Redelia's Wardens of the Reborn Forge
(Inactive)
Game Master
Redelia
maps
chronicle sheets
f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%
> Arush, you forgot to confirm that critical
Thank you! A lot of Starfinder ))
Venture Lieutenant, Play by Post (online)
OK, everyone. We have only a few more encounters before we get to the end of the first chronicle sheet. It would be helpful if you would all think about what you want to do for your level up so that we can do those quickly after I issue sheets. It doesn't make sense for the story, but you can buy new gear between sheets by the rules.
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Oh, wow! We go up a full level after each chapter!?! I thought we just get 1 xp for each chapter.
I will give it some thought for purchases. Are we allowed to hang on to the items we found so far, like the necklace of fireballs and the potions, or do we need to purchase them before going into the next chapter?
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
*Bump!*
Are we allowed to hang on to the items we found so far, like the necklace of fireballs, etc...?
Venture Lieutenant, Play by Post (online)
I don't think you can keep them after I issue the first chronicle sheet. However, you will be able to shop for stuff then, along with levelling up.
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
GM Redelia wrote: I don't think you can keep them after I issue the first chronicle sheet. However, you will be able to shop for stuff then, along with levelling up. Is there a way you can find out? Maybe ask a VC? I did some digging on the boards & in the Guide to OP for an answer but couldn't find anything. It kinda doesn't make sense that we're given items to help us in the adventure, then they suddenly disappear.
A merchant from the Grand Lodge teleports in:
"The Society received some of the items you found. But, guess what! You can purchase them now!"
[/sarcasm]
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Venture Lieutenant, Play by Post (online)
Unless anyone has a reference otherwise, no, you can't keep them. Remember the adventure was not written for society, so things don't always make sense in that way.
The gold on your chronicle sheet is meant to represent all the stuff you find, and enable you to buy what you want.
Venture Lieutenant, Play by Post (online)
I apologize for the delay; my little one got a covid shot. I will return to normal posting Monday if not before.
male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
GM Redelia wrote: I apologize for the delay; my little one got a covid shot. I will return to normal posting Monday if not before. Hope she's feeling better!
Venture Lieutenant, Play by Post (online)
I'm going to be travelling for a few days, so not able to move the game forward. I'll see you all in a few days!
Venture Lieutenant, Play by Post (online)
Thanks for your patience, everyone.
Before we move on, let's try to get things moving more smoothly. Please input your initiative and perception on the first slide to make it easy for me to roll those.
Venture Lieutenant, Play by Post (online)
Sorry, frightfully tiring day with a long evening meeting, so can't post a bunch of bad guy turns tonight. I'll post tomorrow.
HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
I am headed out to Dragon Con tomorrow afternoon for some much needed down time. Might not be available til next Tuesday but will try to post if needed.
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
The representations of the young medium size gugs are a bit too small. Think of the 10' squares having 4 quadrants. The yellow gug wouldn't be able to fit where it is b/c there's less than 50% of that quadrant with ample open space. Blue gug is on a line separating two quadrants. I'll draw a square with quadrants on the map so everyone gets a better idea.
(Sorry. I'm picky about measurements. Industrial & Architectural design major.)
Venture Lieutenant, Play by Post (online)
The blue gug is in the lower left quadrant, which is about 60% empty, so it is fine. (we have zoomed in on the map to a level where the fuzziness really interferes in some of these estimates.
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Venture Lieutenant, Play by Post (online)
The gug leader is going to come back as a shadow under the command of the shadow who killed him in two rounds. Is anyone aware of any rules sources that are relevant?
If no one can point to anything specific, I'm going to say the new shadow is also under Ranalus's command. It will be size large, but otherwise the same as the vanilla stat block. Size large will increase the size of its damage die by one, and change AC slightly. Does this sound correct/reasonable?
Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
Only humanoids killed by shadows come back as shadows.
Gugs are aberrations, not humanoids. They will not come back as shadows.
That is a factor Ranalus took into account when casting this spell. It was previously discussed in character.
Venture Lieutenant, Play by Post (online)
Ah, I did miss the important qualifier humanoid in that ability. Thanks.
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Regarding the Sanity checks (which we don't need to make anymore due to the gugs not being humanoid), will this be implemented throughout the game?
I looked it up in Horror Adventures Player Companion.
Pretty cool little system, but, it's not PFS legal. Still, I'm fine with having it in the game for a bit of some added excitement.
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It's a really good system. I've played the whole Strange Aeons AP and there's a very important element there. Every PC gradually becomes schizophrenic, paranoid and/or overgrown with various phobias. And I am GMing now second time the Second Darkness AP, and this time in the 4th book I introduced these rules too. All these regular scenes of violence and torture, humanoid sacrifices in the middle of the streets and so on... This should affect the heroes who are surrounded by it from all sides, but can't do anything about it.
I'm sorry for the offtop, I just wanted to chat on this topic .)
Venture Lieutenant, Play by Post (online)
I may not post for a few days. I got a covid booster today, and less than two hours later am already in bad shape.
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Ok. No prob, Redalia. Thanks for the heads up. I hope you feel better soon.
HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
GM Redelia wrote: I may not post for a few days. I got a covid booster today, and less than two hours later am already in bad shape. You are not the only person I have heard this from. Get well soon!
Venture Lieutenant, Play by Post (online)
Thanks for your patience, team. I'm back, and ready to keep us moving promptly through the last little bit of this level.
HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
I have turned the border of my icon dashed to try to add a reminder of when Slash is invisible. I'll try to keep up with that status, changing it back after he attacks.
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Venture Lieutenant, Play by Post (online)
Can everyone please make sure they have provided me with their reporting/chronicle sheet info? I'll be reporting and giving you sheets for the first part soon after we finish. Then we'll take about a week off while everyone levels up and buys any desired gear. Even though it makes no story sense, you can buy anything society rules allow.
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
My info is >>here<<.
If we do get Day Job checks, Arcturus has the Temple vanity (use Heal for Day Job checks) and Expanding Trade Network Boon (+2 to Day Job checks).
Arcturus goes back to Habblegash and offers his healing hands. He gives the ratfolk some massage therapy, teaches him a bit of yoga and tai chi, and also gives him personal hygiene advice. He only asks for a tip in return.
Heal: 1d20 + 14 ⇒ (16) + 14 = 30
Habblegash tips quite well! 75 gp!
f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Any word on our chronicle sheets? No rush. Just wondering.
Venture Lieutenant, Play by Post (online)
Sorry, taking care of a sick little one. I'll at least tell you how much gold tomorrow.
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Venture Lieutenant, Play by Post (online)
You guys will be getting 32,799 GP, 3 EXP, and 4 PP.
The rest of the family may be getting sick, and as usual, the mom of the family has to keep going no matter how yucky feeling so everyone can eat... :Q
Take your time on the level up, and let me know how you are doing. I'll do the paperwork and reporting soon.
(please also let me know if you get any cool new abilities I should be aware of)
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Thanks a ton, Redalia! I am so sorry that you and your family are ill. I do hope you all get well soon.
I'll update my PC over the weekend, possibly sooner. Arcturus got an extra die of channel energy and access to 7th level spells now.
f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%
It sounds very touching .)
About my character: I took Unsanctioned Knowledge feat with Disguise Self, Sense Vitals, Phase Step and Greater Invisibility spells.
HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
Rogue 13 gains a feat and another sneak attack die. Having a hard time choosing a feat. I lack the BAB to get Spring-Heeled Reaping (at 9 and need 11). Thinking Sneaky, which gives me +45 to escape artist and stealth. Anyone have a recommendation for a spring attacking rogue? I guess I could look at dipping into another class with full BAB...?
Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
Ranalus gets some new fey summons through his Feysworn SLA, and they can be pretty nasty (1 bogeyman, 1d3 nuckelavees, or 1d4+1 escorites).
As to his feat, I'm thinking Spell Penetration.
Slash 916 - Shadow Dancer .))
HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
Tempting. But if I dip I need full BAB so I can get up to BAB 11 and get to use Spring-Heeled Reaping before the character retires.
male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
GM Redelia wrote: You guys will be getting 32,799 GP, 3 EXP, and 4 PP.
The rest of the family may be getting sick, and as usual, the mom of the family has to keep going no matter how yucky feeling so everyone can eat... :Q
Take your time on the level up, and let me know how you are doing. I'll do the paperwork and reporting soon.
(please also let me know if you get any cool new abilities I should be aware of)
Hope your family is better soon!
I get 7th level spells too and I'm all leveled up. I upgraded to a Headband +6
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Found a really cool suggestion for a cleric feat online. This will be my 13th level feat.
Divine Intervention:
As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
Ranalus's purchases:
Starting: 45,272 GP
Upgrade Headband to +6 Wis: -20,000 GP
Luckstone: -20,000 GP
Elven Rune-Cloak to +3: -5,000 GP
Remaining: 272 GP
Feat: Spell Penetration
Venture Lieutenant, Play by Post (online)
So it looks like Arush, Ranalus, and Rogar are done with their level up.
It appears Slash, Arcturus, and Fendel are not.
Is this correct?
(I know I still need to do sheets and reporting)
HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
I am done. Just need to update my alias
NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
Just waiting for my sheet to finish my profile.
Venture Lieutenant, Play by Post (online)
Your chronicle sheets can be found here.
Let me know when you're ready to start the next leg of the journey! (I'm hoping for Monday at the very latest; the earliest would be Friday)
Venture Lieutenant, Play by Post (online)
How is everyone doing getting ready to start the next part?
Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
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