#4-20: Words of the Ancients [Tier 10-11] - GM Rutseg (Inactive)

Game Master Balacertar

Current map

Chronicles


1 to 50 of 319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Iron Gods: Iron maps;

And welcome back to Varisia, land of ancient monuments! I hope we all enjoy here a nice time of RP and strategy.

Please add here some basic information needed for me to report at the end of the scenario (you can copy paste this template).
[b]Player name[/b]:
[b]Character PFS #ID[/b]:
[b]Day job roll[/b]:
[b]Advancement[/b]: Normal / Slow ?
[b]Brief character description[/b]:
I assume your faction is properly set in your character alias (the icon next to your name), so please double check it.

Please, do not hesitate to let me know if there is any other extra information you would like me to add in your chronicle.

And now some notes to set some expectations, specially for those of you new to PbP gaming:

In order to keep the pace during combat, I might skip one player if he is the only one still to act, and give him the right to use his action in the next turn. I have found this is usually the best balance between maintaining the game pace and keeping the players opportunity to participate even if they cannot post very often.

Also, in order to improve everybody's experience, every time you have a doubt, in addition to ask about it (please do so!), add contingency actions so I can resolve the events without having to go back and forth into a two people discussion.

And one rule when you post, if you are unsure if something works in a certain way, try it out, if not, I will just ignore the action or tell you what other thing to do. It just saves a lot of time in PbP. Even more if you add contingency actions in spoilers.

For example:

If no one says against this direction, I check the left door for traps.
[dice=Perception]1d20 + 6[/dice] -> Perception: 1d20 + 6 ⇒ (18) + 6 = 24

[spoiler=If nothing found]
I open the door and go into the room if there is no immediate danger.
[/spoiler]

[spoiler=If the door is locked]
I call the party rogue to open the door. If we don't have rogue, I try to force it open with my axe Strength: 1d20 + 4 ⇒ (20) + 4 = 24.
[/spoiler]

GM answer:

Great contingencies post! Thanks for helping the action to keep moving!

The door seems to have no traps at all. When you try to open it, you discover it is locked. You call the rogue and he take 20 for total 26 unlocks it.

Your torch light goes inside the room, and you see a big birthday cake. All of a sudden your Pathfinder friends come out around and greet you all "Happy birthday!"

That saves us from expending 3 days checking questions and answers back and forth to decide where to go and what happens with it.

Once I can confirm we are all enrolled, I will set up the Gameplay thread so we can start.

And first rule that triumphs them all: have fun! :D

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Player name: Edward McGee
Character PFS #ID: 145373-21
Day job roll: None.
Advancement: Normal
Brief character description:
Haliban is an Archery focused Slayer who is good at finding and disabling traps. In an area where there may be traps he'll be near the front so his Trapspotter ability works.

He studies up to 3 targets as a swift action and this grants him social and combat bonuses. He isn't diplomatic but he pays attention and is good at catching people in a lie.

Liberty Edge faction with 1 full faction card and 1 nearly full. (Gotta adventure in Andoran or Galt)

My stats were mostly up to date but I forgot to add some recent purchases: Swarmbane Clasp, Potion of Fly, and a wand of Infernal Healing. Haliban has a few wands and scrolls he can't use but will loan out to a caster to use as needed.

He has the golf bag of needed arrows. His will save is a bit weak so my apologies if he gets mind controlled and kills everyone. Once is more then enough for that.

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

Player name: shaventalz
Character PFS #ID: 53092-12
Day job roll: Profession: Barrister: 1d20 + 10 ⇒ (20) + 10 = 30
Advancement: Normal progression

Brief character description: Athelstan generally wears a set of gleaming mithral fullplate, and carries a shield bearing the image of the winged eye. His primary weapon is a longsword, but a longbow is also slung at his back. Over a dozen ioun stones orbit his head. Athelstan is slightly under the average height for a human, but his hair takes "platinum blond" too literally for him to be completely human.

Athelstan's faithful steed Duncan also appears when called, seeming to step out from behind Athelstan no matter the angle. Duncan wears well-made steel lamellar and a quality saddle, and seems eager for action.

Dark Archive

M Horse Horse 10 | HP:85/85 | AC:29 T:13 FF:25 | CMD:26 | F:+10 R:+9 W:+4 | Init +3 | Perception +5, Scent

Duncan paws one hoof along the ground before sniffing at everyone's packs.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Does Duncan have scent? Is he a significant source of damage?

If yes to both I can pick up some pheromone arrows. 15gp grants an animal with scent a +2 circumstance bonus to attack and damage rolls against the target.

Dark Archive

M Horse Horse 10 | HP:85/85 | AC:29 T:13 FF:25 | CMD:26 | F:+10 R:+9 W:+4 | Init +3 | Perception +5, Scent
Haliban Corentas wrote:

Does Duncan have scent? Is he a significant source of damage?

If yes to both I can pick up some pheromone arrows. 15gp grants an animal with scent a +2 circumstance bonus to attack and damage rolls against the target.

He has scent, but I wouldn't call him a great source of damage. No amulet of mighty fists or anything, so he generally does less than 10 damage on each of three attacks.

That said, pheromone arrows would provide a boost to his combat potential. I might pick some up myself; haven't yet because Athelstan tends to have cash flow issues and because so much of PFS is unfriendly to horses.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Player name: Aldizog
Character PFS #ID: 108731-1
Day job roll: None
Advancement: Normal
Brief character description: Ranalus is my -1, a Feysworn of Count Ranalc of the Eldest. A generalist, he is versatile and durable, with a range of ways to contribute in any given scenario. His Perception is excellent, at a +30, and he has some good defensive options. He is more of a problem-solver than a combatant. The Bestow Insight spell plus his eclectic assortment of skills can let him help out on a crucial skill check.

He wears a rune-covered cloak that seems to blend into the darkness. Around his neck is an eye-and-moon holy symbol of some kind. He speaks quietly, his tone conveying a fair degree of cynicism and apathy. (He's Neutral, and of the Grand Lodge faction; as an outcast, the Society is the one place where he sort of belongs, so he's pretty good about doing the jobs.)

Typical spells prepared, though I am willing to take suggestions:

0 (4): Guidance, Detect Poison, Purify Food and Drink, Light
1 (6+1): Expeditious Retreat (D), Shield of Faith (2), Murderous Command, Liberating Command, Protection from Evil, Unbreakable Heart
2 (6+1): Blindness (D), Resist Energy, Admonishing Ray, Spiritual Weapon, Sound Burst, Silence, Boneshaker
3 (4+1): Fly (D), Prayer, Bestow Insight, Communal Resist Energy, Dispel Magic
4 (4+1): Dimension Door (D), Blessing of Fervor, Freedom of Movement, Death Ward, Dismissal
5 (3+1): Teleport (D), Breath of Life, Plane Shift, Open Slot

@Athelstan - my absolute favorite PFS character is a human cavalier on a horse, who as it happens is also a Barrister (and who serves Aroden's Inheritor). Sir Hendric is Level 17 now. So, yes, parts of PFS can be tricky for horses, but when it works it is awesome.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Ha. Horses are clearly inferior to the mighty rhino. :)

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

I prefer the horse for the heavy cavalry charge. Iconic and classic.
But I have played alongside your rhino (Blood Under Absalom).

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

But Rhinos get Powerful Charge. So both you and your mount get to charge up and jab enemies.

Dark Archive

M Horse Horse 10 | HP:85/85 | AC:29 T:13 FF:25 | CMD:26 | F:+10 R:+9 W:+4 | Init +3 | Perception +5, Scent

Duncan bares his teeth at Haliban.

Yeah, horses may not be the most murderhobo of companions, but what else would you expect a knight in shining armor to ride? Plus, there's a bit of a shortage of rhino units in Lastwall.

EDIT: And Powerful Charge only adds to the charge damage. Duncan can still get a bite in if he charges Athelstan's sword in there; it's just not the double-damage version rhinos get.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
Haliban Corentas wrote:
But Rhinos get Powerful Charge. So both you and your mount get to charge up and jab enemies.

I have an Order of the Sword cavalier. Does more than enough damage as it is.

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16
Ranalus wrote:


Typical spells prepared, though I am willing to take suggestions:

Depends on what we find out in the briefing, of course. However, if this is a stronghold of Sloth, another Dismissal might not be a bad idea.

Also, Air Walk is a 4th-level spell that could be worth looking at for Duncan, depending on terrain - flying horse ferrying people back and forth? I've got a scroll of this to hand off to someone, though, so you might not need to prep it yourself. The communal version is only one level higher, if you really want options.

Otherwise looks mostly fine to me. I'm not fond of you mind-controlling someone into backstabbing their companions, but all I can do is give a positive example of honor and try to gently steer you there. Haranguing you about it doesn't help anyone.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Anyone have UMD? A scroll or wand of Ill Omen followed up with a save or suck spell such as Mind Maze is a good way to handle powerful casters.

Greater Magic Weapon, Life Bubble, Chain of Perdition are all strong options.

I would imagine a Sloth runelord would have all kinds of abilities that would make us wish we had Freedom of Movement.


Haliban Corentas wrote:
Greater Magic Weapon, Life Bubble, Chain of Perdition are all strong options.

Forgot that Life Bubble was on the Cleric list. Yeah, that one is really good - if it comes up. My Wizard slaps that on the whole party before entering a dungeon.

Greater Magic Weapon is a good concept, but it scales very slowly. It would be a +2 enhancement bonus at this level, so only +1 attack/damage for anyone that has even a basic magic sword. Unless... wait, no, Feysworn loses a caster level. Anointing Oil would raise the CL of the spell by 1, but that only helps if it's a divine caster with CL11.

Haven't really seen Chain of Perdition used before, but it seems limited at this level. CMD scaling means it's probably only going to work against humanoids, and it can't grapple. Trip is good (I've got a character devoted to it), but a fair number of enemies at this level may be immune (flight). It's a possibility, though.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus actually has CL 11 due to Magical Knack (he used to be multiclassed).

I believe we are also getting an Oracle so I will look to fill gaps.

I can leave off Murderous Command. Ranalus has a soft spot for the paladin types, especially those that are less intelligent or a bit deluded. He will find Athelstan's faith simultaneously hilarious and endearing.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

It's true that non humanoids tend to have high CMD from strength though the extra legs only matters when tripping.

I use Chain of Perdition against casters for dirty trick Blind or Entangle. Even most enemy casters are worse at CMD then saves vs Blindness/Deafness. Disarming a wand or staff could be useful as well. And the chain sticks around to try again if you fail.

Another spell to consider is Burst of Radiance. Only level 2, Long range, 10ft radius, deals up to 5d4 damage vs evil and temporarily blinds them if they fail the reflex save. No save vs the damage.


Haliban Corentas wrote:
It's true that non humanoids tend to have high CMD from strength though the extra legs only matters when tripping.

Strength, legs, size, an absurd number of racial hit dice to make the numbers what the developer wanted...

Haliban Corentas wrote:
I use Chain of Perdition against casters for dirty trick Blind or Entangle. Even most enemy casters are worse at CMD then saves vs Blindness/Deafness. Disarming a wand or staff could be useful as well. And the chain sticks around to try again if you fail.

The chain can't disarm. I guess blind might be worth trying, but the target can fix it with a move action. If it's a caster, they often don't need a full-round action to mess you up.

Ranalus wrote:
Ranalus actually has CL 11 due to Magical Knack (he used to be multiclassed).

Was wondering if you had that. In that case, anointing oil into GMW would give a +3 bonus.

Ranalus wrote:
I can leave off Murderous Command. Ranalus has a soft spot for the paladin types, especially those that are less intelligent or a bit deluded. He will find Athelstan's faith simultaneously hilarious and endearing.

Aww, thanks! You've already moved away from the chaos of most of Ranalc's followers, too.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Fair enough. Just tossing out ideas.

Sloth seems like something that would cause Fatigue/Exhaustion so the party might want extra Lesser Restoration scrolls.

And I think I'll buy a few more Tangleshot arrows. I'm running low. Maybe 5 more. 20gp each isn't cheap.

Also just added the 20 blunt arrows I bought last time.

With 2 casters in the party are there any good level 1 or 2 long term buff spells of note? I could buy a pearl of power.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Player name: TriShadow
Character PFS #ID: 151777-15
Day job roll: Alchemy (Crafter's Fortune): 1d20 + 17 + 5 ⇒ (17) + 17 + 5 = 39
Advancement: Normal
Brief character description: Due to the number of languages he speaks, Kivuli often uses the incorrect grammar or syntax. The wayang is cautious, be eager to support teammates in trouble. He attempts to exploit and take advantage of distracted opponents in combat.

I decided to bring Kivuli as his skill set is stronger that my magus (and it seems like the caster angle is covered).

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Good to see Kivuli again - Ranalus did Solstice Scar with him a couple of times!


Iron Gods: Iron maps;

Good, it seems we already have 4 players enrolled :)

This is not a a combat-heavy scenario. Sure, there will be a few combats, but as long as you observe rule number one, remain together, I am pretty sure everyone is going to survive this one.

Whom of you does not know what a Runelord is or has never played any of the Varisia APs?

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Haliban hasn't. I've faced one before. We failed the mission and only half the party got out alive.


GM Rutseg wrote:

Good, it seems we already have 4 players enrolled :)

This is not a a combat-heavy scenario. Sure, there will be a few combats, but as long as you observe rule number one, remain together, I am pretty sure everyone is going to survive this one.

All right, gang. Let's split up and look for clues!

GM Rutseg wrote:
Whom of you does not know what a Runelord is or has never played any of the Varisia APs?

As a player or as a character?

Athelstan has only done one scenario from season 4, and it had nothing to do with runelords. He isn't from Varisia, has no ranks in History, and doesn't know arcane facts about some obscure spellcasting tradition.

Shaventalz has both a Thassilonian specialist PC and a Cyphermage PC, though every AP I've been a part of has died after a few sessions. My Cyphermage also threw a pile of scrolls at The Waking Rune, resulting in complete victory.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'
Renalus wrote:
Good to see Kivuli again - Ranalus did Solstice Scar with him a couple of times!

Great to share a table with you once again!

The player has knowledge, but I do not think the character has any experience. Looking over his scenario list, I do not remember what the Season 9-00 special was, but I do not think it related to Runelords. He is trained in Arcana, History, Local, and Nobles if any of that helps.


Iron Gods: Iron maps;

I just wanted to make sure everyone has a common level of familiarity with the Runelords, and I ask in order to know if I should add extra information in the briefing about the topic. It is really not needed for the adventure, but I always find the adventures more fulfilling when you know about the lore relevant to the adventure, otherwise things can become very abstract.

Does anyone have a Character Folio or other source of player-based reroll mechanics?

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

I have a character folio but forget what it does in 1E.


GM Rutseg wrote:
Does anyone have a Character Folio or other source of player-based reroll mechanics?

I've got a shirt. One of the Humble Bundles came with a PDF of the folio for some reason, so I've got that too. I also have a faction pin.

Haliban Corentas wrote:
I have a character folio but forget what it does in 1E.

Allows you to reroll 1d20 after the roll but before learning the results of the roll. You also get to add your GM stars as a bonus on the reroll.

Liberty's Edge

1 person marked this as a favorite.
CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Cool. Don't have any stars though. I do have assorted things from past chronicles. Let me check...

Bonuses vs Aspis and Aspis agents. (All of my characters benefit from this boon.)

Reduce the cost of the party's lodging by 50%.

I can check a box to get a +1 bonus to various checks vs goblinoids.

1 use access to a modified jar of Brown Mold.
Oh. Apparently I'm always under the effects of Endure Elements heat but get a penalty to elemental cold effects because I have it.

Multiple alchemical effects used as a standard action each being one use. (Heal 1d4 +1, +2 to fort vs poison for 1 hour, etc...)

1 use boon offering me bonuses vs devils for a round.

A hireling of sorts that I can check off a box to use one of the bonuses but it costs me the same type of action. The skill and attack bonuses are low but Bless or Cure CL 3 are options.

+2 to Knowledge Planes related to Demons and the ability to roll it untrained.

A one shot bonus to get +2 to all skill checks in a chase.

Some 1 shot alchemical extracts. CLW CL 1, CMW CL 4 and Shield CL 1.

A single use of the Divination spell but only in Egorian the capital city of Cheliax. (Jeez I forgot how often Haliban has fought evil outsiders.)

The Andoren Embassy of Absalom regards me as an upstanding free citizen of the Republic.

I can check 2 boxes per adventure on my faction journal cards and reduce the prestige cost of something by up to 4. 2 boxes left on the reduction boon.

An official commendation from the government of Andoran. Separate from the other boon. Andor really really like Haliban.

+4 to a single diplomacy check in Absalom.

When in Varisia I can use any vanity or boon that could be used in Absalom due to free passage through a specific bit of the Hao Jin Tapestry.

Basically the same boon but for any city instead of Varisia and for the same reason. Though I was supposed to pick which city and never did. Oops.

In yet another Tapestry related scenario I gained the ability to check a box to add +5 to kn History or kn Local in relation to Tian Xia.

A 1 shot boon that lets me cast Commune, Mark of Justice, or Raise Dead. Have to supply the dust for Raise Dead though.

Assorted small bonuses vs Earth subtype creatures and bonuses on the plane of Earth. Can cross off the boon to gain DR/5 Adamantium for 1 minute.

Same boon but for Water and can cross it off for a bonus to Swim checks and Waterbreathing for 1 minute.

A god that shall remain

nameless:
Ranginori
Has granted me the ability to cast 1 of a long list of spells as a spelllike ability. 2 checkboxes and the options are based on my level so halfway hoping to save it to level 12+ when Heal becomes available.

3 checkboxes that allow me to cast Summon Monster 2.

Oh and 4 checkboxes allowing me to reroll a failed Will or Reflex save as an immediate action. Glad I reread my boons.

That's it for chronicle boons but my faction journal cards offer me some bonuses.

+1 attack attack and damage bonus vs known slavers.

Once per adventure I can cast Shatter as a spellike ability DC 15 save or add in my case +2d10 damage to a creature or object with hardness.

Wow, forgot about this one. "When you or one of your allies reroll a check to escape a grapple, an escape artist check, a will save vs compulsion, effect, or a reflex save to avoid being entangled, staggered, or paralyzed that character may roll two dice and use the better result. Once per adventure you may grant a free reroll to a PC attempting one of these checks."

Once per adventure add +4 to a diplomacy check to convince an NPC to cooperate with me. +8 if it involves an uprising. And another of the Shatter or +2d10 ones but I'm not sure if they stack.

Looking at his past adventures Haliban has fought a lot of extraplaner creatures and been to many other planes.

There are a couple of other 'fluff' boons such as his never-ending yummy bread or his bejeweled shoes.

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

"I suspect we have both been given similar opportunities to help" Athelstan says, looking over Haliban's list. He definitely recognized some of those IOUs.

"Although... Cheliax might turn me away at the border before I can use my own free divination. They revealed their corruption and perfidity during one of my own missions, and tried killing my team before rejecting the Pathfinders. Again."

"You might consider a well-organized list. Someone back at the Grand Lodge told me my "player" has a two-page document of boons and other bonuses, whatever that means."

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

I have a reroll from a Character Folio.

I don't have my whole list of boons here with me - on vacation and my Chronicles are at home. Nothing terribly exciting, although since Ranalus is my -1 he does have the Welcome to Pathfinder boon, with Tattoo of the Open Road selected.


This is starting in three days, correct?

Any news on players beyond the four that have checked in?


Iron Gods: Iron maps;

The game has officially started, please follow up with the briefing in the gameplay thread :)

I sent last week an invitation to someone in the waiting list, but has not responded. I will look for the next one in the list, but as long as we have 4 players, we can just proceed anyway, applying the 4-players adjustment to the encounters.

Lights on!


Are there faction missions available? Athelstan may refuse to do it, of course, but it sometimes helps to know what Zarta knows (and wants.) No, Zarta, I'm not going to tell you the names of bound fiends, stop asking.

And hey, sometimes they're not even morally objectionable at all! Doing those well may incentivise Zarta to stop asking her agents do do Evil things.


Hi everyone, I'm just joining now (if there's still a spot). I'll check in with a specific PC once I have a chance to see what we have and what is needed but just wanted to let you know that I'm here. Thanks for the invite, GM!


Here are my PC options for high tier:

Dawa Kookpa - Lunar Oracle 9 with Tiger melee pet. Due to shenanigans, manages to do a fair job inspiring courage on top of all the usual oracle stuff.

Sir Mr. Proudefeets - Paladin 11 with Griffon mount. It looks like we already have one mounted character so maybe this isn't a good idea.

Hoprah - Sorcerer 9

Undiana Jones - Wizard 10 - uses Elemental Commixture for weird debuffing - complex but interesting

Tull - Warpriest 10 - melee frontliner

Any preferences/needs?


Abraham Z. wrote:
Undiana Jones

I think I just took damage from reading that name. Well done.

Abraham Z. wrote:
Any preferences/needs?

It looks like our current PCs are:

-Mounted melee
-Ranged and anti-trap
-Skills and sneak attack
-Divine caster

So Undiana or Hoprah for arcane? That's just looking at the "standard" party roles, though, and not at the characters as characters.
Or maybe Dawa? Inspiration is always fun.

Does Hoprah give out free chariots to everyone in the party?


Ranalus wrote:

The half-elf glowers at Venture-Captain Heidmarch.

"The Society has in the past Teleported agents directly into combat. As in, appearing within sword's length of enemies. I hope this Teleport is better thought out."

"You will all be teleported directly to the-"

"WE START BUFFING"

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) |

Thank you for the invite GM Rutseg! Good to be rolling with you again @shaventalz. Hopefully this will help you narrow things down @Abraham Z.

Player name: Spellsorrow
Character PFS #ID: 185281-1
Day job roll: Take 10 for result of 35.
Advancement: Normal
Brief character description:

A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.

He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A filly wrought, slim silvery headband sits upon his brow. Short, tapered wands are tucked into his waist sash and two small gemstones hover about his head, spilling around it at a distance of roughly a foot.


Iron Gods: Iron maps;

Seems two players answered the last minute call. Well, we will be 6th, no problem. The table is full now though.

Abraham Z. wrote:
Hi everyone, I'm just joining now (if there's still a spot). I'll check in with a specific PC once I have a chance to see what we have and what is needed but just wanted to let you know that I'm here. Thanks for the invite, GM!

Feel free to play with whatever you enjoy playing the most :)

With 6 players this will be easy.

shaventalz wrote:

Are there faction missions available? Athelstan may refuse to do it, of course, but it sometimes helps to know what Zarta knows (and wants.) No, Zarta, I'm not going to tell you the names of bound fiends, stop asking.

And hey, sometimes they're not even morally objectionable at all! Doing those well may incentivise Zarta to stop asking her agents do do Evil things.

Faction missions no longer compute for Prestige, and for good reason. Zarta's mission for this scenario for example, requests you take a very specific approach into one of the scenarios encounters, and that I am convinced will enter in conflict with what other people in the party would feel as "right". Thus, I am happy they got rid of this mechanic that will just cause unnecessary trouble between players that do not know each other.


Sorithar wrote:
A filly wrought, slim silvery headband sits upon his brow.

Buying your equipment from unicorn mage-smiths now?

GM Rutseg wrote:
Faction missions no longer compute for Prestige, and for good reason. Zarta's mission for this scenario for example, requests you take a very specific approach into one of the scenarios encounters, and that I am convinced will enter in conflict with what other people in the party would feel as "right". Thus, I am happy they got rid of this mechanic that will just cause unnecessary trouble between players that do not know each other.

Yeah, I know they generally don't matter for prestige anymore. Doesn't mean they're not RP potential (and the most-common source of "named texts"). The fact that they don't matter also frees the player from thinking they must do something the character shouldn't want to do.

If this one would cause issues with the mission, though, I can understand you not bringing them in. I know of at least one faction mission in an older scenario that is "do the one thing that fails the new secondary success condition."

GM Rutseg wrote:
Ranalus wrote:
"The Society has in the past Teleported agents directly into combat. As in, appearing within sword's length of enemies. I hope this Teleport is better thought out."

Heidmarch smirks "If you have a complain you know the form to fill. Or just risk teleporting by your own means."

Classic Heidmarch!

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

I played a 12+ module where a mission involved someone in the party having to sneak something past the rest of the party.

Good news: 3 of the 5 party members had the same mission so could work together.
Bad news: I did not have that mission and had nearly +50 Perception.

I did ask if I could just ignore them but it had to go unseen so no.

Between one of them having good stealth, and invisible, and heroism, and the GM gave them a circumstance bonus for distracting me, They made it. Barely.


Like anyone believes we won't meet dragons on the trip at this point. It's in the pre-mission Knowledge checks! Since it's Good dragons, hopefully we won't need to fight. If we do, though, note that everyone within 30' of Athelstan gets a +6 morale bonus against fear.

Assuming the tower has a single entrance, I'm thinking we should put an Alarm spell or two just inside. One mental, because who knows how far inside these plates are. One audible, in case we're still nearby, because the mental version only alerts the caster. Lasts 2 hours off a 25gp scroll, so it's cheap.

Silver Crusade

Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner

Ok, I'll go with Dawa Kookpa (Lunar Oracle 8, Bard 1) with K'nai IV (tiger celestial companion) simply because they are nearly ready to go. I'll have to update my PbP profiles for them but should be ready to start soon.


Does Athelstan's Religion check of 36 (rolled here) reveal Lissala's non-Evil Azlanti origins?

Shopping List:

Journal (10)
S: Honeyed Tongue x2 (400) - v10 rules force these to be scribed by bards
S: Dragonvoice (150)
S: Abadar's Truthtelling (25)
S: Remove Sickness x2 (50)
S: Alarm x2 (50)
S: Instant Weapon (150)
Trail Rations x2 (1)
Horse Feed (0.05)

Running total: 836.05gp

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

With another AC in the party I'll buy 5 pheromone arrows at 15gp each.


Iron Gods: Iron maps;
shaventalz wrote:
Does Athelstan's Religion check of 36 (rolled here) reveal Lissala's non-Evil Azlanti origins?

I am certainly not that knowledgeable about Lissala myself, and there is no religion roll in the scenario for something specific to help you here. But with that roll, I guess Athelstan will know everything in the Lissala wiki entry and more, so feel free to fetch as you wish and enrich the game with your lore work :)

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16
GM Rutseg wrote:
shaventalz wrote:
Does Athelstan's Religion check of 36 (rolled here) reveal Lissala's non-Evil Azlanti origins?
I am certainly not that knowledgeable about Lissala myself, and there is no religion roll in the scenario for something specific to help you here. But with that roll, I guess Athelstan will know everything in the Lissala wiki entry and more, so feel free to fetch as you wish and enrich the game with your lore work :)

"Excuse me, ma'am. I know you currently use New Lissala, but have you tried Lissala Classic? She's Evil-free!"

Silver Crusade

Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner

Sorry not to have posted in Gameplay yet. Today was the first day of the new semester so hectic busy. I should be able to update my PC and get caught up sometime later tomorrow. Thanks for your patience.


Ranalus wrote:
Ranalus sees no need to let the cultist know anything about his capabilities.

I don't know if an Arodenite or a purveyor of alternate theology for a fey have any business calling a Lissalan a "cultist".

1 to 50 of 319 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PFS] #4-20: Words of the Ancients [Tier 10-11] with GM Rutseg - Discussion All Messageboards

Want to post a reply? Sign in.