
Valda Aslougsdottir |
1)Can a PFS adventure of later seasons be accomplished as a duo?(I'm not so cruel as to make you do it solo).
I think it can, obviously Basil is a more experienced character builder than I
2)What are the differences between solo play, duo and a full party?
This felt more prepared than solo, If we had needed a wizard we would hve been in trouble, but it wasn’t much different than full party game,
3)What do you miss out as a duo players? Do you get the full story experience?
I don’t think we missed out on anything, Ithink most of that was due to how diverse Basil was
4)How is the story telling aspect like with a GM and two players?
Story telling aspect was good
5)The PBP medium has always been a slow one. Is it because the players are waiting for each other, or the GM?
Both, but when you have players and GM who are posting at the agreed upon rate, it helps
6)Does adding another player slow the game some if players and GM are willing to work on being active?
I don’t think adding a player slowed the game at all, it was just different, didn’t hurt that Basil one-shot everything ;)
Once again it was fun, I enjoyed playing with 'Basil' again, thank you for that and thank you for running the game. If you are doing anymore experimenting keep me in mind. But I wouldn't blame you if you went with more experienced players. But like I said, it was fun!

GM Mort |

I'm interested in running a mod this time. Carrion hill. But give me some time to reprep(its more complicated then a scenario). The level range for character creation will be 5-6. Haven't decided whether to give 5 or 6 for character creation. Let me read the mod then I'll get back to you on it.
Module itself is 4-6.
On one hand you two handled a tough PFS scenario easily, but again, modules are a little harder then the average PFS scenario. Hrmmmm.

Valda Aslougsdottir |
Yeah I think Basils archery handled a tough PFS scenario, I just played meat shield, which surprisingly I'm good with ;b
So were the modules created for four or six people? Also, did 'Basil' say if he would be interested in doing another run at it?
Anyway, take your time with it, if there is anything I can do to help let me know.

GM Mort |

Haven't talked to him yet, you can contact him, but there's nothing you can do to help me with prep. That is my task to handle. You two can get your characters prepared faster then I can get the scenario prepped lol.
The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?
Carrion Hill is an adventure for 5th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. The adventure features a mix of urban and dungeon sites, and draws its inspiration from the popular writings of H. P. Lovecraft.
This adventure is set in the sinister country of Ustalav in the Pathfinder Chronicles campaign setting, but can easily be adapted for any game world.
Doesn't say for how many people...

Basil Kettering |

Modules, like APs, are written with the assumption of 4 PCs.
EDIT: I also know precisely the sort of character that I would build for that - and it *would* be different to Basil ;-)

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Well, I would be using this alias, for starters ;-)
Probably looking at something with a more Arcane bent, this time around - say, a Summoner(Wild Caller) / Wizard (Pact Wizard)?
Not the most synergistic build, I know, but given the flavor of the module, I believe that it is appropriate...

Valda Aslougsdottir |
yay, Lovecraft gets to play, I remember when you told Baerlie you had his name reserved! I will get working on something area appropriate
EDIT: What kind of Plant Eidolon are you thinking about? I'm planning on going meat shield with divine spells, should I lean more for diplomacy or disable device?

GM Mort |

Trapfinder trait from mummy's mask lets everything and their dog disable traps. Also, for disable device on eids, please have limbs(arms).
My mind shudders at using other appendages to disable device.
I read the mod, the pregens provided were level 5, so level 5 for character creation it shall be.
Luke, link me the wildcaller you're using so I won't get confused.

GM Mort |

I knew that was coming...
If your tentacle can grasp things as well as a hand can(I.e like prehensile hair hex, or tiefling tails), you can use it to DD.
Mind you tentacles are secondary natural attacks, -5 to hit.

GM Mort |

Tiefling tails can grab stuff(most commonly used is metamagic rods), but no, they can't use weapons. Now, I suspect both of you need to get your brains washed. Or more like, scrubbed clean.
What I'm trying to get at is if the description of tentacles does not say you can use it as well as a hand, then, no, you can't use it to grab stuff, or DD.

Angus Elphinstone |
Tiefling tails can grab stuff(most commonly used is metamagic rods), but no, they can't use weapons. Now, I suspect both of you need to get your brains washed. Or more like, scrubbed clean.
Whatever do you mean... really I have no idea what your referring to.
So I will work on a couple of builds in case the Eidolon can't do DD.
Maybe Paladin/dread investigator, or slayer/oracle, I don't know. I'm sitting here reading different classes and trying to figure out what would fit in a horror movie now.
Oooohhhhhh or gunslinger/cleric; I gotta stop or I'm going to make my brain explode.

GM Mort |

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
The prehensile tail of tieflings specifically states you can grab items.
The tentacle description of eidolon:
An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.
No where does it state you can grab objects, so you cannot.
Oh nevermind. It might be a cultural thing but here in Asia, tentacles have a different meaning....
An eid could take extra traits feat, and put trapfinder as one of the traits.

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Re: Tentacles, it seemed like the limb most likely to be able to manipulate stuff, and is fairly Call of Cthulhu-esque. Certainly more than, say, pincers.
If you take the tentacle discovery as an alchemist, it is certainly able to hold/manipulate stuff, but I agree, the eidolon description does not specifically mention that.
@Angus: How about gunslinger/alchemist? There is a lot of body-horror stuff you can do with the alchemists (especially with all of the discoveries that grant you additional limbs / swap out your existing ones).
Re: Wild Caller:

GM Mort |

I function on a RAW basis. You get what the ability says you get, nothing more, nothing less.

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Alright, I still have to buy equipment, but apart from that, the rest of Howard is there, and ready for inspection.
Please note, this character is *not* the gatling gun that Basil was - he is more a mix of skills / buffs / debuffs.

GM Mort |

Sorry - I'd like to see your spellbook, so that if you change your spell prep, I know where you're coming from. Your CMD should be 13. 5th level wizard gets 2 BAB, + 1 dex.
If you want you can flavor the arms to look like tentacles. I don't really care =)

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Strength 7 (-2) + Summoner 5 (+3 BAB) + 1 Dex = CMD 12?
Am I missing something?
Re: The spellbook, I hadn't bothered to build one, since I wasn't really planning to change spells, but I can certainly put a rudimentary one together for you.

GM Mort |

My bad. I forgot to factor in the str penalty. I rather not in the middle of the game and then you say I cast *xx* then I go ??

GM Mort |

All right guys, I'm done with the maps, and don't mind the pun but the whole map was driving me crazy. You'll see later when the time comes.

Angus Elphinstone |
wow, you folks are killing it, I still need to determine what I'm playing but I will get it done tonight at work so I should be ready to go in 16 hours or so.
It doesn't look like Summoner or Wizard cast "cure" spell so I should have one class able to do so.
Also I will deal with traps, so let me sleep on it a little and I will have something ready soon.
hhhmmm I wonder how ting would look with a divine class gestalt hhhmmmm always wanted to be a servant of Hei Feng

Basil Kettering |

How about an Inquisitor with the Blackpowder Inquisition? You'll have access to Cure spells, as well guns (not to mention qualifying for the tasty Inquisitor ability known as Bane!).

Angus Elphinstone |
I was thinking something along those lines, thinking gunslinger and inquisition, I'm not familiar with the blackpowder inquisition, but I havn't played a inquisitor before, I was thinking vampire hunter for the flavor. Would it be worthwhile?
He will use the trapfinding trait from mummy's mask for disable device, going with a dex build for guns and disable device, hope he will still be fairly tanky I don't think that is a word
Trying to decide if I want to waste feats on weapons finesse for melee, and what race, leaning half-elf or aasimar, I'll have him ready in a few hours, do everything by hand.