Herondal Lapetty
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This one was pretty fun. Mostly due to the players and GM rather then the scenario. Thanks all.
Perform Dramatic Acting 8 days master skill level 7: 1d20 + 20 ⇒ (8) + 20 = 28
20 gp.
Pip Hip Hooray
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The scenario's fights have been amazing, but I keep hoping for a bit more roleplay and investigation. Will we be getting any of that in the grand finale? If not, I know that my party will provide me roleplay!
| PFS 2 GM ZD |
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@ Salliss, yes. Some R&R and you will be fine.
@Pip, you must represent a certain Orc Barbarian. His hireling is a lawyer/accountant.
Pip Hip Hooray
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Pip is happy to represent Grum! And yeah, I'll be pissed if anything bad happens to Jadirahx! I spent too much time writing her in that scenario! She's my favorite dragon!
(I wonder if she needs legal representation?)
| PFS 2 GM ZD |
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LOL. I forgot you wrote that scenario. It was fun, took out my druid in the final encounter. The GM missed where we could use nature to attack things, but fun either way.
Ionic Saltbeard
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Whoops missed that the fight had ended before posting. Anyway. Ionic plans a talk about the Pahmet Dwarven culture for the local education institutions in the area.
Pahmet Lore, Master, Level 5: 1d20 + 14 ⇒ (16) + 14 = 30
That is just barely a critical success! Who knew that Iobarians wanted to know about Osirion dwarves?
Pip Hip Hooray
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I figured, but it was too much fun to respond to it! Besides, there are a lot of PF1 players who would have loved to punch Drandle Dreng for all the times he rousted them out of bed.
The Mad Hoppper
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Crafting, earn income, master, level 7 (due to HH boon), DC23: 1d20 + 18 ⇒ (16) + 18 = 34 So a crit success - 3gp x 8 = 24 gp
@Gm - thanks for running it! Unlike others I liked this scenario, it was a bit like the previous one, heavy on the fights and light on investigations etc. But at the same time, this mission was just that. I liked it, nice encounters with interesting enemies.
I was a bit disappointed that Barydeth killed that demon so quickly as I felt like it would make the fight something else than slap fight with the stone creatures ;) I actually never fought such a creature before, and I still can't say that I did.
Anyways thank you all for the really enjoyable run, now I need to update Hopper to lvl 8 and decide if I want to go for more alchemist utility with Debilitating Bombs or change Wolfie into a large monstrosity with reach...
Bardyth the Giant
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I believe that is a crit success on doing legal paperwork for other Pathfinders. Who knew that legal work could be so lucrative in Iobaria?
Clearly the value of law is heavily appreciated in a region that was beset by so many demons from the Worldwound.
field commissioned:
Lore: Engineering, Trained, 8 days: 1d20 + 10 ⇒ (1) + 10 = 11
Lore: Engineering, Trained, 4 days: 1d20 + 10 ⇒ (3) + 10 = 13
Whelp.. .who needs money anyways, right?
I agree the fights were fun, and everything well played. Thanks all around.
I am going to guess that last fight ended soo fast because of a combination of things. I suspect, as a spirit, it normally has really really good reistance, but ghost-touch countered it. Further, the height+reach+AoO was probably a very strong counter to it. As I got from it's first actions that it was a spellcaster of some sort. Relying on Dreng to be the melee of the battle. Goind to guess Pip's call for Good Damage, and the disrupt undead from herondal, as well as the pour in of aspiration points, all made it much easier.
Finally, I suspect it was not as tough as it could have been. Due to the number of debuffs that might have happened from the stone fey. I'm imagining how much worse that battle could have gone if half the party was Slowed and Drained. Also, if Bardyth had crit failed on that possession roll at the time, and how things might have gone <.< ... And I think there was some type of debuff we saved from during the fight at the base of the statue. Also, if Bardyth had been the one to step on the drandlestick and dropped his glaive... <.< talk about back-tracking XD
In short, I suspect this battle was taking into the amount of potentially lost resources, and we just managed them really, really well. Hence it going by so quick.
Salliss
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I thought it went well and agree that it was us having so many aspiration points that made the fight as short as it was. Separating the hit points of the two was huge, and the additional good damage likely was a large addition to the damage done.
Although these were difficult battles, I think the battles in the first one was more interesting as a player.
I am greatly appreciating having a chance to use the cold iron and demon lore. They haven’t come up very often, nice to see them of use here.
I have appreciated the role playing that has happened. This has been a fun group and I look forward to going through the next section with all of you.
| PFS 2 GM ZD |
I will also state that the light placed on Barydeth's weapon by Herondal also helped with the Stygira. When exposed to bright light, the Stygira becomes sickened 1 until they leave it.
I will spoiler the full effect from all of the debuffs.
Offensive
0 Spent: The Disciple and Drandle each have 3 actions. Any quickened effect applies to both of them. If either Drandle Dreng or the Disciple of Urxehl is affected by the slowed condition, the Disciple chooses which of them is slowed. The two may share a space without penalty, and while doing so, they share the Disciple’s reach and treat all creatures within 10 feet as flat-footed.
1: There are no special modifiers to actions.
2: The Disciple treats Drandle as a minion. It must spend 1 action to command Drandle each turn, at which point Drandle has 2 actions.
Defensive:
0 Spent: The Disciple and Drandle combine their Hit Points into a common pool; neither one falls until the entire pool is depleted. Any harmful effects that would be applied to the Disciple instead apply to Drandle. Defeating the Disciple kills Drandle.
1 Spent: At the beginning of its turn, the Disciple automatically heals up to 40 Hit Points (60 Hit Points for levels 9–10) and deals an equal amount of damage to Drandle. If Drandle reaches 0 Hit Points from the ability, he gains the dying 1 condition and must be stabilized accordingly. If brought back to positive Hit Points, he continues to battle the PCs.
2 spent: The Disciple gains no additional defensive benefits.
Additionally, taking out the storm early on in each encounter was a good idea. they have a +17 to hit and they are not subject to MAP. Unlike other traps, it does not lose actions each time you successfully disable it. It is either on or off.
Now, onto the next. Thinking about taking the weekend off from this Arc and starting back up on Monday.
PS: Chronicles have been sent. If any changes are needed, please let me know.
Salliss
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It is a really minor thing, but the check boxes for what we did are not filled out.
Is that something RPG Chronicle doesn’t know how to do?
Bret
Pip Hip Hooray
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Yeah, checkboxes would be nice if they can be done. Have a lovely weekend off from our game, but this means that we can RP our downtime again!
| PFS 2 GM ZD |
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I didn't realize that. Feel free to check that you managed to free DD from the spirit's influence and you used the last of the ritual energy to bring back Dolok Darkfur.
The Mad Hoppper
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Besides the checkboxes, my chronicle looks good! BTW. would you be so kind to share the disciple of Urxehl stats? I am just curious
| PFS 2 GM ZD |
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Perception +19; darkvision
Languages Abyssal, Aklo, Common, Cyclops, Jotun, Necril
Skills Acrobatics +19, Deception +19, Intimidation +19, Occultism +22, Religion +22, Society +18, Stealth +17
Str –5, Dex +5, Con +3, Int +6, Wis +5, Cha +7
AC 27; Fort +16, Ref +18, Will +21; +1 status to all saves vs. magic
HP 145 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical); Weaknesses good 10
Urxehl’s Grace [reaction] Trigger Urxehl’s firestorm targets a creature; Effect The Disciple of Urxehl redirects the firestorm, causing it to target a different creature of the Disciple’s choice.
Speed fly 30 feet
Melee [one-action] vile touch +17 (finesse, reach 10 feet), Damage 2d10+11 negative
Divine Spontaneous Spells DC 29, attack +21; 5th (4 slots) Abyssal plague, flame strike, harm, wall of flesh (Advanced Player’s Guide 228); 4th (4 slots) divine wrath, enervation (Advanced Player’s Guide 219), silence, vampiric touch; 3rd (4 slots) blindness, crisis of faith, fear, slow; 2nd (4 slots) darkness, enlarge, see invisibility; Cantrips (5th) acid splash, know direction, mage hand, read aura, shield
Channel Firestorm [one-action] (concentrate, metamagic) If the next action the Disciple of Urxehl takes is to Cast a Spell, any creature that has taken damage from Urxehl’s firestorm since the Disciple’s last turn takes a –2 circumstance penalty to AC and saves against the spell.
This does not include any of the buffs/debuffs or Challenge Point adjustment.
Bardyth the Giant
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So I wa right. Strong spellcaster. Very glad of my reach and AoO. Also, great making DD a Minion. So it trying to get out of Opportunity range, and command DD, meant no spells.
Salliss
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I have updated Salliss.
Purchases include:
Resilient rune for armor
Aeon stone: Pearly White Spindle
Scroll Resist Energy (replace one used)
Moderate Healing Potion (replace one used)
Pip Hip Hooray
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Yay! We are starting again!
The Mad Hoppper
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Ok, School items:
Dust of appearance - Hopper is bad fighting invisible foe, to low wis, to crappy perception.
Bought items:
Resilient rune
Pearly White Spindle
Wyvern Poison recipe
Daily Potions: (7/12 used, 5 infused left)
6 - Bottled Lightning
6- Ghost Charge
2- Wyvern Potion
2- Stonebody Mutagen
2- Drakeheart Mutagen
Pip Hip Hooray
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Regarding PBP players not playing their characters again after this... 7-8 is a high tier in PBP. How many adventures are open at this tier that are not publicly recruited? There is a dearth of publicly recuited high level stuff. I think these players are simply not finding adventures for their level 8s to play in.
Herondal Lapetty
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The only skills I have any shot at are Religion and Survival. Though possibly my Performance can help a junior agent git' er' done if Versatile Performance applies.
Plus I could aid them.
Pip Hip Hooray
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We only get two rolls, though. And it takes two rolls to close a site.
My best bet is the Occultism one -- or Diplomacy, if the DC is close. Does anyone have an objection to me claiming the Occultism mission?
Salliss
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My best would be Mission 1: Bones.
Since it is acrobatics to balance and I have the Steady Balance feat, any success becomes a critical success.
My second best would be Mission 7 Elementals using Stealth.
I also would have a reasonable chance at Mission 2 Flares (Arcana) or Mission 10 Tower (Thievery).
I have no objection to Pip taking the Occultism mission.
Ionic Saltbeard
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My best options would be Mission 3: Poles (Athletics +17; though I know Bardyth has me beat) and Mission 4: Vines (Nature +14)
Other options are Mission 9: Signature (Survival +12), Mission 8: Beasts (Medicine +12), and Mission 6: Lights (Religion +12).
I feel that we probably don't need to close that many places to get a success here. Either that or the DC is low and crits are moderately easy or there's a second round of rolls after something happens. Otherwise this skill challenge would be hard to complete. This is pure speculation though.
The Mad Hoppper
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I am fine with the choices.
I would suggest for Salliss to try Acrobatics followed by Arcana, just because Bardyth if he crits athletics he can try stealth, I don't know how many different options does he have.
I am fine with Pip going for Occultism.
Hopper will try Thievery as he has similar mods for Acrobatics/Thievery/Arcana/Occultism. And thievery has not that many PC's that can do it (Hopper and Salliss).
Bardyth the Giant
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Yeah. Poles does well for me... otherwise my highest bonus is 12 for Signature.
As for Pip in Occulltism... "Occult is a group of people drinking kool-aid, right?" Lol
Pip Hip Hooray
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I'm old enough to remember Jamestown. Brrrr.... Alright, I will go for it.
Pip Hip Hooray
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This song is for Hopper. The reason will become obvious after listening to it!
Hmm
Pip Hip Hooray
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GM, you and Ionic cross-posted! Also Bret is GMing right now in person. He'll be posting later tonight!
Ionic Saltbeard
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I'm just cross posting everyone today, aren't I?
| PFS 2 GM ZD |
Sure did. I'll update my original.
Herondal, Ionic, and Pip, each of you had to spend the Hero Point to succeed, but with your sacrifice, you may have just ensured you significantly weakened the ritual.
The Mad Hoppper
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This song is for Hopper. The reason will become obvious after listening to it!
Hmm
Nice, I also have 15 ... pathfinder junior agents with very special names ;)
| PFS 2 GM ZD |
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There is nothing in the scenario about terrain. So i am going with no.
Pip Hip Hooray
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Am I stuck with Frightened 1 next turn because you called for the save after I acted. or does it go away now?
| PFS 2 GM ZD |
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It was supposed to apply to your first turn, so your good now.
I meant to make it apart of the draconic roar, but forgot...
Pip Hip Hooray
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Thank you, ZD!
Spending two actions before moving on such a long-distance map... Oh well, I suspect I'll want that size and reach for what's coming.
Yeah, I feel like by getting the start on the initiative, all we did was make the enemies turn easier by getting into range. Then again, if the ram guys can cast fireball, they already have a fairly long range. It's good for us to spread out so they cannot get the entire party in one explosion. Well, they're up now, so we'll see what they can do!
| PFS 2 GM ZD |
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Leaving fireball formation when facing "Arson Demons" is always a good idea. Especially knowing that they cast fireball. I could only hit three of you instead of all seven, including Wolfie.
The Mad Hoppper
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Where did my HP go! :D lol - before that I had 102 now I have 30 and Wolfie as well :D
Let me call this: tactical maneuver to provoke AOO attacks that would miss most of the allies!
Mission accomplished, I will recommend Hopper for a medal ;)
Jokes aside, I had some bad reflex saves, but I should be able to heal myself with potions so it is all good. And overall I have plenty of HP and it is to be used ;)
Bardyth the Giant
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"I still got 1 hp, I'm good to go!" :)
At the very worst case. you have impressed Bardyth, who would be happy to give a medal if he had any or the skill to make any.
Pip Hip Hooray
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Gah, well Pip feels she is way too close to this fight, but you all keep getting out of range of her Inspire Defense.
| PFS 2 GM ZD |
Ravener is about down to half. The Brimoraks are still looking healthy though.
Pip Hip Hooray
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My comedy lessons are coming in handy. I slowed a dragon!
Also... Get better, Hopper. It seems like half the people I know have been sick this month. Wishing you sleep and hot tea!
Pip Hip Hooray
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Are you peeking at my future comedy routines?
Salliss
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I guess when your body is nothing but bone, there is a higher chance of hitting a funny bone! :P