
GM Blake |

Welcome to PFS(2) 2-1 Citadel of Corruption run for Outpost IV.
Note: If we run at Low Tier, critical hits will be rolled as extra dice, otherwise they will simply be doubled.

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Just taking a guess...
Player name: PJP
Character name: Travis Proudfoot
XP: 5
Class: Cleric
Money: 22 gp; 4 sp; 8 cp
Leveling Speed: Normal
PFS number: 150786-2002
Day Job: Performance 1d20 + 6 ⇒ (8) + 6 = 14
Perception Bonus: +7 (+9 when using the Seek action to sense unseen creatures within 30ft., +9 when using Sense Motive to notice enchanted or possessed characters.)
Faction: Horizon Hunters

GM Blake |

I have linked the metadata slides in the campaign header. Please take the time to complete them before the end of Outpost IV Day 1.
Slide 1: Your character sign-in data.
Slide 2: Default Exploration Mode & Perception are required. The rest are any skills you want me to auto-roll on Secret checks.
Slide 3: Marching Order
To copy your token, you can right-click your forum avatar and select copy image. Then paste the image on the slide and resize.
Do we have any color blind players?

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Not color blind.
Klank is a full on tank build (as much as you can be at level 1 anyhow).
Slides are set to view only for me. Thanks

GM Blake |

The links should work correctly, now, but just in case, here's the updated link: slides.

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On the marching order, although Panarug is a squishy-ish witch, he is also a medic so will try to keep him in the middle so that he can go up to heal people. But of course, we do have a cleric here so his services would likely not needed. :)

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A7 sounds good.

GM Blake |

Flat check to end the persistent poison damage. It’s not a poison in the poison track sense. Confusing? Yeah.

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Oh I see. That's strange. In that case, can I re-do my last action, since Panarug is no longer poisoned by then?
Hmm, that also means that doing medicine check to those poisoned wouldn't give a bonus since it is not a saving throw.

GM Blake |

I'm going to level with you.
The scenario does not account for giving a hint that things will degrade. I gave you a hint because I felt bad that you might retreat and potentially lose Reputation/Treasure Bundles.
However, resealing the doors wouldn't fix the problem. The damage is done once you open the doors.
However, however, you can rest and still have a chance at succeeding. Getting every Treasure Bundle/Reputation might be tight.

GM Blake |

It looks like you each need a translator. It takes 1 hour (so sitting out one round) to get yourself a translator.
You’ve got 3-4 rounds (hours) until fatigue kicks in.
EDIT: Your “problem,” and I don’t blame you, is you went to the most interesting place first. Well, after the walls.

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Ya we definitely should have started this place on a fresh day, but who could have guessed. Fatigue is coming, can't help it.

GM Blake |

Would it help to roll a few of these at a time?
Due to the overlapping mechanics and events occurring both in front and behind the scene, no.
Each of the three areas have different maximums.
The mural's maximum is decreasing with every hour.
You're racing fatigue.
Critical fails subtract progress.
Then there's the stuff you don't know about.
Random aside, these challenges make PFS more game-y than PF because as a GM, I can just determine what I want you to learn and what happens when, so if I really want you to know the secret, I can give you as much time as you need, maybe throwing some random encounters to spice it up or montaging it. Here you've just got to play the game they wrote.

GM Blake |

I believe Faerinaa hit the DC in the end. I'll move into the interrupted scene tomorrow.

GM Blake |

He really did just one shot two people huh
He rolled nearly max damage, unfortunately. And he almost missed Klank, who was considerably worse for wear.
GM Tip: Use the stone tablets and your faster move speed to your advantage.

GM Blake |

Not sure what is the turn order, i.e. whether this happens before or after Klank's post. In a real-time game, I would have asked him to delay his action until I've healed him.
Klank goes on the next turn, so your action will nullify his post (the post-AOO part), and he will have his turn back.

GM Blake |

I think Travis' attack bonus is off by 1. He's added +2 for Trained, +4 for Wisdom bonus, but he should still have a +1 for Character Level.
Unfortunately, still a miss.

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Sorry quick question on shields. (I don't have any characters right now that use shields so still unfamiliar with it.) Klank has Reactive Shield which allows him to raise his shield as a reaction. However, that means that he won't be able to use Shield Block as he has no reactions left?

GM Blake |

That's correct. Normally, you need to spend 1 action to raise a shield, upping your AC and allowing you to use the shield block reaction. Reactive shield allows you to spend your actions and reserve the AC boost to a reaction, but no shield block.

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Yup. There are later fighter feats available to help that action economy.

GM Blake |

Yes, the cyclops is blocking the doorway barring a successful Tumble Through action.

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Eating that AOO may be huge here, I was considering doing it last turn to give Klank an opening to stand and move. I probably should have in retrospect, but now we have an opening to try and disengage.
I think we need to spread out and get out of melee with this thing to try and force it to spend actions chasing us, using the stone tablets with the 1 square opening to force it to walk around to get to us. It also seems to be overly focused on some sort of ritual, so it might actually not come for us directly if we're not blocking it.
Faerinaa will probably try to Tumble Through once Panarug finishes his turn, depending on what happens.

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Yeah, being larger, it might (?) have worse speed. If we can force it to use 2 actions to move, that would negate the very devastating sweep attack.

GM Blake |

Stand, Draw Shield #2, Stride
The shield left behind is Klank's second favorite shield. His first shield broke during the battle with the fungus.
I'll move the battle forward tomorrow. I don't want to risk killing anyone's character due to weekend delays.

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GM Blake |

I think Panarug fixed his shield in this post?
Thanks! I searched the thread for "repair" and came up empty.

GM Blake |

Also, if/when we do quit, do we camp here or make the trek back to town?
You can camp where you are (8 hours rest) or head back to the base camp (8 hours rest + 2 hour travel time both ways for 12 hours).
You can also break it up so that at least one person is working on the degrading mural every hour. Solely as an example: the people with applicable skills roll for 4 hours while the ones that can't help sleep for 4 hours, then switch, and then switch again, and then switch again.
I mean, honestly, you're not going to get ambushed after that big fight, so you might as well do your rolls, head back to base camp for food, bath, and sleep, then go back to the ruins. But you didn't hear that from your GM.
You can also, when you determine when you want to work, do bulk rolls now that both the Ocularity is complete and the wight has been released and defeated.

GM Blake |

Also, +1 Hero Point to Vixnax for being a level 1 kobold and doing the vast majority of the damage to a ridiculously overpowered cyclops wight. I believe he has 3/3 so is maxed out.

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Yeah, that was a huge save for us. Bludgeoning damage + good rolls = awesome. Great job Vixnax! DR 5 vs. all Faerinaa's attacks, somewhat problematic.

GM Blake |

Do I need to roll, or will this be sufficient to bring everyone back to full?
Between Olyse's goodberries and natural healing with sleep, I believe everyone is completely healed and spell slots refreshed.

GM Blake |

FYI: I have submitted your reporting sheet to the organizers.
You technically could still fail the primary success condition and there are still combat encounters left.

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That's a very impressive streak of shitty rolls on this area. Well done team!

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Also, +1 Hero Point to Vixnax for being a level 1 kobold and doing the vast majority of the damage to a ridiculously overpowered cyclops wight. I believe he has 3/3 so is maxed out.
Hahaha thanks! Lucky rolls. I'll make sure to use the hero points so they don't go to waste.
Sorry I've been more or less abstent the past (few) weeks, lots of things happening IRL so I've not had the chance to even think about pathfinder.

GM Blake |

Go ahead and place yourselves where you want to be on the map and make any checks you'd like. Today is a hectic day, so I don't expect to update until this evening.

GM Blake |

So we're out of turns? In that case...
More like estimating the turns used to get into position. Since you now know what the trigger point and actions used are for the haunt, I didn’t see a point in spending two rounds inching toward the haunt.

GM Blake |

You have now met the primary success condition. You can continue to explore the last of the ruins for flavor, and then I will post the epilogue.
The game has been reported. Once I issue your chronicles, you can enter another game. There's nothing left to kill, curse, or otherwise mangle your characters.
Let me know if you want anything specific documented for your downtime.

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I think you misunderstood Travis's disrupt undead for a heal spell to damage the skellies. Either way, with those attack rolls from Vixnax and the disrupt, they weren't going anywhere's but down.
Crafting: Specialty Crafting: Blacksmithing: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Klank is field commission so he gets another 50% downtime roll correct?
Crafting: Specialty Crafting: Blacksmithing: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Success and crit success? Please note my downtime earnings on my sheet if you would.

GM Blake |

Ah, I thought I read that as a 3-action heal.
But, yes, Vixnax would have gotten 2 of them. They only had 4 hp.

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While she's not on missions, Olyse takes her time away to continue helping her family with the farm, bringing their crops to market in towns around the isle of Kortos.
Earn Income--Mercantile Lore: 1d20 + 6 ⇒ (20) + 6 = 26
Extra roll for Field Commissioned (I have no idea how this works)
Earn Income--Mercantile Lore: 1d20 + 6 ⇒ (3) + 6 = 9