Shaman

BretI's page

Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber. ****** Venture-Agent, Minnesota—St. Louis Park 3,757 posts (22,394 including aliases). 7 reviews. 4 lists. No wishlists. 49 Organized Play characters. 21 aliases.


1 to 50 of 2,131 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

You can just change factions, there is no direct cost.

You do have an opportunity cost in that it would slow down you reaching the next reputation tier.


1 person marked this as a favorite.
Male Iruxi NG Cleric of Kurgess 4 | HP 32/48| AC 19 (21 w/ shield raised) | Shield 20/20| F +7 R +6 W +11 | Font 2/3| Exploration: Scout | Conditions:

Finally made it home!


2 people marked this as a favorite.
Lodge of the Living God
roll4initiative wrote:
When "Creating an Event" for reporting, do I create my own event or is there a special Event Number for Paizo PbP that I use? Can I use the Event Number I use for reporting games at my local Denver lodge?

Other answered most of your questions, but I didn’t see anyone talk about the event for your local lodge.

As a venture agent you are supposed to report the number of games run by type and campaign quarterly to your VC. Some areas might have you report it to a VL who then aggregates the information and passes that to the VC.

If you use the same event number for other things, that makes the reporting a little more complex. For that reason I would recommend VAs always keep the event number for their local lodge separate from everything else.

There are no requirements for this, but I find keeping things separate makes it more obvious what the event is.


1 person marked this as a favorite.
Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Quote:
In-person attendees must show proof of vaccination (including booster shots, if eligible)

So does the above mean that those of us that are eligible for the second booster must have the second booster?


2 people marked this as a favorite.
Male Iruxi NG Cleric of Kurgess 4 | HP 32/48| AC 19 (21 w/ shield raised) | Shield 20/20| F +7 R +6 W +11 | Font 2/3| Exploration: Scout | Conditions:

Rulean does an about face. “Got distracted, we still have the room off their sleeping chambers to investigate.

He starts moving back through the watery area.

Grand Lodge

1 person marked this as a favorite.
“Akila” F Elven Gunslinger 1 / Wizard(Spellslinger) 5 | HP 30/30 damage| AC 23 T 15 FF 19 | F +4 R +8 W +7 | Wands CLW 35/50 Mage Armor 36/50 Air Bubble 48/50 | Init +4| Perception +10 | Reroll used | Conditions: Mage Armor, Fly potion

Already knows bark.


1 person marked this as a favorite.
Lodge of the Living God

Botted Vinny.

Will do day 16 update tomorrow.


1 person marked this as a favorite.
Lodge of the Living God

We need to get back to this if we are to finish before the end of Outpost V.


1 person marked this as a favorite.
Male Iruxi NG Cleric of Kurgess 4 | HP 32/48| AC 19 (21 w/ shield raised) | Shield 20/20| F +7 R +6 W +11 | Font 2/3| Exploration: Scout | Conditions:

That or just let him leave and tell him which direction the other one went. The other one wanted help with carrying the remains of the ox.


2 people marked this as a favorite.
Male Iruxi NG Cleric of Kurgess 4 | HP 32/48| AC 19 (21 w/ shield raised) | Shield 20/20| F +7 R +6 W +11 | Font 2/3| Exploration: Scout | Conditions:

Nabi, could you help Ephraim bind the xulgath? I fear that granny knots may not be the most effective way to do it.

They use Thievery for the DC to escape being tied up.

Manifold Host

1 person marked this as a favorite.
Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Game mechanics should not be hidden. They are the mechanism used to determine the results of a series of actions, sometimes in a very abstract way. There is no reason to hide the rules from the players, and at least one very good reason not to. It runs counter to the cooperative nature that society games are supposed to have. Tough to cooperate when we don’t even know how we are supposed to mechanically achieve success.

Manifold Host

1 person marked this as a favorite.
Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Profile finally updated. Will likely find a few things that I missed.

Added Get ‘Em improvisation.

Skill Expertise (Sense Motive, Medicine, Engineering)
Envoy Improvisation (Inspiring Boost, Expanded Attunement, Don’t Quit, Hurry, Get ‘Em)

Manifold Host

1 person marked this as a favorite.
Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Dr. Mech Coy looks up at Viper-6, then at her pistols, and back up at her face. In a very dry tone, they say “I can see that.

Manifold Host

1 person marked this as a favorite.
Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Another small SRO is in the room, decked out in doctor’s garb complete with a little black bag of medical gear. The caduceus symbols on their garb and bag are another indication of their profession.

At first it looks like they don’t have any armor on, then you notice the Clearweave projectors.

When there is a chance, they introduce themselves. “I am Dr. Mech Coy, and am trained in treating organic and inorganic alike. I’m more of a general practitioner than a specialist, but have some familiarity with medical nanites. As for pronouns, I prefer they.” As they speak, the multiple metallic plates making up their face move to mimic complex facial expressions.

When Viper-6 asks about medical lab experience, they say “More than a passing familiarity. I’ve worked with Dr. Monsylkis If you know her.” They also give a nod of acknowledgment when Jopsie mentions her training.

When Trusty whispers to Dr. Mech Coy he does not appear to reply.

Trusty does get a text message in reply. “Best be careful about that topic, Trusty! Some biologicals have trouble discussing anything about it, while others can talk for hours and seem to want to shock people with their experiences. I try to stay strictly to the medical discussions of such things.
SROs have an integrated comm unit.

Looking towards Azosin, they ask “Are there any records indicating what the original nanites on Eborth were designed for? Mining, manufacturing, or even medical?


1 person marked this as a favorite.
Lodge of the Living God

DM sent in Discord.


1 person marked this as a favorite.
Lodge of the Living God

Spoiler:

Tess of Tosof's Diplomacy (T): 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Tess of Tosof's Perception (E): 1d20 + 8 ⇒ (4) + 8 = 12

Tess of Tosof's Diplomacy (T): 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Tess of Tosof's Perception (E): 1d20 + 8 ⇒ (15) + 8 = 23

Tess of Tosof's Diplomacy (T): 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Tess of Tosof's Perception (E): 1d20 + 8 ⇒ (20) + 8 = 28

Tess of Tosof's Deception (T): 1d20 + 10 ⇒ (18) + 10 = 28

1d3 ⇒ 2

Faerinaa's Diplomacy (T): 1d20 + 6 ⇒ (9) + 6 = 15
Faerinaa's Perception (E): 1d20 + 9 ⇒ (5) + 9 = 14

Faerinaa's Diplomacy (T): 1d20 + 6 ⇒ (12) + 6 = 18
Faerinaa's Perception (E): 1d20 + 9 ⇒ (1) + 9 = 10

Faerinaa's Diplomacy (T): 1d20 + 6 ⇒ (10) + 6 = 16
Faerinaa's Perception (E): 1d20 + 9 ⇒ (2) + 9 = 11

1d3 ⇒ 1

Bastian's Diplomacy (T): 1d20 + 8 ⇒ (11) + 8 = 19
Bastian's Perception (T): 1d20 + 6 ⇒ (4) + 6 = 10

Bastian's Diplomacy (T): 1d20 + 8 ⇒ (9) + 8 = 17
Bastian's Perception (T): 1d20 + 6 ⇒ (20) + 6 = 26

Bastian's Diplomacy (T): 1d20 + 8 ⇒ (15) + 8 = 23
Bastian's Perception (T): 1d20 + 6 ⇒ (9) + 6 = 15

1d3 ⇒ 3

Tess of Tosof's Herbalism Lore (T): 1d20 + 8 ⇒ (4) + 8 = 12

Tess of Tosof's Deception (T): 1d20 + 10 ⇒ (12) + 10 = 22

Talk to Locals, Day 13

Tess approaches Mask Lumley shortly after he finishes putting away the papers where he noted the work crews for the day. He agrees to talk with her in the temple. He takes her back to his office and sits in his comfortable chair. There is nothing except a short stool for guests to sit on.

He does have the guard wait just outside the closed door to the office during the conversation. Normally when he is at the temple the guards are stationed at the main door.

Tess thinks that today he was just a little bit too preoccupied with the posturing and dominance games to really consider what she has to say. She doesn’t think he believes that the Whispering Tyrant poses any threat to him. He is still just as unfriendly when he dismisses her with some false platitudes as he has been the whole time.

Mask Lumley is a skilled liar and can be smooth when he wants to be.

Since Rakka is working at the fort, Tess goes to find Plisken next. He is chatting with Lotte when she finds him, and quickly changes the topic when he becomes aware of her. Was he flirting with Lotte before she interrupted?

He is happy to take her along as he checks his traps and forages various plants and mushrooms from the area. She recognizes a few of the herbs, but there are several that are new to her. He shares more of his nuts, even showing her one of the plants that he gets them from. The nuts are called crunch pods by the locals, but he is plainly amused and somewhat pleased by the name Tess suggests. “The church has shown no interest in them, so I see no reason to object.

Although she doesn’t know much about wilderness survival, the walk is quite pleasant. By the end of it, she feels confident enough that she offers one of the tokens to him and he accepts it. Tess does not think he will report it and that he would make a fine Pathfinder agent if only he could be fully recruited.

Tess catches up with Rakka as she is returning from the fort. It seems that she only needed a little time to think about the offer. This time when approached, Rakka accepts the token. She still wants to hear Tess’s description of other places she has seen. Tess is certain the warrior is being honest with her when she says that she will keep the coin a secret.

Faerinaa surprises Mikkel with her unconventional entry. He was cleaning at the time and likely not paying the most attention. He lets her lead the conversation, only making vague responses. Other than the obvious embarrassment at her giving him so much attention, she isn’t sure what he thinks.

Lotte is pleased to hear from Faerinaa that her work is appreciated. “That would be very nice, dear. Tell me, is there much more work to be done out there?” The meal is simple but good tasting. Faerinaa doesn’t know if her approach made any impact on the hard working innkeeper or not.

When she makes her way over to Plisken’s cabin, he answers it right away. He looks a little puzzled that it is her, but invites her in. He thanks her for the toast and brings over a full jar of the nuts he is always snacking on. “If the work is done at the fort, I see no reason I couldn’t show you one of the swimming spots in the area. How good are your navigation skills?

It is a pleasant enough conversation and he seems friendly enough. When she later talks to Tess, Faerinaa is surprised to find that she already gave Plisken one of the tokens. The fellow made no indication of it when she talked with him.

When Bastian brings his weapons in, both Martin and Edgar ask how Klaus is doing with the construction. It seems his skills have impressed the two. Edgar looks over the repairs that Bastian has made, and offers to take care of one of the straps that has repeatedly been pulling loose. He points out where the leather has stretched too much and replaces is for Bastian.

Bastian doesn’t know if he made any progress with the fellow, but at least his shield is in better shape!
No mechanical game effect.

Edgar tells Bastian “We keep pretty much to ourselves here. Mask Lumley values our service and we don’t make trouble for him.

Bastian doesn’t know if his conversation had any effect on Edgar’s attitude towards the group.

Bastian has no problems talking to Matthild as she works in the fields. Gerlind is at the window of their house and interrupts a few times, calling out for Matthild to run and run and do some minor task for her.

Matthild initially says there is no need for Bastian to help her, but doesn’t press the issue if he insists. She says “I’m pretty sure that the two of them are happy with how things are. I doubt they would be interested in changing.

Bastian doesn’t know if he made any progress with the halfling or not.

Just a few hours before dinner Bastian finds time to go speak with Mask Lumley. They are every bit the petty tyrant that Bastian feared. The conversation is illuminating if only because Bastian notes a number of lies that Lumley tells in answering his questions. Although he maintains an air of politeness, Bastian is convinced that Lumley has nothing but contempt for the Pathfinder Society and themselves. He is not the sort of person Bastian would want as a fellow Pathfinder agent and is unlikely to change his ways.

Bastian is sure that Mask Lumley is still unfriendly and believes he is not the sort of person the society should recruit.

Tess gave a coin to Rakka and Plisken

Silver Crusade

2 people marked this as a favorite.
M Catfolk Mesmerist 2 | HP 17/17 | AC 16 Tch 13 FF 13 | F +1 R +6 W +6 | 46/50 CLW stick 44/50 Endure Elements stick| Spells 1st: 3/3 | Tricks: 2/4 Implanted Alacrity on self | Init +3 Perception +4 SM +6; scent | Reroll used| Conditions:

Cith gives Kalak a puzzled stare. “I enjoy dancing in the moonlight, but don’t think I want a Devil as a dance partner.


1 person marked this as a favorite.
Lodge of the Living God

Bot Persephone on Saturday, Dr. Dov on Monday. Got it!


1 person marked this as a favorite.
Lodge of the Living God

You only had one round between combats.

I’m going to say you are able to keep attunement between waves.

Silver Crusade

1 person marked this as a favorite.
M Catfolk Mesmerist 2 | HP 17/17 | AC 16 Tch 13 FF 13 | F +1 R +6 W +6 | 46/50 CLW stick 44/50 Endure Elements stick| Spells 1st: 3/3 | Tricks: 2/4 Implanted Alacrity on self | Init +3 Perception +4 SM +6; scent | Reroll used| Conditions:

I have been in groups that have trouble with the Cooperate concept, that is why I made it clear that I would share charges from the wand.
It can be very difficult to know when someone is joking or serious in PbP.


1 person marked this as a favorite.
Lodge of the Living God

Hero Point to Faerinna


1 person marked this as a favorite.
Lodge of the Living God

Mel is surprised that even bearly paying attention, she hits twice with her laser! Red falls and her second shot hits Blue.

Round 2:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington 28 damage +1 Enh AC, +2 Enh to Saves vs pain, DR 2/— (stacks max DR/7) until Round 9
Patrick
Persephone
Yellow Multipede 61 damage
Alistair 23 damage
Green Multipede
Red Multipede 70 damage
Mel
Dr. Dov
Blue multipede 22 damage

Silver Crusade

1 person marked this as a favorite.
M Catfolk Mesmerist 2 | HP 17/17 | AC 16 Tch 13 FF 13 | F +1 R +6 W +6 | 46/50 CLW stick 44/50 Endure Elements stick| Spells 1st: 3/3 | Tricks: 2/4 Implanted Alacrity on self | Init +3 Perception +4 SM +6; scent | Reroll used| Conditions:
Syco Brutus wrote:
Syco has no PP to spend, so he will die from the cold :(
Cith the Curious wrote:
Alright, I will spend the 2 PP for a Wand of Endure Elements. I’m willing to share the charges since I think it unlikely I will ever use the wand up.

Only in danger if he refuses to ask the cat for help or when the wand refuses to obey.


1 person marked this as a favorite.
Lodge of the Living God
GM Silbeg wrote:
Wow... surprised... how did you all get past the roleplaying into the assistance missions so fast?

Had Felise take more initiative and just introduce herself as fast as possible.

OOC said that I was going to assume they agree to help and after some initial roleplay (six to eight hour window) gave them the missions and said she would continue to talk with them. Made sure that she continued to answer questions as they did the skill challenge.

The encounter as written works just fine in person, but 5 minute conversations can take days in PbP. I felt that I needed to adapt it.


1 person marked this as a favorite.
Lodge of the Living God

Over the week that she has been observing, Tess has noticed several patterns in who stays for confessionals after the service.

Bessama, Matthild, Plisken and Sylvina have not yet stayed behind. Often Matthild and Bessama are rushing to take care of chores immediately after the service gets out. Sylvina and Plisken don’t hurry, but they don’t loiter either.

Benyan and Gerlind often stay. They always arrive and leave together.

Lotte, Wilfred and Mikkel always stay. Junissa also stays.

Martin and Edgar arrive and leave together. A couple of times they stayed a little longer after service.

Surprisingly, Braderock consistently stays after service.

Normally one of the town guard acts as bodyguard for Mask Lumley. It is very difficult to know which if any are doing a confessional as opposed to just doing their duty.


1 person marked this as a favorite.
Lodge of the Living God

Looks like I did, sorry.

I will fix that.


1 person marked this as a favorite.
Lodge of the Living God

Spoiler:

Faerinaa's Diplomacy (T): 1d20 + 6 ⇒ (8) + 6 = 14
Faerinaa's Perception (E): 1d20 + 9 ⇒ (1) + 9 = 10

Faerinaa's Diplomacy (T): 1d20 + 6 ⇒ (10) + 6 = 16
Faerinaa's Perception (E): 1d20 + 9 ⇒ (10) + 9 = 19

Faerinaa's Diplomacy (T): 1d20 + 6 ⇒ (9) + 6 = 15
Faerinaa's Perception (E): 1d20 + 9 ⇒ (4) + 9 = 13

1d3 ⇒ 1

Faerinaa's Nature (T): 1d20 + 7 ⇒ (7) + 7 = 14

Day 6, Faerinaa talks to the locals

Faerinaa awakes bright and cheerful, knowing this is a special day of rest and celebration for all who follow Sarenrae.

Lotte is still a little uncomfortable with Faerinaa spending her time helping her with the Inn rather than working on the fort, but she is willing to talk. She also allows her to help with some of the moving of furniture and other tasks best handled by two people, admitting “I usually have Bessama or one of my boys to help with this.

I’ve been here since I was a young woman. I got the Inn from an older uncle who decided he wanted to start traveling. Apprenticed with him for two years and then was allowed to take over. Last I heard, my uncle was still in the River Kingdoms — his letter said something about another new kingdom starting up out there.

Lotte is willing to make some small talk, but really doesn’t open up to Faerinaa. She is surprised by how much Faerinaa has traveled. She is proud of both her children, although she admits she is still trying to figure out if Mikkel needs to apprentice someplace.

Faerinaa thinks it would take a little more to get Lotte to open up. She seems to be a little distrustful of the group, but Faerinaa thinks this is more Lotte being careful than disliking anyone. Having worked with her, Lotte doesn’t shy away from hard work.

When Faerinaa finds Plisken, he is just opening a basket with some food in it. He invites her to sit and offers her some of those nuts he is always eating.

The nuts seem to be some sort of legume. Plisken assures her they are not addictive nor do they cause visions. She thinks the nut is like a peanut, but a little bit crunchier and slightly sweet. They aren’t a nut she has seen before, but Plisken said they are local.

On the topic of swimming locations, he says “Most of the people in the village just swim the Glass River, just a hundred yards or so south of the docks is a nice place. There are a few ponds that are also nice, but they are a bit harder to find.

Guess it really depends on how shy you are about your body.” He says that more with the tone of a warning than any sort of flirtation.

It sounds like he mostly does trapping of small game, gathers various herbs and mushrooms that Lotte likes to cook with, and occasionally takes requests from Sylvania as well. The last is rare, Sylvania mostly keeps to herself. He will occasionally go for a deer, but only if he is sure none of it will go to waste. Says the one time he saw a wild boar, he made sure to get to safety fast!

When Faerinaa mentions the stew, he says “I think she still has a rabbit. As for a roast, that would require I go for a deer or some other big game. I will check with Lotte tonight, see what she has in her stores for meat.

With the discussion of stealth, Plisken has a few different ways to make sure no signs are left around a trap. He has a couple of blinds he uses near watering holes. It seems he doesn’t do much stalking of prey, more trapping or hide and wait. He doesn’t have any sort of experience or interest in urban environments.

At the end, Faerinaa doesn’t know if she made any progress with him or not. It is plain that he likes the outdoors.

When Faerinaa comes back to the Inn, Lotte says “You’ve helped enough already, and there really isn’t much for you to do here.” She can smell fresh bread baking and some sort of meat cooking.

Dinner turns out to be two roasted rabbits with stuffing, some soup, fresh buns, and salad. Evidently she had more rabbit than Plisken thought!

When asked for Bessama says she would love to chat with Faerinaa, but she best get the kitchen cleared first. Once that is done she suggests they go outside to chat.

Bessama has no memory of her mother. According to her father, her mother abandoned her immediately after birth. She says her father is a mercenary who had to leave her here four and a half years ago. She gushes a little bit about how strong he was and how no one could force him to do anything! She is certain he will come back soon, then she can be rid of this place and the people here.

Bessama watches in delight as Faerinaa juggles. She asks “Can you do that with weapons? I bet if you could that would be powerful!” She does try juggling, but doesn’t have much luck. “Guess it takes lots of practice.

After the conversation, Faerinaa really doesn’t know what to think about Bessama.

Grand Lodge

1 person marked this as a favorite.
“Akila” F Elven Gunslinger 1 / Wizard(Spellslinger) 5 | HP 30/30 damage| AC 23 T 15 FF 19 | F +4 R +8 W +7 | Wands CLW 35/50 Mage Armor 36/50 Air Bubble 48/50 | Init +4| Perception +10 | Reroll used | Conditions: Mage Armor, Fly potion

Ouch! Broken legs are no fun.

Wishing you a full recovery! Take care!


2 people marked this as a favorite.
Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Badgers!


2 people marked this as a favorite.
Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

With all the talk of badgers in the book, I am surprised that neither it nor Grand Bazaar (nor anywhere else I can find) gives the price to get a badger.

It would be normal for gnome characters to want a guard badger or pack badger.


1 person marked this as a favorite.
Lodge of the Living God

The only reaction to the grenade is Dr. Doc’s fur-tive glance away. No one is bothered by the flash.

Mel fires her laser twice, bearly missing with the two shots.

Round 1:

Bolded may act

Engineering to identify exactly what these robots are.

Dr. Dov and Mel have –1 penalty to attack rolls, weapon damage, and Fortitude and Reflex saves

Alistair Red FF
Yellow Robot
Red Robot 25 damage
Persephone
Dr. Dov Red FF
Blue Robot
Patrick Red FF
Teddington Red FF, DC 15 Reflex or blinded until round 4, +2 Enhancement Bonus to Saves vs pain and DR 2/— (stacks with one other source of DR, to a maximum of DR 7/—)

Mel
Green Robot 9 damage


2 people marked this as a favorite.
Lodge of the Living God

From now on, rather than just say “Progress” it will say “Today’s progress:” for each task. That should make it more clear what that line was supposed to indicate.

I use it when double checking the results, previous day completed plus progress should be new completed.


1 person marked this as a favorite.
Lodge of the Living God
Teddington wrote:

Oh sugar, can I retroactive the Shirt Reroll into a Explore and Report?

It would be 4 less but I still think a success.

Totally fine if not, my bad for missing that!

It is always a problem remembering these bonuses. Best way I’ve found only works in live play — give people a slip of paper for each one and they hand them in as they are used. Unfortunately that doesn’t really work in PbP.

Yes, I will allow you to have used Explore and Report for that.


1 person marked this as a favorite.
Male Iruxi NG Cleric of Kurgess 4 | HP 32/48| AC 19 (21 w/ shield raised) | Shield 20/20| F +7 R +6 W +11 | Font 2/3| Exploration: Scout | Conditions:

Rulean raises his shield and carefully gets on the other side of Green, hoping to take it out before they can take advantage of their positions to attack Clover.
+1 Low grade cold iron pick: 1d20 + 10 ⇒ (20) + 10 = 30 Fatal d10 Flat footed because of flank
Piercing damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fatal crit damage: 3d10 + 6 ⇒ (9, 7, 10) + 6 = 32 crit, die increase, extra die for fatal


1 person marked this as a favorite.
Lodge of the Living God
Vinny Santorini wrote:
Vinny would like to be at least friendly with Junissa, if not friends.

This scenario has a special downtime activity for improving the attitudes of the NPCs (Talk to Locals), so you would need to take that activity in order to improve Junissa’s attitude.

I have been making them more responsive than their attitude would really indicate so you get some idea of what the people are like. It is doubtful that Benyan would have been quite as open about things considering his attitude, but I think it is important to allow those interactions.


1 person marked this as a favorite.
Lodge of the Living God

Spoiler:

Tess of Tosof's Perception (E): 1d20 + 8 ⇒ (10) + 8 = 18
Vinny's Perception (T): 1d20 + 4 ⇒ (14) + 4 = 18
Faerinaa's Perception (E): 1d20 + 9 ⇒ (13) + 9 = 22
Khaul Irontoes's Perception (T): 1d20 + 7 ⇒ (15) + 7 = 22
Bastian's Perception (T): 1d20 + 6 ⇒ (3) + 6 = 9

Tess mentally takes note of who comes out as soon as the service is done and who stays for confession. She plans to do this for a few days to check for a pattern.

Once again when it is time for the work crews to leave Mask Lumley is there with some paper, noting who is in which crews before people leave. The three guards hesitate as they realize none of them would be protecting Mask Lumley today, but he indicates they should do the indicated tasks. Mask Lumley tells them “Although it demonstrates their complete disregard for the safety of the village, we are to provide them the requested help.

Benyan seems angry that he is put on a different work crew than his wife and Matthild. He waits until you have gotten well out of the village before he makes any complaint, but you hear several all through the day.

The two guards, Rakka and Petrus, do their tasks without complaint. When asked by Tess, they look at each other and shrug. “Get paid the same and at least this is a change of pace. Our job is what Mask Lumley says it is, and today it is to help you here.

Rakka does ask “So what use will your group put this barracks to?

Once on site, Vinny and Junissa figure out where to place the charges. Edgar and Martin help move the stone when needed. Meanwhile Khaul has Plisken, Wilfred and Aasif start clearing a space to put the rocks. Plisken is a diligent worker. Khaul gets the distinct impression that Aasif objects to taking orders from him, but does as he is told. Wilfred drags his feet slightly, never refusing to do as told but always slow to find the next task to do.

When the explosives go off, some of the stone falls where Khaul was having his group gather them, causing some wasted effort. Still, by the end of the day the tower is collapsed and the stone from it salvaged for use in other projects.

Junissa is impressed by the explosives, but comments “Still a waste of my skills, demolishing this tower.” Vinny gets the distinct impression that she blames the Pathfinders for getting taken off her normal work to do this.

When Faerinaa asks Braderock about the project, he thinks the main things will be clearing the debris and building a new winch and support. He suggests putting the support beam over the well first, then using robes to drag the debris up. “Couldn’t see clearly to the bottom, but I think the walls of the well are undamaged.” He talks about some worst case scenarios including needing to rebuild the walls.

When they get to the site, the first thing the team does is clear out the debris and get the new beams in place. Braderock wants to triple check everything, constantly fearing that something will go wrong. While he is still worrying about how true the joints are, others start dredging the well.

The team makes good progress and by the end of the day have the beams including the crossbar firmly in place. Most of the debris is out of the well, but it isn’t completely clear yet and you will need to check the walls in the well for any damage.

Braderock jumps so much he nearly falls into the well when Vinny’s explosives go off. Good thing he wasn’t leaning over it at the time.

When Sylvina shows up in the morning, she is dressed for cleaning. Hair tied up with a kerchief over her hair, sturdy gloves, patched work clothes, and rats? Looks like she has two rats with her today.

When asked about her skills, Sylvania says “I’ve learned some basic remedies and such. I really don’t know much about wizardry. If you need a mage or magical tattoo, you would probably need to go to Xer.

She seems pleasant enough, if a little reserved.

After Bastian shows off his tattoo and toned body, Bessama starts flirting with him a little. “My, aren’t you forward. Talking about continuing the elven heritage and all!” In amongst all the banter, she does admit that she never knew her father.

Gerlind announces “My Benyan is the richest farmer in the village! I don’t know why you need me for this dirty work, there are plenty of others in the village more suited to it.


1 person marked this as a favorite.
Lodge of the Living God

Spoiler:
Khaul Irontoes's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19

Sorry, missed this earlier…

Khaul Irontoe wrote:

Then on the trip back he tries walking with the Smiths. "If yer have an hour I'd be mighty obliged to chat iron with you find men. I can see the steel in yer muscles and its a poor craftsman what can't admit he can learn from the skills of another! What be most of yer work here? Shoin horses and fixin ploughs?"

He tries to get a feel for the skill of the smiths, but also the age of the smithy.

Sharpening farm tools and cutlery, shod the occasional animal, mend various items. The normal day to day activities one would expect.” Martin says.

Made a few traps for Plisken. Molded some sling bullets on occasion as well.” Edgar adds.

If you want a tour of the forge area, we can give you one.” Martin offers.

I’m assuming you take their offer.

The forge is exactly as you would expect it in a small village. Variety of hammers and tongs, water trough to cool items in, bellows, anvil, forge, various clamps and molds. Looks like they use wet clay for their molds. They keep their tools in good shape and the work area is kept about as tidy as a forge can be.

You expect they are competent smiths. Not masters of the craft, but most likely able to do all the tasks a village would need. They are curious as to if they should expect the lodge to have its own forge or they should expect more business.


1 person marked this as a favorite.
Lodge of the Living God

Spoiler:

Tess of Tosof's Perception (E): 1d20 + 8 ⇒ (8) + 8 = 16
1d20 ⇒ 5

Tess of Tosof wrote:

At Sylvina's Shop Knicks & Knacks

"Oh hello!' Tess smiles as she looks at one of the rats. "Want to ride on my shoulder and tell me what is good?" Tess scritches it behind the ears. Then she talks to Sylvina again. "It's nice to see friendly little animals. I was wondering if anyone in town had pets."

Tess sniffs at the jars, approvingly. "Aloe, good for burns. And is this lemon balm, right? Oh, and you have one made with roses!" She finally picks out one that smells of tea tree oil and bit of basil, and purchases it and some mint-scented shampoo. "These will be perfect, thank you!"

Then she smiles at Sylvina. "I was hoping to meet you, actually. Building a lodge is not just about bricks and mortar. It's also about community, so I want to get to know all the local business people better. How long have you had this shop? Do you make all the creams yourself?" Tess also tells her a little about herself, but speaks in generalities, not giving away her own age, just talking about how she has been a Pathfinder for the past three months or so.

"We travel so much that it is nice to be staying in one place for a while, and get to know the locals!"

The rat sniffs at Tess, then climbs up on her. It seems to like to get scratched behind the ears!

With a smile, Sylvania says “They keep me company. No, I don’t believe anyone else in town has animal friends.

Sylvania shows her a few other times she has, including some scented candles and a soap. “Rather time consuming to make, but I find the candles help with meditation.

When asked how long she had been here, she has to think a bit. “Maybe nine years? I’m not certain anymore.

Yes, I make the items myself although I do import the wax for the candles and a few other materials.

When Tess talks about herself, Sylvania says “Sounds exciting. I wish your group well with the lodge. Be nice to have a group like yours to visit with.” With a chuckle, she says “I’m a bit too old for traipsing around the world, but would welcome talking to others who do.

Sylvania wraps Tess’s purchases in some light cloth and ties them shut with twine. “I hope you enjoy your purchases! Come again if there is something else you want.” She hands Tess the package and retrieves her rat from Tess’s shoulder.

Tess didn’t get a good read on the woman. She was polite, but that is to be expected from a merchant.


1 person marked this as a favorite.
Lodge of the Living God

Alright, I could see a GM ruling that way. I consider that text to be fluff, not requirements. Back to the hand waving.

I don’t mind if you treat it as a requirement because it makes sense in story, but I am not going to treat it as one. There is enough project management in this scenario as it is.


1 person marked this as a favorite.
Lodge of the Living God

Too many systems.

I saw the flanked and reduced the AC (like you do in Pathfinder 2e), not noticing that Alistair had included a +2 for flanking in the attack.

You did not have Blue flanked, so I didn’t adjust for it.

My mistake, both should have missed. Blue has an EAC of 17.

I will leave the damage on Blue rather than retcon. Even when the plot is heavy on time travel, I don’t like to have to retcon stuff.


1 person marked this as a favorite.
Lodge of the Living God

So avoid paws-Ing the game?


1 person marked this as a favorite.
Lodge of the Living God

Hero Point to Khaul.


1 person marked this as a favorite.
Lodge of the Living God

I have updated the village map with the other locations. With the interactions you had today, you would know where everyone lives now. You haven’t visited any place except the Inn and the temple.

I have also marked the current attitudes for the villagers where you know their attitude.


2 people marked this as a favorite.
Lodge of the Living God

I am going to assume for the moment that Bastian does not elect to attend the service to Razmir. We can make adjustments if he wishes to.
Those who do not get up before dawn would find cold oatmeal left out with bowls and spoons for you to serve yourselves.

Spoiler:

Tess of Tosof's Perception (E): 1d20 + 8 ⇒ (3) + 8 = 11
Vinny's Perception (T): 1d20 + 4 ⇒ (19) + 4 = 23

Breakfast at the Inn consists of a thick oatmeal with berries and nuts. Some chunks of honeycomb are set out to provide some sweetness. Around the table that morning are Lotte, Wilfred, Mikkel and the stonemason Junissa Yovitch. Lotte does introductions. Mikkel gives a barely audible “Hello.” Everyone is attired in work clothes.

Junissa gives each of you an appraising look. “I hope you have work for me today. I’ve been idle here awaiting work for too long.

When Lotte sees Tess, she assures her all the ingredients meet her requirements.

Bessama the half-elven servant is rushing between the kitchen and the eating area, making sure everyone gets fed and taking away the bowls and spoons as people finish their breakfast.

Shortly before dawn, everyone leaves for the temple. Bessama is the last to leave, having hurriedly putting the last of the dishes in a tub of water to soak. She sets the pot with the remaining oatmeal out on the dining table with a ladle and clean bowls and spoons.

Mask Lumley is at the front door to the temple greeting each person by name as they enter. “Come hear the miracles of Razmir the Living God, thrice blessed be his name!” His greeting for the Horgat’s is much warmer than many of the others. His greeting for Braderock Brumn is noticeably colder than others.

As Vinny and Tess enter, Mask Lumley fails to greet them by name. Instead he calls out “Learn how Razmir the Living God punishes those who fail to acknowledge his glory!” As they enter the church, Mask Lumley does point them to some stools at the very back of the room. It seems enough stools were set out for your whole group and that of the family. It also seems there is assigned seating, with the front row having padded chairs.

Either there are no children in the village, or they are not welcome to the service.

The service itself is rather simple. There are some tapestries on the walls depicting Razmir’s miracles, including the destruction of a whole city who rejected his benevolence. One of the themes Mask Lumley touches on with his service is the evils of wealth. There are promises of great rewards for those who dedicate themselves to the faith, but turning from the faith curses a person to lose everything.

Vinny:
You notice that wealth is only evil if unbelievers have it. It seems that wealth should be given over to the priests of Razmir so that they can turn it against the evil unbelievers.

The audience participation seems to just be repeating various praises to Razmir.

Hail Razmir and his priests, who guide our path to our rewards!

Great is the power of Razmir and his priests whom channel his power.

For this is the way of Razmir, thrice blessed be his name!

After the service, it seems the faithful are encouraged to stay for confession. Many go back to their homes once they are done.

It is about three hours after dawn before Priest Lumley comes out of the temple and finds you. He has a pen and some paper with him.

Have you decided which of my villagers you will be needing for the work today?


1 person marked this as a favorite.
Lodge of the Living God

Dr. Dov bearly hits his target. He only hit claws the creature was flat footed.

Round 3:

Mysticism to identify

Teddington has Green flat footed +1 AC until start of round 9
Dr. Dov
Persephone -1 circumstance penalty to attack rolls and skill checks
Purple 114 damage prone
Patrick -1 circumstance penalty to attack rolls and skill checks
Mel -1 circumstance penalty to attack rolls and skill checks
Alistair -1 circumstance penalty to attack rolls and skill checks

Red
Green 66 damage -2 AC inhibitor


1 person marked this as a favorite.
Lodge of the Living God

That works for me.

I have now replaced the original image in the slide with one that I've cropped so there are no spoilers that could accidently be revealed.

The flowchart is something that another GM created and shared. Would have saved our group a lot of time if we had it when I went through this in PbP. Most of the instructions were written by Blazej, the GM I played this under in PbP.


1 person marked this as a favorite.
Lodge of the Living God

Delve 1 Road’s End

During the ten minutes, you contact your base camp.

Celita asks if your group will volunteer to explore the passage beneath the ancient shrine. “Everyone,” she says, “judging from our discoveries, it looks like these ruins are arrayed around a central chamber underground. You've secured a route under the shrine that may lead toward this area. Investigate it and relay your findings back to us as you go.

Anyone else taking a 10 minute rest, please let me know.

The -1 circumstance penalty to attack rolls and skill checks will still be in effect for this mission.


1 person marked this as a favorite.
Lodge of the Living God

Once her ancestors give their permission, Tess has no problems climbing down. The ancestors just wanted that additional moment to take in the view of the valley.


1 person marked this as a favorite.
Lodge of the Living God

I am not sure of the rules on this, but I think if a creature is immune to crits then any special critical effects would not go off. If I’m wrong, please point it out.


1 person marked this as a favorite.
Male Iruxi NG Cleric of Kurgess 4 | HP 32/48| AC 19 (21 w/ shield raised) | Shield 20/20| F +7 R +6 W +11 | Font 2/3| Exploration: Scout | Conditions:

Purchase option would have made more sense.

If it isn’t too much of a hassle, updating might be worthwhile.

1 to 50 of 2,131 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>