
GM Steinkrug |

The play in this new version of Pathfinder is very similar to the previous version. Most of the time, you’ll be in what we call exploration mode, traveling from place to place, exploring dungeons, and solving problems. This form of play is very free-form, allowing you to jump into the story whenever there’s something you want your character to do.
When monsters appear, you’ll enter encounter mode. During this type of play, you’ll make a special die roll for initiative, which determines the order of your turns during an encounter. What type of check you’ll make when you roll initiative is based on what you were doing just before the fight began. Usually Perception.
When it’s your turn, you can perform up to three actions. Most common tasks—like moving up to your Speed with a Stride, Striking a creature, drawing a weapon, or opening a door—use one of your three actions. Casting spells, as well as some special actions, might take two or more actions to perform. If you look at your character sheet, you’ll see that abilities that require you to spend an action are noted using a diamond symbol, whereas things that require more than one are noted by diamonds stacked on each other. Some abilities have a curving arrow next to them ([reaction]). These are your reactions. Each round, you can use one reaction whether it’s your turn or not, but only when the conditions are right and the reaction’s trigger occurs. Finally, you might see some things noted by an empty diamond. These are free actions, which don’t cost you an action or reaction to use. Some free actions can be used on your turn, and some, like reactions, can be used at any time, but only when their trigger occurs. See slides for examples of these symbols
Throughout the game, you’ll be asked to make rolls or checks, like an attack roll, a skill check, or a saving throw. In all cases, you roll a d20 and add the bonus listed next to the specific attack, skill, or saving throw. The result is then compared to a Difficulty Class (or Armor Class, for an attack) to determine if it’s a success. If the check was an attack roll, and you hit, I’ll ask you to roll damage. The dice you roll for damage depend on the attack and is listed with that attack.
You critically succeed at a check when a check’s result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that’s a critical failure. If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20usually results in a critical success and natural 1 usually results in a critical failure.
An important rule you’ll need to remember for this adventure is that if you use more than one attack in a turn, each attack after the first takes a penalty on your roll to hit, making it less likely to successfully damage the enemy. For most weapons, this is a –5 penalty for each attack after the first, but for agile weapons such as daggers, the penalty is only –4. When you’re attacked, I’ll ask if a monster’s attack roll is equal to or exceeds your Armor Class (or AC). If it does, you’re hit and will take damage. Damage reduces your Hit Points by the same amount. If you fall to 0 Hit Points, you fall unconscious and might die!
One last thing. Each of you has a Hero Point—a special point you can spend after rolling any attack, check, or saving throw to reroll that d20. When you do, you must use the result of this second roll, even if its lower than your first. You can instead spend your point to cheat death when your dying condition increases, which makes you immediately lose the dying condition and stabilize with 0 Hit Points. I’ll explain the dying condition later if we need it.

GM Steinkrug |

Kyra - T&L T1 |
1 person marked this as a favorite. |

Dot in the gameplay thread. In case you are unfamiliar, dotting is where you make a small post in the gameplay thread (often just a single period, hence ‘dotting’), and then you immediately delete said post. No post is left in gameplay to clutter history, but the system recognizes you as a player, also adding the campaign to your profile for easy access.

Mioki |

Dot in the gameplay thread. In case you are unfamiliar, dotting is where you make a small post in the gameplay thread (often just a single period, hence ‘dotting’), and then you immediately delete said post. No post is left in gameplay to clutter history, but the system recognizes you as a player, also adding the campaign to your profile for easy access.
tks

Kyra - T&L T1 |

All our aliases are still new (and thus able to be renamed), and all of us chose different ways of unique-ifying our alias names. What do you guys think about settling on one format and all renaming to use that? Makes it a bit easier to find/remember actual character names if they all follow the same pattern.
So far we have these three patterns:
- 1) <playerName>' <characterName>
- 2) T1 <characterName> GM Steinkrug T&L
- 3) <characterName> - T&L T1
Not renaming is fine if nobody else cares, and if we do want to I don't really care which we do. Any thoughts?

Valeros - T&L T1 |

All our aliases are still new (and thus able to be renamed), and all of us chose different ways of unique-ifying our alias names. What do you guys think about settling on one format and all renaming to use that? Makes it a bit easier to find/remember actual character names if they all follow the same pattern.
So far we have these three patterns:
- 1) <playerName>' <characterName>
- 2) T1 <characterName> GM Steinkrug T&L
- 3) <characterName> - T&L T1
Not renaming is fine if nobody else cares, and if we do want to I don't really care which we do. Any thoughts?
changed to match your format

Fumbus T&L T1 |

@GM, my character sheet says I have "infused reagents 5, 1 remaining". What does that means for my current inventory (2 acid flasks, 4 alchemist's fires, and 2 elixirs)?
How many times can I Quick Alchemy each day and/or for the scenario?

GM Steinkrug |

Yeah, that's a little confusing.
So, you have what's in your current inventory.
You've already used 4 of 5 infused reagents for the day to make some of that stuff.
You have 1 infused reagent left so can use Quick Alchemy once during the demo to create any of the four items under Alchemical Items on the character sheet.

Fumbus T&L T1 |

That's what I thought. The existing inventory is misleading. Thanks for the clarification.

Kyra - T&L T1 |

Sorry I irritated you Seelah. I didn’t see it as out of nowhere - the guy just admitted to doing some seriously evil stuff. As a cleric of a good deity, who just got done laying a smack down on this guy’s muscle and was already not in any way impressed with this guy, it seemed absolutely in character to abandon trying to pretend like everything was going to be fine, even if it was working. Kyra would have zero sympathy for a ranting child who had a poor old man kidnapped rather than just going to him and asking, and having been almost killed by his ogre she would be in no mood to pretend any longer when he just straight up admits his crimes with no remorse.

Mioki |

Diplomacy vs Initmidate
This could make for some great after-battle role-playing dialogue, since we are role-playing and this is just a game, right?
Despite the excellent Diplomacy check, I understand why Kyra did what she did.
Now Valeros, he does not understand how Diplomacy works, and he did not really trust the guy anyway. He could not comprehend how this guy would assimilate back into regular society with all forgiven. When Kyra acted, this gave Valeros something he understood and way out of the situation that makes sense to him.
Valeros is young, cocky, arrogant, but he still has a lot to learn. He thinks more can be solved with a blade than with words. I am interested to see if he grows by the end of this adventure.

GM Steinkrug |

New post in gameplay, essentially wrapping things up.
So, with Haanar, he starts out hostile. Lazino talks him down to unfriendly. From there, the party got him to indifferent.
It can go either way. The demo doesn't really contain much advice beyond PCs making Diplomacy checks. It was a tough call.
That said, I don't discount Kyra's thought process behind going the Intimidation route and didn't want to invalidate it, nor the natural 20 roll.
It can lead to battle with Haanar if he ends up hostile again. That's actually where the other table has ended up. But with a critical success in Intimidation, he's complying with Kyra's demands.
As to what will happen in the future... Well, I tried to instill some ambiguity into my wrap up. Hope it doesn't feel too unsatisfying as an ending.
Anyway, it's a pretty short demo but what did you think of 2nd edition so far? I also welcome any feedback for myself.