Female Dwarf Fighter(2)/Expert(3) - AC 17/10/17 Save +6/+2/+5 Ini+6 Perc.+10 HP 43
"That's also leading outside I guess." Jorfa tells and turns around. Jorfa then walks along the corridor (T4) and opens doors until she finds something more interesting.
Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.
Perception DC 15:
You notice the faint sound of mournful flute music and the eerie flapping of tiny leathery wings - a sound you painfully remember
"Then we don't have one." Kendra grins back.
perception:1d20 + 1 ⇒ (14) + 1 = 15 "Wait, I hear... a flute? Maybe the piper? But I also hear more of these nasty creatures!" She readies her crossbow.
Perception:1d20 + 9 ⇒ (1) + 9 = 10 "I don't hear anything. Are you alright? Perhaps that scratch was worse than I thought..." He says hurrying over to her
Will:1d20 + 10 ⇒ (7) + 10 = 17 "At the skeletons." Grimburrow states as he moves to where he can affect as many skeletons as possible and channles energy to harm undead
Channel DC 18:4d6 ⇒ (2, 4, 5, 1) = 12
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
As Father Grimburrow obviously doesn't understand her and there are no skeletons left to throw at she decides to try what she did with the slamming door haunt. She hurls the vial at the floor where she suspects the haunt to be.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
"Was that one of the five evil ghosts that Mrs. Hawkran was talking of? I'm not impressed." Jominda states as they stand in the wet remains of what could have been a fight.
"I doubt it." Kendra replies, still ready with her crossbow, but happy she didn't seem to have a need of it. "Mrs Hawkran said it would be in the basement, not the top floor."
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
"No she didn't. She told they're probably in their cells. Here are cells." Jominda objects. "But we can go and ask her. She told she can feel the presences. Or we clear the floor first and ask her then."
Turning to Father Grimburrow she asks curiously "This power you prayed for is really good. Couldn't you use that on the stirges too?"
Female Dwarf Fighter(2)/Expert(3) - AC 17/10/17 Save +6/+2/+5 Ini+6 Perc.+10 HP 43
Jorfa looks around "But even as a shield I have nothing to do. There are half a dozen skeletons. And even if not all could leave their cells that looked like we would face a serious fight."
"I like my skin unscathed but them just falling to pieces before I even get the chance to react? That feels a lot like it doesn't matter if I'm with you or not."
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
"I really appreciate you standing in front of me. Even if it was not necessary this time. You've seen what good it did us with the stirges as we moved on before you were ready and came up last." Jominda tries to be reassuring.
"Jorfa, I have spen't my entire life training to deal with a threat such as this. However I could barely even scratch the stirges that nearly killed us all. We all have moments were we can do less than others. That does not make us useless or less valuable. So long as we always do what we can."
The cells are all the same. A board, two buckets and a skeleton in rags. Until you find one that is different. Although this cell is rather spacious, it contains no concessions to comfort. A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.
Female Dwarf Fighter(2)/Expert(3) - AC 17/10/17 Save +6/+2/+5 Ini+6 Perc.+10 HP 43
Jorfa freezes in place listening intently. "So far no sign of anything, but this here is strange. Look at this guy. And I thought I heard chains moving."
Kendra puts away her crossbow and moves over with the other two. She studies the corpse closely to see if anything moves or is otherwise of note
perception:1d20 + 1 ⇒ (14) + 1 = 15
The symbols are representations of the well known deities in golarion: Abadar, Asmodeus, Cayden Cailean, Desna, Erastil, Gozreh, Iomedae, Irori, Nethys, Pharasma, Sarenrae, Shelyn
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
"No, I mean it is one of the cursed items. Maybe this was one of the five prisoners we have to fight." Jominda states. She kicks the skeleton. "But he has not much fight left in him."
The chains were wrapped around the prisoners. They probably were made so that he couldn't get out while he was alive. But with only the bones left the chains don't fit as tight and so the skeleton falls apart and the bones clatter to the ground and on Jominda's feet.
I always forget to apply my feats and such. I get better as I play the characters more. This is my first ever character focusing on ranged combat so I need to remember to use the feats
After we had to travel for an operation for my son and a stressful day of aftermath where I've also been trying to catch up on work, I'm completely wasted. Hopefully I'll have more time to post tomorrow.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Your weapon has a crit range and a crit multiplier. In case of your earth breaker it is 20 and x3 (info given in the weapon table). Every time you roll a 20 (only the dice without modifier) you may roll again. If your second roll (including modifiers) is a hit too then it is a critical hit doing 3 times the damage.
As for practical matters you can simply edit your post if you see you rolled a 20 and add in the confirm and additional damage roll.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
I only ask because some people roll 6 die on the crit or some people just simply multiply the damage done.
In theory the actual RAW way to do it is to roll additional dice and only multiply static modifiers. It prevents crits where you roll 1,1 +4 for 6 damage tripled, but also prevents 4,4 + 4 for 12 tripled.
You will find your crits all come to lie closer to 15 + 3 * mod
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Ok I don't think we have ever done it that way in my home games but I like that way.
I like the raw way to do things. It's smaller variance than straight multiplication. Though the difference in work or variance is small either way. Rolling dice is fun too ;).
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
haha interesting. Mind you that is mid dmg, 44x6 = 264 so about half I guess.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
@Amira.
It's weird indeed. I wrote the move inside assuming you are up and come along (and didn't write it explicitly) and you didn't and wrote you wake up on the ground as everyone moved on already.
But such things happen. You only need to decide where you are now. You might as well stand dazzled outside having missed that everyone moved up the stairs and follow now. Or assume Herm took you with him and you're standing with the others inside. It's no big deal.
Bleh, sorry for bogging down game-play with all the rules questions... I just expected haunts to be played differently than how you've handled it. But you are the master, so let's just roll with that.
I thought the undead part gives enough information. Like: can be hurt with positive energy. And the DC to get to know the rest would be higher.
As for noticing the haunt. How much mystery do you want in the game?
I want to know and don't care about mystery:
You would have gotten a DC 10 perception check to notice the doors moving on their own. But what would have been the fun of that. Also you would have to make a knowledge check to identify the haunt from the moving door alone. Not very realistic without running in another haunt previously.
Ah, I didn't realize it's an undead was part of the result (mostly since a lot of things that apply to undead are not true of haunts and vica versa). "Can be hurt by positive energy" is already quite a bit.
Sadly I already know some stuff from before, but I'll try to keep things as mysterious for myself going forward:
Tamara makes that perception check on a 2. As for how realistic it is that she has heard about haunts from her travels with the professor? I think it's quite realistic he has said something along the lines of "if you encounter one of these phenomenon you can use your healing spells to neutralize them". If you feel her having learned stuff from him as indicated by her skill focus feat would ruin/spoiler things then by all means keep things a secret. Maybe it's better if I changed that feat for something else then?
For me a great part of the fun of the game is using the skills and abilities of my character to deal with the encounters we face. It just so happens that Tamara has the perfect mix and match of such to combat haunts (knowledge religion, perception and channeling). Not being able to use those abilities... Well that's not what I consider fun.
Harold got to show of how cool his bombs can be against the rat swarm. I thought that was quite cool to see him get to use his abilities.
Herm got to smash the bugs.
I think it would be fun to get my share of the spotlight as well.
You get to use all of these on the haunts to come. But this getting locked in in the haunted prison creates quite some atmosphere for the setting and has no further consequences than being locked in for a minute.
The alternative: You notice the door moving and channel to prevent this haunt from coming into action. That would be rather lame in comparison.
Doesn't this thing reset ever minute and keep the doors locked for a minute?
And what would happen if Tamara stopped it:
Screaming skulls and burning faces appear all over, but Tamara is quick to react and channels a wave of positive energy, stopping them from doing anything harmful. "What was that? What did you do?"
It's still there if it's neutralized, it just gets removed before it can cause harm.
Either way I don't want to change things back in time. Let's just continue with your way.
I am going to chime in quickly if that's okay?
I thoroughly enjoy Foxy's gm'ing style.
Foxy will occasionally forego mechanics to tell a cool story, but she never does it in a situation where it will hurt your character. It almost always makes for a very VERY cool moment in game, and you will always be given moments to shine. In our other game, I asked to include the downtime rules so my character could rebuild the city, after a brief discussion on the rules and implementation: BAM, I am now busy building an orphanage.
Basically I just want to say that everything turns out well in the end. We are 13,191 posts deep in the other game and it is still an amazing story and great fun.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Can you link the maps in the Campaign info tab? Just so we can reference back if needs be? Without having to dig through posts?
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Can you link the maps in the Campaign info tab? Just so we can reference back if needs be? Without having to dig through posts?
read me Alice:
I didn't read the other spoilers other than Harrold's, the mystery magic is still alive in me :)
I'm sorry that this situation seemed a bit jarring to me. As I said repeatedly, let's just continue with your way.
I much prefer if the links are under the GM alias, or at least on top of the page, as campaign info. It saves a lot of time navigating, especially on mobile.
I'm on a congress this weekend starting this afternoon. I will try to have a look for new posts now and then but I don't know if I have time and/or internet access. If it comes to the worst it may happen that I can't post before Monday evening (CEST). In best case you won't notice a difference to my usual posting.
I can work with roll20, but I would much prefer something else since roll20 require a premium subscription to use on mobile. I'm on mobile at least 50% of the time. If I'm getting it, it would be just for this. Google slides or sheets are even editable there, though Google drawing is fine too, at least I can watch there).
Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.
I don't think this works quite like you think. It doesn't ignore hardness at all. Say an object has 10 hardness you would need to deal 22 fire damage before the object takes even 1 damage.
Depending on how intent you are on opening the safe now there are several options.
a) leave it alone until you find the key
b) smash it open. It is steel and therefore has hardness 10
c) open it with disable device. Which should be manageable with the abilities of the party (assuming you can scrape together the 30 gold for the tools).
Common thieves tools just remove a -2 penalty and actually allow me to make the check at 27 if i take off my bags rather than 25. Masterwork variants add 2 putting me at 29, still insufficient