[SFS_Aerondor] 03-20 Fleeting Truth: Everchanging revelation (11-14) (Inactive)

Game Master Aerondor

Maps
chronicles


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Lantern Lodge

SFS 05-99 BftB

Yikes. I'd never taken that rule aboard. Nasty.

With respect to the gameplay post, we now have Tolar at normal speed, but with the haste circuit active. Correct?

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Right.

Lantern Lodge

SFS 05-99 BftB

That last zap of the armour took its damage to exactly its hp.

Welcome to high Tier.

That dismissal was a masterstroke, I hate to think what fighting two of them together would have been like. And that fight was low tier (CR 15), if you were high tier there would have been four of them (though how would they fit? Some of these maps are not well thought out).

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

We got really lucky with that, a high save would have meant it was a wasted spell slot for nothing. Of course now I'm down to one 4th-level slot left, and we still have at least a boss fight to go. Buckle up.

Exo-Guardians

Male LN Damaya Lashunta Envoy (Steward Officer) 12 SP 96 / 96 | HP 76 / 76 | RP 16 / 16 | EAC 27 ; KAC 29| Fort +8; Ref +12; Will +10 | Active conditions: None

I'm a little dismayed that the scenario seems to be forcing us to choose between surviving and succeeding as a binary option. Based on GM's comment, it sounds like a 10 minute rest will result in loss of the data. But having one of our main front-liners start the next fight (boss fight? Maybe? Maybe not even that yet?) at 0 Stamina and already used an Inspiring Boost means Tolar will not likely survive another fight like what we just went through, and if that was just a warm up, the party won't survive long either.

I say screw it and take the Rest. Live to fight another day, and let Guidance sort out what it can from whatever we do bring back.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —
Jaqweh Navar wrote:

I'm a little dismayed that the scenario seems to be forcing us to choose between surviving and succeeding as a binary option. Based on GM's comment, it sounds like a 10 minute rest will result in loss of the data. But having one of our main front-liners start the next fight (boss fight? Maybe? Maybe not even that yet?) at 0 Stamina and already used an Inspiring Boost means Tolar will not likely survive another fight like what we just went through, and if that was just a warm up, the party won't survive long either.

I say screw it and take the Rest. Live to fight another day, and let Guidance sort out what it can from whatever we do bring back.

I see your point. If we go with this Id will use healing touch on Tolar instead of mystic cure to save himself a 4th-level spell slot.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

If we in a real hurry, then we really should go without 10 minutes

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

The first scenario in the series was also on a clock, but there was time for a single 10-minute rest at least. High tier was never meant to be fair.

Kait'lax is unharmed and would vote to press on, but would also defer to Tolar, as he is the one risking the most by skipping the rest period. Maybe he can lean more on ranged weapons and hope a wall of tech (drone and powered armor) and keep him alive?

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

The issue is my main ranged weapon is a 60 foot cone And notably lower damage. Not very party friendly. I can try it. Maybe Joe can distract them long enough to pew-pew the enemies to death.

Lantern Lodge

SFS 05-99 BftB

I just need a definite call on the rest. You've had two battles so far, and while your cake-walked the first one (who had some unfortunate rolls), the second has shown you what high tier play can do in terms of dealing damage in a rapid manner. That said, the longer you take, the more damage will be done to the tower and the records that you are trying to save...

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

To be clear by can't damage em I meant Dridapex asked us not to. If we decide violence is the answer I can probably cause some damage.

Lantern Lodge

SFS 05-99 BftB

With respect to significant enemies, if you can find a FAQ saying that traps can be a significant enemy, then I'm happy to run with it. The rules only talk about creatures.

Significant Enemies wrote:
In general, a creature with a CR less than or equal to your character level – 4 is not a significant enemy.

I'll even settle for a good discussion thread with a paizo person for VL/VC chiming in on the subject in an affirmative manner.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Well, I am VL. But I am not sure honestly.
Wording is clear about creatures only, that's true. We can stay with this, but I will be happy if there will be any clarification.

Lantern Lodge

SFS 05-99 BftB

I posted on the rules forum as well, as I think it is pretty unclear myself, and this affects lots of other things as well, such as envoy ability to use inspiring boost.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Maybe Tolar being on the enemy side now makes it a credible threat.

Exo-Guardians

Male LN Damaya Lashunta Envoy (Steward Officer) 12 SP 96 / 96 | HP 76 / 76 | RP 16 / 16 | EAC 27 ; KAC 29| Fort +8; Ref +12; Will +10 | Active conditions: None

Sorry. Lots of traveling the last couple days. I'll try to keep up better.

Lantern Lodge

SFS 05-99 BftB

It's getting toward the end of the encounter, but a straw poll (i.e. folk have provided opinions but nothing really to back them up) shows general favor toward letting the trap count as a significant enemy, so if you want to use abilities gated by a significant enemy then you may do so.

Lantern Lodge

SFS 05-99 BftB

So far as I am aware the anti gravity belt only reduces the impact of gravity on you. It convers no ability to actually levitate or fly.

Exo-Guardians

Male LN Damaya Lashunta Envoy (Steward Officer) 12 SP 96 / 96 | HP 76 / 76 | RP 16 / 16 | EAC 27 ; KAC 29| Fort +8; Ref +12; Will +10 | Active conditions: None

I was asking if we needed to be using the belts in order to achieve full fly speed movements. Jaqweh has a jet pack.

Lantern Lodge

SFS 05-99 BftB

Yes.

Lantern Lodge

SFS 05-99 BftB

On the plus side...
There are lots of the horde well away from the main group (its's massive) so if you wanted to target them with grenades/AOE you can do so without risking damaging the party.

On the minus side..
Tthose of you caught up in the horde... will take automatic damage anytime you would attract an AOO.

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

I plan to hit it with grenade after grenade.

Lantern Lodge

SFS 05-99 BftB

I'm heading off for a few days. Should be back Monday. I might get another post in before I leave, but not sure.

Lantern Lodge

SFS 05-99 BftB

We are getting close to the conclusion now.

Has anyone played 1-11 "In pursuit of the Scoured Past" with the character they are playing in this scenario?

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

Different character of mine has that chronicle.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —
GM Aerondor wrote:

We are getting close to the conclusion now.

Has anyone played 1-11 "In pursuit of the Scoured Past" with the character they are playing in this scenario?

Id has that Chronicle, yeah.

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

Kait'lax has also done that mission.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Tolar has played it.

Exo-Guardians

Male LN Damaya Lashunta Envoy (Steward Officer) 12 SP 96 / 96 | HP 76 / 76 | RP 16 / 16 | EAC 27 ; KAC 29| Fort +8; Ref +12; Will +10 | Active conditions: None
GM Aerondor wrote:
Has anyone played 1-11 "In pursuit of the Scoured Past" with the character they are playing in this scenario?

Yes, Jaqweh has done that one.

PTSD:
He lost his arm to the incineration attack. Got a prosthetic afterwards, but it was pretty traumatic.

Wow, 4 of us have, that's pretty unusual. (Joe still to reply.)

Lantern Lodge

SFS 05-99 BftB

Handy!

And do you recall if you sampled the memories of Kelria?

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

I think so. I definitely got the boon for sharing a memory, but it's been two years, so I'm not positive.

Exo-Guardians

Male LN Damaya Lashunta Envoy (Steward Officer) 12 SP 96 / 96 | HP 76 / 76 | RP 16 / 16 | EAC 27 ; KAC 29| Fort +8; Ref +12; Will +10 | Active conditions: None

Same here. Pretty sure I did.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Hm. WHere is my post?
I did not play #1-11 at all...

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

I know Id did, but I don't remember it.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

I don't remember. I sampled Melancholic if that matters.

Lantern Lodge

SFS 05-99 BftB

I think by default everyone samples everyone elses. So if you don't remember, I'll assume you did sample it.

It looks like group consensus is for a rest. Honestly, I'm impressed you made it this far without one.

Just need a confirm on that and we'll move onward.

Lantern Lodge

SFS 05-99 BftB

Not only have I never TPKed a party (though I've come close a few times with only one or two characters up and single digit hp), I have also never actually killed a character. Yet.

I have a group going through bonekeep at the moment in Core and one of them just came very, very close to being my first.

This being in the context of organised play. Freeform I've got my fair share of scalps.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

At SF it's really hard to kill a character, that's right.

But during PF-1 accidents happened. I saw some nasty s&!@ as a palyer.

And I destroyed a lot of lives during different campaigns and Adventure Paths, because I like to bring challenge and punish experienced players for mistakes.
I think you felt pressure last scenario :)

I do not really fan of dungeon crawlers, but know what's Bonekeep is. I mean, a lot of instruments to bring pain ...

I am GMing PF-1 #3-15 Haunting of Hinojai currently at PbP. Harsh scenario with a horror atmosphere. Some chances than someone may die in there...

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

I've lost a couple of characters in PF1. A level 4 Witch that just got focus fired during an ambush and a level 8 Inquisitor that got dominated and the party was too busy trying to escape him to be able to save him. (Dedicated archer with a T-Rex animal companion and no other damage dealers in the party.)

Exo-Guardians

Male LN Damaya Lashunta Envoy (Steward Officer) 12 SP 96 / 96 | HP 76 / 76 | RP 16 / 16 | EAC 27 ; KAC 29| Fort +8; Ref +12; Will +10 | Active conditions: None

I got TPK'ed in Bonekeep in PFS. All the other characters were built for fluff and fun, not damage or healing or even skills really. We honestly just had no idea what we were in for,; we thought it was just another regular PFS scenario. Wasn't any fun, and I won't play the other Bonekeeps, even with a good GM and an optimized party.

Wayfinders

Host LN Shirren Mechanic 12 | SP 120/120 HP 78/78 | RP 12/12 | EAC 30; KAC 30 | Fort +12; Ref +13; Will +10 (+2 vs. charm/compulsion) | Init: +7 | Perc: +18 (low-light, darkvision 60 ft., blindsense (vibration) 30 ft., see invis.), SM: +4 | DR 5/- Resist A5 C10 E10 F10 So9 | Speed 30 ft., fly 60 ft. (clumsy) | Certainty 1/1 Communalism 1/1 Miracle Worker 2/2 Reject Chains 1/1 Spells 4/4 | 1 Reroll | Active conditions: None

That's three votes for rest, so I guess it's naptime.

Never been involved in a d20 TPK, though I have had two in other systems. One was a silly game where we expected it to happen at some point, and the other was a long-term WoD game where the GM retconned it into a dream so we could keep playing.

Oddly, both were initiated by the same player.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

My group got TBKed in WoD as well. We were gen 11 and after months of play were up to about the 1980s. The GM hod just bought the werewolf book and decided to have us fight a bunch of them.

We were slaughtered.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Does that DC 23 on the grenades take the -2 to hit into account?

Lantern Lodge

SFS 05-99 BftB

Where does the -2 to hit come from?

Normally grenades DC for half damage is 10+half item level + dex modifier. I'm not aware of other factors influencing that, but happy to learn.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

"Any penalty you take to your attack roll also applies to this save DC."

One reason why Grenades don't do so hot mid battle. Lots of cover.

Lantern Lodge

SFS 05-99 BftB

Good catch. Nope, so DC21 only.

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

That grenade was fired out of a grenade launcher, at least mine was, and grenade launcher has range 60.

Lantern Lodge

SFS 05-99 BftB

Nahh, this is the pair of grenades your all time favorite hellknight thought she would add to the party. IF jackojare wants to keep with his grenade I'll roll the reflex now.

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

Oh, I see it now, I read the update on discussion first before I read the update on gameplay, this is their grenades vs the party.

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