lot of things I just threw at you . Please ask any questions you have! This is unlike other scenarios in several ways, including the amount of upfront information you are presented with. It's worth taking a couple days to make sure everything is clear.

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    I am happy for you to roll survival checks for subsisting and speeding us up. It should save us a lot of time. Ithuriel is +7 on survival.

    Looking at the handout if we do all buy mounts and go to speed 40 we will get 2 activities per day which would seem to be sensible. We can also get an extra travel activity each time we forced march but you dont want to do so more than once per con mod. What is everyone's con mod? Ithuriel is only +1.

    Do we have a preference for the route? I assume we want to cover as much ground as possible so we want to avoid backtracking on ourselves. That might suggest a spiral pattern from the outside inwards. What do people think?

    Are the 40 days of trail rations 40 days each or 40 days total?

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Fangor is a frail old elf, he has a negative CON.

    But being an elf he's not bad at Survival (+8).

    Fangor has a wayfinder to help him navigate the wilderness.

    @GM question if Fangor has a horse and the other not, with Ageless Patience is he able to get the bonus to explore?


    Tino (LG Tian-Shu Paladin)
    Tino's Toughest:
    Tino (human paladin), Takatorra (tengu swordmaster), Yabin the Just (nagaji sorcerer), Ji-Yook (kitsune ninja)

    Team,
    I highly recommend we bump all of our Overland Speeds to at least 30 feet, as this will double the number of Hexploration actions we can get per day, which, when using those actions to Travel or Reconnoiter, means that we can do so through the Forest (Difficult Terrain) at a rate of 1 action per day (barring weather or other conditions).

    8 gold to get a Riding Horse is an absolute steal!

    GM,
    Looking over the rules I noticed the Fortify Camp (Crafting) and Map the Area (Survival) activities.

    Q) Like Subsist, does Fortify Camp roll at -5 if used on the same day as travel?
    Q) Or, do these instead count as one Hexploration action?
    Q) What value does Map Area have in terms of reporting information back to VCs?
    Q) Can we suggest alternate skills to roll for Fortify Camp and Map Area? (Forest Lore?)

    Finally,
    It looks as though we will get a certain amount of Group Activities per day, and then, on top of that, each PC has the option to take an Individual Actions (ex. speed up Reconnoiter by rolling lore skills, roll to Subsist for party but at -5, etc). Is that a correct assessment?

    Q) Is Forced March a Group or Individual action? Or both?
    Q) If some PCs in the party move at 30+ feet per day, but others don't, does that increase their number of Individual Actions per day (or, remove the -5 penalty to Subsist / other activities)?

    Looking forward to this Scenario!

    Party Survivalists:

    Emdi @ +0 (Untrained)
    Fangor @ +8 (Trained)
    Ithuriel @ +7 (Trained)
    Packet @ +7 (Trained)
    Ruebella/Knab @ +9 (Expert)
    Toanthel @ +7 (Trained}

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    Emdi is willing to buy two riding horses (one for Toanthel) if it's really money that's the rate limiting step. But I still am questioning the net value of something that we can't bring into combat or dungeons.

    TOTALLY JOKING:
    On the other hand, if we run out of food, we could eat them.

    Grand Archive

    Dwarven (Ancient-Blooded) Ruffian Rogue / Cavalier | ◆◇↺ | Exploration Mode: Investigate with Stonecunning
    Stats:
    AC 18 or 19 parry | Fortitude (+6), Reflex (+7), Will (+7 w/ Doughtiness) | Perception (+7 or +9/+5 @ active/passive vs stonework) w/ Darkvision| Speed 20
    ♥️ 30/30 | ☘️ ☑□□ | ✋ Clan Dagger + Knuckle Duster | Leads: Vandalized Stable | ⚕ none | Reactions (↺): Call on Ancient Blood

    Faction: Grand Archive
    GM Glyphs: One to Emdi
    Ally Boons ("Ruebella"): Expert Hireling, Hireling, Professional Hireling
    Retired Boons: Esoteric Wayfinder, Off-Hours Study (Fluent in Cyclops)
    Chronicle Boons: Cryptid Scholar (□□□), Nexian Researcher (□□□), Sand Slide (□□□)
    School / Items: Field Agent / None
    Additional Preparations: None
    Purchases: Riding Horse (8.0gp)

    Grand Archive

    NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

    That's the other problem, if you aren't going to buy a warhorse (which Toanthel definitely cannot afford), then each time you get into combat the horse becomes frightened 4 and fleeing as long as it is frightened. You can command the animal each round to keep it from fleeing, but that requires using 1 action and making a DC 11 Nature check. Chances are you are going to lose a riding horse during the first encounter.

    Then there is a matter of feeding them. Horses need to eat a lot each day. Will they have enough time to graze during our travels or will we have to buy and carry extra feed?

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Model Tee wrote:

    Team,

    I highly recommend we bump all of our Overland Speeds to at least 30 feet, as this will double the number of Hexploration actions we can get per day, which, when using those actions to Travel or Reconnoiter, means that we can do so through the Forest (Difficult Terrain) at a rate of 1 action per day (barring weather or other conditions).

    8 gold to get a Riding Horse is an absolute steal!

    GM,
    Looking over the rules I noticed the Fortify Camp (Crafting) and Map the Area (Survival) activities.

    Q) Like Subsist, does Fortify Camp roll at -5 if used on the same day as travel?
    Q) Or, do these instead count as one Hexploration action?
    Q) What value does Map Area have in terms of reporting information back to VCs?
    Q) Can we suggest alternate skills to roll for Fortify Camp and Map Area? (Forest Lore?)

    Finally,
    It looks as though we will get a certain amount of Group Activities per day, and then, on top of that, each PC has the option to take an Individual Actions (ex. speed up Reconnoiter by rolling lore skills, roll to Subsist for party but at -5, etc). Is that a correct assessment?

    Q) Is Forced March a Group or Individual action? Or both?
    Q) If some PCs in the party move at 30+ feet per day, but others don't, does that increase their number of Individual Actions per day (or, remove the -5 penalty to Subsist / other activities)?

    Looking forward to this Scenario!

    ** spoiler omitted **

    A) Fortify Camp and Map the Area are both group activities, and you would do them instead of Traveling or Reconnoitering that day; unlike Subsist (which is a downtime activity, rather than a specific Hexploration activity), you don't have the option to do them after 8 hours of travel or exploration.

    A) You were specifically told by Gorm not to bother mapping on this trip.

    A) Forced March is a group decision, unless you want to massively split the party.
    A) No, your number of activities per day is set by your slowest member.

    All told, you're generally not likely to want to use Individual Activities in this case, as it would involve splitting the party. For instance, if you wanted to Map the Area, you would either all have to do that, or some of you could go off and do that while the others Reconnoiter a hex. That means you're not likely to be together if one group triggers an encounter. I'm going to recommend to you (as the scenario instructs me to do) that you stick to Travel and Reconnoiter group activities.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Ithuriel the Ranger wrote:
    Are the 40 days of trail rations 40 days each or 40 days total?

    40 days for each of you. That's why you need 6 Subsist successes to add one day to that total.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Toanthel wrote:
    Then there is a matter of feeding them. Horses need to eat a lot each day. Will they have enough time to graze during our travels or will we have to buy and carry extra feed?

    They'll have time to graze while you set up camp, etc. We don't need to worry about buying/carrying extra feed.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Fangor The Masked wrote:
    @GM question if Fangor has a horse and the other not, with Ageless Patience is he able to get the bonus to explore?

    I'm afraid not. Your hexploration speed is set as a group (unless you're planning to split the party, which is not recommended), and set by your slowest member.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Emdi Emmay wrote:
    Sorry everyone, I brought a city boy to the Iobarian forest. Emdi has Survival +0, but he does have Fishing Lore +5 (not sure if lore can be used to Subsist).

    I'll allow Fishing Lore to subsist in any hex that has water.

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer
    GM Dennis wrote:
    I'm going to recommend to you (as the scenario instructs me to do) ...

    I promise not to tell the scenario's author if you don't!

    Oh, wait ...

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    Thinking about speed I am fairly sure that Bear will slow us down as he cannot ride a horse. With barding on his speed is 25. If I remove the barding it is 35 which gets us to 2 actions.

    If you do take a riding horse it will run off but we should be able to round them up after any encounter I would hope.

    I can just afford a warhorse or I can by a riding horse and help someone else buy one.

    Edit: I will buy bear a set of light barding and a riding horse for myself.

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Why barding will reduce Bear's speed?

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    Heavy barding requires a str mod of +5 to reduce the speed penalty. Bear has a +3.

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Ok, wasn't sure what type of barding bear had.

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer
    Ithuriel the Ranger wrote:
    If you do take a riding horse it will run off but we should be able to round them up after any encounter I would hope.

    If this is the case, I'm way more amenable to getting a horse. I thought that it would run off and be gone forever.

    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

    OK, Packet will buy a riding dog for 4 gp. Dogs never run off, right?

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Fangor will buy a riding horse too

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Emdi Emmay wrote:
    Ithuriel the Ranger wrote:
    If you do take a riding horse it will run off but we should be able to round them up after any encounter I would hope.
    If this is the case, I'm way more amenable to getting a horse. I thought that it would run off and be gone forever.

    I'm fine with that. It's not clear one way or another, but I don't think they'd go too far.

    Sounds like you want to move straight south-east from camp. I put an arrow on the map, but feel free to adjust if that's not what you had in mind. I'll move us out of camp later this evening.

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    Emdi will buy a riding horse for himself, and one for Toanthel (-16 gp).

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    I see two different proposed routes; which way are you headed?

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    I would support the alternate one to avoid backtracking later on.

    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

    That does make sense. I haven't played this sort of scenario in quite a while, so I'm not sure how best to optimize our route.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Alright, if we have a few votes for the alternate, I'll move us along that route.

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    It looks like the first 6 are cast in stone, but I've gone ahead and numbered the hexes with my proposal. It should put us adjacent to base camp at day 36. We can cross base camp and get 3 of the last 4, and with an additional 2 days, get the last hex. We'll cross our path twice.

    Grand Lodge

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    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    One more note for now: The way I'm running this is meant to balance player agency and a reasonable PbP pace (hence asking you to program a route and then fast-forwarding to the interesting bits). That said, this is an unusual scenario and my first time running it in PbP. I'm not tied to this particular way of running things. If you find that this style of running hexploration isn't working for you, or you have thoughts on how to improve it in PbP, don't hesitate to reach out and let me know. I want this to be a fun experience for everyone.

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    I am more than happy for this. I really dont see the benefit of asking us to each keep rolling subsist and tracking checks for each and every hex. If we do that we may still be playing next year!

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Agreed!

    Grand Archive

    Dwarven (Ancient-Blooded) Ruffian Rogue / Cavalier | ◆◇↺ | Exploration Mode: Investigate with Stonecunning
    Stats:
    AC 18 or 19 parry | Fortitude (+6), Reflex (+7), Will (+7 w/ Doughtiness) | Perception (+7 or +9/+5 @ active/passive vs stonework) w/ Darkvision| Speed 20
    ♥️ 30/30 | ☘️ ☑□□ | ✋ Clan Dagger + Knuckle Duster | Leads: Vandalized Stable | ⚕ none | Reactions (↺): Call on Ancient Blood

    Hiking up the Mountains now, Knab takes a walk through his "steel trap" mind, shaped like the cultivated cave he was born in, and through the catacombs, enters the section where a greenhouse of sorts is maintained, where mosses, ferns and algae of resplendent colors thrive by a carefully controlled climate - a place where he keeps his "forest" memories.

    He uses several organic inks to carve out the anatomy of Owlbears in it's walls or low ceilings, so that when he encounters them again, he can quickly return through simple visualization, and arm himself with the factual knowledge he needs to keep himself and his allies safe.

    GM - If we survive, Knab would like to scribe "Owlbear" into his "Thorough Reports" on his Chronicle Sheet...

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