
GM Watery Soup |

Okay, so here's the weirdness with the monolith, the leeches, and the Fort save: the consequences for failing the save is forced movement, and the leeches are immune to the effect. Movement out of the creature's reach normally breaks Grabs, so I don't know if you can voluntarily fail the Fort save and break the grab. I'm going to ask the forums, but I don't know if I'm going to get a definitive answer before the next round.
My field ruling is going to be no; presumably, any creature strong enough to prevent you from walking away is strong enough to prevent something pushing you away. The text of Grab also specifies that it's the monster that needs to move away, not that their Grabbed prey gets moved away. The other way seems to open up a big loophole where an ally can Shove you out of a Grab and you can voluntarily crit fail the save.

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Or the leaah is moved with you... how big are they compared to us?
I'd probably go with they move with us, or could drop as a free action.
Then again, if they are much bigger than us, then maybe they anchor us.

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Here is my reading of the rules. It will be interesting to see how it matches up against that of the forums.
The Grab ability of monsters states that: A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
By RAW, it seems to me that it takes a successful Escape action by the PC, or the monster moving away from the PC, for the grab to end. The PC moving away from the monster would not end the grab based on this rule.
Looking at the Grabbed condition, we see that it gives you the flat-footed and immobilized conditions.
Looking at the Immobilized condition, we see that If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
So for the monolith to force move a PC grabbed by the leeches, it seems that the monolith has to roll against the Fortitude DC of the leech. This roll would presumably take place only if the PC had failed their roll against the Fortitude DC 18 of the monolith's wave.

GM Watery Soup |

Well, apparently voluntarily failing a save isn't a thing. Or it's not a thing any more. Roll away on the Fort saves, I'll roll for monolith vs leech if it comes to that.

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Yes. I'm on my phone so it's not easy to make a GM post. Will update later today.
No worries, I was just trying to get confirmation that I did not miss something and no one was waiting for me.
Now, if I was unconscious should I still roll the fortitude save?
And another one, if that leech will not let go of Hopper, and he will not be healed, on its turn it will suck blood 3 times which would bring Hopper from dying 1 to dying 4. And that could be the end of old Hopper.
Just letting you know ;) There is of course still recovery roll and Hopper's hero point, etc., etc. :)

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I'm a smidge confused by the status of the Orange Leech. In the post right after Lazarus's attack, it shows it at -35 and struck-out, presumably indicating death. After Fumbus throws fire and acid at the red leech, the strike-out on the orange leech has been removed and it still appears on the map. Unless told otherwise, I'm going to assume the orange leech is dead.
And another one, if that leech will not let go of Hopper, and he will not be healed, on its turn it will suck blood 3 times which would bring Hopper from dying 1 to dying 4. And that could be the end of old Hopper.
Given that Hopper has been reduced to 0 HP, he is currently at Dying 1 (unless the blood drain effect is nonlethal, which seems unlikely). Let's assume that nothing changes between now and Hopper's next turn. Here are the possible scenarios as I see them:
0: Hopper succeeds at recovery roll -> Wounded 1
1: Hopper takes damage -> Wounded 1, Dying 2 (+1 Dying, +1 for Wounded 1)
2a: Hopper takes damage -> Dying 4 (+1 Dying, +1 for Wounded 1)
2b: Hopper uses Hero Points -> Wounded 2
3: Hopper takes damage -> Dying 3 (+1 Dying, +2 for Wounded 2)
or
0: Hopper fails recovery roll -> Dying 2 (+1 Dying)
1: Hopper takes damage -> Dying 3 (+1 Dying)
2a: Hopper takes damage -> Dying 4 (+1 Dying)
2b: Hopper uses Hero Points -> Wounded 1
3: Hopper takes damage -> Dying 2 (+1 Dying, +1 for Wounded 1)
or
0: Hopper crit fails recovery roll -> Dying 3 (+2 Dying)
1a: Hopper takes damage -> Dying 4 (+1 Dying)
1b: Hopper uses Hero Points -> Wounded 1
2: Hopper takes damage -> Dying 2 (+1 Dying, +1 for Wounded 1)
3: Hopper takes damage -> Dying 4 (+1 Dying, +1 for Wounded 1)
It turns out that the best possible outcome is for Hopper to fail his dying recovery check, but NOT crit fail it. Assuming he doesn't crit fail it, the the good news is that he'll survive the leech's turn, which gives us yet another opportunity to save his butt. But even if we manage to get him some HP. He'll end up at either Wounded 2 or 3, which means that if he goes down to 0 HP again, he's done.
We really need to get Hopper ungrabbed, out of the water, and away from the leeches.

GM Watery Soup |

I'm a smidge confused by the status of the Orange Leech.
Orange is dead. Sorry.

GM Watery Soup |

Pardon me for just noticing, but Grabthar's Hammer? Is that a Galaxy Quest reference??

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Ouch, does that persistent fire damage stack?
Is it one flat check to remove all the burning, or two each of which reduces the burning by 1d4?

GM Watery Soup |

Persistent doesn't stack. It's 2d4 from the crit and overrides the 1d4 initially.

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Pardon me for just noticing, but Grabthar's Hammer? Is that a Galaxy Quest reference??
Haha...yes. I wanted this arrogant, elf investigator, and I thought of the late great Alan Rickman playing the stodgy, brainy Dr. Lazarus from Galaxy Quest. Naturally, I had to work in his 'By Grabthar's Hammer...' tagline, so he has his aptly named throwing hammer. :)

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If Teja can hang on, Lazarus is in position to Battle Med next round. If Devise didn't give me a 19 this turn, I would've done it now. But didn't wanna pass up a sure hit (and possible crit). In any case, if you move, maybe try to stay close to Lazarus if possible?
GM, if Lazarus' Recall Knowledge provides any info, with your permission, he'll share it quickly with the group.

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Jayma, I'm sorry I forgot to list the damage to the monolith. It's -2 hp after hardness, and you're free to revise your actions if you want to do something different.
Nah. I’m good. From the description I figured only 1 or 2 HP got through, but thanks for confirming what appears to be some form of hardness/resistance rather than an outright immunity.

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GM: I'm not sure Purple's HP status is correct. It was at -27. Lazarus hit it for 6 hp, and looks like it took 5 hp from persistent acid. I believe it should be at -38, but it's currently at -32. Can you check that?
Teja: You posted, but I don't believe it's your turn. Looks like our group still has to wait for Fumbus and Hopper (and the yellow fox).

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Good point. So used to being the last person to post. I'll move myself back on the map, but if my turn comes up and I'm still conscious, feel free to bot me for that move.

GM Watery Soup |

RxGus, can you fill out the following information for the character your credit is intended for?
Character Name:
PFS Number:
Faction:
Earn Income Roll:

GM Watery Soup |

Primary Objective
[X] disable at least one of the abyssal batteries
Secondary Objectives
[X] disable both abyssal batteries AND [X] return to camp without needing
to be rescued.
Bonus Reputation
[X] find and explore the demoniac camp AND [X] witness the vision after approaching the carved stone in the center of the clearing
Treasure Bundles
[X][X] Owlbear encounter
[X][X] Demoniac camp
[X][X] Water monolith
[X][X] Climbing the ruins
[X][X] Fire monolith

GM Watery Soup |

Everyone except Fumbus: your Chronicles can be found here.
Please let me know if any revisions are required.

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Mine looks good! Thanks for running the game, Diaze...Watery Soup!
Thanks for being a great bunch of players, everyone else.
Jayma, I'm sure I'll see you around soon.

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One of the agents Gorm calls for is an orc investigator, who combs the monoliths and the camp thoroughly.
In his downtime, he seems to be in the late stages of Crafting a small onyx dog figurine. When he's done, he begins crafting a runestone with a +1 weapon rune on it.
Crafting, Eyepiece: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 vs DC 16

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Chronicle looks good to me.
I second Zabu’s sentiments. There’s nothing like a good adventure run by a good GM and shared with good players.
I look forward to the next installment in the Jayma-Zabu Adventure Series ©

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Looks good for me too. Many thanks for the game. Just sorry I wasn't very effective. Except at absorbing damage :-(

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Thanks for running, Watery Soup, and nice to have the chronicles so quickly!
Always fun playing with a good group of players who really get into the role-play. Enjoyed your PCs and how you all played them. Games like this, heavy on RP, are why PbP can be SO much better than VTT/F2F. Good fun. Thanks to all!

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Looks good for me too. Many thanks for the game. Just sorry I wasn't very effective. Except at absorbing damage :-(
You're telling me! I don't think I've had so many failures and critical failures in one game in my PF2 career!
Zabu's supposed to be knocking people down and ripping out guts but he couldn't land a hit this time.
I'm surprised Jayma didn't mock him more.

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Chronicle looks good, it is downloaded and saved.
Thank you all for playing, I enjoyed this game a lot. It's funny how some sections like hexploration can be limited to a minimum via PBP by rolling many of them in one posts, as a result, shortening the game length.
GM - great job, interesting engagements and handling of the map and tracking of conditions was done well. I liked the level of RP, and as always I think I could have done better.
Hopper-wise - I like how Wolfie allows him plenty of mobility for 1 action and a very good melee attack. I think I need to give up on poison, I tried it in 5 scenarios now, and maybe it worked like once.
I can use this reagnant to get some out of combat mutagen for social interactions or similar.
Lightning bottle - yeah it is great, flat-footed for a round when hit gives plenty of value, especially to range characters. I took it for this mission mostly for Teja as then you get a bonus to sneak attack.

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You're telling me! I don't think I've had so many failures and critical failures in one game in my PF2 career!
Zabu's supposed to be knocking people down and ripping out guts but he couldn't land a hit this time.
I'm surprised Jayma didn't mock him more.
On the other hand, I don’t think Jayma’s had so many of her spell attacks crit in one game. It was (almost :) a little embarrassing. And she didn’t lose a single HP along the way!
As for mocking Zabu more, well... maybe she’s developing a soft spot for the brute... or maybe she’s snippy but not to the point of cruelty... or both... or... stay tuned.

GM Watery Soup |

I am assuming that Thimic is currently level 1, which means that the Chronicle won't be applicable until they are level 3. I'm filling out GP for level 3 and using the character level 3 (task level 1) DC for Earn Income.
Your Chronicle is in the same folder.

GM Watery Soup |

I'm closing this campaign. Please PM me if you need anything.