Guildmasters of Golarion Discussion


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Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Sorry about that. I jumped the gun.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Hopefully I do this correct, if not sorry :)

Elijah, after having a drink will take the rest of the day to canvas the vast cliff city to get the lay of the city. He inquired about the potential of a Brewers guild, a place to produce local beverages, strong liquor and other such goods.

K local for influence: 1d20 + 7 ⇒ (8) + 7 = 15

The next two days he goes to work, trying to gain coin for such high endeavors.

coin making: 1d20 + 9 ⇒ (3) + 9 = 121d20 + 9 ⇒ (12) + 9 = 21


So... Further exploration of the dungeon, or a week of down time? Voting can begin.
Sunday is typically not a work-day in Avistan, so you could do some exploring that day and still have most of the week to work on your guilds. The decision is entirely yours, of course.

Still waiting for Ebonfeather to make his downtime rolls. (you can also vote.)


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

I need to head back in for some more money so I vote for dungeon.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

I am game for more exploring


male Tengu Slayer 1st

Ebonfeather is gonna do some retrieval services as well as some messenger services.

Influence skill 1d20 + 0 ⇒ (8) + 0 = 8
If that doesn't work Intimidate 1d20 + 5 ⇒ (18) + 5 = 23
Perception skill 1d20 + 9 ⇒ (11) + 9 = 20 for listening to potential items unlawfully pilfered
Survival skill 1d20 + 8 ⇒ (18) + 8 = 26 to track down item
Stealth skill 1d20 + 9 ⇒ (1) + 9 = 10 to infiltrate the place it held
return item.

If combat is needed tell me and i will do so

as for exploring i am all in


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Dungeon. Need more cash.


Zorin earns 3 influence, and 2 goods. He spends 65 gp to do so.

Jared earns 3 influence, and 1 goods. He spends 55 gp to do so.

Elijah earns 1 influence, spending 15 gp to do so. He finds work at the local brewery, earning 3 gp, 3 sp. (3.3 gp)

Ebonfeather earns 2 influence, 1 goods, and 2 labor. He spends 60 gp to do so.


A pretty harmless encounter, so far. It would be real trouble if there was a time factor involved. Trying to outrun a team of drow for instance. But you could just explore elsewhere if you wanted to.

I like lots of terrain dangers. Cliffs, ledges, rope bridges, that sort of thing. I don't know if it's good adventure design or not, but I always want that kind of feel.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Well I am currently useless in darkness.

Hmm, what could I do without getting near the front lines.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Darkness doesn't make it pitch black unless the light is already dim.

We have light sources. Now they're just reduced to Dim light. All of us can still see in the area around the light. We just have miss chances now.

Darkness wrote:
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness.

For a spell like Daze, which just requires targeting, not an attack roll, there shouldn't be anything stopping the effect unless our Dancing Lights were dispelled too.


PRD wrote:
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

It seems to indicate any torches or light spells you may be using do not work within the area of darkness.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Hmm. Confusing wording. You're the GM so your say goes. I think I have an idea of what to do about the darkness effect. Let's give this a shot.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Gm, I don't want to quibble about rules or anything, but the way you're describing the darkness effect doesn't make sense to me.

On the map, the darkness area is circular, the right radius as per the spell description.

Darkenss is a spherical effect.

That means the point of emanation has to be on the ground.

The Darkmantle might have cast the spell when it was on the ceiling, but that's not where the effect is cantered. If it was, the darkness are would be much smaller down by us.

Jared is smart enough and familiar with the spell enough that by observing the area of effect from the outside he should be able to figure out where the point of origin is.

Based on the map it should be directly underneath Zoren.

Am I missing something?


No you're right, the radius should be smaller at ground level. My mistake.

The darkmantle was clinging to the ceiling. It cast darkness, then swooped down to attack. So the darkness is centered on a point on the arched ceiling. That being the case, the darkness fills only the room and not out into the corridor.

I moved the marker to show the actual limits of the dark.

Also realized I forgot to mention anything about corridor and ceiling heights. Standard corridors are arched to 15'. Typical rooms are vaulted to 20' at center. The entrance room below the inn is taller: 25' from top of stairs to floor, with the room's ceiling being vaulted to 15' above to top of the staircase. Makes for a total of 40' floor to ceiling, in that room.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Nah it's all good. Trying to gauge 3d space in these games can be really hard.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

I really wish I'd known all that before I spent my last turn stumbling around in the dark. >.<


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

ehh, we dd quite a bit of damage to the thing at least.


Where to now? Back to town to get some planks? Explore another corridor?

The DC to jump across the chasm is only 10 btw. Zorin just missed it.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Ehh it sounds like we are going to the room to look. Just gonna get a plank. I vote left in the hole room.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Have you seen our party? Not a lot of Acrobatics going on.


male Tengu Slayer 1st

I could probably do it


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

If Ebon wants to try Zorin will hold the rope. He doesn't want another brush with death.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Would anyone mind Zorin vivisecting them?


male Tengu Slayer 1st

Yes Yes I would


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

What if I get permission in writing.


male Tengu Slayer 1st

Uh no


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Got it.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

This brings up another topic. There are technically no pain killers in pathfinder but surgery needs those things. Could Zorin do some research into that?


Sure, Zorin can research painkillers. Several kinds of mind altering substances already exist on Golarion, I'm a little surprised that there aren't pain killers of some kind. Actually, there is one in the Tech Guide, but you would have to go to Numeria to have a reasonable chance to find it.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Yeah I looked at craft pharmasuticals but that would be a bit of a trip.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

My favorite anestesia-analogue for pathfinder is the Eternal Slumber hex.


In my second PbP game ever, some of the other players brokered a deal with goblins. Some of the players were surprised when the goblins betrayed us. I was not. I had been expecting something of the kind.

Anyway, I've been trying to give you the impression that these three may not be trustworthy. Zorin's sense motive check should confirm that. If they get you at an advantage, expect the worst. The heist job is real though, if you dare.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Haha yeah I figured as much. Zorin expects them to betray. But he's fine with that. He wants to take apart the three and would guess that the more moral party members needs a reason for it. The only chance he will get is through combat. They get all the loot, Zorin might get some experiments going, and Jared could get some undead. We all win.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

(Lets keep exploring for now. We can go down the other tunnel for now. The one directly across from the one we are in.)


male Tengu Slayer 1st

hmmm sounds interesting either way, kill them or well do the hiest and kill them later returning thier dead bodies and some of the merchandise to the one we stole from


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

No we kill them all, steal all the stuff, but take one of the bodies so it looks like he left town with all the loot.


You don't know the way to the underground entrance they are talking about. The shop-front on the surface would be easy to find, if a frontal assault is what you're thinking. Such a frontal assault would be ill advised. After such a stunt, even if you were to pull it off, there wouldn't be many merchants that would do business with you, not to mention a hefty bounty on your heads. The merchants unite against overt violence against one of their number, it's bad for business.

Nothing stopping you from casing the place out on your own. Feel free to do what you want. The above info is to help you make informed choices.

K, local, or diplomacy checks would be needed to locate the shop of course. Or hire a guide.

You will need to do the same to locate the Meeting Post.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +
Zorin Blitz wrote:
No we kill them all, steal all the stuff, but take one of the bodies so it looks like he left town with all the loot.

Wow, we didn't take long to "hope off the rails" and head down the slippery slope of chaos lol


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

The last thing we want is a forward assult. I think the best plan is to meet up with the grouo, let them take us to the entrance they plan to use. After they get us in we kill the zombies then immediately turn on them after the lock hascreen been picked. We take out all three people but only leave two bodies. The more it looks like one for them betrayed the other two the better.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Also, would everyone be ok with going right? I figure one way is just as good as another.


Sorry about the delay, busy weekend. Map is up, it's the Web and cloth link.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Checking in. What's our status?


Was waiting for Ebonfeather, then busy doing home maintenance, then helping my neighbor adjust the shocks on his motorcycle/drinking beer, so was not up for posting last night.

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