Wizard

Aeinquel's page

156 posts. Organized Play character for John Woodford.


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Grand Archive

Oskar Z. wrote:

Would anyone be willing to run the quest The Dragon Who Stole Evoking Day (3-6)? My level 6 bard (maestro/enigma/polymath) is 1 xp shy of level 7 and I would love to get him to level 7 in time to play in the upcoming gameday. He's already played the other three tier 3-6 quests that I'm aware of (Putrid Seeds, Wayfinder Origins, Curious Claim); if there are other 3-6 quests out there that I don't know about I would be equally happy to play one of those.

Many thanks for considering!

~ GM Abraham

I find myself in a similar situation (71 XP), and my f2f GM would like to start running adventures at T7-8. I've already played Shadows of the Black Sovereign; could I get someone to run The Dragon who Stole Evoking Day? (Failing that, are there at least three players who'd be interested if I ran it?) Thanks for your consideration!

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7
GM Valen wrote:
Jaehaera wrote:
The link takes me to Farnguy's chronicle but no others.
Oskar Z. wrote:

Same for me - I only see Farnguy's chronicle at the link.

thanks again for running, GM!

I am beginning to get the impression that you would each like your own chronicle sheet. ;P

Oops.

We're so demanding! (The chronicle looks fine, though.)

Thanks for running, and thanks to everyone for a fun game--and for wrapping things up quickly so I could play Aeinquel IRL tomorrow. See you around the boards!

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

"I'll try to cut him off." Aeinquel hustles around to the other side of the pile of crates (Stride 2x ◆◆), then spends his last action trying to undercut the pile of crates so that if the gnome exits that way the crates will fall under him.

Not sure what to roll for that.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel follows the retreating zombie* and tries fire again**. Hmmm...what were we supposed to do with the gnome?

Ignition spell attack, including courageous anthem: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Fire damage, if applicable, including courageous anthem: 4d4 + 1 ⇒ (2, 3, 1, 1) + 1 = 8

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Thanks much--I know that fights can be swingy in terms of duration, so I'll also try not to wait to post when I'm up.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

The yellow zombie is still on the map--hoping that doesn't mean anything....

Aeinquel Strides closer to the fight◆ and tries his burning cantrip again◆◆.

Spell attack, including courageous anthem: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15

This time, his accuracy isn't what it had been.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Is there any chance we'll finish by this coming Friday? That's my local gaming session, and if possible I'd like to play Aeinquel.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

"Slashing weapons, and don't use electricity." That's one cantrip I shouldn't use.... Muttering words of arcane power, Aeinquel points at the yellow zombie and snaps his fingers, sending a gout of flame at it. Casting ignition◆◆.

Spell attack roll, including courageous anthem: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28

Fire damage, including courageous anthem: 4d4 + 1 ⇒ (3, 2, 3, 4) + 1 = 13

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

The wizard studies the zombies, trying to figure out what they're resistant to.

One-action Recall Knowledge; possibly-relevant skill bonuses as follows: Religion +8T, Arcana +13E, Crafting +13E (long shot), Occultism +11T, Society +13E, Nature +8T. His next two actions will depend on the results of the RK.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel strides forward (x2), then whirls his staff around his head and throws it at the yellow zombie.

Hand of the Apprentice attack: 1d20 + 11 ⇒ (16) + 11 = 27
Base damage, B: 1d8 + 4 ⇒ (6) + 4 = 10

After it hits the zombie, it returns to his hands.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Society check (E): 1d20 + 13 ⇒ (15) + 13 = 28

The wizard murmurs in Common, "That sounds like a medusa."

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel studies the back door intently, opening his arcane senses to any magical auras. Opening with detect magic and moving on to read aura if he notices anything on the door.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

"It's a bit gauche, but does seem the best choice at this juncture."

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

"Do you have any colored inks? I have some expertise in calligraphy and heraldry, and outside of Tien there is a preference for something other than the simple but elegant black inks that they use. Your wares came highly recommended by another gnome--Zatqualmish by name."

Do we need another Diplomacy check?

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel bows courteously to the cook, then follows the others. "I could use some additional inks." His accent is straight out of Absalom, suggesting that he'd lived there before joining the Society.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

An elf at least as tall as Jaehaera has followed along, the light softly reflecting from the metallic embroidery on his cuffs, collar, and skullcap. Even apart from the fine needlework, the quality of his clothing is obvious. A sheathed wand hangs from his belt, next to a dagger, and a simpler wayfinder than the silver one offered by the Venture-Captain dangles from a fine chain around his neck (although he tucks it away when the party is outside of the Lodge). He glances around the marketplace, studying faces in the crowd.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

I also have a lot of purchases to record on my profile--the last several games I've played him in have been in person, and I haven't transcribed my (handwritten!) notes.

Grand Archive

So two bards, a wizard, an Investigator...and a barbarian. One of these things is not like the others.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

1) Character name: Aeinquel

2) Have you played or GM'd this quest before? No

3) If you wish, Earn Income with roll (Please note any special boons/notes): Earn Income check, Crafting (E), including sterling artisan's kit for calligraphy: 1d20 + 14 ⇒ (7) + 14 = 21

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

The elf keeps his distance, unable to help the intoxicated and shocked noble.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

I had also had my original character overwritten (still trying to figure out how that happened), and had replaced it with the one I have now.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Thanks much, Tyranius and GM I!

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Thanks for running, and thanks for playing, all! Chronicle looks good.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

GM D:
Setting aside the human factors issues, you still didn't answer my question: what is the bulk of the puzzle box?

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

At the risk of asking a rather foolish question, what skill would have allowed Aeinquel to know the potential results of his attempt? Is it something that was obvious by inspection?

ETA: Also too, what's the Bulk on the puzzle box?

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel takes the box from Kurvok and considers it, recalling his lessons in woodworking.

Crafting check: 1d20 + 7 ⇒ (6) + 7 = 13

...and comes up empty. "Does anyone else want to try their hand at it?"

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Heh. Six hours at work when I wasn't able to check the boards, and you all solve the puzzle. Good job!

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Yes.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

The elf ponders. "Your knowledge is doubtless considerable, both broad and deep. I'll try to find something you didn't know, though."

GM D, Aeinquel is Trained in several different Lore skills, all of which are at +7. Let's go with Genealogy. Is this a secret roll?

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel bows again to the creature. "It is said that your people treat a riddle pact as holy. Be assured that we will honor it likewise." He looks around at the others. "Even if we lose, our patron may accept the loss, knowing that such a one values something she crafted."

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

I would also like to make a Recall Knowledge attempt on the sphinx; +7 Arcane & Occult/+4 Religion & Nature.

The elf bows low. "May we examine the camp? It may be that this is where the bandits we are pursuing were staying."

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Erathiel, aren't you using a d8 weapon?

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

"My thanks to you and your Lady." Reinvigorated by Jun-Mei's potent healing magic, Aeinquel strides around the warpriest and attempts his spell again. This time, a small ball of fire materializes in his hand. He hurls it at the nearest enemy, but misses (I presume).

Concealment flat check: 1d20 ⇒ 12
Spell attack roll, produce flame vs. Magenta, including bless: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

I'm hoping this encounter isn't supposed to be the easy warmup for the main event.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Clinging to consciousness by a thread, the elf staggers back towards Jun-Mei. His fingers dance gracefully in arcane patterns, leaving faintly phosphorescent trails in the desert air, as he chants in the language of dragons. The orb of flame that appears in his hand at the conclusion of his spell, though, fizzles out when he can't see his target.

Concealment flat check: 1d20 ⇒ 1

Step-Cast-Cast

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

GM D, that was why I was asking about the order of actions--from the map, it seemed clear that Hepcut was attacking the one on Aeinquel, so I wasn't sure why it was ten feet off the ground.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Is the one that attacked Aeinquel still within reach of him? It wasn't clear to me whether it did a Stride-Stride-Strike or Stride-Strike-Stride.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Jun-Mei, it also looks like you spent an action expanding the bless. Is that the case?

Grand Archive

1 person marked this as a favorite.
M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Drazzel, Jun-Mei cast bless, not inspire courage, so you only get the +1 status bonus to your attack roll.

Grand Archive

1 person marked this as a favorite.
M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

In my case, it never went back. I posted about it on the Website Feedback forum, but as of a couple of days ago nothing had been done.

I went through all of my characters and copied their profiles into Word documents after that.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Re the character profile, the same thing happened to me a couple of months ago. I had a non-OP character PF2 overwritten with an OP SFS character, down to the headers.

Grand Archive

1 person marked this as a favorite.
M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Where you put me is fine--that's what I was thinking, but didn't put it well.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Blinking furiously to clear his eyes, Aeinquel strides up to stand beside the warpriest, sends a crossbow bolt at the further attacker, and reloads.

DC 5 flat concealment check: 1d20 ⇒ 9

Crossbow attack, including bless: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Stride-Strike-Interact (load)

Unable to edit the map at the moment; put me just east of Jun-Mei.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Reflex save: 1d20 + 6 ⇒ (7) + 6 = 13

The elf attepts to remember anything about the creatures that might be useful. Then he draws his crossbow and loads it.

Recall-Interact (draw)-Interact (load).

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

If the party is good with moving half-speed, Aeinquel will Investigate using Nature. Put him in the middle of the party.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel makes an early night of it, planning to be up and prepared well before dawn.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

"Perhaps we should rest now and set out at false dawn. It will still be cold, but we won't be dealing with as many predators."

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Sure, but the same thing is true (albeit with less formality) for those sorts of checks in PF1, and if we were playing around a table I would expect the GM to roll them. PbP, IME, relaxes that in the interests of keeping play moving and giving the players the illusion of agency--which can be important for maintaining engagement. Granted, PF1 doesn't have the critical failure thing, and I suppose the designers didn't want to take the chance of having players metagame when they roll a 1.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7
GM Dinketry wrote:

Society checks to Recall Knowledge are secret checks. That means you can let me know if you'd like to do the check and I'll roll with your modifier and post what you know.

** spoiler omitted **

In theory, in PF1 Knowledge checks to identify monsters and Perception checks to spot traps are secret rolls, but in practice players frequently roll their own in PbP. At least, I've seen it that way often enough in the past eight years or so to consider it a default unless otherwise stated.

Grand Archive

M Arcana: +17M Nature: +10T Occult: +13T Religion: +10T|HP: 69/69 (0 NL) Elf Wiz/7

Aeinquel ponders the information about the bandits, and tries to recall anything useful he might have heard about them.

Society check: 1d20 + 7 ⇒ (3) + 7 = 10

Yeah, no.

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