Gameday X Slaver's End 10-21 (Inactive)

Game Master Curaigh

Wizards Wanted Gameday X


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Core Helms ! Wizards Wanted Gameday X

Please update slide one. Later slides will have the maps added.

This should be set up for a reply to make it easier for you (deleting everything above). I would like the top information all a a single line. When I create chronicles, I can cut and paste this quickly.

RL name (Paizo Avatar is OK): * Character Name * PFS number: * Faction
e-mail: for game day prize support. PM me if you are uncomfortable posting it here. Gameday Only.

This information will make gameplay easier. When I need to bot someone they will have already made their action. Make sure to add the appropriate modifier and the final closed bracket (])to the die rolls. You can roll day jobs now or wait.

Re-Roll:Y/N
Most likely use:
Day Job:
Typical combat action:
[dice=default combat action]1d20+ [/dice
[dice=damage]+ [/dice
[dice=attack of opportunity]1d20+ [/dice
[dice=damage]+ [/dice

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Spellsorrow * Sorithar Ark'nroth * 185281-1 * Dark Archive
e-mail: sorithar@gmail.com

Re-Roll: N
Most likely use: NA
Day Job: Take 10 for result of 35.
Typical combat action:
Cast appropriate spell or use wand of magic missile (3rd)

Grand Lodge

M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11

shaventalz: * Koryo * 53092-9: * Grand Lodge

Re-Roll:Y
Most likely use: Known-dangerous Fort or Will save, where the original roll was <10
Day Job: Possibly; won't roll this until I see whether there's another faction card check to make

Typical combat action:
Full attack.
Swift-action Intimidate on hit (if they're not already shaken.)
On crit (15-20), use Gloves of Marking if target not already affected.
Primary attack: 1d20 + 17 ⇒ (13) + 17 = 30 and damage: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16
Iterative attack: 1d20 + 12 ⇒ (16) + 12 = 28 and damage: 1d6 + 10 + 5 ⇒ (3) + 10 + 5 = 18
Intimidate: 1d20 + 15 ⇒ (12) + 15 = 27

Attacks of Opportunity:
(note that the attack bonus here is 1 higher than normal)
AoO 1: 1d20 + 18 ⇒ (20) + 18 = 38 and damage: 1d8 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 2: 1d20 + 18 ⇒ (17) + 18 = 35 and damage: 1d8 + 10 + 5 ⇒ (7) + 10 + 5 = 22
AoO 3: 1d20 + 18 ⇒ (18) + 18 = 36 and damage: 1d8 + 10 + 5 ⇒ (5) + 10 + 5 = 20
AoO 4: 1d20 + 18 ⇒ (14) + 18 = 32 and damage: 1d8 + 10 + 5 ⇒ (6) + 10 + 5 = 21
AoO 5: 1d20 + 18 ⇒ (9) + 18 = 27 and damage: 1d8 + 10 + 5 ⇒ (3) + 10 + 5 = 18
AoO 6: 1d20 + 18 ⇒ (18) + 18 = 36 and damage: 1d8 + 10 + 5 ⇒ (3) + 10 + 5 = 18

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

DoubleGold
Apply to Mark Shadowlord 135676-5
Silver Crusade
No day job

Her is Ezren level 7 Pregen.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

We waiting for someone and where did the DM call for the checks?


Mordack Dunstar wrote:
We waiting for someone and where did the DM call for the checks?

The first gameplay post mentioned making "knowledge checks as you wish."

Not sure what we're waiting on. Possibly more players? I don't think this player has showed up past the initial post, so maybe that.

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

This still happening..?


Core Helms ! Wizards Wanted Gameday X
Venture Teller Play b'Post wrote:


I am starting 14 hour days at work. My posting will be spotty, but I am going to start the game in earnest.

Yes, I will begin regular posting tonight. :)


Anyone have a good gift idea for Vahn? Aside from a gift-wrapped halfling or something.

If it comes to it, Koryo has no issue with freeing the genie.

GM: Note that, time permitting, Koryo will read Volume 27 of the Pathfinder Chronicles and practice with his thief trainer each morning (including before showing up at the tavern.) Since it might come up, do you consider an item modified with arcane lock to be a "magic trap" for the purposes of PFChron #27?


Also, Koryo has Favored Terrain (Urban). That would put his initiative at +9, as well as increasing his Perception to +13.

Don't know if we're going to do anything while not in Urban, but given the mission description I'd assume at least part of it will get those bonuses.


Core Helms ! Wizards Wanted Gameday X
shaventalz wrote:
Since it might come up, do you consider an item modified with arcane lock to be a "magic trap" for the purposes of PFChron #27?

Not by itself. It is a lock not a trap.


If Vayn has "dabbled in a variety of other trades", perhaps something that will grab his curiosity instead? Something less generic than wine?


I have not played 09-21, so Koryo doesn't have the chronicle.

Before going to Vayn, Koryo will purchase a single dose of Rusting Powder. With aid, that would put his Take10 Disable Device at 40 (plus whatever the Venture-Captain's tools give.) Hopefully that's enough to open the collar. He'd try without the powder first (since it tends to perma-lock stuff,) and hopefully get an idea of how close 35 is to the target. Assuming we actually go the Efreeti route, rather than just sweet-talking Vayne.

Also, need to remember to post as Koryo IC rather than the default shaventalz.

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Sorry, busy week, will post as soon as able.


For reference: Chime of Opening. Auto-dispels Hold Portal and Arcane Lock, or tries a Disable Device check at +20 to unlock the whatever.


Mykel Therinor wrote:

Yeah...what do you get for the man who has everything, right? Mykel says as he settles on a nice Osiran wine.

When getting to the estate, he marvels at the collection of art and lets out a low whistle.

The Blakros Museum would be jealous if they saw these, I think...

Maybe, maybe not. When's the last time this collection threatened to unleash calamity upon the city? It might be too safe for the Blakros' tastes.


How many PCs have we had show up? Four? Melee/melee/wizard/wizard?

Mark Koryo down for buying two more potions of CLW (50gp each) before we leave, for stabilization purposes.

Also, he'll make sure to show the wizards in the party his new wand of Infernal Healing.


GM: Koryo has the feat Weapon Material Mastery. Critical hits with his main weapon ignore all DR.

He also has an undersized silver rapier. When Koryo damages someone with it, it reveals if they're under the effect of an illusion or polymorph spell. Is it possible to deliberately do 1 damage on a non-resisting target? Basically something like "hey string of slaves, we're freeing you, but first I need to make sure you're not a trap. Hold your hand out and I'll prick your finger."


Venture Teller Play b'Post wrote:
“Please introduce yourselves so I can start to think of you as more than a group of homicidal archeologists.”

Well, I mean... he isn't exactly wrong.

And why not. Knowledge Local: 1d20 + 9 ⇒ (3) + 9 = 12 for whatever respectful title might be most appropriate.

EDIT: Sir it is!


Core Helms ! Wizards Wanted Gameday X
shaventalz wrote:


He also has an undersized silver rapier. When Koryo damages someone with it, it reveals if they're under the effect of an illusion or polymorph spell. Is it possible to deliberately do 1 damage on a non-resisting target? Basically something like "hey string of slaves, we're freeing you, but first I need to make sure you're not a trap. Hold your hand out and I'll prick your finger."

Is this a specific item? Normally interacting with an illusion allows the Will save, but it is not automatic.

One can't reduce the damage intentionally, but one could intentionally make weapon damage non-lethal (penalty to to-hit).
Does that answer your question?


Core Helms ! Wizards Wanted Gameday X
shaventalz wrote:
Venture Teller Play b'Post wrote:
“Please introduce yourselves so I can start to think of you as more than a group of homicidal archeologists.”
Well, I mean... he isn't exactly wrong.

LoL. With my local group that line stunned the whole table into silence. Then we burst out laughing... (Murder hobos is the local term :)


Venture Teller Play b'Post wrote:
shaventalz wrote:


He also has an undersized silver rapier. When Koryo damages someone with it, it reveals if they're under the effect of an illusion or polymorph spell.
Is this a specific item? Normally interacting with an illusion allows the Will save, but it is not automatic.

It's part of the Weapon Material Mastery feat. It doesn't break the spell, or let Koryo see through it, but it reveals the presence of the spell.


Venture Teller Play b'Post wrote:

Corvius Vayne graciously accepts the gifts with genuine thanks. "What about you? What gifts do you possess that your venture captain would send you to me?

Oh, no. I'm absolutely a homicidal archaeologist. See the ranks in Knowledge (History)? The weapons? The absurd number of pouches I have strapped about my person? My spellbook only has three non-cantrip spells that aren't primarily useful in combat. Let's face it, if I were strong enough to make it stick, I'd probably shank you in exchange for a couple of rare scrolls.

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, 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 down for taking one for the team...and if something gores wrong, I have enough PP to get out...I hope...lol


Mordack Dunstar wrote:
Well guys, the obvious decision is yes.

What, are you a paladin suddenly? Silly me, I thought masters of the arcane and scholars of the unknown weren't satisfied with the "obvious."

I guess I was mistaken.

(disappointed stare)


Assuming Corvius is sufficiently specific about what he wants, Koryo wouldn't have much of an issue with showing off for a month. That said, I'd rather let the efreet loose, probably. Depends on why he's with this guy, whether he wants to be freed, and how much he'd be willing to help in exchange.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

Mordack is a yes man, the man could have said, you will work for me for minimum wage and your job is to help me build my garage, you do all the drilling and hammering.


Mordack Dunstar wrote:
Mordack is a yes man, the man could have said, you will work for me for minimum wage and your job is to help me build my garage, you do all the drilling and hammering.

Hey, that's fine. Koryo has a 'C' in his Alignment, though, and kinda means it. While shmoozing around high society isn't that bad an ask, and might even be beneficial to his shipping business... he'd prefer to not just do what this guy tells him to, just out of principle.


Koryo doesn't have any Knowledge (Planes) and hasn't encountered efriti before. He doesn't know, for instance, about their wish-powers. We could potentially negotiate a boost there, but it might be risky. On the other hand, even "tell us what you know and teleport us safely outside of the city before Corvius finds out" could skip an encounter or two.

That said, "tell us what you know and let us escape before doing something that would alert Corvius" would be sufficient for Koryo.


Core Helms ! Wizards Wanted Gameday X

Spica Will be joining us to make a legal table. This is a replay for them, but a they have spells to trade and we needed a fourth. :)
Welcome Spica! ...who has been here since the beginning. Also Congratulations on the recent fourth star. :)

shaventalz wrote:

Koryo doesn't have any Knowledge (Planes) and hasn't encountered efriti before. He doesn't know, for instance, about their wish-powers. We could potentially negotiate a boost there, but it might be risky. On the other hand, even "tell us what you know and teleport us safely outside of the city before Corvius finds out" could skip an encounter or two.

That said, "tell us what you know and let us escape before doing something that would alert Corvius" would be sufficient for Koryo.

I think a genies' granting wishes is common knowledge. Sure you have to free them from their lamp first, & there is something about sesame seeds, but I think it is. Mordock also rolled a twenty on a Kn (planes) check. Which is enough to know about wish-granting.

This is certainly an option if the party wants to consider it. :)

Grand Lodge

M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11
Venture Teller Play b'Post wrote:

I think a genies' granting wishes is common knowledge. Sure you have to free them from their lamp first, & there is something about sesame seeds, but I think it is. Mordock also rolled a twenty on a Kn (planes) check. Which is enough to know about wish-granting.

This is certainly an option if the party wants to consider it. :)

Genies, sure, but this is an "efreet". Doesn't look genie-like at all, really.

Did the guys that name stuff get drunk and start renaming existing things again?

Hang on, lemme check the reference...
Knowledge (Local): 1d20 + 11 ⇒ (12) + 11 = 23


If there's an arcane lock involved, I'd like to use the Chime of Opening on it first. That would automatically dispel the spell, unless Corvius got someone of CL16 or higher to cast it. Getting rid of the spell would drop the DC of the lock by 10, which seems like a worthwhile use of the chime.

A new chime has 10 uses. Do we know how many uses the one we were given has?


Core Helms ! Wizards Wanted Gameday X

This is a greater chime of opening with a higher caster level (20). Ten charges.

Efreeti are the fire version of genies. The genie in Arabian Nights is an air genie, or a djinn. Maybe I have overestimated the commonality of genies though. It is up to you though if you want to use that when bargaining.


Venture Teller Play b'Post wrote:
This is a greater chime of opening with a higher caster level (20). Ten charges.

That doesn't seem to be a "normal" item (or I can't find a description.) What does it do differently from a standard Chime of Opening? The higher CL would affect its Disable-Device-equivalent checks, but does it do anything else? Does it have additional powers?

Venture Teller Play b'Post wrote:
Efreeti are the fire version of genies. The genie in Arabian Nights is an air genie, or a djinn. Maybe I have overestimated the commonality of genies though. It is up to you though if you want to use that when bargaining.

Sure, I know that and you know that, but there's 5 genies in the bestiaries. One grants wishes daily, one grants a single wish once per year, and one can't do wishes at all. For the last two, only their advanced subraces can grant wishes.

I'd say that Koryo knows just enough to be confused as to whether this is one of the useful genies or not. Someone with Planes can certainly bring it up, but I don't think Koryo would try. It could sour negotiations, after all. "Hey, could you teleport us all to the end of the scenario?" "What do you take me for, one of those hated (otherGenie)? Begone!"

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

the chime might be a scenario specific item...


Core Helms ! Wizards Wanted Gameday X
shaventalz wrote:


Venture Teller Play b'Post wrote:
Efreeti are the fire version of genies. The genie in Arabian Nights is an air genie, or a djinn. Maybe I have overestimated the commonality of genies though. It is up to you though if you want to use that when bargaining.

Sure, I know that and you know that, but there's 5 genies in the bestiaries. One grants wishes daily, one grants a single wish once per year, and one can't do wishes at all. For the last two, only their advanced subraces can grant wishes.

I'd say that Koryo knows just enough to be confused as to whether this is one of the useful genies or not. Someone with Planes can certainly bring it up, but I don't think Koryo would try. It could sour negotiations, after all. "Hey, could you teleport us all to the end of the scenario?" "What do you take me for, one of those hated (otherGenie)? Begone!"

LoL. Fair enough. I hope I didn't offend. I wrote that three different times & fear I didn't remove enough of the patronizing tone :(

Yes the chime is just specific to this scenario, but it follows the heightened spell & item creation rules and could be added to any campaign (hence the CL 20). Many GMs (PFS included :) would disallow such an item on account of negating locks entirely.

Spoiler:
It is not on the chronicle sheet for example & therefore can only be used this scenario.


Venture Teller Play b'Post wrote:

"Set me free & I will give you the information you seek, nothing more nothing less." & give us time to escape...?

This is the party's plan correct? If not, please say what the plan is :) If so, please try to open the collar.

Spica's spell allows a caster level check for the following or/and you can attempt something more traditional.

That's my understanding of the plan.

Waiting on Spica's CL check. If it fails, we've got the chime.

Koryo intends to take 10 on the lock, find out that it's really good, then take 20 (2 minutes).


I'm assuming that Spica's detect magic would have caught something like an alarm spell tied to the collar.

I don't think we've got anyone else that can assist with locks anymore, do we?

My understanding is that you can take 20 on DD to unlock a lock, but not most other uses. Traps go off if you fail hard enough, and you can only retry sabotage if you know it failed. But opening locks is actually one of the examples for taking 20.

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Apologies. Hopefully back in the swing of things now.

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

@Spica Capella, want to trade spells when this is all done..?


Also on the list of trinkets to think about purchasing before heading onto water: a potion sponge filled with a potion of touch of the sea. 52gp gets you a swim speed for 1 minute if you find yourself in the drink. Also something to cut your way out of a hungry sea monster if it comes to that.

GM: Anything happen on the way out of the estate, or can we assume these conversations are happening after we get out?

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

regarding spells, i have a couple scrolls. can the spellcasters copy the spells from them without consuming the scrolls?


Mykel Therinor wrote:
regarding spells, i have a couple scrolls. can the spellcasters copy the spells from them without consuming the scrolls?

Nope. Book-to-book is fine, scroll-to-book consumes the scroll.

Adding Spells to a Wizard's Spellbook - "The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment."

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

that's what i thought...i have two scrolls of Tongues...i can sacrifice one for someone to know it...no big deal...

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

All set for Tongues, but thank you.


Core Helms ! Wizards Wanted Gameday X

I added a slide for your spell lists. Putting them all in one place might be easier than in random posts and or player sheets.
And I added the slides link to the campaign page. Yeah me!

Mordack Dunstar wrote:

The pregen Ezren shows everyone his spells Here, any who wants to copy my spells can, but I can't copy yours.

4th—dimension door, shout (DC 21)
3rd—dispel magic, fireball (DC 20), haste
2nd—glitterdust (DC 17), knock, scorching ray, spider climb
1st—burning hands (DC 17), expeditious retreat, mage armor,
magic missile, obscuring mist, shield
0 (at will)—acid splash, detect magic, light, mage hand

and Spellbook (contains all prepared spells plus all 0-level
spells; 1st—charm person, color spray, sleep; 3rd—lightning bolt),

It might be a little risky coin wise, but I don't know why you wouldn't be able to learn spells. As far as the chronicle is concerned you made a purchase. (Maybe you are not applying this to a wizard?) I am not sure how Ezren is built, but most wizards can Take 10 on their highest level spell I think you can even spend pre-gen's gold on an item used in the scenario, such as a scroll.

If I am wrong on any of this please let me know.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

I thought if a pregen was being used in place, you couldn't copy spells, including higher level ones your character can't learn yet. Also, the character I'm applying it to isn't a wizard.

Dark Archive

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Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Sorithar copies the following spells from his fellow wizardly Pathfinders (Take 10 on Spellcraft to learn each):

1st: starsight, shield, touch of the sea
2nd: cat's grace
3rd: aqueous orb, protection from energy, water breathing
4th: shout, ride the waves

Total expense: 660 gp


Do we have a preferred marching order? I'm guessing Mykel and Koryo in the front and back (unknown order), but maybe we want both melees up front. Does anyone have any automatic (stonecunning style) checks that would require them to be at the front?

Grand Lodge

M Kitsune Swashbuckler 5 (Inspired Blade) / Ranger 3 (Freebooter / Trapper) | HP:71/71 | AC:23 T:16 FF:17 | CMB:8/17 CMD:24 | F:+8 R:+14 W:+4 | Init +7 | Perception +11
Spica Capella wrote:
During the trip, Spica had spent most of it submerged in a large barrel of seawater, where she felt more comfortable, deciding on the spells she wanted.

"Aww, you should have said something! We could have tossed a line off the back and towed you here."

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