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Thanks, and Merry Christmas! Or Happy Friday, if that's more your speed.

GM Khouri |

@Molvil [url=https://paizo.com/campaigns/v5748p75ivliu/gameplay&page=11#546=technically yes[/url], I believe there should still be a CM check involved, but since you get +4 to hit a helpless target in melee, and he has a functional DEX of 0 (-5 bonus) you can absolutely do that easily! Technically he would be grappled by the rug, so once he wakes up, he will still be able to attempt to break free with a CMB or Escape Artist check vs your original CM check (including the +4). So DC 13
I'd say Magdelina would have helped you rolled the guy up, but she can't reach him in a single move :(

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Fair enough. At least he'll spend a standard action trying to break free.

GM Khouri |

Just so y'alls are aware, I messed up how grapples work, but anyway this is a unique situation with the rug that falls somewhere between a "Grapple" (vs. attackers CMD or CMB+10) and "Tied up" (vs. attackers CMB+20) but either way those aren't dependent on the CM attack rolls that initiated the grapple. The highest DC it could be with those rules is CMB+20=-1+20= 19.
I'm sorry for making this more confusing than it needs to be.
[[EDIT: Aaaaand the DC didn't matter anyway because he rolled insanely high]]

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It would've been too strange for a skinny, elderly academic type to successfully pin a thug in a rug. Hilarious, but unrealistic. I like how Molvil had a few rounds to get everything set and feel confident before he put her in her place.

GM Khouri |

That's why I was iffy about the rules because if he's unconscious when you're rolling him up, I feel like you would get a tighter than average roll or some kind of bonus rather than just trying to hug him your own self, lol

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Hi everyone! I'm still in holiday mode until about Jan 4th or 5th, so don't hesitate to keep botting me. I see that I have missed 42 posts so I'm hopelessly out of it at this point. Perhaps a good point for me to catch up will be when this fight is over.
Happy New Year everyone! may 2021 bring joy and healing to everyone!

GM Khouri |
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FYI we are about 3/4 done with the module! Home stretch.

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@GM Khouri: Would there be any fire still burning in any of the hearths at this hour? (Just in case we choose to burn the will.)
@Everyone else: While I am happy to post a response to the sherrif, I think Ejtehah or Magdelina would probably be better at the people skills. I've compiled some information and a sample post so anyone can provide input.
What we found out at the docks
--Summary: Filton, the most recent hanging corpse we found, had been an addict and was cleaning up his act. Cutting off his left hand was probably a gang punishment.
Summary of the battle that raged for 5 pages:
It was a tough fight, trying to work our way upstairs to find and protect the residents. Unfortunately, we were too late to save the parents and the elderly servants. Only the children were left alive, intentionally so. They are rightfully terrified about what has happened, especially with the fighting right in front of them, with an explicit threat to kill them if we didn't obey. They seem to have escaped physical harm, though no doubt they'll need a gentle, understanding touch for quite some time."
"The leader escaped out the children's bedroom window, but Salmok chased him down and dragged him back. Two thugs escaped, and two were knocked out. Hopefully they will provide some good intelligence later. All the rooms were inspected, but not closely so as to avoid disturbing any evidence. The study has been thoroughly searched and tossed around. It seems these bloodthirsty attackers have a keen interest in the family business."
I did not include a reference to the will in the above description, as our group would've had a couple of minutes to decide what to do with it. Molvil, being Lawful Good, would strenuously object to destroying the will, but will insist that it only be shared with the sherrif with the full context:
Thoughts?

GM Khouri |

No, it is early morning by this time - the servants were killed before they could set the morning fires.

GM Khouri |

Characters capable of casting psychic spells or who have the Psychic Sensitivity feat gain access to skill unlocks—a host of esoteric skill uses not available to other PCs.
I don't see anything in the rules that says you need to do anything additional to have access to them. Also...
Pathfinder Roleplaying Game: Occult Adventures
Skill Unlocks: All psychic skill unlocks on pages 194-197 are legal for play.
...so yes, any psychic caster can use the skill unlocks, providing you meet the criteria (ranks) in that skill.

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Hey @GM Khouri. Hope everything is alright. Been over a week since we've heard from you! If you're still having trouble logging in, delete your cookies - that'll help.

GM Khouri |

sorry my computer hasn't been letting me log in for the last week I will try to get caught up. I'm actually really frustrated because I talked to paizo customer service a week ago and they said "they were aware of the problem and trying to fix it" nothing about "everyone else can still use it - try resetting your cookies"

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Since the Sheriff is going to try to keep the evenings events quiet for the day, everyone please take a long rest to prepare for the big ending combat "dungeon." If you alert the Sheriff before you strike, She will release Almara shortly after.
Done for Molvil. If there's time, she'd like to dash out to buy a coil of silk rope and another potion of CLW for a total of 60 gp. If not, she'll make do with what she has.

GM Khouri |

You absolutely have time to make purchases as well.

GM Khouri |
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Also I want to say in the last week, I *really* missed this group - it is my favorite, you are all such creative players! :)

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Well, when you don't have rope and need to catch some bad guys without just being a bunch of murder hobos... ;D

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Also I want to say in the last week, I *really* missed this group - it is my favorite, you are all such creative players! :)
Thanks!! You’re doing a great job! :-D

GM Khouri |
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So I saw both Charm Person and Disguise Self were suggested as courses of action, and they are both slightly weird spells that I've seen quite a bit of table variation on, I thought I would go over my interpretation of them just so there are no surprises.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Since Disguise Self is solely a physical illusion, they would be required to touch you to get a Will Save to see through the Illusion. Also since you are not familiar with Borvius' mannerisms, that might tip off someone who knows him well (But I can't find literal rules text that says what type of modifier or whatever that would be. however there are set modifications to the perception roll so that should cover it without double-stacking.)
You get only one Disguise check per use of the skill, even if several people are making Perception checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is.
The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance (DC modifier table).
If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks (DC modifier table). Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.
'Associates' of the person impersonated (which is what I would think employees would be) get a +6 to their perception check against your disguise, and always get perception checks against your disguise. However, since you get +10 due to Disguise Self this is still in your benefit.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
This spell basically changes the target's attitude to 'friendly.' However under diplomacy, 'friendly' still requires checks to make requests. I feel that the wording in Charm Person overrides this a bit, because it specifies "you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do" insinuating if it is something they WOULD ordinarily do, no check would be required. I will specify this more under diplomacy.
If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.
Request Diplomacy Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in punishment +15 or more
Additional requests +5 per request
As per diplomacy, a 'Friendly' NPC would offer limited help and advice but only a 'Helpful' NPC should be willing to offer more direct aid or action. There are 2 ways to reconcile this with the wording of Charm Person. 1) cast Charm Person, then use Diplomacy to try to make them 'Helpful' so you don't need to make further checks. 2) GM fiat rule that Charm Person is more like halfway between 'Friendly' and 'Helpful,' so easy requests (-5 or +0 modifer) can happen without a check, but more difficult requests (+5 or more modifier) would require opposed Charisma checks, per Charm Person. I think it seems overcomplicated to have to make Diplomacy checks AND opposed Charisma rolls every time you make a request.
I have limited experience with these spells in the context of Pathfinder Society, so input is appreciated - please let me know if anything is missing or confusing, or if you have seen these spells normally played through differently.

GM Khouri |

@Nilah, your character sheet doesn't mention where you got the +4 for lying. I assume you traded out the Tiefling racial trait 'skilled' for 'beguiling liar'?

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Sure, I'll give you +1 for the RP, but based on the information they have, I'm going to say this is a "far-fetched" lie which lowers your DC to 19... and I will roll his Sense Motive secretly since you won't know if you succeeded or not.
Is it far-fetched that Borvius is in jail, or that we're sent to deal with it?

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Ejtehah and Magdelina had mentioned charming them, each in their various ways. I'm waiting to post to see what they do.

GM Khouri |

Ah, I always miss the SQ notes, thanks!
Far-fetched that *YOU* were sent to deal with it.

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Ejtehah and Magdelina had mentioned charming them, each in their various ways. I'm waiting to post to see what they do.
I didn't want to take the limelight from Nilah or Salmok, and was happy being the eye candy in the back row twirling a piece of licorice on her thigh while biting the tip of her index... [-TMI] flkasjldfjla;sjdflasdlfk;jasfjasl;j [/-TMI]
(However, I'm happy to devise a wily clever post, complete with some die rolls if some of you has a suggestion on how things could be improved here! ;) )

GM Khouri |

I know this must feel railroady, but the bad guys' gang literally has a list of your characters descriptions, but there's no way your characters would know that at this point.
The sign/countersign was added by me when the bad guy made his roll, but only just - to show he was still suspicious of you and give you a hint as to how organized this gang is.

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What Professor Masaendri wants to do is cast Color Spray on both of them, but is too far away this round. I'll give Nilah time to post (probably tonight, as Mondays are really full IRL), since she's blocking the door right now.

GM Khouri |

In regards to Swift actions during Surprise rounds:
..."Combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round." (Under Surprise round rulestext)
"You can take a swift action anytime you would normally be allowed to take a free action." (Under Swift actions rulestext)
"Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn." (Under Immediate actions rulestext)
So yes, during a surprise round, you may take a Standard OR Move action, AS WELL AS Free actions and 1 Swift (or Immediate) action.
Soo basically the surprise round only takes away 1 Standard/Move action.

GM Khouri |

So far, the whole game we have been doing doors RAW which is as a separate move action. HOWEVER looking at the rest of this map, that is going to be a pain in the ass as there are lots of doors. IF YOU ALL AGREE I will change this to "open unlocked doors as PART of a move action" instead (including trap doors).
This means enemies can flee from you faster, but also that you can follow them faster, so it should be negligible, just make it take less combat turns to do so (rather than move 5 feet, open door, end turn). Locked doors would still take a whole move action.
Please vote:
1) continue as is - doors as separate move actions
2) change it - doors as part of a move action

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1)
But you shouldn’t make your life complicated because of such topics. :-D just decide and we follow!
You’re the GM!!

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I'm fine with anything :).
Also, I realized Salmok never healed after last session so he's stuck at 1/11 HP. Though with rest, it'll be at 2/11 HP. Can we retcon some healing perhaps?

GM Khouri |

*whines* but making decisive GM calls IS complicated! LOL
Since at least 1 person wants to keep going the way we've been going I won't bother changing it.
@Salmok Absolutely! You had a long rest in that time period, so you definitely would have had the time. If no one in the party has healing you can always buy a potion or scroll in town as well.

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Thanks! Does anyone have healing? If not, Salmok can purchase a wand of CLW (with PP) if someone can use it.

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The Professor votes 2. It always bugs me when I lose the rest of my movement because of a door. Also, it helps resolve combat more quickly.

GM Khouri |

OK since the vast majority want to change it (and I do too) let's retcon that a bit -
@Ferdis would have gone through the trap door at the end of his first round, got up from the floor on round 2 and used a move to move away you don't know where.
@Salmok Would have been able to move through the trap door at the same time he opened it during round 2 (climbing down the ladder is at 1/4 movement speed) if he had movement left.

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Did Ferdis move, got up, and moved again? or did he start his round prone, got up, and moved? also, can Salmok jump down as free action if adjacent to the hole? (Acrobatics lets you mitigate some falling dmg and prevent landing prone too, I think...)

GM Khouri |

Ferdis failed his acrobatics check to jump down, started his round prone, got up, and moved.
Re: @Salmok jumping down as a free action - sure, as long as he has movement to get fully into that square left

GM Khouri |
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(posted in round 2 - I understand its hard to find)
Sanguine Ooze Swarm abilites
When the swarm moves into your square you get an AoO on it. It deals damage at the end of its turn to everything it envelops.
"Viscous" rules text
Whenever a sanguine ooze swarm makes a swarm attack on a Small or larger creature, that creature must succeed at a DC 13 Reflex save or be covered in patches of sticky ooze globules. Those who fail are entangled until the patches of ooze are removed. The ooze can be removed by spending a full-round action to fling off the globules— though this action might be impeded by the ooze’s effects. If a creature affected by this ability takes any amount of cold damage, the ooze patches are immediately destroyed.
Then at the beginning of your turn if you have globules attached:
"Euphoric Slime" rules text
Sanguine oozes are composed of congealed euphoric toxins. Any living creature that begins its turn affected by the swarm’s viscous ability must make a DC 13 Fortitude save or erupt into uncontrollable laughter and be effectively staggered for that round. This is a mind-affecting effect. Creatures immune to poison are immune to this effect.
If you are staggered you can still remove globules as a "full-round" action - split over 2 rounds per this rule:
Start/Complete Full-Round Action
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

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@Nilah: toss one of the catwalk bodies into the ooze swarm to feed it and keep it busy... then all of you get out of there! :)

GM Khouri |
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Hey I found this rule that seems useful:
Accelerated Climbing
You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).
Can't find a DC for ladders (which is one reason why we don't normally roll for ladders) but considering a knotted rope is DC 0, I'm thinking an actual ladder is even easier, so say DC -5. So moving twice as fast (1/2 your regular speed) would cancel out those out and make it DC 0, basically. So you would only need to roll if you have a negative modifier of 2 or more.