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Player Name:TColMaster
Char Name: Lady Stoneheart
PFS: 329026-2002
Build: Dwarven Fighter 1
This is looking like my first game of 2e, lots of PbP of 1e experience.
When I get home tonight from work I will finish my char stats and such on my profile page- fleshing them out and such.

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Player: Watery Soup
Character: Nina Jaribu
PFS #: 2358909-2003
Faction: Envoy's Alliance
Character Description: divine sorcerer, new character

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Player: Gregg Reece
Character: Ghostbiter
PFS #: 20255-2001
Faction: Vigilant Seal
Character Description: Goblin spirit barbarian... she eats ghosts. And she was tricked into learning how to read, but she doesn't understand that's what she's doing.

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Is there room for another? No worries if not. I've made a fair few characters, this one seems to fit in best. Dwarf alchemist.

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Many thanks!
Player: Crunch
Character: Yaegren Goldflask
PFS #: 150618-2009
Faction: Grand Archive
Character Description: Dwarf alchemist, looking for dirt on certain Venture-Captains. Mostly supportive, but always willing to get into melee.
School Item: Lesser Acid Flask

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If there's still a slot open, can I hop in on this game? Been hoping to actually play some PF2E, and since I made Kat here for a game that sorta never happened, maybe I can join in here.
Player Name:Blue Moose
Character Name:Katerina Villasani
PFS#: 153161-2001
Current Faction:Grand Archive
Character Description:Varisian ruin delver who decided that working with the Pathfinders was a better idea then dying to some ancient trap.

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Player: Massey
Character: Flikk
PFS #: 202046-2004
Faction: Horizon Hunters
Character Description: Thuggy Rogue. Feels Society owes Goblins.
School Items: Potency Crystal x1 Minor Healing Potion x1
So can we attempt more than one of these discussions? Flikk is a rogue so he's well trained.
**Edit: Oh, you mentioned at the start we each got a note. Is there a link up for handouts/maps?

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Holy smokes this moved fast. AWOL for one day and you're already into the second quest.
I'll do some make up rolls for quest 1 then jump into quest two right quick.

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This may be the first PbP campaign I've played in where noncombat moves faster than combat!

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This isn't related to this campaign specifically, but I notuced 4 of us have Intimidating Glare. I took it because it fit with Nina's character and I had never seen it used before. Is it a coincidence that so many of us have it, or is it more useful than I realize?

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This character is freshly minted and being a 'ruffian rogue' and plans to use intimidate frequently, especially in combat.
To be honest its going to take some getting used to the changes in feats. Skill feats have such small situational benefits that this one jumped out a bit more as being extra useful vs things. If I don't like how it goes or the character path and personality changes on my trek to level 2 then I'll swap it.
I guess regardless the group will be throwing around the stink eye frequently!

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Intimidate is an untrained action and can only be done once per 10 min, so it doesn't seem super useful. My assumption was that auditory Intimidate was going to work most of the time.
Intimidating Glare just seemed like something a noble woman would use when she wanted to make her displeasure known in court or at a gala, and not so much a weapon in combat.
I guess we'll see if we ever get around to combat.

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That particular target is immune to your demoralize attempts for 10mins. You can work on another target though if there are more available. It could be useful for when you've got 1 action to burn and a third attack is very unlikely to help and movement isn't necessary.
A rogue's 4th level feat that works nicely with intimidate:
Dread Striker Feat 4
Rogue
Source Core Rulebook pg. 184
You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.

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Okay, I can understand trying to push things through quickly, but you only gave me 5 hours to respond, and while I can view threads on my phone, I can't respond on it. I have to do that at home. Can you please give some more time to respond?

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The first Will save request was yesterday...?
That said, I hear you; it is true you were only given about 5 hours to respond to the second one.
For what it is worth, as a player, I have been stuck in the purgatory of waiting for people to post for *days* at a time, so in the games that I GM, I will generally 'BOT' people if they haven't posted a roll within 24 hours, and/or they are the last person the party is waiting on.
Doing so allows my 'regular' PbP group to get through both scenarios and the quest as they are released each month.

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How about this - if multiple actions need to be done, only bot the ones that have been waiting for 24 hours? That way there's no possibility of 5 hour posting windows but the game still moves at a good pace?

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There are definitely days (usually my longer shifts) where I'm likely unable to post for a good window of the day. Things are moving quite fast, but I think I can deal.
This scenario has a lot of options, though some I think are traps. Overall there's a decent few scenarios alternating between mostly combat and skill. While I usually GM before I play and get forewarned, I wish some were more vocal about which they were beforehand.

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This fight is ruthlessly mean. I still don't understand how they have fights against monsters with attack bonuses so much higher than the PCs fighting them. The crits are non stop.

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Who was complaining about skills-heavy scenarios earlier? :)

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I went looking for loopholes and I just noticed that none of the thrown weapons have range modifiers. Thrown daggers should have a range of 10' and I don't know what the range on thrown trash is, but the crowd has been pretty far (Nina has had to use actions to Stride forward to get within 30' for both Daze and Heal).
Can someone with more experience than me audit this? I think it should be -2 for every range increment, so daggers thrown at 30' should be -4.

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Having played and GM'd this scenario twice each:
This particular fight is, in my opinion, the biggest GM trap in the scenario. It's very difficult to stop it before it begins, whereas in other iterations it's pretty likely. The crowd also hits easier here. Traps (hazards) still have their insane to-hits from PF1 and SF, but now crits flow freely as a result. Not sure of the rationale there.
I did this option one run before thinking too hard on it, because throwing trash is funny. The party nearly died and got close to losing a secondary success condition for just triggering the fight which, again, is super hard to avoid here.
I will no longer pick this encounter in future runs. Sorry GM, not meaning to harangue you, just giving a bit of explanation to others.

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With the best intentions, let me add to Yaegren's analysis.
The DCs for stopping the fight are much higher than standard level 1 DCs and you need 10 of 12 successes. When I played this with another character, we got lucky - we got 3 nat 20s in the first 3-4 checks, and then the remaining skills happened to match really well with the remaining checks. At the end of the evening, the GM showed us the fight that never happened (yep, admittedly, I too knew exactly what was coming).
Aside from the range increments, I don't think there's much else the GM can do. It's just not a well-balanced encounter and probably needs to be adjusted on the Paizo level.

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The range increment on thrown trash is 20'. I have been making sure that they are 20' away from whomever they are throwing at, at most.
I agree, I have been having a *lot* of luck with my attack rolls in this encounter, and the dice-bot has not been liking you :-(
The high attack roll bonuses are compensated for by the fact that the encounter is over when the leaders 'go away'... and they *do* only have 7 hit points, each...

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Splash weapons on a fresh level 1 can be hard to come by, especially with the need for healing potions. I do appreciate the hint, but Flikk doesn't have any.

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Also, FWIW, even if I had gone with one of the other encounter options, you didn't accrue enough successes to avoid combat, even against the 'lower' DC... :-/
That said, it is all academic, now.
*cough* I will, however, at this point point out that there is nothing in the scenario that implies this all has to be done within one day... So if you want to take a long rest before tackling the final quest, feel free :-)

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One last chance to TPK us!

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*shrugs* the same is true for *any* of the other scenarios that include area-burst damage; there are several that include 'boss' monsters with lots of uses of the Harm spell...
...which is *incredibly* dangerous, especially when the level spread 'forces' a level 1-2 party to play at 3-4 (Listing one example I can think of, where a party of 4 level 2's and 2 level 1's will be forced to fight an encounter that has one monster with 3x 3d8 area burst harms, 4x 2d8 area harms, and 4x 1d8 area harms, which will almost certainly kill them... and it isn't the only monster in that particular encounter :-/)
As far as I can tell, this one is 'balanced' by allowing a party of six to (essentially) have 18 chances per round to accrue the necessary successes to 'end' it (which it is theoretically possible to do in 1 round).
Personally, I feel that having someone who can actually Heal is essentially mandatory in PF2...

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Our regular group is going through Plaguestone as a group of four. We don't have anyone that can cast the heal spell. The damage is nuts.

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We got super lucky on the rolls towards the end.
In my other game, we almost got TPKed. We had Heal, but ran out because we were only hitting the Occult checks at an average pace (maybe 1-2 per round). We may have had only 2-3 checks left when burst heal was gone, but when people started to go down, the bard had to forego a check to cast Soothe and I ( the alchemist) had to forego a check to drink my own healing. We got a few unlucky rolls and spent like 3 rounds just delaying TPK by 1 round. We ran out of Battle Medicine and potions and two people went down with basically no chance to revive them. The bard and I decided to Hail Mary the checks. 6 Occult checks and 2 Hero Points later, we nailed the last check on the last attempt (or the GM took pity on us). The next burst harm would have TPKed us.
Basically, great cinema, but oh boy we all needed a stiff drink after that.

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No DC is a problem when people roll over nat 15 half the time!

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That was fast.
Downtime rolls?
Goblin Lore: 1d20 + 3 ⇒ (7) + 3 = 10
Flikk tries to educate the masses on the brilliant history of goblin kind but finding those willing to part with much coin on the matter is difficult.

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Nina attends at least one of Flikk's rantings on how the first goblins discovered pickles. She finds it unsurprising that a flaming dog was involved.
At the end of the lecture, a bag is passed around but Nina doesn't carry money around with her.
Performance: 1d20 + 4 ⇒ (10) + 4 = 14
Nina has never worked a day in her life. But she receives a personal stipend from the royal treasury.