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I was pointing out the whole series of videos. Not just one video.

Core Rulebook (pg 504) wrote:
CRAFTING: When a character Crafts an item, use the item’s level to determine the DC from Table 10-5, applying the adjustments from Table 10–6 for the item’s rarity if it’s not common. You might also apply the easy DC adjustment for an item the crafter has made before.

Doesn't seem like that much GM discretion is needed.

I still don't understand the need to convert gear from 1st edition to 2nd edition.

A wand of Endure Elements (level 2 spell) would be a level 5 wand not 6. Cost 160 gp not 200. Magical Crafting is a 2nd level feat, not 4th, that someone could achieve at character level 3. The crafting DC would be 20 for the 1st wand and DC 18 for the subsequent wands as per Tables 10-5 and 10-6. Table 2-18 is for setting the DCs for custom magical items abilities, not for crafting them. Table 2-19 doesn't factor in here. That entire section of the GMG is for GMs to create custom magic items. A wand that casts a 2nd level spell is not custom. :/

I will again suggest to read the books. :P


GM wrote:
I'm comfortable with the Sure-Step Crampons but want to clarify; it is an action to activate them so moving through difficult terrain, such as the icy environment, is a two action movement with PCs benefiting from a +2 circumstance bonus to shove or trip at the end of their movement. Do I have this right?

No, the difficult terrain ability of the Sure-Step Crampons functions constantly. No need to spend an action. The (one) action is for activating the trip/shove resistance ability and lasts until you move. It is for "digging in", making yourself harder to trip/shove as long as you don't move after doing so. If you do, you would need to use another action to dig in again.

GM wrote:

Can we clarify the crafting of the Spellhearts and wands. For example, Prerequisite: Craft Magical item + Have/purchase a formula + ability to cast spell. Time: 4 days per item isn't too difficult.

However problems come up with:
Cost: (Presumably there is a way to determine this? I had a hard time just trying to attach a value to some basic jewelry!)
DC: Determined by GM - Is this always the case? Does the GM scale this by something or is it on a whim?
And how do we determine the Item's Level? Is this based on spell level alone or that plus something else?

Everything about crafting is actually pretty straight forward. Rather than try and explain everything here, have you watched this? Crafting (Part 1) There are 3 parts and two full example videos as well. Highly recommend his Youtube channel for all his rules breakdown videos.

GM wrote:
We also need to determine some sort of budget for how much can be spent on items to be used by the group. I was thinking of taking the total spent to make the original items and adjusting that to fit with 2e economics, say 10% of 1e value. Figuring this out could also help me with straight coin treasure values later on.

I'm not exactly sure what you are asking/suggesting here. We each have our wealth on table 10-10. You can add a bit more if you wish. We would buy group items out of that amount. As for encounter design/conversion, again Chapter 10 is your friend. Table 10-9 shows how much treasure you should give over the course of a level of play. The Gamemastery Guide also contains loads of useful information. Both books will be invaluable when converting encounters. PF2e really makes designing balanced encounters easy.

I get the distinct impression you only consult the Archives of Nethys. The information there is great but I think you would benefit greatly from reading the actual rule books. Context is helpful. AoN has the raw info but the books actually explain things. AoN does not contain the entirety of the content within the books.


SILVANIA
population: approx. 2000

PCs:

Kyras Lylras-Orlovsky (male half-elf arcanist, Ruler and Magister of Sylvania) "King" & "Master of Magic"
Bjelich Dalibor (male human cleric, High Priest of Sylvania) "Grand Maester"
Danna Laverton (female half-orc(human) druid, High Councillor of Sylvania) "Hand of the King"
Finwik Solo (male human bard/fighter, Spy Master of Sylvania) "Master of Whispers"
Grimlock Frostforged (male half-orc barbarian/ranger, Marshal of Sylvania) "Master of Borders"

Notable NPCs:

Grigor (male human cavalier, General of Sylvania) "Master of War"
Oleg Leveton (male human expert, Treasurer of Sylvania, Lord of Greengate) "Master of Coin"
Svetlana Leveton (female human expert, Mayor of Greengate)
Kesten Garess (male human fighter, Royal Enforcer of Sylvania) "King's Justice"
Jhod Kavken (male human cleric, Grand Diplomat of Sylvania, Lord-Mayor of Templeton) "Master of Ravens"
Crix (male human child, ward of Silver Guardians)
Than (male human child, ward of Silver Guardians)
Bokken (male human adept, purveyor of potions)
Kressle (female human ranger, ward of Silver Guardians)
Mikmek (male kobold rogue, former Spymaster of Sylvania)
Akiros Ismort (male human ex-paladin/barbarian, Warden of Sylvania) "Lord Commander of the Kingsguard"
The Old Beldame (female old human sorcerer, purveyor of enchantments)
"Crow" (scarecrow construct, The Old Bedlame's bodyguard)
Kai Laverton (male human druid, father of Danna Laverton, Mayor of Thornhill)
Brigit Laverton (female human ranger, mother of Danna Laverton)
Tyg-Titter-Tut (female grig, fey ally of Silver Guardians)
Perlivash (male faerie dragon, fey ally of Silver Guardians)
Chief Sootscales (male kobold rogue, ally of Silver Guardians)
Aldori Swordlords (Brevic benefactors and sponsors of Silver Guardians/Sylvania)
Kundal (male human barbarian, currently in dungeon infected with Lycanthropy)
Engelbert (male human bard, opponent of the Silver Guardians)
Loy Rezbin (male human ranger, ally and co-founder and Mayor of Tatzlford)
Latricia Rezbin (female human cleric, ally and co-founder of Tatzlford)
Tiressia (female dryad druid, ally of Silver Guardians)
Falcos (male satyr, consort of Tiressia)
Corax (male human ranger, citizen of Sylvania)
Melianse (female nixie sorcerer, fey allegiance)
Jubilot Narthropple (male gnome ranger, employed as kingdom cartographer)
Tig (male human child, citizen rescued by Silver Guardians)
Arven (male human fisherman, citizen of Sylvania)
Stas (male human lumerjack, citizen of Sylvania)
Lily Teskertin (female human expert, citizen of Sylvania)
Maegar Varn (male human fighter, Ruler of Varnhold)
Willis Gundarson (male human ranger, member of Varnling Host)
Caspar Morgarion (male human cleric, member of Varnling Host)
Cephal Lorentus (male human wizard, member of Varnling Host)

------------------------------------------------------------------------

Vesket's tribe (lizardfolk, ally of Silver Guardians??) moved west into the Narlmarches
Garuum (male boggard) location unknown
Stisshak (advanced will-o’-wisp) location unknown
"Mad Hermit" (male human rogue, Bokken's brother) location unknown
Rigg (male quickling rogue, adversary of Silver Guardians) location unknown

------------------------------------------------------------------------

Nugrah the Decrepit (male human druid, Stag Lord's father) DECEASED
Happs Bydon (male human bandit ranger, Stag Lord Lieutenant) DECEASED
Breeg Orlivanch (male human trapper) DECEASED
Tuskgutter (advanced boar) DECEASED
Davik Nettles (unique undead) laid to rest
Grabbles (male mite, leader of the mites) DECEASED
Tartuk (male kobold sorcerer) DECEASED
Ayles Megesen, Cragger Kench, "Dirty" Jeb Megesen, Falgrim Sneeg, "Fat Norry", Jex "the Snitch", Kiph and Topper Red (male human bandits) DECEASED
Auchs (male human bandit fighter, Stag Lord Lieutenant) DECEASED
Dovan from Nisroch (male human bandit rogue, Stag Lord Lieutenant) DECEASED
Stag Lord (male human ranger/rogue) DECEASED
Vesket the Lizard King (male advanced lizardfolk fighter) DECEASED
Hargulka (male troll fighter, "king" of the trolls) DECEASED
Nagrundi & Kargadd (male trolls) DECEASED
Munguk (male giant, temporary ally of Silver Guardians) DECEASED
"Dancing Lady" (female baobhan sith) DECEASED
giant owlbear DECEASED

Fixed for error correction


Kyras Lylras-Orlovsky
Old Bedlame, Perlivash, Crix

Bjelich Dalibor
Latricia Rezbin, Tiressia, Than

Danna Laverton
Kai Laverton, Svetlana Leveton, Loy Rezbin

Finwik Solo
Mikmek, Lily Teskertin, Kundal

Grimlock Frostforged
Brigit Laverton, Kressle, Jubilot Narthrople

Fixed for spelling error


Kyras Lylras-Orlovsky
Old Bedlame, Perlivash, Crix

Bjelich Dalibor
Latricia Lezbin, Tiressia, Than

Danna Laverton
Kai Laverton, Svetlana Leveton, Loy Rezbin

Finwik Solo
Mikmek, Lily Teskertin, Kundal

Grimlock Frostforged
Brigit Laverton, Kressle, Jubilot Narthrople


Kyras Lylras-Orlovsky
Old Bedlame, Bokken, Crix

Bjelich Dalibor
Latricia Lezbin, Tiressia, Than

Danna Laverton
Kai Laverton, Svetlana Leveton, Loy Rezbin

Finwik Solo
Mikmek, Lily Teskertin, Kundal

Grimlock Frostforged
Brigit Laverton, Jubilot Narthrople, Corax


SILVANIA
population: approx. 2000

PCs:

Kyras Lylras-Orlovsky (male half-elf arcanist, Ruler and Magister of Sylvania) "King" & "Master of Magic"
Bjelich Dalibor (male human cleric, High Priest of Sylvania) "Grand Maester"
Danna Laverton (male human cleric, High Councillor of Sylvania) "Hand of the King"
Finwik Solo (male human bard/fighter, Spy Master of Sylvania) "Master of Whispers"
Grimlock Frostforged (male half-orc barbarian/ranger, Marshal of Sylvania) "Master of Borders"

Notable NPCs:

Grigor (male human cavalier, General of Sylvania) "Master of War"
Oleg Leveton (male human expert, Treasurer of Sylvania, Lord of Greengate) "Master of Coin"
Svetlana Leveton (female human expert, Mayor of Greengate)
Kesten Garess (male human fighter, Royal Enforcer of Sylvania) "King's Justice"
Jhod Kavken (male human cleric, Grand Diplomat of Sylvania, Lord-Mayor of Templeton) "Master of Ravens"
Crix (male human child, ward of Silver Guardians)
Than (male human child, ward of Silver Guardians)
Bokken (male human adept, purveyor of potions)
Kressle (female human ranger, ward of Silver Guardians)
Mikmek (male kobold rogue, former Spymaster of Sylvania)
Akiros Ismort (male human ex-paladin/barbarian, Warden of Sylvania) "Lord Commander of the Kingsguard"
The Old Beldame (female old human sorcerer, purveyor of enchantments)
"Crow" (scarecrow construct, The Old Bedlame's bodyguard)
Kai Laverton (male human druid, father of Danna Laverton, Mayor of Thornhill)
Brigit Laverton (female human ranger, mother of Danna Laverton)
Tyg-Titter-Tut (female grig, fey ally of Silver Guardians)
Perlivash (male faerie dragon, fey ally of Silver Guardians)
Chief Sootscales (male kobold rogue, ally of Silver Guardians)
Aldori Swordlords (Brevic benefactors and sponsors of Silver Guardians/Sylvania)
Kundal (male human barbarian, currently in dungeon infected with Lycanthropy)
Engelbert (male human bard, opponent of the Silver Guardians)
Loy Rezbin (male human ranger, ally and co-founder and Mayor of Tatzlford)
Latricia Rezbin (female human cleric, ally and co-founder of Tatzlford)
Tiressia (female dryad druid, ally of Silver Guardians)
Falcos (male satyr, consort of Tiressia)
Corax (male human ranger, citizen of Sylvania)
Melianse (female nixie sorcerer, fey allegiance)
Jubilot Narthropple (male gnome ranger, employed as kingdom cartographer)
Tig (male human child, citizen rescued by Silver Guardians)
Arven (male human fisherman, citizen of Sylvania)
Stas (male human lumerjack, citizen of Sylvania)
Lily Teskertin (female human expert, citizen of Sylvania)
Maegar Varn (male human fighter, Ruler of Varnhold)
Willis Gundarson (male human ranger, member of Varnling Host)
Caspar Morgarion (male human cleric, member of Varnling Host)
Cephal Lorentus (male human wizard, member of Varnling Host)

------------------------------------------------------------------------

Vesket's tribe (lizardfolk, ally of Silver Guardians??) moved west into the Narlmarches
Garuum (male boggard) location unknown
Stisshak (advanced will-o’-wisp) location unknown
"Mad Hermit" (male human rogue, Bokken's brother) location unknown
Rigg (male quickling rogue, adversary of Silver Guardians) location unknown

------------------------------------------------------------------------

Nugrah the Decrepit (male human druid, Stag Lord's father) DECEASED
Happs Bydon (male human bandit ranger, Stag Lord Lieutenant) DECEASED
Breeg Orlivanch (male human trapper) DECEASED
Tuskgutter (advanced boar) DECEASED
Davik Nettles (unique undead) laid to rest
Grabbles (male mite, leader of the mites) DECEASED
Tartuk (male kobold sorcerer) DECEASED
Ayles Megesen, Cragger Kench, "Dirty" Jeb Megesen, Falgrim Sneeg, "Fat Norry", Jex "the Snitch", Kiph and Topper Red (male human bandits) DECEASED
Auchs (male human bandit fighter, Stag Lord Lieutenant) DECEASED
Dovan from Nisroch (male human bandit rogue, Stag Lord Lieutenant) DECEASED
Stag Lord (male human ranger/rogue) DECEASED
Vesket the Lizard King (male advanced lizardfolk fighter) DECEASED
Hargulka (male troll fighter, "king" of the trolls) DECEASED
Nagrundi & Kargadd (male trolls) DECEASED
Munguk (male giant, temporary ally of Silver Guardians) DECEASED
"Dancing Lady" (female baobhan sith) DECEASED
giant owlbear DECEASED


GM wrote:

Init was rolled because A) Both Sharadei & Rennyn's had weapons drawn, ready to go & B) Draeven started roughly searching Tunuak. These actions were suggestive enough for the NPC to see the encounter as likely to "devolve into violence". Sorry, but this is his state of mind.

Which side starts the violence shouldn't matter to determine when to roll init. Parties start combat all the time without first checking if the creature is intent upon doing violence - take any classic ambush vs goblins as an example. Even if I totally muffed yet another initiative phase, just because the group is moved to this point doesn't mean deadly force is the only option. That's the player's choice. Rennyn used his turn in the init to strike. His choice
As for a surprise round, everyone is aware of each other, so why do we need one?
Tunuak is not pinned. Yes, his hands are manacled so he is "binded" but this is not a condition, the same as grappled or pinned. He is not prevented by the manacles to try something like standing if he wanted to. (Or is he? ) The only liberty I took here was envisioning his hands being manacled at the front, not behind his back. Draeven's post didn't specify. If no casting, Tunuak would have still tried to do something to defend himself & likely draw an AoO. Will try to post tomorrow.

Your explanation is not even internally consistent.

If having weapons drawn or searching someone triggers initiative(combat) why weren't we in initiative the moment Katiyana encountered the party? We had weapons drawn. We have encountered many foes with weapons drawn and init was not rolled immediately all of those times. Why weren't we in init the moment we saw Tunuak then? Or the moment we realized he was asleep as opposed to dead? Or the moment we were within melee range? Or the moment Anara lifted his staff? Or... or...or...?

If, as you say, combat begins when at least one side believes that things might devolve into violence then clearly some of the PCs believed that to be the case. Draeven attempted to shackle Tunuak while he was unconscious. That is the definition of a surprise round. Tunuak is unaware of the PCs when "combat" has started. If you want to say that Draeven attaching the manacles is his action in the surprise round you wouldn't get any argument from me. But each PC would get an action after Draeven's and before Tunuak would have a chance to cast a spell.

Spell casting requires one free hand to perform somatic components. Having both hands manacled leaves zero hands free. His right hand is not free because it is shackled to his left. And his left is not free because it is shackled to his right. No free hands means no casting.

Being bound is the same as "pinned".

"A pinned creature is tightly bound and can take few actions... A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component." I'm sure you can look up the rest.

What do you do with ropes? Bind people's hands to restrict what they can and can't do. Manacles do the exact same but have their own DC to escape as opposed to the rope users CMB +20. Are you saying that casters with their hands bound by rope can cast spells?

Initiative is not rolled because one side believes things might devolve into combat. It begins when either side takes actions to that end. In practical terms it means you roll init when one or both sides declare an action that is violent to the other. Init was not rolled when Rennyn stood with his weapon drawn because at that moment he wasn't going to attack Tunuak. Init was not rolled when Anara grabbed the staff for the same reason. Draeven did not initiate combat because he didn't intend to attack Tunuak. Tunuak caused init because he intended to use violence. If he didn't intend to use violence, then we didn't need init or the rules of combat to resolve the encounter.

Precisely "which side starts the violence" determines when we go to init. Tunuak intended violence so we have to roll to see who reacts fastest.

Tunuak could have averted the situation even after init was rolled and Rennyn acted. Rennyn has offered to show mercy twice and has been ignored so far. Doesn't sound like someone who has any self preservation in them. Or intelligence maybe. Only you know.


Some suggestions, in no particular order:

-Check rules and/or ask (me) questions before you post when unsure of the rules. It is way more efficient to try and avoid the problems in the first place before they snowball into larger issues/entanglements requiring more retcons. I'm happy to talk about rules any time. You know what they say about an ounce of prevention...

-Everyone needs to be consistent with posting with round #, coordinates, actions etc. in every post. It helps the DM immensely to keep things straight.

-Stick to the AP as written as much as possible.

-Methodically work through the rounds, in init order, making changes to the init order, map, etc immediately, one post at a time. Don't look at them in posting order. Look at init, see who is to act, then look at that post. Resolve. Move to the next in init and repeat. It will help considerably.


Whether she had ill intent or not does not invalidate my point. An encounter that could devolve into violence (and did so because of her actions) is best handled within the constraints of "combat" so that it is fair for everyone.

(And I don't for one second believe that a deceptive "apprentice" who casts 4th level spell Ice Storm as a response to someone casting detect magic didn't have ill intent.)

Posting order should have no relevance when initiative has been rolled. If you have decided to move to initiative then everyone should get their chance to post their actions. None of this you posted after initiative was rolled so you lose your actions nonsense.

If we are using the above then we are at the start of round 3 with the init order starting with Rennyn.


Here is my explanation:

"Combat" began the instant that Katiyana encountered the party. Now not open hostilities, but seeing as how Katiyana had ill intent towards the party and Rennyn, at the very least, was of the mindset that anyone/thing encountered on their way up would be considered hostile until PROVEN otherwise, but "combat" non-the-less.

Using your initiatives as rolled, and the posts as indicators of actions this is how I see the encounter proceeding.

Round 1 (Katiyana rounding the corner)

Katiyana = MA and speak ("Help me!")
Rennyn = speak and delay
Anara = unsure if she should accompany Katiyana chooses to delay
Fenra = <no post> so delay
Sharadei = <no post> so delay
Draeven = speak and delay

Round 2

Katiyana = speak (attempts deception again) and delay (to see if deception works)
Rennyn = speak and cast detect magic (revealing presence of auras)
Anara = cast vanish
Katiyana = comes off of delay due to spells being cast (direct reaction to actions of Renynn and Anara), speaks, and moves ("inching closer to the edge of the gorge")
Fenra = seeing spells being cast, comes off of delay and casts prot. from evil and moving to touch allies
Sharadei = continues to delay unsure if she should attack
Draeven = speak and delay

This would be the Round we are in and would need retconning)

Round 3 (Katiyana has now dropped in initiative due to delaying to see if her deception was successful)

Rennyn = speaks accusing Katiyana of deception (his actions in this round would change given the results of his 1st round of detect magic and Katiyana's reaction to his casting it) (I never committed to the second round of detect magic, you did Chris) activates Smite and has both actions to use
Anara = moves and readies action to disrupt spellcasting with MM
Sharadei = could come off of delay and act depending on what Rennyn did or continue delaying until after Katiyana.
Draeven = rages and has both actions to use
Katiyana = takes to the air and attempts to cast Ice Storm, triggering at least Anara's readied action
Fenra = both actions to use

Additional Note: You don't automatically know what spell is being cast, you need to identify with Spellcraft check.


GM:
Tunuak started at unfriendly with the group. Seems likely. Unfriendly to Hostile is only one step. You sound like Ulf. :/
The checks were Bluff, Intimidate and Diplomacy; all CHA based so same roll. No not same roll. We don't have the same modifiers in each of those skills. Some of those are opposed rolls as well. The group shouldn't have to Bluff their way in to Iqaliat when Ulf is a welcomed member. Same with Intimidate. I should have asked for a CHA check then? Wrong label? I have no idea as to what the rolls are for. I haven't read the AP. Anara's last roll doesn't change anything. Why repeatedly ask for them, and make them, then?
These people fear spirits more than gods. If the Shaman says the spirits are angered and this must happen, they are educated from birth to do so. Making the traditional sacrifices is the usual way. Thus far the villagers are not hostile to the group, just scared. Only Tunuak has acted hostile but he has since been described as fickle and quick to anger. Not sure why you are rehashing this.
Why the spirits are angry is the question. Tunuak would have told the Chieftain by now if the shaman knew. As the spiritual figure head, he'll loose a lot of face admitting before the Chieftain he is ignorant of what has angered the spirits. Tunuak is in a bind, held there by pride. Efforts to search outside the village for a cause to the spirit's anger have resulted in death. The clues are there, Anara is getting another, but not all has been revealed. To be completely honest I'm quite tired of all these "mysteries". It feels like we are stuck in a never ending episode of Scooby-Doo. Bumbling around in the dark, attacked by unknown assailants for "reasons". Every time we rip the mask off of a perpetrator, we just learn that alas "no, I am not the real villain. You still have to solve that mystery! Mwahahahahahahaha!"

It would be a welcome change if we had an obvious problem(s) to solve with a straight forward solution(s).


GM:
No, definitely not "strict RAW". You use diplomacy rolls too much. What are we at now, like 4 diplomacy rolls with Tunuak already? 2 from Fenra and 2 from Anara at least?

RAW is "You cannot use Diplomacy to influence a given creature’s attitude more than once in a 24 hour period." (And I would tend to believe that RAI is this applies to the entire party, not each individual PC.)

RAW is "You can change the initial attitudes of nonplayer characters...". Not that it is to be used after every bit of (roleplay) conversation.

RAW is attitude is only decreased by one step on a fail. Never two.

RAW is Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

And even an attitude of hostile does not mean the creature immediately attacks. They would still need some sort of provocation. If they intend to harm then they are beyond even hostile and diplomacy is irrelevant/ineffective.

As for the AP, my question is... is the source of the attacks really a mystery? Cause that wouldn't make sense for sure. PCs roll into town and are greeted with hostility but need to solve the source of mysterious disappearances? Seems very odd if true.


GM KoKyu wrote:

You can't ready an action to cast a spell and not look like you about to cast a spell without the Still Spell Metamagic feat. Readying two spells will also require the Quicken Spell feat.

You can't ready an action outside of initiative. But he was merely indicating his likely actions should they become necessary.

And you sure can ready an action to cast a spell without looking like you are about to cast.

You can't cast 2 spells with a readied action, even with quicken metamagic. You can only ready a single action (move, standard, swift etc). Quicken turns the spell into a swift action which allows you to cast another spell on your turn with your standard. But you can't cast both as a ready action.


I don't have a major problem with it.


I'm not sure what you are saying. Scrolls, wands and wonderous items don't have enchantment bonuses. They have CL set by the creator.

The CL for the feat Craft Arms and Armor is a prerequisite for the feat itself. As in you need to be CL 5 to take this feat.

A +1 sword has a CL of 3. A +2 sword has a CL of 6. Etc.


Rennyn of House Thysrial wrote:
How wide is the chasm? How about the walls? How tough do they look to climb?

Mortared stone wall: climb DC 20 +5 for being slippery(wet?) so DC 25.

Jump looks to be 10'? +2 for "wet" launching spot. So DC 12.

Looks like leaping is the way...


Darren's advocate here...

1. Probably because HeroLab erroneously added it to his choices.

2. Average for d6 is 4 not 3. So max 6 at first plus 4x4 = 22. Add to that 10 more from Con +2 per level = 32 And add 5 more from +1 per level for favored class = 37

3. I see gear.

He is aware of the "race" trick, just didn't get around to inputting it yet.

PS Both of their HeroLab character sheets are in Droobox for you to peruse.


Is the attack specific to a particular settlement? Or do I just choose one?


GM KoKyu wrote:
I dropped hints.

No idea what you mean.

GM KoKyu wrote:
I would lose consciousness before I get a tourniquet on myself and just watching stitches is enough to make me ill...

Then I guess you don't have any ranks in heal skill. :)

GM KoKyu wrote:
I merely axed the idea of receiving an aid other bonus if you are self healing as it makes more sense to me to have the other guy do the work.

Based on?

Healer is injured, let's say a bad cut. They pull out their healer's kit and attempt to sew themselves up and bandage the wound. They ask the barbarian for help. "Hold this, clean that," and so on. We use the barbarian's heal skill why?

Again, nothing in the rules prohibits healing oneself, or receiving aid another while doing so.

GM KoKyu wrote:
As for CLW vs.Eye Rake induced Blindness, I actually like that better than the updated blinded for 1 round. Not just because the remedy is out of reach but also the AP Heal check is a mess. IRL the such a Heal check would be a long term (as in a week at most) fix as though recovering from eye surgery. I believe Eye Rake was intended to do actual damage to a creature's eyes and its not all that different from a grievous wound much like losing a hand. A messed up lens means permanent blindness just like (best case) losing a hand means you've just become a southpaw and your archery dreams have been dashed. We wouldn't debate if CLW can regrow that hand, but we could debate if CLW will regrow a lens? A scratch to that lens is just as damaging if you believe it leaves a scar. Corrective laser surgery works by making incisions on the lens. As those cuts heal the lens changes shape and corrects the vision but if one of those incisions should leave a scar that eye is useless. This begs the question, does magical healing leave scars?

Seeing as how the AP blindness heals itself naturally and completely in 1d4 days, and unless you can regrow a severed hand the same way, I'm not sure I follow you. :/

Does natural healing leave scars? What of it? Not sure I am aware of a scars penalty. :P

GM KoKyu wrote:
Ranting aside, yes we can use magic to remove blindness from an Eye Raking. The player should remain blinded until then.

That would have been handy to know rounds ago. :P

GM KoKyu wrote:
The big question is, can a blind caster still cast a spell?

Touch based spells? Yes. Yes they can.


I feel there are missing word(s) in your post...

And I disagree. There is nothing specific under the heal skill that prohibits one from using heal on oneself. You are saying that you cannot use bandages, pressure, tourniquets, ointments, stiches etc on yourself?! I can do that irl. Same goes for aiding another.


Kenan feels the effect of the poisoned dart and calmly relays the information to the others. I am poisoned. (Kenan has +2 to saves vs poison (Dwarf: Hardy)

Round 6 Init 18

Hearing Kenan, Jeryn moves to back up the dwarf (MA to S,49) and continues to be ready to cast burning hands should he get a clear shot.

Round 6 Init 9

In response to the ninja's appearance right in front of him, Kenan's hand becomes a blur as he draws and fires three arrows in quick succession, point blank, into the black clad assassin... 1 Ki point (Ki Flurry). No AoO (Point Blank Master)

flurry#1 +point blank -deadly aim: 1d20 + 8 ⇒ (18) + 8 = 26
damage +point blank +deadly aim: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15

flurry#2 +point blank -deadly aim: 1d20 + 8 ⇒ (8) + 8 = 16
damage +point blank +deadly aim: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12

flurry#3 +point blank -deadly aim: 1d20 + 8 ⇒ (16) + 8 = 24
damage +point blank +deadly aim: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10

...each arrow finds their mark causing the eyes of the masked tengu to go wide with shock..


Round 5 Init 18

Jeryn holds his position in the hallway R,45 and continues to be ready to cast burning hands.

Round 5 Init 9

Kenan sees the ninja appear on the stairway adjacent to Rennyn and lets two arrows fly...

flurry +pointblank: 1d20 + 10 ⇒ (10) + 10 = 20
damage +pointblank: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

flurry +pointblank: 1d20 + 10 ⇒ (8) + 10 = 18
damage +pointblank: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5


Round 4 Init 18

Jeryn holds his position in the hallway R,45 and continues to be ready to cast burning hands.

Round 4 Init 9

Kenan, having stepped back S,50 after Lute and Fenra moved out into the hallway, blocks the doorway, bow in hand, ready to loose at any enemies that should appear.


Fenra has potentially 4 saves remaining to make.

Jeryn, unsure about what is happening, slowly backs down the hall to allow the others room to retreat if need be. (MA to R,45) He checks the hallway behind him and holds up a hand, ready to defend himself with his favorite spell. (SA to ready to cast Burning Hands should he be able to do so.)

Kenan, not seeing any targets, instructs Lute more forcefully this time, For your protection, move into the hallway! He also motions for Fenra to back up. Kenan delays until Fenra complies, and then steps back into the doorway (5' step) before raising his bow to await for the enemies to reveal themselves. (SA to ready to flurry attack with bow)


Kenan turns to Lute and states matter-of-factly, Your captors have returned. Get back in your cell for your protection.


Jeryn stays put for the moment, hoping for additional healing before rejoining the fight (delays)

Kenan steps further into the room 5' step and looses two arrows at the adversary using the bow...

flurry #1: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d8 + 5 ⇒ (8) + 5 = 13

flurry #2: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 5 ⇒ (6) + 5 = 11



I only brought up magical healing in reference to your decision to use spike stones etc as justification for your ruling.

The raven swarm's extraordinary attack (eye-rake) lists two cures for the blindness, a spell and a heal check DC 15. It does not say anything about 10 min.

Under the actions section of the heal skill it says providing first aid, treating a wound or treating poison is a standard action. If a standard action suffices for that I see no reason to rule that 10 min is required to treat the "wounds" that are causing the blindness. 10 minutes is specifically called out for treating disease, or tending to a creature wounded by the two listed spells. Eye-rake is none of those.

Personally I think it is silly that the eye-rake can't be healed with cure spells but I wasn't asking for that. I was seeking to clarify why the 10 min.

The thread you linked to isn't specific to the swarm in this AP. There are at least 3 versions of this swarm in various sources, each with differing sets of cures and DCs etc. so not as helpful as one would hope at first glance.

Bottom line is, do you want to remove Jeryn from the AP at this point or not?


GM KoKyu wrote:

As a Zen Archer, Kenan gives up his unarmed strikes in exchange for greater bow proficiency/shots fired. My interpretation is he does not get to punch and kick like a monk, so no bludgeoning flurries, just bow. The crows still have 1 HP.

He doesn't give up his unarmed attacks, just his ability to flurry with them (or any other weapon that isn't his bow). So Fenra's 11 plus a kick from Kenan doing 7 (the first attack you rolled) would be 18. Swarm would have 0 HP.

Can you clarify the map? Are there doors? Hallways? Stairs? Where exactly did the fleeing warrior go?


Rennyn moves 30', or 20' in armor that slows you (medium or heavy armor), but he is wearing light armor so 30' is accurate.

Fun fact: swarms provoke AoO when they move into someone's space to attack. Rennyn should have gotten a couple of those, maybe saved himself some strain.


I just realized you have been using flaming arrows this whole time with Kenan. He only had x2 flaming arrows and x1 flaming burst arrows. Total. His character sheet is not accurate.


No time for post atm but... you can't daze same target a second time until after a minute and Draeven moves 40' per round as a barbarian.


Round 4 Init 24

Spivey tries her dazing spell on the remaining ninja that is a threat...

SA casting Daze vs #2 (DC 15 Will)

Flaming arrows don't light anyone on fire RAW so I don't have an answer for you.

Humanoids who don't have both hands free suffer -4 to initiate the grapple. (The ninja would have to drop his weapon or suffer the penalty to his roll.) Also, the grappled condition does not mean prone (in case that is what you are implying by "takes the paladin down to the ground")

And finally, unless the ninja has improved grapple or grab or something similar, the attempt provokes an AoO from Rennyn. If it hits, he takes the damage dealt as an additional penalty to his grapple roll.


Round 3 Init 24

Spivey is concerned when she sees Jeryn slump to the ground but stays focused on dealing with the attackers before she stops to help the stricken wizard. Casting again, she attempts to stun the same ninja she confused.

SA casting Daze vs #6 (DC 15 Will)


Round 1 Init 24

Spivey reacts to the appearance of the ninjas by tapping Rennyn on the shoulder and healing his aches. SA CLW 1d8 + 3 ⇒ (7) + 3 = 10

Round 2 Init 24

Spivey casts another spell, this time trying to confuse one of the attackers. SA vs #6, confusion, lesser (DC 16 Will)


Quick update: My wife surprised me with a request to move, so I have just found and bought a new acreage, and now have to pack and move by the end of the month, while also getting my current acreage ready for sale.

I will do my best to move things along but the pace is likely to stay slow for the next few weeks unfortunately. On the plus side, post move I should have more free time, if you will bear with me for the interim. :)


Date: Moonday the 4th of Erastus, 4711 (Monday the 4th of July, 4711)
Time: 7:00 am
Location: Grand Mausoleum, Midwife District, Wati City Panic Level: 13
Map: n/a
Treasure: n/a
Quests: Visit Menya, Solve the undead uprising

An uneventful night passes into early morning. A massive torso encompassing scar marks Dumah's body where the Vanth's weapon struck.
Kheled feels back to normal after the attentions of the priests and the rest of you are as rested as you have felt in the past few days.

Acolytes tend to your every need as your prepare for the day. Basins are brought, food, clean clothes and whatever else you desire. The special items you requested are delivered to you as well.

Once ready, all of you are summoned to a meeting with Sebti so that she can share some information that she and the other priests have uncovered.

I'll post up the meeting tomorrow. Do I possibly need to refresh people on what has gone on?


My apologies for the extended absence. I am ready to continue finally. Internet and life issues are resolved. If everyone could finalize their purchase(s) asap please. Go ahead and assume what you seek is available and acquired by morning.


I am having internet issues. Thought they would be resolved sooner. Sorry for the silence on my end. I think I should be able to post tomorrow assuming things are resolved (which they say will be).


Ok, I have given Rakara long enough to respond. I will move things along tomorrow without any requests from her to consider. Unless someone wants to make one on her behalf.


I will message Rakara and she if she wants anything before I move things along...


Please distribute items being kept and designate the rest for sale etc. before we move on.


Are there any requests for items anyone wishes to make regarding the church's offer before I move things along?


Kheled was handling loot I believe. If he doesn't have an updated list I could comb through my posts and see what shakes out.


Date: Sunday the 3rd of Erastus, 4711 (Sunday the 3rd of July, 4711)
Time: 4:45 pm
Location: Grand Mausoleum, Midwife District, Wati City Panic Level: 13
Map: n/a
Treasure: n/a
Quests: Visit Menya, Solve the undead uprising

Sebti looks at Kheled with a pained expression, but Ptemenib responds before the head priestess can reply herself. Surely you understand that we have no control over Shepses or his Voices of the Spire. This crisis is tearing at the church and Sebti fears a schism.

Sebti places a hand on Ptemenib's shoulder. It is true, I have no official authority over the Voices. Shepses and I obviously do not agree on how to proceed. I had hoped that this test would convince him to stand down, but things did not work out that way. Please accept my sincere apologies for agreeing to the test and putting you all in harm's way.

While things did not go our way, it in no way diminishes my belief that you are the proper strategy for solving this cataclysm.

Pausing for a moment, she continues, Myron is right. We weren't prepared properly. I ask that you take the rest of the evening to rest and recuperate. Let's meet again in the morning. If you will provide me a list of desired items, I will do my best to have some of the acolytes procure whatever they can from the city, or the church's own treasury. I already know of one such item you should find useful.

We will also have some new information to share with you at that time.

Kheled, please remain for a time that we might deal with your affliction before you go.

The Church's envoys will acquire items as per normal chances for a city of this size but will use the emergency to decrease the prices as follow: masterwork weapons and armor and other non-magical gear -50%, minor magic items -25%, medium magic items -10%, major magic items remain at normal price.


Kheled Hadri wrote:
I don't agree with the methods or the direction that the church has taken in this crises.

For clarification, what is Kheled referring to exactly?

Dumah wrote:
"I will continue to help. The sooner we resolve this, the sooner Shepses and his psychopaths can be withdrawn."

lol Not sure if that was intentional or autocorrect but it works!


Date: Sunday the 3rd of Erastus, 4711 (Sunday the 3rd of July, 4711)
Time: 4:45 pm
Location: Grand Mausoleum, Midwife District, Wati City Panic Level: 13
Map: n/a
Treasure: n/a
Quests: Visit Menya, Solve the undead uprising

With Dumah fully restored, Shepses declares the matter settled, and that the Voices of the Spire will go ahead with their plan to summon psychopomps to contain the undead outbreak.

Sebti offers no counter argument in Nakht's presence, but after he leaves she gathers you together to inform you that she still maintains faith in your ability to solve this crisis. She believes that mortal agents are more insightful and compassionate than outsiders, and asks that you continue to seek out the source of the risen dead inside the necropolis, in hopes that your actions can mitigate the potential damage caused by the psychopomps.

Will you continue to assist us? Ptemenib implores.


Dumah will be returned to 100%. The AP specifically intended this to be a nonlethal encounter. They didnt take into account, it seems however, the lethality of a scythe critical hit.


...and as the water lands upon his flesh his horrific wounds begin the mend and close. His skin takes on a more vibrant hue of green. His chest heaves once and then he gasps loudly, followed by his eyes opening...

Over to you Dumah et al.

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