Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Maguson reloads his firearm and takes an assessment of the situation. "Everyone okay? Wounds, ammo, water?" Taking a a couple of more attractive feathers from the dead birds he fastens them to the sling on his blunderbuss and cuts a hunk of meat off for Tackle. "You did good, Lander. Next time wait till the shooting stops to charge out front of a firing line. Do something like with orcs and it won't end so well."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Seeing an opening, Magnuson steps to the side letting of a blast from his blunderbuss between the two swordsmen. Five foot step and fire. There should be enough space given the way we are set up. 15' cone should catch both birds with a touch atk. B.buss. V, Touch AC Bird 1 1d20 + 3 ⇒ (2) + 3 = 5 DMG 1d8 ⇒ 6 B.buss. V, Touch AC Bird 2 1d20 + 3 ⇒ (14) + 3 = 17 DMG 1d8 ⇒ 3 Thank goodness that second one didn't come up a two also, phew. Misfire would have killed all of us, lol.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Sorry, Dove/Kish, lol. You did fine. Magnuson shakes his head as the youth rushes out in front of the field of fire. "Damn that boy!", he roars. Moving quickly to get an angle on the bridge he moves into position near Lander. Double move to Lander's side.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Magnuson shouts to the group, "Contact front! Move on line and concentrate fire on the leading beast. Eyes on flanks. Hold them to the bridge." Camping in Cassowary country, eh Shifty? Lol.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
As Kishara takes to handling the young lord, Magnuson falls in with Grim and gives him a run down of what happened in the tent. "He is young and hot-headed, but seems on the up and up as far we can tell. Still, it will be wise to keep in mind the idiocy of youth can lead to unintended trouble. I will take up a point position with Tackle. I want a 10 yard spacing between each of us and staggered on each side of the road on the way back." Standard marching order for us, Shifty. Should make it easier for you to place us during surprise encounters. Tackle will be running 10 yards ahead of Magnuson.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Magnuson chuckles at the young man's boasting, but remains silent allowing Kishara to speak for him. Developing quite and Officer/NCO relationship here, lol.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Happy to let Kishara ply her practiced trade, Magnuson blows off the whelp's howling. "I appreciate your enthusiasm for battle, young manling, but you must temper it with better judgement of your foes' deceitful ways. This a lesson hard learned by my people in there crusades against the foul beast of the deep earth."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Block shakes his head at this fop and his empty words. Nodding to Grim they take him down and bind him searching his body for bite marks or any sign of further danger to the squad. "Now let's get something straight, kid. We just got real banged up and one of us got hurt pretty bad just a couple moments ago. Before we let ye go we need some information. First, who are and why did they have stashed in the trunk. Second, what do you know of these folks who done what they done to you?" Looking to Grim he says, "Set up a perimeter with Kyra and Tackle. Don't need any reinforcments catching us unaware. Kishara and I will take care business in here and move out as soon as possible." With that he makes a low whistle setting Tackle off to patrol the area.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Calling up Tackle with a whistle, Block directs the dog sweep the area for threats. "Remove her head and his too. Kyra take a look at Kishara's wound and see if you can tell how bad it is. Grim let's clear that tent." Setting up on one side of the flap with his blunderbuss readied, Block gives the big man the signal to open the flap.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Magnuson swings his axe again looking to end this fiends days. He gives Tackle a staying whistle to keep the dog back for the moment. Waraxe 1d20 + 4 ⇒ (19) + 4 = 23 DMG 1d10 + 3 ⇒ (6) + 3 = 9
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Sorry, lol. Here we go. Tackle attacks the the man again seeking to guard Kishara from any further harm. Tackle ATK 1d20 + 2 ⇒ (15) + 2 = 17 DMG 1d4 + 2 ⇒ (2) + 2 = 4 Carrying his axe in one hand and his blunderbuss in the other Magnuson moves around the fire and launches an attack on the wolf/lady. Move around fire to avoid AoO and attack monster woman. [ooc] Waraxe 1d20 + 4 ⇒ (10) + 4 = 14 DMG 1d10 + 3 ⇒ (5) + 3 = 8
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
With a whistle to Tackle, Magnuson crashes out of his hide like a raging bull pumping his stout legs to get into the fray. Following his lead Tackle moves to support Kishara launching an assault on the unphased man. Double move for Magnuson. Move and attack for Tackle. Bite +flank 1d20 + 4 ⇒ (5) + 4 = 9 DMG 1d4 + 1 ⇒ (3) + 1 = 4
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
As Kishara and Tackle move to the North the rest of the squad take up positions to the west side of the camp and prepare to assault through the encampment. "Fast and hard. Spell casters first.", Block says as he lowers his smooth faced helm into place and prepares himself for the signal to go from Kishara.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Block simply smiles and laughs at the statement made by the skilled lady. "Oh never, lass. Hahaha. But, as to the silver I must admit I do not. I may need to make use of your chemical there for my axe." Upon arrival Block begins to assess the situation. Looking at himself and Grim he doubts a stealth approach will be likely for the two of them, but reckons Kish will be able to do so on her own or supported by Tackle. "You and Tackle can roll in and hit them with thunderstone. As soon as they are hit, Grim, Kyra, and I can roll in hard.", he whispers. Tackle Stealth if needed 1d20 + 5 ⇒ (12) + 5 = 17
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
"Look here, manling. I am not much for games and praising cult leaders. Right about now I am the only one standing here that might represent what you have left as a friend in this world. Those two there are under all the necessary authority, more than willing to be sure, to pronounce sentence on yer life right here and now. If you have any hope of seeing if that Lady of yours is as great as she claims, I suggest you tell us where to find that lordling right now."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
After gathering the items of use from the dead man and detainee, Block passes a Thunderstone and tanglefoot bag to Grim and Kishara and says,"We got small haul here, but nothing hinting at the boy's whereabouts far as I can tell." Gesturing the loot and items he already passed out he adds, "Take what you need and keep hold of those for we find where they are holding the kid."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Perception 1d20 + 6 ⇒ (6) + 6 = 12 Kishara and Kyra begin questioning the surviving bandit, Block and Tackle begin a sweep of the area for anything of use in their quest.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
"Let's hold here, Kishara. The young man is our mission, not highwaymen. Plus, chasing a fleeing person is dangerous business when you are not familiar with the area. Learned that the hard way dealing with kobolds as a youth. Let us search the area for intel and it looks like Kyra has stabilized the other fella." Calling Tackle over, Block gives him a scruff behind the ear and says to the group, "Still have that piece of cloth? Tackle here should be able to get his scent."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
With a whistle and a gesture Tackle is off seeking to get around back of the man to offer his toothy assistance. Freeing his massive axe as he steps forward, Block swings on the bandit assaulting the young lady. Waraxe 1d20 + 4 ⇒ (14) + 4 = 18 DMG 1d10 + 3 ⇒ (8) + 3 = 11 Tackle Bite 1d20 + 2 ⇒ (1) + 2 = 3 DMG 1d4 + 2 ⇒ (3) + 2 = 5
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Block and Tackle move to take up positions as close to their comrades as possible hoping to launch an attack once a spot opens. Short legs and firearm, lol.Moving behind the Grim and Kish one space to the rear and center. Tackle will be next to him and released next round to attack.
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Ironsleaves takes in the sight and smell of the forge like a miniature homecoming of sorts. "'Tis a fine thing to be in a quality workshop. Yes, fine indeed."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Indeed. "A matter of cultures, I suppose.", Magnuson says after pondering Grim's words. "Short lives must lead to differing views on the impact of one's actions. Yes. That must be the case indeed.", the dwarf says as much to himself as anyone else. "Perhaps his attention will be sufficiently piqued by my blunderbuss here if is so interested in the martial ways? In any case let's see what this Marek fellow has to say."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
"Duty to ones's place and people is a dwarven ideal in the most high. I have no doubt that we will be able to make the boy understand this and his role in the kingdom." I can't make any of those rolls, lol. "Grimaldus, duty to one's family and people is a simple fact of life. Selfish ambitions are not to be indulged in world such as this. While I applaud his seeking of knowledge, it must be tempered by responsibility. I am sure a knight such as yourself must understand this."
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
"If there is one thing a dwarf can be, it is convincing. In fact, Tackle and I have been known to be quite persuasive....", the dwarf says nodding to the heavily scarred pitbull at his side. "The large fella does raise a good question. Being "adventurous types" I have no doubt your lad will have his own questions as to our legitimacy in bringing him in." The dwarf stands intent on hearing the ladies answer. Having much experience in the mines and caverns clearing out nest of dark things luring in those recesses had prepared him well for combat, but had done little for his diplomatic side, especially among people less stout and forthright than his own. Paired with his peculiar choice of firearm and the slightly singed and blackened left side of his face due to said firearm's use did nothing to increase his charisma!
Male Dwarf Gunslinger (Gun Tank)/1 [AC] 19 /T12/F17 [HP] 13[] Fort +4, Ref +4, Will +3 [] Init +2; Senses darkvision 60 ft.; Perception +6 []SR 6
Finally found the link here, lol. For some reason I can't read PMs on my computer had to do so through my phone. In any case, let me know if I need to provide anything else, boss.
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This was another two session (~4 hour) grind, with Curses a-plenty for our intrepid adventurers making everything more difficult. More than once we finally got rid of a particularly annoying one just to get it right back at the next opportunity. I once again got to enjoy the Curse of Fevered Dreams for most of the game, while Oloch had a bad batch of Poisoning. ::sigh:: We ran into a Living Sandstorm at one point; when we found the resulting Sandstorm later on the Baited Jewel Box was on top of the deck, adding more things to do and causing some of those cards to get banished when the wrong character ran into them later. We hit the Villain twice before getting it and the Jewel Box to the bottom of the deck; thankfully we didn't have to shuffle the deck again. After all that, though, we'd gotten down to just the Villain remaining with one cycle of turns to go. Damiel distracted a chain-summoned creature while Padrig and his supply of Monsters were able to defeat the main summon and (thanks to a 3 and 1 on the 2d4) the final roll, defeating the Villain! No good upgrades, sadly, but everyone was just happy we finished the AP! I think we're going to try the capstone next time; the group was mixed on the idea but I'd really like to make an attempt at it. Looking ahead to next year and a new campaign, we might be taking some of the...less savory characters into Tapestry's Tides. I'm personally looking forward to not playing a pure support character. :)
Another long fail this week with 3-6D. During setup we decided to try what worked for 3-6A: multiple Elemental Treaties, some Curse removal, damage reduction substitution Items, and so on. Sadly, the group started with none of these things. I got lucky and acquired a helmet on my first turn that saved me from the curse at the end (I still took some damage, just not the Scourge) but after that there were plenty of Scourges and other Curses to go around. It took a couple times around the table before we found our first Henchman...who is a tough fight and doesn't let you close the location. Sigh. Not too long after we grouped up for Curing purposes, and found the Villian for the first time. Thanks to lack of cards in hand and the initial damage we weren't able to defeat her, so we lost a round of turns and gathered more Curses. :( By the end three of us had no hands, so we could do our final explores with no concern for the consequences. ("Before You Act damage plus two Combat checks! I'll just roll 3d10 so you can grab some Scourges.") This caused us to run out of Curses of Poisoning. If you were to set that aside, I would have had 7 of them along with their good friends Curse of Fevered Dreams, Curse of Withering, Curse of the Sphinx, Curse of the Mummy, and a Symbol of Fear for good measure. One thing we exploited is how the Curse of Fevered Dreams partially negates Curses of Poisoning: since they're all happening at the same time you can choose the order, so do all of the Poisoning first then Dream up some more cards. The worst part was that we got exactly one AD6 card: an Armor that nobody wanted (because switching away from reveal cards is suicide). The only upgrade taken was one AD4 Blessing. So What's Wrong, Mike? Well, what's "wrong" is that these have been slogs. Playing for three hours, one of which is "we're going to lose but we can't just skip to the end because of the ongoing damage so we might as well look for boons" (and get basically nothing out of it) is not fun. Building up Curses while you burn through the decks to close locations isn't fun. The tower looked like it was going to be bad for our group, but it "just" took a long time and a lot of help with checks. 3-6A was our longest one yet, taking over six hours in two sessions. Also not fun is considering having the group look at their starting hands, decide it's not worth even trying, and doing nothing but take damage for 30 turns so we can start over. (That this suggestion was even brought up is a sign, I think.) Anywho, if anyone has advice for 3-6D other than "get luckier with your initial card draw" I'm all ears. Otherwise, well, at least I got to vent. :) One other question: is Season 4 this bad? (I'm not sure Season 5 will be an option, given the file problems.)
I've been putting together a website that shows the Guild-legal pregen characters and their decks in a format suitable for play or filling out a sheet. Take a look at: http://www.esglabs.com/pacg/pregens/ I'd love to get feedback! If you're seeing a visual issue, please include as much of the following information as you can: - OS and Version
Hope this helps.
I put together a summary of the PFSACG Accessory Perks and Retail Incentives benefits in the same format as the Character Tents. Remind your Guild groups how supporting their stores also helps them in their games! You can find it with my other PACG play aids at esglabs.com/pacg. Enjoy!
Sparked by a discussion on the Guild forum, I've been playing with some slightly different layouts for the recording sheets used in Guild games. So far I've put together a couple variations on fill-in-the-blank headers and a pair of Scenario blocks. I also did a sample page with pre-filled Scenario and Adventure Rewards, which is a lot easier to read than my handwriting. :) If you'd like to take a look, you can get the file here:
I've been creating character tents for use with the PACG. At some venues space can be at a premium; tents can help you save space over the character sheets by extending your character information into the third dimension! Each tent has all of your character's statistics on the side facing you, while the side facing the others has your character's name and picture as well as spots for your name and your character's PFS number. I haven't done the base sets yet, but all of the class decks are there. (The monks are missing their pictures, as those hadn't been released as of the last time I was working on these.) You can download the files from my website: PACG Page at ESG Labs. If you try them out, let me know how they work for you and your group! |
