Infiltrator's Onyx

PFS 2 GM ZD's page

1,496 posts. Alias of Z...D....



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4/5 *****

Read through a couple of times and the only things that is sticking out at me are:

No changes to the chase for more party members, only different tiers. I think adding an obstacle point for five and six players would have been suitable.

And #2: Hesla's action "Betrayer of Demons", should it be a free action? It shows as a single action ability. The requirements are "Hesla critically hits a foe or critically succeeds at her Ember Spinner reaction"

To me it sounds as if it should be a free action based off how it reads. IMO sounds like a special critical specialization. I could also see it as a reaction as well.

If it is to be a normal single action, you would not be able to use it as part of her Ember Spinner Reaction, except in odd corner cases.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Welcome to my game. Please read the following list.

1) Please go to each of the links in the campaign header and add the requested information.

2) Make sure to post once in 24 hours and at least once during the weekend. Exceptions are holidays.

3) If you are going to be taking some time away from the game for whatever reason, let me know ahead of time and set some botting instructions on your profile.

4) Combat Encounter: Initiative will be rolled for what is selected in the Macro sheet. If for some reason the exploration activity does not mesh with the situation, I will change it to default perception check.

I use block initiative and you may act in any order within the block. If you wish to delay for a certain scenario, such as waiting until after the bard activates their performance, please state it in the post.

If I require saving throws, you may roll those outside of you turn to resolve them faster.

5) Finally, lets have some fun.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

DOOT FOR FUN


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Welcome to my game. Please read the following list.

1) Please go to each of the links, Skill Macros and Maps, in the campaign header and add the requested information.

2) Make sure to post once in 24 hours and at least once during the weekend. Exceptions are holidays.

3) If you are going to be taking some time away from the game for whatever reason, let me know ahead of time and set some botting instructions on your profile.

4) Combat Encounter: Initiative will be rolled for what is selected in the Macro sheet. If for some reason the exploration activity does not mesh with the situation, I will change it to default perception check.

I use block initiative and you may act in any order within the block. If you wish to delay for a certain scenario, such as waiting until after the bard activates their performance, please state it in the post.

If I require saving throws, you may roll those outside of you turn to resolve them faster.

5) Finally, lets have some fun.


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Gameplay here...


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Discussion


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Gameplay


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Dot in to add to your campaigns.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Discuss here.

We can go ahead and start figuring out which character everyone would like to play until we determine what page we are going to use for the maps.

If everyone feels more comfortable with google slides, we can move it to that format.

This uses four pregens specific to this adventure.

Pregens

Also, Dot in on Gameplay to save to your campaign tabs.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Thank you for joining in on this game with me.

Once your character selections are finalized. Feel out the Secret Check spreadsheet at the top of the pages. Instructions are at the bottom of said spreadsheet.

If you do change your character, please update the Sign in sheet


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Gameplay


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Doot in here for fun.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Discuss here.

So far we are a party of three. So for the first part, we will be dragging a long a pregen unless we get and additional player.

Sign in sheet


Is there a way I can change the payment method on this order.

If not, could you please cancel it?

4/5 *****

In the beginning of the Inpiriting Wellspring passage, it says "Unless otherwise noted, the ruins are in darkness.".

However, the only sections that specifies any light level is the Usij Encampment section. "The room is dimly lit while the door is open during
the day"

My question is, what are the other two mapped locations light level?

Ward Chamber boxed text states "Faint ruby light seeps from the other side where the wall and door have eroded and weakened" and then later in the hazard description "circle of Daemonic runes to flare with red light".

Is it bright light in the room when the trap is triggered and then dim light when it is reset? Or does it stay illuminated? Or is it dim light constantly from the other room? It doesn't specify any distances.

In the Wellspring text it says "A central altar of skulls encircled with soiled rags flickers with ruby light". Again, is it bright light or dim light, or is it like a torch with variable light distance? Flickering makes me thank it is dim. Again, it doesn't specify distances.

A lot of grey areas with the lighting situation and dependent on how each GM rules, it can vary the levels of combat.

4/5 *****

Looking over the stat blocks, Iverri, the "blight dryad", is missing a range on its thorn spike.

I looked at the Dryad in AON and they do not have a ranged attack that I could possibly use.

thinking about going with 30 feet for now, unless someone can clear it up.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Since I have already collected a majority of the information needed for the chronicle, I just need you to fill in a few blanks.

Faction you will be representing:
Your default exploration activity:

Since they went away with slotting boons, no need to worry about that step.

Please save your downtime rolls for after the scenario.

After the briefing, I will give you time to pick out your school items.

I request that you fill out the first two slides of this Presentation. It will make my life a bit easier.

Last but, not least. Let's have some fun.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

ye olde place holder


1 person marked this as a favorite.
Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Since I have already collected a majority of the information needed for the chronicle, I j ust need you to fill in a few blanks.

Faction you will be representing:
Your default exploration activity:

Since they went away with slotting boons, no need to worry about that step.

Please save your downtime rolls for after the scenario.

After the briefing, I will give you time to pick out your school items.

I request that you fill out the first two slides of this Presentation. It will make my life a bit easier.

Last but, not least. Let's have some fun.

Gameplay thread now active.


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More to come


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Discuss here.

Go to the presentation link in my header and feel out the information on slide one and then place a token on slide two with preferred marching order.

Just a little heads up. There may be a small chance of a delay. The scenario did not drop for me on Wednesday. I'm in the process of getting it worked out though.


Knowledge Checks -Sky Key Solution Aid Token

More to come


Knowledge Checks -Sky Key Solution Aid Token

More to Come


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More to come


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Discuss


Please provide the following. Will request more information at a later date.

Player Name:
Character Name:
PFS & Character ID:


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

More to come


Please provide the following. Will request more information at a later date.

Player Name:
Character Name:
PFS & Character ID:


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Welcome all.

Starting date will be Monday 06/22. Depending upon my work load that night, it may actually start on the 23rd very early in the AM.

I usually post once in a 24 hour period. Known to do more if the players engage more. I do not require post on the weekend. That is family time.

I am still trying to work out how to work secret checks into PBP. I am beginning to lean more towards putting the information in spoilers. Makes it flow faster, however, if it happens to be critically failable? and you get it, I do expect you to play along since that is what you "know".

This is a two part series, so hope you all are ready for a long haul. I have played with many of you before and know this is a good group.


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Placeholder


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You receive a letter from Urwal, the leader of the Verdant Wheel. Posted in the Presentation. Follow link in my header

As Pathfinders, the PCs are also aware that the Pathfinder Society was involved in a major operation in Finadar Forest in the last year, 4718 ar. An ancient cyclopean ritual was accidentally triggered by a group of goblins living in a dragon’s graveyard, causing a massive fire. With help from the Pathfinders, the local centaurs and druids managed to stop the fire, and since then have been working on the forest’s recovery. The goblins in question have since emigrated west.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Please provide the following information.

Player Name:
Player and Character ID#:
Earn Income Check:
Faction for this mission:

I will remind you all to slot the remaining of you boons after the briefing.

Also, have you skills listed in you profile, with proficiency, so that I can pull the numbers for secret checks.


Looking to start April 19th.

This is a tier 1-4 game.

Please post with the character you wish to bring on this adventure. Feel free to give me some backstory on the character as well. I like to hear character concepts.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Please Provide the following information
Player Name or Handle:
Player and Character ID#
Faction Boon Slotted for Adventure
Downtime Activity & Days Spend

Please have a full character profile ready and head to the slide show in my header. Once there, fill out your perception checks and place your tokens.

How I handle secret checks: If the scenario calls for a secret check, mostly to recall knowledge. I will announce what checks are needed, usually a post or two ahead of when it is actually needed, and you are to spoiler the die roll. When doing this, I expect you not to peek at your results.

When dealing with Perceptions to search and the like. I will usually roll those myself in a mass spoiler. Same with Perceptions for initiative.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Dot in for adventure and move over to discussion.


Knowledge Checks -Sky Key Solution Aid Token

More to Come


Knowledge Checks -Sky Key Solution Aid Token

Please Provide the following

Player Name:
Character Name:
Player ID and Character #:
Faction:
Progression:
Day Job:

4/5 *****

It was discovered in a GM discussion thread that there is a discrepancy in the challenge point systems.

In the appendix for both tier 1-2 encounters, the scaling encounter box has a stipulations for 16-18 challenge points.

Per the Organized play website, 16-18 challenge points is high tier play with no option to play up or down.

Has this been adjusted and not changed on the organized play website or am I just missing a blog post with the updates.

Scenario:

1-12 Burden of Envy

My thought on it is that they are trying to mimic what they had in 1st ed

Guide to Organized Play wrote:
In the fringe case where there are no PCs that are high enough level to have reached the subtier level (such as a party of six 3rd-level characters), the group can decide to play the lower subtier


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Dot in.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Be sure to fill out a header with the following minimum information.

HP/AC/Saves/Perception/Senses

And please get a full stat block in you character profile incase of secret checks.

*****************************

Also please check in on the gameplay tab. Once everyone checks in, we will kick off.


Knowledge Checks -Sky Key Solution Aid Token

Please Provide the following Information

Player Name
Character Name
Player/Character ID #
Faction
Progression
Day Job

Please follow this link and add your information

Just a heads up. We may begin during the holiday season, but please do not feel you need to post everyday. Spend time with friends and families. We will pick up pace after the first of the year.


Knowledge Checks -Sky Key Solution Aid Token

More to Come


Please chime in with interest here. Once spot has already been reserved. Have character information ready and in bio. Others will be chose based on party composition and previous play experiences.

Aiming for tier 1-2


Hello all, just reporting a minor problem.

When receiving my society scenarios, I was missing PFS #1-06: Lost on the Spirit Road. I got everything else though, may have been lost in the shuffle.


Knowledge Checks -Sky Key Solution Aid Token

Discuss


Knowledge Checks -Sky Key Solution Aid Token

Venture-Captain Norden Balentiir invites the PCs to join him in the lush gardens outside the Sandswept Hall.

Please refer to hand out in reference to the Facts about the Pathfinder Society

Please introduce your characters


Will be first come, first serve.

Please Post the following information
Player Name" As you want it to appear on your chronicle
Character Name:
PFS ID and Character Number:
Faction: If it is different from what is on your header

Will wait to do Downtime until the end.


Knowledge Checks -Sky Key Solution Aid Token

Please provide me with the following character information.

Player Name: As you want it to appear on your chronice
PFS ID and Character#:
Faction:
Progression:
Day job roll:

Please also tell me anything that the GM needs to know or roll for(ie stonecunning or trapspotter)


Knowledge Checks -Sky Key Solution Aid Token

More to Come


Knowledge Checks -Sky Key Solution Aid Token

More to come

Full Name

Körlungr "Karl" Körlson

Race

Ulfen

Classes/Levels

Inquisitor 1 [ HP 2/9 | AC 18/12/16 | Fort +3, Ref +2, Will +5 (+7 vs. fear)(+6 vs. ench) | Init +6 | Perception +7 ]

Gender

Male

Size

Medium

Age

17

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Skald, Hallit

Strength 14
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 16
Charisma 11

About Körlungr

Vital Statistics:
COMBAT
HP: 9
Init: +6 (+2 Dex, +4 Improved Initiative)
AC: 18 (Touch: 12, Flat-footed: 16) (+2 Dex, +5 Armor, +1 Shield)
Fort: +3, Ref: +2, Will: +5 (+7 vs fear)(+6 vs enchantments)
BAB: +0
CMB: +2 (0 + 2 Str)
CMD: 14 (0 + 2 Str + 2 Dex)
Move Speed 30 ft (40 ft base[+10 domain], 10 ft armor penalty)

Attacks
Melee
Rapier (+2 to Hit, 1d6+2 (P) Damage, 18-20/x2 Crit)
Club (+2 to Hit, 1d6+2 (B) Damage, x2 Crit)
Ranged
Shortbow (+2 to Hit, 1d6 (P) Damage, x3 Crit)


Racial and Class features:

RACIAL FEATURES
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Favored Class: Inquisitor - +1 Skill Rank

CLASS FEATURES
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of his deity.(Rapier)

He is also proficient with light armor, medium armor, and shields (except tower shields).

Detect Alignment (At will)
Detect Chaos
Detect Evil
Detect Good
Detect Law

Domain - Travel:

Deities: Abadar, Cayden Cailean, Desna.

Granted Powers: Increase your base speed by 10 feet.

Agile Feet (Su): Ignore difficult terrain 6/day

Judgement (Su):
1/day
Swift action
Destruction: +1 sacred bonus to damage rolls by weapons
Healing: fast healing 1
Justice: +1 sacred bonus to attack rolls
Piercing: +1 sacred bonus to concentration and caster level checks against spell resistance
Protection: +1 sacred bonus to AC
Purity: +1 sacred bonus to all saving throws
Resiliency: +1 DR/magic
Resistance: +2 energy resistance (acid, cold, electricity, fire, or sonic)
Smiting: Weapons count as magic for the purposes of bypassing DR

Monster Lore (Ex): Add your Wisdom modifier on Knowledge skill checks in addition to your Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): +1 to Intimidate and Sense Motive


Feats, Traits, and Skills::

Feats
Improved Initiative: +4 Initiative checks
Persuasive:+2 Diplomacy and Intimidate

Traits
Courageous:+2 Saves vs fear
Indomitable:+1 Saves vs enchantments

Skills
Climb: +2 = +2 Str, 1 Rank, +3 CS, -4 Check Penalty
Diplomacy: +6 = 0 Cha, 1 Rank, +3 CS, +2 Persuasive
Intimidate: +7 = 0 Cha, 1 Rank, +3 CS, +2 Persuasive, +1 Stern Gaze
Knowledge(Religion): +5 = +1 Int, 1 Rank, +3 CS
Perception: +7 = +3 Wis, 1 Rank, +3 CS
Sense Motive: +8 = +3 Wis, 1 Rank, +3 CS, +1 Stern Gaze
Stealth: +2 = +2 Dex, 1 Rank, +3 CS, -4 Check Penalty
Survival: +7 = +3 Wis, 1 Rank, +3 CS


Spells:

Orisons (at will)
Spell DC: 13
Create Water
Daze
Light
Stabilize

Level 1 Spells (2/day)
Spell DC: 14
Expeditious Retreat
Cure Light Wounds


Gear, Currency, and Encumbrance:

Encumbrance
Current Encumbrance: 106 lb.
Light Encumbrance: 58 lb. or less
Medium Encumbrance: 59-116 lb.
Heavy Encumbrance: 117-175 lb.

Gear
Inquisitor's Kit (backpack, bedroll, belt pouch, candles
(10), cheap holy text, flint and steel, iron pot, manacles,
mess kit, rope, soap, spell component pouch, torches (10),
trail rations (5 days), waterskin, and a wooden holy symbol.)(34 lb.)

Tankard (1 lb.)

Hand Keg of Ale (26 lb.) (10 lb. keg, 16 lb. 2 gallons of ale)

Cleric's Vestments (6 lb.)

Cold-weather Clothing (7 lb.)

Snowshoes (4 lb.)

Firewood/1 day (20 lb.)

Cold Iron Longsword (4 lb.)
Rapier (2 lb.)
Shortbow (2 lb.)
20 Arrows (3 lb.)
Club (3 lb.)

Currency
5 sp
7 cp


Description:

Height:5'11"
Weight:185 lb.
Hair: Shoulder length blonde
Eye Color: Strikingly blue

Narrative:
Before you stands an Ulfen who is rather short for his ethnicity. He wears the typical blonde hair of his race to his shoulders. His blue eyes are piercing when his gaze is held, as if to the very soul.

Underneath his rather plain brown robe looks to be the trappings of scale armor, gleaming when the sun catches it. He is wearing a burgundy stole bearing the mug of Cayden Cailean thrown over his shoulders. On his back is a backpack that seems to be teeming with adventuring supplies. Underneath he has a keg strapped to his back, presumably full of ale.

At his side is sheathed a rapier. On top of his bag is tied a shortbow, with the quiver to the side of his bag. Opposite side his rapier is strapped a club. In his hand he holds a large tankard, half full of ale at the moment. It seems he enjoys drinking.


Background:

I apologize in advance if this is too much.

Early Years of Körlungr “Karl” Körlson

“Slavery is the ultimate evil. If I am to be remembered, let it be as a crusader for freedom.” –Körlungr Körlson

Before I begin, let it be known that by no means is this the life story of Körlungr Son of Körl. Rather it is an account of the events that culminated in his becoming a member of the Pathfinder Society. I do this because he is a fine example of an Andoran agent. He is one that any man should strive to be. Remarkably, he is not even a native, but rather Ulfen-kin. Now let us get on with our tale.

He was born in Irrisen, 4691 AR, to a poor family serving the White Witch Anelisha in Hoarwood. As any learned man could tell you, in those days, Ulfen in Irrisen were slaves. From birth, young Körl was subject to the horrors of slavery. Not an easy life I assure you. As a child, he was prone to trying to enjoy himself by play-fencing, using his wall or trees as targets. One day however, around the time he was age nine, his parents were summoned to the court of Anelisha. While waiting in the courtyard to be called upon, he decided to do a bit of his playing. Now, the White Witch Anelisha had a rather large urn collection. As he was enjoying himself, he happened to tip one of her more exquisite urns. It fell to the floor and was destroyed.

This witch had been known to kill her slaves for as little as looking the wrong direction. So when Körl’s parents heard that urn shatter, they knew immediately that if she were to discover who did it, she would have their son killed on the spot. So they hurried home and packed what he would need for at least two weeks, gave him their blessing, and sent him on his way south. What became of his parents is not known, but one hopes they survived.

So south he went, until he came to the Kodar Moutains in the course of about a day. Most people would have continued east or west to move around the mountains, but Körl was a mere child, and naïve at that. He did just what his parents told him, and continued south, right through the mountains. Whether by sheer luck, or skill, he managed to avoid being seen by any creatures that dwell there. However, he was a rather smart child, and was able to find way through. It took him all of seven days to cross the mountains, as he got lost several times.

He had just arrived in Northern Varisia, and was running out of water in his skin. Noticing a river ahead in the distance, he rushed towards it, and drank deeply. As he did so, a bandit came up behind him and knocked him out. That man took him to the caravan that had made camp nearby. That caravan happened to be a band of Chelaxian slavers. Seeing a fine catch in the young Körl, and having already captured many Shoanti for slavery, they decided to head back south to Korvosa. In Korvosa, he had an outburst and attempted to free himself. Stealing one of the caravan member’s rapier, he attempted to slay his captors. Being only a young boy, that did not work well. He would have been sentenced to punishment, however, a man named Severs DeVri happened to be walking by as this happened, and decided that he would instill discipline into the young Körl. Under DeVri’s tutelage, he was trained to follow orders, and had a beginner’s training in fencing. However, the discipline training was ineffective. After about two years, DeVri decided enough was enough and had him sent south to Cheliax to receive harsher training from the diabolists there.

While on the way south to Cheliax, the caravan was attacked by Andoran freedom-fighters looking to disrupt the slave trade in the area. Afterwards they offered freedom and welcomed them to come back with them to Andoran. Körl was one of the few that accepted, most being suspicious of the near zealous crusades Andoran is reputed for. For Körl however, this seemed like a chance to help fight against the slavery that he had been subject to his entire life. Off to the east he then went to discover this new land where slavery was outlawed.

In Andoran, Körl learned of the church of Cayden Cailean. As a god who believes unwaveringly that none should be oppressed, he was quick to take up the worship of him. While there he gained a great fondness for ale and alcohol in general. He also decided that rather than be a typical clergyman, he would train to become a hunter of all that threatens freedom, using any tactics that do not oppress others. Nearing the end of his training, his dedication was noticed by one who watched him quite often, and he was approached by an Andoran member of the Pathfinder Society. He was invited to join the Pathfinder Society as an agent of freedom. Relishing this chance to finally strike back at the slavery that had oppressed him for so much of his young life, he lifted a glass and toasted.

From there he sailed to the southeast, to the city of Absalom. While there he became an official member of the Andoran faction of the Pathfinder Society. He now heads to the east, to a small town called Heldren, in southern Taldor.