DM Beckett's "CITY OF STRANGERS" PFS PbP (1-2) (Inactive)

Game Master Beckett

INIT:

[dice=Alastor]1d20+6[/dice
[dice=Maldoc]1d20+6[/dice
[dice=Variel]1d20+5[/dice
[dice=Zedril]1d20+2[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

Venture Captain Dreng is convinced that someone is setting up an unauthorized, and potentially harmful Pathfinder Lodge within the city of Kaer Maga. A letter from an ally, one Horis Collgardie says as much, and Dreng has asked you to investigate, locate these Pathfinders, and order them to stop immediately, or risk having all Pathfinders banned from the city. Sending you from the Grand Lodge in Absolam across the Inner Sea to Varisia, you have made it to the Halflight Path, so near the city, when a horde of goblins breaks through the wall to attack!!!
Fighting your way through, you finally make your way to the city itself, only to find it is a massively crowded den of villainy and scoundrels. Locating your contacts house, you arrive to find him dead, and are immediately attacked by a group of thugs looking for his murderer.

MAP OF VARISIA
MAP OF KAER MAGA
CURRENT MAP
The Sanctuary


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Please put your out of character, or non-game related chatting here.

Also, can you please post your character's:

1.) Player name (or nickname)
2.) Character Name
3.) Complete PFS Number
4.) Faction
5.) Day Job Roll (if you have one)

6.) And finally any default actions you want to do if you can't post for a while.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

1. RyckyRych (Rick Perlini)
2. Maldoc Tisbane
3. 79644-12
4. Grand Lodge
5. Nope
6. Errr, hit things with spellstrike if I still can.

Gah, I gotta update my profile. I'll do that tonight.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Maldoc Tisbane wrote:

1. RyckyRych (Rick Perlini)

2. Maldoc Tisbane
3. 79644-12
4. Grand Lodge
5. Nope
6. Errr, hit things with spellstrike if I still can.

Perfect, thank you. This (should) make it much easier to report later.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

1. Furyan
2. Alastor Draper
3. 106404-5
4. Andoran
5. None
6. In combat, mostly acrobatic roll/tumble behind them for a sneak attack and set up combat advantage for others.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

1.) Merck
2.) Variel Arivae
3.) PFS# 35561-7
4.) Grand Lodge
5.) No day job yet.

6.) Slumber a new target and cackle away.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

1. jtfoto
2. Zedril lvl 2 Elemental Sorcerer (fire)
3. 39578-2
4. Andoran
5. 1d20 + 7 ⇒ (9) + 7 = 16
6. Acid Splash (fire dam.) 1d3+2 fire dam. 30ft

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

I can't see the gameplay tab for this thread, is it up yet?

Not trying to rush you, I just can't tell if I'm just viewing the wrong page or not.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Suddenly I can see it right after posting, nevermind!

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

yah, if you come to the page through a bookmark, sometimes it will do that. Ill probably be ready to really start by tomorrow.

-Posted with Wayfinder

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Fantastic. Excited to stab things and be mysterious and cool!

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Still missing 2.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

I'm sure they'll post soon :o

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Should we open recruitment again?

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Hmm, maybe. I can say pretty categorically that we won't need any more spellcasters. But how long has it been since the other two posted?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

They haven't reported since I sent out the PM's to come here. I'll give them a little bit longer, as I still need to finish prepping, and then either start without or see if anyone else wants in. I was not expecting to run two games, and am also running a Quest for Perfection, and playing in another game just starting. There is a lot of cross-over between players, and it's a bit confusing who is playing what character in what game, and it keeps changing. This one is not so much combat heavy as RP, investigation, and exploration, so it shouldn't be too much of an issue, but do need 4 players, which we have.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

I'm here. I still need to update my character info after leveling last week. I will do it by tomorrow.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

I have a question about my Elemental Ray:
Can I use Alchemists Fire to enhance it as you do with Scorching Ray?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm not sure. I vaguely remember reading about that, but I can't remember where. I am not sure if it's PFS legal though. I'll try to find out, though.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

So, sort of for everyone. How are you liking/understanding the gam so far? Are things kind of making sense?

I mean, for instance, how I am doing Initiative, describing things, the maps, and just the game play in general.

I'll ask again as we go, allowing you to have more time to test it out and experience it. I first began to do PbP games while I was deployed, and in a lot of ways I have kind of started from scratch and learned as I go. So, I am always willing to try out new methods or styles, and to learn, and the better I can make it, the more fun it will be for you guys/gals.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Everything seems fine to me.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

All is just fine so far! Nice work.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

All good for me.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

I am a little confused about some things. What happened to the shaman's familiar? And shouldnt the shaman's spell had hit us? Are we not on round 2?

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Yeah, we are. When his init comes up it'll go off.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Variel Arivae wrote:
I am a little confused about some things. What happened to the shaman's familiar?

If you look at the last line of text in my last largest post, it tried t attack Alastor, and Alastor's AoO killed it. Sometimes I will cut out rolls just to save space in posts, (if you hit preview before submitting a post, you can see the rolls).

Variel Arivae wrote:
And shouldnt the shaman's spell had hit us? Are we not on round 2?

The Sleep spell has a Casting Time of 1 Round, which means the Shaman begins casting it and it actually goes off right before the beginning of his next action. So it hasn't actually happened yet, but is charging up.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

By the way I just saw that my profile wasn't updated (meaning I likely forgot to save it when I thought I did it days ago). It should be up to date now.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]
DM Beckett wrote:
Variel Arivae wrote:
I am a little confused about some things. What happened to the shaman's familiar?
If you look at the last line of text in my last largest post, it tried t attack Alastor, and Alastor's AoO killed it. Sometimes I will cut out rolls just to save space in posts, (if you hit preview before submitting a post, you can see the rolls).

Ah, ok.

DM Beckett wrote:


Variel Arivae wrote:
And shouldnt the shaman's spell had hit us? Are we not on round 2?
The Sleep spell has a Casting Time of 1 Round, which means the Shaman begins casting it and it actually goes off right before the beginning of his next action. So it hasn't actually happened yet, but is charging up.

Though the casting times had a different name like round x fullround but its standart action x round. Sorry, my bad.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Maldoc Tisbane wrote:

Maldoc turns the tables on the thug and moves to flank him, hoping to bring the enemy down! He will also use his Arcane Pool to enhance his weapon (finally!) as he does.

[dice=Rapier]d20+5+2+1
[dice=Damage]d6+1+1

[dice="Touch"]d20+5+2+1
[dice=Damage]d6+1+1

Wow, just wow.

I'm not too familiar with the Magus, and I'll read up on it. But I'm not understanding how your touch attack would deal damage. It was Arcane Mark, right?

Are you combining Spell Combat and Spell Strike? Essentually casting Arcane Mark and then channeling it through your weapon to get an extra attack with the sword (but no spell damage)?

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Right, its just weapon damage. The Arcane Mark (or any spell with a range of touch) is just to get that "extra" attack.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

This post helped me understand, Endless Forms led me to it.

Here.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No it's fine, I was just confused by the attack roll saying "Touch", thinking maybe you had a way to make Arcane Mark deal damage. Just wanted to confirm. It's all good.

It's a bit of investment, (and kind of cheesy), but you should really consider going Dervish Dance.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Guys-
I hate to do this to you, but I am going to have to bow out of the campaign.
I just took on a writing assignment that is taking all my effort and energy so I am trying to eliminate all my distractions so I can complete it on time.
I apologize. Hopefully we can reunite at a later time.

thank you

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just wanted to let everyone know that at this point, I am going to be heading out any time. It is very likely that I will not be able to post at all after tomorrow or so, for up to a week. So just forewarning. I should be able to tell before I leave, but in case I can't, within the next 40ish hours (from this post), I might be with no internet.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

No problem fellas. Duty calls and all that.

DM Beckett, do we need to reopen recruitment or run with a pregen?

Oh and yes, I am going with Dervish Dance when I hit 3rd level.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Dang, I was just going to ask Zedril what was going on, as he really hasn't posted since Jan 30th.

So, since you have completed 2 encounters, I'll give you a chronicle sheet once we get there, but I will need to reopen now.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

I don't suppose I could field a second character to aid us?

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Nah, can't have more that one.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

So... will we have to start from scratch again? Can a dmnpc pregen be added to the group for the rest of the scenario?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I have two that are going to jump in. Just working it out.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Excellent. I hope someone brings some bandages!

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Dropping in as Seaweed, who is at 8 chronicles, though I think the follower of Gozreh last PbPed at level 2.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Well met Cleric!

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

So I should have 2 hp after being stabilized?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You where only knocked out from nonlethal, so you don't have to stabilize. But I do not believe Chill Touch will help.

Negative Energy Affinity (Ex):
The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. Format negative energy affinity; Location Defensive Abilities

Chill Touch:

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.

Because Chill Touch does not heal undead, (it is negative energy, but not the kind that harms living/heals undead, it would either treat Alastor as the living creature he actually is and harm him, or ping the NEA and treat him as an undead, and cause him to be panicked for a while, but he's knocked out. Negative Energy Affinity is kind of a mess. They can't actually define it correctly for what they mean it to do, which is to only treat Positive/Negative Energy that heals/harms the living/undead differently. The original wording allowed for any spell that worked differently on Undead to work, but that was not the intent as it included things like Chill Touch, Searing Ray, Smite Evil, and all the Rez spells. So they removed it and changed the wording to what we have now, but it doesn't actually say what it does and causes a lot of issues with things like Channel Energy. Basically all it does now is change how you react to Cure/Inflict spells, and also Channel Energy.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

So if it doesn't work that way we won't waste the effort. Yep, seems the cleric will need to come to the rescue!

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

1.) Player name (or nickname): Curaigh/Scott
2.) Character Name Seaweed
3.) Complete PFS Number 25879-2
4.) Faction Grand lodge.
5.) Day Job Roll (if you have one) Seaweed completes the report on Kaer Maga and covers the drying ink in dust. Then the cleric copies the report two more times, one for the files and one to send upstairs. Attaching the routing form, the cleric initials the box saying the report is leaving this office (GL-2), and sends is sent away and awaits signature in the next office. This also gets copied in a ledger on the desk corner (in blue ink--signifying internal routing document--an external document would go through the post and has its own tracking form, but gets marked with black ink). Seaweed puts the first copy in the file marked 'complete', which is mostly empty. With a desk mostly clear, Seaweed takes the complete box and moves the contents to the "K-M 2-51" files in the cabinet by the door. profession bureaucrat: 1d20 + 10 ⇒ (8) + 10 = 18

6.) And finally any default actions you want to do if you can't post for a while.
Seaweed hand's twist and push Gozreh's wind into a solid line. [dice=windblast]1d20+8 [dice
or
Seaweed tips the holy symbol and a drop of water falls to the ground.The sound of a crashing wave emanates with the salty smell of Gozreh's sea. [dice=channel energy]2d6[/dice

I do indeed need to update the avatar, but I have a 'slot open' at first & second level, I can spend 15 (or 30 or 45) minutes to prepare inflict light (or moderate or both) wounds. Depending on how GM wants to introduce us two step-ins, I could have prepared more of those.

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

Hey all. I'm the other drop-in. Just wanted to post real quick, still finalizing my character.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Is there a way I can trade in one of my racial traits so I don't get the Negative Energy Affinity? Seems like more trouble than it's worth.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Nothing in the ARG, I think the NEA is integral to the dhampir thing. You will be able to make a 1st-level rebuild between scenarios, but not during one. (there is a blood of ".." book that might have some options, but unless you have it I couldn't even guess what they are. )

There are ways around the NEA, they are just limited for a brand-new first level character. After this scenario we can fix it up & since we are in a major city, we should be able to get some temporary fixes for now. Potentially there is a temple of an evil deity in the city where you can have the spell cast, & like I said I have a few available without making any changes. Do you have any money not spent of your starting 150? We should be able go get a scroll (25 gp) or two & replace them as we find money. These will all come off your gold earned at the end of the scenario, but it is an option.

For now I would just recommend that a first-time firsty play cautiously, but don't worry. We are all Pathfinders and promise to cooperate. :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Honestly, once you get a little bit of money, you should be fine. You can buy a wand of Inflict for 2 PP and hopefully someone can use it. a Potion of Inflict is only 50gp, so if you have 2-3 of those on you, you should be good.

It's not all that bad, and when it does help, it can really help.

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