Doug's King in Thorns (Tier 7-8; Outpost VI) (Inactive)

Game Master Doug Hahn

Maps & Handouts | Character Macros | Hero Points


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

I'll load it up.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GMing at FLGS tonight. Depending on when Morgan posts, might not be able to run Pollen guy 1's turn till 10 or 11 PST tonight.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Hero point to Kamil for rolling double 1's, then double 5's to crit fail the Sleep save… and then not complaining when no one woke him up.

Grand Archive

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Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

It was too short to complain :D


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Keeping an eye on house announcements nothing will affect this combat yet


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You guys can also use the house effects in other parts based on clarification from the author. I’ll add the new ones to the slide and what not when I return home.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Hero point to Bair for all the crits.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

House GM confirmed: We'll advance to Part 2 tomorrow morning, Monday the 20th. ("Tomorrow morning" being GMT-07:00; about 18 hours from now.)

Let's boost the next Aid token. You have Allied Offensive and Provide Knowledge left, on Slide 3.
You will have a choice of skill encounter or combat to begin the next part, let me know which you want, so we can move quickly.
You all also have these tokens which the author said can be used any time like tokens. I would like to know when you want to use the Challenge-Point-reduction token. You can use it before before the final battle to make it easier, Savs it for the penultimate battle, or use it on he next available opportunity.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

I have 2 votes for skills. Unless I hear otherwise going with that. We can do a fight afterwards if people want.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Mushroom Ring disabled used on ritual, reducing DCs.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Ler's pass an aid token guys.

Edit: Boosted & passed via Iarann!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Don't forget you have a Morale Preparations success to use that gives each PC one auto-aid for the adventure.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Looking like we can draw this one to a close soon — Combat or more skills next? (I think I know the answer…)

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

I vote to continue on skills

Vigilant Seal

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Male, CN, Dwarf | HP 149/149 AC: 28| F: +19 R: +17, W: +17 (Bravery) | Perc: +18 (M, Darkvision)
Class Abilities:
Default Exploration: Search

I wonder if I can untie me bellybutton?

Vigilant Seal

Male, CN, Dwarf | HP 149/149 AC: 28| F: +19 R: +17, W: +17 (Bravery) | Perc: +18 (M, Darkvision)
Class Abilities:
Default Exploration: Search

Why does it excite me more when the bard plays a song on his own than when I request it??

Vigilant Seal

Male, CN, Dwarf | HP 149/149 AC: 28| F: +19 R: +17, W: +17 (Bravery) | Perc: +18 (M, Darkvision)
Class Abilities:
Default Exploration: Search

Every time I'm on a mission with ghosts, they walk ON the floor, but THROUGH the walls... Why is that?

Iarann, happy to let the team do their thing, spends some time deep in thought.

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

Skills means quick successes, but I think we'll have to do a combat at some point. Still, unless there's a lot of other groups doing skills I'm happy to keep doing them.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

That's it for skills. Combat is the only next option.

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

Combat it is then!

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Let's kill some baddies!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Kamil Durus wrote:

Kamil protect himself a little bit.

(◆◆) Cast a spell: False Life (10 Temporary HP)
(◆) Cast a spell: Shield

You guys can have your daily buffs up before combat! Please redo your turn.


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Hero point to Morgan for leading the ritual, and to Makai for the clutch healing in part 1 (and maybe part 2!)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Bair Mann wrote:

Do I get my free intimidate to demoralize during initiative?

[dice=Will DC 25]d20+12

that’s not ideal… will post my turn when I get a chance.

You did not because they were more than 30 feet away, (my read on Battle Cry is that nothing in it overrides the general "within 30 feet" rule of Demoralize [it actually tightens the restriction on Demoralize because it requires observed] rather than "aware of").

I've been giving it when they are close.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Bair Mann wrote:
Ah, ok. I hadn’t seen it for a while so just making sure it wasn’t forgotten. Makes sense. Does the hook cause any penalties?

I've rolled it along with the spoiler in initiative when possible, and then added flavor text but next time I'll try to make it more clear for you!

As for the hook… not yet. it's a special effect this monster has, not really a Grab or restrain.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Both Freed condition noted by the GM. DCs of enemies reduced by 1, but you still need to make saves vs the curse at the original DC if needed.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Make sure to review your resources if you need an aid escaping or something else. They’re there for a reason!

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

I missed this HP award, do I now have one hero point or two?

The document is confusing me. There are four spots for points and two seem to be used (and I know I used two so far this game) but it only says one hero point available.

I can understand what award and spend mean, but what does 'showing up' and 'glyph' mean? It doesn't seem to correlate to anything consistent.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Everyone starts with 1, and if you’re playing with fellow players who GM’d a lot sometimes you start with a bonus hero point. They decide to give it to, and have between one and five to hand out, based on the number of Glyphs they have as GMs.

So you started this game with 2 and were awarded 1. You currently have 1.

The tracker is a work in progress; I appreciate ideas on improving it!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Hero point to Iarann for tree-choppin’ and in-flight beheaddin.’

Hero point to Fafrd for one rounding a dangerous enemy with ridiculous damahe.

Hero point to Kamil for the clutch Fly spellwithout which the fey might have gotten away with Bair.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Please boost your last token while healing. We are probably starting the final combat’s tomorrow morning.

I will assume you are all paying out of pocket for remove curse where needed and will write it on your chronicles. But if you’re not let me know because you will then be sick 1 for the rest if the game.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

What’s the cost in game for a remove curse? ACP or gold? A piece of Bair’s soul? He doesn’t have much left. :P


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Bair Mann wrote:
What’s the cost in game for a remove curse? ACP or gold? A piece of Bair’s soul? He doesn’t have much left. :P

That's a good question.

The spell effect (Mariner's Curse) is level 5, and per the Org Play PFS rules Counteract must be cast one Spell Level higher than the Spell level of the originating effect. It automatically succeeds in removing the condition.

This means, 160 gp

If you don't have funds at this time the Society will be happy to deduct from your chronicle gold after the mission is complete.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You would need to pay for it regardless unless a player in-game can cast it for you:

Org Play guide wrote:

The following conditions are not automatically removed and must be cleared from the character before the end of the adventure or the character ceases to be available for organized play:

Death
Permanent negative effects, including polymorph or petrification
Curses

— Negative Effects

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

I've got that to spend and now noted on my profile to spend 160g for it on the chronicle. Thanks.

I was initially worried I'd be stuck with that curse for the rest of the game too, so this is a win.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

ALRIGHT.

Re-reading the stat block, looks like the curse ends after 1 day automatically as a special condition of this enemy. While the PFS rules state that you should clear Curses before the end of the scenario or you're effectively dead, I think that because it this one clears automatically as a special condition it's OK to let it slide. Common sense is a thing, right!?

Also the cost should be 80 GP, not 160 GP — a level 5 spell is needed… not a level 6 because the creature was using the effects of Mariner's curse not the actual curse.

So if anyone wants to save 80 GP go ahead and let me know and you can play the rest of the scenario Sick 1, and recover later on and not be dead! Yay.

I will still assume those who're cursed spend the money, but let me know if not.

Sorry for any confusion here, but at least the corrections are in your favor.

tl;dr: if you were cursed, pay 80 GP now or be sick 1 for the rest of this game.

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

Morgan will ride out this adventure sick.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

This is the last part. You have oodles of resources awaiting, including 2 healing tokens and various Pathfinders to call on for help.

They are all a free action to use, just go for it if yo see an opportunity.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Mangled my own post and had to re-type all that. Please refresh your page if all you see is an initiative block on the GM's turn.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Kamil is not entangled.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Maybe we should use the healing burst now.
Pretty much everyone seems to be down some, Morgan and Kamil perhaps dangerously so.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You have two healing burst tokens in fact.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Use iiiittt…

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

First one used..
I defer to someone else to roll the other one.

Grand Archive

Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Done :D

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Wait, how do I have two saves vs the aura in one turn? I entered it on my last move and bombed the save. But then the aura left where I was, what is the second save for?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The Monarch Fluttered over you on its turn, exposing Bair AGAIN. It spent the whole round flying to expose everyone.

So, this is your second save after entering the aura on your last turn. I can expose yo multiple times for multiple effects.

You save each time:

1. You enter the aaura
2. I Flutter over you and expose you
3. Your turn starts in the aura

If you crit save you are immune… but no one has crit saved yet.

Vigilant Seal

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N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Ahhh, so it has a special ‘use activated by fluttering’ deal. Gotcha.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

It looks like Paizo has deployed a change to display faction symbols, but they are gargantuan. Be careful not to clear your cache; consider removing the icon from your profile if you can.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

I added the full text of Hallucinatory Dust to the init block for reference and ease of play.

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