GM Xavier Kahlvet's Strange Aeons 2e

Game Master KingTreyIII

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Boodiddly: 2 | Jevar: 0 | Shakur: 0 | Urzok: 1


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| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:
GM Xavier Kahlvet wrote:
Jevar Shadowmantle wrote:

[[A]] stand up from prone

[[A]] Step, E
[[A]] Step, E
For the record, you didn’t need to Step twice—you could’ve done it just as well with a single Stride. I will remind you that Attack of Opportunity is NOT a universal thing—only enemies that are akin to soldiers actually have it.
Yeah, but most anything real I would have wanted to do would have required two actions, and in character he would have been cautious, so *shrug*.

Fair enough—that’s the one thing I feel that I need to drill into players’ heads about 2e so I probably say it ad nauseum.

Also, you do have a handy (pun intended) little thing called hand of the apprentice that hasn’t gotten much use in a while...

ALSO also...

"Jevar Shadowmantle wrote:

He executes the incantation and flings a lick of flame past the half-orc.

[[AA]] Cast (somatic, verbal) produce flame (2nd)
[dice=Spell attack, Fire damage]1d20+9; 2d4+4

Who was your target here?


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague

Yup, dagger draw is to do just that :) (it has been a while, but I haven't forgotten it).

Re target: Doh, my bad. I meant to do that and left it out. Targeting BLUE.


NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

Pictures. The profile pictures are dying. Oh noes. Oh noes.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17
GM Xavier Kahlvet wrote:
Urzok wrote:
GM, would you walk me through the mechanics of what just happened? From what I can tell, shouldn't Urzok have had the chance to say something to Jevar? Or the party a chance to respond after the first attempt at collapsing the wall failed?

It was mostly flavor based on the fact that Urzok tied with the ghouls in initiative. What Urzok heard was the ghouls taking their first turn (two Aiding and one forcefully causing the wall to collapse on Jevar). The “one...two...” was basically the thing he heard (before sneakiness got thrown out the window), but it was happening too quickly for him to react beforehand.

Sorry, should’ve been clearer about that. In hindsight, I only really did it for the flavor of the counting.

Oh, ok! No worries then, I think I was coming in more from a PF1 mindset. It all makes sense now :)

Shakur, what do you mean the pictures are dying? About to read gameplay, so disregard if that is what you're talking about.

EDIT: Based on what I've read on the thread some of us posted in on the PF2 general discussion forum, trying something new this turn!


NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

Pictures are back. Up until, like, 15 minutes ago half of all player pictures would show a broken link instead of the actual picture. Looks like they hopped on it faster than I expected.


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| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Urzok wrote:
Based on the results I believe this to be correct, but when you say "incapacitation" that means Urzok has become immune to the paralysis/ghoul fever for some period of time?

I’m referring to the incapacition trait, which bumped up your degree of success. (I talked about it more in a tangent here.)

Also, with the GMG’s release I’ve got a bit of bookkeeping to do:

First, Research rules. Completely forget about all of the stuff I made up about research rules in the first few posts of the Discussion thread. Instead, it’s just a variation on the Victory Points subsystem.

Victory Point Tangent:
This subsystem is basically the skeletal structure for other subsystems, and if you’ve ever consistently run PFS1 then you’ll recognize it. It’s summed up as: The PCs make Checks or take actions that give them Victory Points (often renamed to some other kind of “Point” for clarity to the context), and the PCs get stuff depending on the point total / the PCs succeed once they get X points / etc.

If a check is required, use the following results:
Critical Success: The PCs gain 2 Victory Points
Success: the PCs gain 1 Victory Point
Critical Failure: The PCs lose 1 Victory Point

It can be a bit more complex than that, but that’s the general gist. It’s meant to be a vague outline so GMs can tweak it as they see fit.

Most of this is done on the GM’s side. All that you guys really need to know is that one “round” of research tends to be several hours to a day, libraries sometimes have divisions or specific topics of research that you have to explicitly target before making a check, that once you get so many Research Points, you get information, and the Research activity:

Research:
concentration, exploration, linguistic

You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.
Critical Success You gain 2 RP.
Success You gain 1 RP.
Critical Failure You make a false discovery and lose 1 RP.

Second: I’ve apparently been lied to; opium doesn’t actually appear in the GMG, so I’m replacing the opium in the Inventory with the closest equivalent, flavor-wise: flayleaf.

Drug Stuff:
Addiction rules

Spoiler:
Addiction: Disease, Level Varies

Track the maximum stage you reach with each drug’s addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can’t be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you’re currently suffering from addiction when you attempt a save from taking the drug, you can’t improve your stage; if you succeed at the save, the stage remains the same as it was.

When you attempt your save against addiction each week, the stage you are currently at can’t get worse—it can only stay the same or improve. The conditions from addiction can’t be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn’t remove the disease.

Saving Throw Fortitude (DC equals that of the drug); Onset 1 day; Stage 1 fatigued (1 week); Stage 2 fatigued and sickened 1 (1 week); Stage 3 fatigued, drained 1, and sickened 1 (1 week); Stage 4 fatigued, drained 2, sickened 2, and stupefied 2 (1 week)

Flayleaf

Spoiler:
Flayleaf: Item 0
Alchemical, Consumable, Drug, Ingested, Inhaled, Poison

Price 1 gp
Usage held in 1 hand; Bulk L
Activate [[A]] Interact

The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it’s sourced from plants specifically grown to produce such effects.
Saving Throw DC 12 Fortitude; Onset 10 minutes; Maximum Duration 4 hours; Stage 1 +1 item bonus to saving throws against mental effects (1 hour); Stage 2 fatigued and +1 item bonus to saving throws against mental effects (1 hour); Stage 3 fatigued and stupefied 1 (1 hour); Stage 4 fatigued, frightened 2, stupefied 2 (1 hour)

Inventory Updated


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:
With that damage, I'm down to 9hp.

Okay...since that is a dangerously low amount of HP for any party member, I'm going to retcon Shakur's Treat Wounds on Jevar here because Jevar said that he hadn't taken any damage prior to that, so Jevar is not currently temporarily immune to Treat Wounds. In other words: Do NOT let the wizard continue adventuring with only 9 hit points.

EDIT: Also...

Jevar Shadowmantle wrote:

He soon ignores them and sits down at the side of the room to rest and study his spellbook refocus, popping the last lesser elixir of life.

[dice=elixir]1d6

That was a minor elixir, Jevar, not a lesser one. I'm just being pedantic about that, but there's a huge difference.

Also, Hero Points have reset.


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague

Hmm, okay, I found and just claimed a lesser on the inventory sheet before I posted that. But I probably do need the minor..


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

So I’m a fool who forgot it was a leap year, so Hero Points technically shouldn’t have reset yet, but since I’m lazy I’m going to keep the Hero Points as reset for today, but I’m going to give Boodiddly an additional Hero Point for actually pointing that out to me.

EDIT: @Urzok: Could you clarify how Urzok was reacting to the dog? I’m slightly confused about your intention.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

So Urzok is petting the dog with one hand and the other is sort of cuddling it to him. The idea is that it can't really get away from him, but is being cuddled so this isn't alarming (hopefully). He doesn't know if this is some horror disguised as a dog, so he is trying to give the others a chance for a quick detect magic or something while hopefully keeping any terrible effects centered on himself.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:

So, I looked at the inventory sheet again, and it *was* a minor elixir that he used. I just didn't roll enough for it :/ So... here are the makeup dice

[dice=Minor elixir of life, remainder]2d6+6

For the fort save, I'll not re-roll, and chance it that 8 is not a critical failure...

Ignoring his raven, and glancing to the right the wizard sees another door. He runs to the right to see if he can get an advantage not taking them head on like the orc.

[[A]] Stride, 30'
[[AA]] Cast (somatic, verbal) produce flame (2nd) vs. BLACK
[dice=Spell attack vs BLACK, Fire damage (inspired)]1d20 + 9 +1;2d4 + 4+1

Oooh boy... yeah that's all pretty "ripe."

And this is why I was being pedantic.

A minor elixir of life heals 1d6, while a lesser elixir of life heals 3d6+6. You did have a lesser elixir, but in this post you referred to it as a minor elixir. Very similar names, but VERY different effects

Also, the base movement speed is 25’, not 30’, but you could still get to that space in 25’ by taking a diagonal through the door, so you’re fine.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

I'm not going to call it poetic, but there is something about the imagery of a Pharasmin cleric b*#~% slapping a ghoul with a corpses dismembered arm... XD


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NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

Difficult to do burial rights when the bodies are more of a soup than individuals, ya know? XD


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| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

I'm going to give Shakur a Hero Point just because that is awesome imagery!


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:

Jevar laughs sheepishly as Urzok chides him.

Yeah... well, I was kind of hoping the side door would give me pass on frontal assault while you held their attention at the other door. I didn't count on the instance attention!

He shrugs, backs up, and manifests flame at the nearest ghoul.

[[A]] Stride, 10' back through the door
[[AA]] Cast (somatic, verbal) produce flame (2nd) vs. RED
[dice=Spell attack vs RED, Fire damage (inspired, sickened)]1d20+9+1-1; 2d4+4+1-1

Um, Jevar...that door was never opened.


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague

Then that was a goof from last round, because he had to pass through it to get attack by black.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:
Then that was a goof from last round, because he had to pass through it to get attack by black.

...And I missed that you said that...

Regardless, it would’ve taken an action to open the other door—and again, you don’t have a 30’ move speed (which actually WOULD have been required for that. I had been going under the assumption that you went through the double-doors to get into the room (which would’ve been a valid set of actions).


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague

Arg, that 30' muscle memory is going to die hard... sorry (I need to fix my schedule and start getting to these posts before so late at night).

Then we'll just retcon to he stays put and casts the cantrip. Pretty simple fix.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

GM, since the DC 5 flat check is with a d20, instead of a percentile miss chance, what order do you want the rolls in? I've always liked to roll miss chance first and not bothering to roll attack rolls for misses, but with attacks and flat checks being a d20, I can see how PbP would give some opportunity for fudging. My gameplay post will follow the convention I've always followed, but I will use yours from here on forward.


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| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Urzok wrote:
GM, since the DC 5 flat check is with a d20, instead of a percentile miss chance, what order do you want the rolls in? I've always liked to roll miss chance first and not bothering to roll attack rolls for misses, but with attacks and flat checks being a d20, I can see how PbP would give some opportunity for fudging. My gameplay post will follow the convention I've always followed, but I will use yours from here on forward.

Honestly, I don't care as long as you're consistent. I personally roll the miss chances after the attack roll, but as long as you stick with how you do it then I'm not going to get huffy about it.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:

[[A]] Step NE

[[AA]] Cast (material, somatic) Invisibility, duration 10m (but I'm betting he'll break it much sooner; this just hopefully buys enough safety to make it out)

Not sure if it was just 1e mentality kicking in, but you didn’t have to Step away before casting, AoOs aren’t a universal thing, remember.

Also, wanted to make a correction that, while mostly pedantic, is actually VERY significant:

Jevar Shadowmantle wrote:
Conditions: Invisible, undetected

Jevar is NOT undetected from the oneirogen, he is hidden. Because Jevar was directly observed prior to casting invisibility, he is instead hidden against that creature because they know what space he was in prior to becoming invisible. The wording is a bit awkward when it comes to invisibility, but the RAI, from my (and this thread’s) understanding, is that if you do basically anything other than Sneak while invisible (with some GM discretion) then you immediately become hidden instead.


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague
GM Xavier Kahlvet wrote:
Jevar Shadowmantle wrote:

[[A]] Step NE

[[AA]] Cast (material, somatic) Invisibility, duration 10m (but I'm betting he'll break it much sooner; this just hopefully buys enough safety to make it out)
Not sure if it was just 1e mentality kicking in, but you didn’t have to Step away before casting, AoOs aren’t a universal thing, remember.

*Sort of*. I understand there's less risk here, and it's not as universal as before, but on the most cautious side I can allow that there might be some nasty reaction (maybe that's way too cautious though).

GM Xavier Kahlvet wrote:

Also, wanted to make a correction that, while mostly pedantic, is actually VERY significant:

Jevar Shadowmantle wrote:
Conditions: Invisible, undetected

Jevar is NOT undetected from the oneirogen, he is hidden. Because Jevar was directly observed prior to casting invisibility, he is instead hidden against that creature because they know what space he was in prior to becoming invisible. The wording is a bit awkward when it comes to invisibility, but the RAI, from my (and this thread’s) understanding, is that if you do basically anything other than Sneak while invisible (with some GM discretion) then you immediately become hidden instead.

Actually I did notice this, the condition list is for the members of the room in general. I understood that given his proximity and nearness that the oneirogen might already get him as "hidden", but I was unsure of whether to track individual perceptions for different actors i the room or fall back to the generic one. I probably should have stated that specific one. Still, it gives his immediate foe some trouble hitting him and then hopefully better safety next round if he can be quiet.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:
We all noticed it immediately.

Um….

Boodiddly wrote:
Perception vs DC 20: 1d20 + 9 ⇒ (9) + 9 = 18
Shakur wrote:
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Urzok wrote:
Perception, DC 20: 1d20 + 8 ⇒ (5) + 8 = 13

…”noticed immediately”…yeah…let’s go with that.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

Item questions:

Lesser Bestial Mutagen - Where can I find the rules for natural weapons? Can Urzok bite and swing Red Destiny? In PF1, that was a nifty way to get an extra attack, however I suspect that this isn't as appealing an option in PF2.

Lesser Antidote - Do we have any indication if the fog is a poison effect?

I'll snag the handwraps, the damage should be similar to Red Destiny, but with the option of dealing a little more with the beak (good back up or at least a source of bludgeoning). I don't fully understand how to use the beak. Is it: 1 action to activate it, then I have unlimited time of adding +1d4 damage? Can I stick the beak onto Red Destiny?

I'll take the bracelets of dashing if nobody wants them.

Jevar, would you be willing to fix Urzok's shield so he can use it again?


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Urzok wrote:

Item questions:

Lesser Bestial Mutagen - Where can I find the rules for natural weapons? Can Urzok bite and swing Red Destiny? In PF1, that was a nifty way to get an extra attack, however I suspect that this isn't as appealing an option in PF2.

Lesser Antidote - Do we have any indication if the fog is a poison effect?

I'll snag the handwraps, the damage should be similar to Red Destiny, but with the option of dealing a little more with the beak (good back up or at least a source of bludgeoning). I don't fully understand how to use the beak. Is it: 1 action to activate it, then I have unlimited time of adding +1d4 damage? Can I stick the beak onto Red Destiny?

I'll take the bracelets of dashing if nobody wants them.

Jevar, would you be willing to fix Urzok's shield so he can use it again?

1. It is a single action to make a Strike with an applicable weapon—you do not get extra attacks just by having an unarmed attack (referred to as “natural weapons” in 1e; keep in mind that unarmed Strikes are NOT “weapons” for the purposes of effects that specify weapons). The mutagen just gives you the ability to make unarmed attacks more powerful than your 1d4 nonlethal fist for a short time. (unarmed trait, unarmed attack rules)

2. You do not know one way or the other—no one has tried going into the mist other than the ones around the oneirogens.

3. Info-Dump Time!!! Those are +1 handwraps, not +1 striking handwraps; they only give a +1 item bonus to attack rolls with unarmed Strikes (including those granted by, say, the bestial mutagen), not an extra die, so you’re actually dealing about 5 less damage on average (Assuming you’re punching, not Power Attacking, and not using the bloodseeker beak). Bear in mind that talismans (which is what the beak is) are consumables—they’re single-use. Also, the talisman is a free action to activate (only reactions and free actions have a “Trigger” entry, otherwise it would list a “Requirement”). A talisman that is affixed to a weapon/armor/shield (or in this case handwraps) is not permanently affixed—it can be removed and/or re-affixed using the Affix a Talisman exploration activity, which doesn’t even require a die roll, just a repair kit. So yes, you can affix the bloodseeker beak to Red Destiny, it’ll just take 20 minutes (10 each to remove and re-affix) of using a repair kit, which is very much handwave-able because you guys have plenty of time (since you’re turning in for the night), I just need you to say beforehand that that’s what you’re doing so that I have evidence that you affixed it to a weapon prior to using it. Here are the complete talisman rules. Also, because I’m nice, I’ll let you know that you only use the bloodseeker beak after you know that you’ve hit, meaning that you can choose to activate it on a crit (and the precision damage would be doubled).

4. I mean...I don’t care. But others might.

5. Again, because you guys are turning in for the night, I’m assuming that you guys take all the necessary activities to be at full strength for the morning—including Treat Wounds and Repairing—and I’m handwaving it all, because even a critical failure on any of those would just be undone during the next however-many-minute period of doing the same thing. I’m not trying to answer for Jevar, I’m just saying that I don’t need you guys to give me twenty die rolls just to fully-fix the shield or fully-heal a PC.

Also, I’m just going to mention that some of you (Jevar and Urzok) failed saves against diseases within the past day of adventuring, so you miiight want to use those antiplagues (since their effects last for 24 hours).


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague
Urzok wrote:
Jevar, would you be willing to fix Urzok's shield so he can use it again?

Absolutely, and I'm fine with the GM's handwaving of the rules due to time.

GM Xavier Kahlvet wrote:
3. Info-Dump Time!!! Those are +1 handwraps, not +1 striking handwraps; they only give a +1 item bonus to attack rolls with unarmed Strikes (including those granted by, say, the bestial mutagen), not an extra die, so you’re actually dealing about 5 less damage on average (Assuming you’re punching, not Power Attacking, and not using the bloodseeker beak).

Okay, so perhaps I was wrong that Urzok best benefits from the bestial mutagen? Should perhaps the 2nd-best melee combatant use it for a temporary boost? I'm hesitant to have Jevar try his hand at that since he's still on the soft side HP- and AC-wise.

GM Xavier Kahlvet wrote:
Also, I’m just going to mention that some of you (Jevar and Urzok) failed saves against diseases within the past day of adventuring, so you miiight want to use those antiplagues (since their effects last for 24 hours).

Yup, Jevar has two on his person. He has consumed one and offered the other to Urzok. Do we get to immediately re-try the fort saves?

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

I don't think any of the talismans, runes or other magic items left are best spent on Jevar.

Every potion or elixir claimed by him on the inventory sheet has been spent in previous battles (FYI for planning healing distribution).

Spell preparation, which I'm open to input on:
- Cantrips (2nd): detect magic, ghost sound, light, produce flame, shield, tanglefoot - replace prestidigitation with shield; still avoiding acid splash given previous results
- 1st: mage armor, shocking grasp (2) - replace grim tendrils and magic missile with two shocking grasps for Oreb to deliver
- 2nd: Invisibility, Flaming Sphere -- keeping what I had here. If, OTOH, we wanted two characters to sneak in first, I could prepare two Inivisiblities. Also open to two flaming spheres if sneak won't provide us with much advantage here. Something to discuss.

Happy to have that extra hero point for this encounter too. It's sounding like this is the place to use them...


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Jevar Shadowmantle wrote:
Do we get to immediately re-try the fort saves?

No, you don't immediately get to; immediately attempting a new save is a thing exclusive to a major antiplague (a level 14 item), but you guys do get that +2 item bonus on your next save against the disease progressing (which is a LOT for 2e).

EDIT: And to be clear, acid splash definitely has its uses, it actually would have done wonders as an opening spell in that fight against Klades, it's just that you have to remember that it can't be the only thing you use anymore unless you absolutely have to.


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague
GM Xavier Kahlvet wrote:
No, you don't immediately get to; immediately attempting a new save is a thing exclusive to a major antiplague (a level 14 item), but you guys do get that +2 item bonus on your next save against the disease progressing (which is a LOT for 2e)

Yeah, definitely not sneezing at that bonus :)

GM Xavier Kahlvet wrote:
EDIT: And to be clear, acid splash definitely has its uses, it actually would have done wonders as an opening spell in that fight against Klades, it's just that you have to remember that it can't be the only thing you use anymore unless you absolutely have to.

True. I like the possible utility of ghost sound (especially with invisibility) and/or tanglefoot (more generally during a battle to slow someone down). I could probably get rid of light, except in the worst case where we do need it :) And I know you can't tip the details of this encounter for us to know.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

Urzok will drink the antiplague and affix the bloodseeker beak to Red Destiny then!

I agree with Jevar that the mutagen and handwraps might be best suited for a second melee character. Perhaps Shakur? If he doesn't speak up, Urzok will keep hold of them.

Thanks GM!


NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

Considering Shakur barely ever has his dagger because of the whole telekinetic projectile thing, having handwraps wouldn't be the worst of ideas. The mutagen would help if I ever really needed to plan on it, so I guess I'll take that too.

There's also wands of bless and heal that I'll take.

I'll also take a majority of our scrolls.

With that, Shakur is ready to go.


Male human wizard 3 | HP 26/26 | sanity 22/42 | AC 19* | F +5 R +8 W +8 | Perc +6 | Stealth +8 | 25ft. | focus [_] | hero 0| spells 1 mage armor, shocking grasp (2); spells 2 flaming sphere, invisibility | drain familiar (by level) [_][X] | familiar focus 1/1 | Active Conditions: mage armor, lesser antiplague

went ahead and replaced ghost sound with acid splash. still taking input on preparations in case somebody thinks two invisibilities would be useful at the head of the battle.


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CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

GM, just here to say that I appreciate all the extra work you do for this campaign! I have the Between the Hours PM's in mind, but that goes for everything else you do too!


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

Doesn't Urzok's raised steel shield up his AC to 20? Otherwise, he will definitely shield block!


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Urzok wrote:
Doesn't Urzok's raised steel shield up his AC to 20? Otherwise, he will definitely shield block!

Flanking.


NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

Sorry for how late this is coming: I prepped Sound Burst instead of See Invisibility this time around. I also swapped Bane for Disrupting Weapons, makes two weapons do 1d4 more to undead. Hoping those smoke dudes were undead so that this works.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

What's everyone's thoughts on when is best to demoralize vs raise shield vs both?


CG M Gnome (sensate) Bard 3 | HP 38/38 | AC 17 | F +7 R +8 W +9 | Sanity S 33/44 T 3 E 22 | Perc +9, Imprecise Scent | Stealth +6 | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 1/2 | Active Conditions: None

Well, demoralizing debuffed one opponent and raising your shield blocks you. So if you have many opponents and you think they‘ll try to attack you (rather than your allies)? Raising the shield is the same as demoralizing all of them. Got one big baddie surrounded by your friends? Demoralizing them gives the same benefit as if everyone had raised their shield.

Granted, this is from someone who’s never played a martial character in 2e, so...


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

That's some good thinking!

This is my first and only 2e character, so... :P

Just trying to get my head around the tactics of the game. I read all the time that fighters don't have to just full-attack now, but... I'm not seeing it. So I'm trying to really force myself into using these other options and see how it all plays out!


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

Placed as well!


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

Oh yeah.

Hero Points Reset in 1 week


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

Just going to casually mention that Jevar does still have a Hero Point that's going to reset in a week. And that he rolled a nat 3 on his attack roll for his shocking grasp.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

GM, question on intimidate:

This sentence exists in the demoralize portion: "If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check."

Does this count for things like yelling/making a lot of scary noises?


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Urzok wrote:

GM, question on intimidate:

This sentence exists in the demoralize portion: "If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check."

Does this count for things like yelling/making a lot of scary noises?

Yelling incoherently is not a language, so one would still take the penalty.

That said, could you remind me what skill feats you have again?

Also, combat’s over; I just have an appointment soon so I can’t update the Gameplay thread for a bit.


NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

Alright. Alright. Just running through my healing options.

I totally forgot I picked up Battle Medicine.

So: for 1 action I can Treat Wounds on each of you once per day as part of Battle Medicine.

I've still got 2 fonts left.

And we have a 1st level Wand of Heal.

I can most certainly heal us up and get us going pretty quickly if we'd like. I imagine the longer we give the powers that be, the more buffed and ready they'll be. Moving fast is probably our priority.

EDIT: typo


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

Alright, I’m going to level with you guys, I explained the cloud in the hallway really poorly as well as my intent. Basically, I’m allowing you guys 20 minutes (which isn’t “a few,” my bad) to Treat Wounds, Refocus, etc. because, trust me here, you’re going to need it. I’ll let you guys decide on how you’re going to use those 20 minutes, but that was my intent.


NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

Oh. In that case I hope I roll well.


CN (Male) Half-Orc (Human) Fighter 3 | HP 44/44 | AC 18 | F +9 R +8 W +8 | Perc +8 | Stealth +1 | 25ft | Active Conditions: Delirium | Sanity 22/34 Threshold 2 Edge 17

Sure thing! Urzok has: Quick Coercion, Group Coercion, and Intimidating Glare.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Urzok wrote:
Sure thing! Urzok has: Quick Coercion, Group Coercion, and Intimidating Glare.

That was more of a rhetorical question to get you to look at your skill feats again. My point was that, thanks to Intimidating Glare, Urzok is able to completely circumvent the language barrier thing when Demoralizing by just giving someone the stink eye.


NG Half-Elf Cleric of Pharasma 3 | HP 34/35 | AC 19 (21 with shield raised) | F 8 R 6 W 10 | Perc 8 | Stealth 1 | speed 25 | Focus 0/0 | Spells 1 3/3 2 1/2 | Font 2/3 | Sanity: 26/40 Edge: 3 Threshold 20 Current Affliction(s): Melancholia | Active Conditions:

That was a crit success on the shield repair, wasn't it? That should fully heal my shield.


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
Shakur Hektat wrote:
That was a crit success on the shield repair, wasn't it? That should fully heal my shield.

Ah! I was thinking of a regular success. My bad.

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