
PFS 2 GM ZD |

looking at initiative order. Pip goes first. Which means, since she has to heal herondal. Bardyth tree would actually heal bardyth as most injured at that time.
Just a reminder. I run PBP by block initiative. I put up who may go and can go in any order, usually in post order. Exception if wish to wait for abilities.

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That is the way I run it as well, post order unless someone says they want it to happen after another character. Common cases of waiting is someone hoping for flank, waiting for an archer to shoot before charging, or hoping for a bard song.

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Understood

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Herondal, you might want to save that hero point. Pip’s countersong gave you a result of 30 on the save since everyone is within 60’ of her and the effect had an auditory component.

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Yup. I spent my hero point so that you would not have to spend yours. Take it back, Herondel!
Also, GM... Red is owed another 2d6 of persistent damage. I cast Blistering Invective as a fourth level spell with 4d6 of persistent damage.
Hmm

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Have you taken your action for this round, Pip? Looks to me like you only did your reaction, not this rounds actions.

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D'oh! I should do the THINGS!
Hmm

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Counter Performance is a REACTION. So... It would have happened when you got bitten, before your save. I still think it was a worthwhile thing to do, even if it ended Inspire Defense.

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Was going over some other things and just realized I can’t sneak attack with the spear since it isn’t agile or finesse. Hopefully the Silversheen will make up for this.

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At this level, many of the monsters with weaknesses have a +10 weakness. If this is the case with the Yeth Dogs, that will on the average be far better than 2d6 sneak attack. Go, silver!

PFS 2 GM ZD |

@Salliss, are intending to throw the spear this round. You are adjacent.

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@Salliss, are intending to throw the spear this round. You are adjacent.
As I understand the rules, there is nothing preventing you from throwing a weapon when adjacent. Since it had come up in my own game of Headshot the Rot, I had looked for anything that would prevent the creature from being flat-footed. You can find the thread here.
Since Salliss has his other hand free he could attack with fist. Therefore he is threatening the creature when he throws. Hopper is on the other side to complete the flank.
With an average to hit roll of slightly over 5 for the past three attacks, I can use every advantage I can get.
——
Can I tell if the silver is doing enough to make up for not getting sneak attack?

PFS 2 GM ZD |

PFS 2 GM ZD wrote:@Salliss, are intending to throw the spear this round. You are adjacent.As I understand the rules, there is nothing preventing you from throwing a weapon when adjacent. Since it had come up in my own game of Headshot the Rot, I had looked for anything that would prevent the creature from being flat-footed. You can find the thread here.
Since Salliss has his other hand free he could attack with fist. Therefore he is threatening the creature when he throws. Hopper is on the other side to complete the flank.
With an average to hit roll of slightly over 5 for the past three attacks, I can use every advantage I can get.
——
Can I tell if the silver is doing enough to make up for not getting sneak attack?
Hmm..I will look through the thread.
And yes, the silver is definitely hurting the beast more than sneak attack without it would.

Alexander Woods |
I can confirm no rules against throwing while adjacent. (Or shooting a bow while adjacent. Just like reach weapons can attack things within their reach now.) Alchemists need to throw while adjacent every now and then. ;) the big negative is the risk of getting AoO'ed since it becomes a ranged attack, also that no strength (or in thrown, half strength). Also that being Flanked is a sort of pseudo condition that applies to only the flanking individuals. It doesn't care about what makes the attack, just that the conditions for it exist. (It's what makes a Eldritch Trickster viable against non-AoO enemies.

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Hmm,
To diverge a bit from the topic. Why do thrown weapons add half-strength?
...Ranged weapons don’t normally add an ability modifier to the damage roll, though weapons with the propulsive trait add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier...
Wouldn't that mean full STR is added to thrown attacks?

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Which of the current enemies are concealed? I've lost track.
EDIT: I just rolled concealment in case.

PFS 2 GM ZD |

None are currently concealed unless they are in completely in the undergrowth.
If they are otherwise hidden, I'll put it in the initiative tracker. If they become undetected, I'll leave a marker in their last known location.
Reference the flanking question, I am in agreement. It does not have the same restrictive language 1E had.

PFS 2 GM ZD |
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Had family show up early for the holiday weekend...really early. I'll post when i am able. If I can not before Monday, hope everyone has a good weekend.

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Sure! THanks for letting us know. Happy Thanksgiving to those who celebrate and the ones in other part of the world ;)

PFS 2 GM ZD |

Manage to sneak one in before the breakfast.
When you get a chance, make sure you have the appropriate number of hero points.

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Huh, yep. You are right. Thrown is full strength. My bad on that. (I even have it as full strength on my character sheets... no idea why I kept saying half... I blame only getting 5-6 hours of sleep a night due to my little one. (Can't wait for when he starts sleeping longer)

PFS 2 GM ZD |

That shall come with time.
I remember PBP kept my gaming fix going when my son was a newborn. I would sit him in my lap while I play.

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So is the square that is two above Herondal’s tree difficult terrain? Trying to figure out if I can make it there in one move (45’ speed) assuming someone else takes out the yellow yeth hound.

PFS 2 GM ZD |

No. I don't think it has enough undergrowth to be considered as difficult terrain.

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So is the square that is two above Herondal’s tree difficult terrain? Trying to figure out if I can make it there in one move (45’ speed) assuming someone else takes out the yellow yeth hound.
Keep in mind that you have Drakeheart mutagen so you can use Final Surge to get 2 move actions in one ;) Unless another fight starts right after this one, it could be a good time to use it.

PFS 2 GM ZD |
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Hero Point for Pip, her successful counter performance saved some of the party from a world of hurt. Also, her inspire defense changed a good bit of crits and hits to hits and misses this time.

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Quick question on the giving aid skill checks:
Does it depend on number of successes or highest level of success?
If it is level of success, I don’t want to reroll since I would need a critical success to improve things. My chances of crit fail and crit success are about even, so it likely isn’t worth it.
If it works off number of successes, my chances of success are pretty good.

PFS 2 GM ZD |

This is a weird skill check encounter.
It is highest level of success for some, since it grants certain items. It also has components of individual rewards and penalties. But there are also penalties if individual PC's critically fail.
For example, the Demon Lore is a success and granted you a few items. A critical success would have given you better items. But a critical fail would impose a penalty to the individual PC.
I'll give out the statuses so far and you can decide what you want to do with them.

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Assuming we have any sonic scrolls left can I use one to put into my spellbook? How would that work?
You would use the Learn a Spell activity.

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Sorry for the lack of posts from the past few days. I got knocked out by a bad sinus infection for a few days and then when I tried getting back on the boards last night, they started giving me no store pages half way through getting posts in.

PFS 2 GM ZD |

No problem. I was gonna wait until my Monday night to update and move us along.

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So, a bit of logistics:
- Hopper got a single piece of freezing amunition, he does not use range weapon. So he could take an arrow and give it to Pip or Salliss.
- He would take 4 moderate Alchemist fire's (unless someone wants them as well).
- He will pass the Drakeheart mutagen to Salliss, but he can hold to Mistform Elixir and actually pour it into Bardyth during the first round of combat. Hopper has quick bomber so he pulls bombs as he throws them, He can travel with an elixir during the first combat round he can use interact action to feed him elixir. That would mean that Bardyth can use his regular first round for raging and attacking. We are net saving 1 action.

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Might give the ammo to Pip since she uses a bow more. Otherwise, yes Salliss would take a freezing arrow.

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Would Water Walk work with the lava and make it so the person takes only d6 Fire damage for being above it?
I have a scroll of that, which is why I ask.

PFS 2 GM ZD |
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Would Water Walk work with the lava and make it so the person takes only d6 Fire damage for being above it?
I have a scroll of that, which is why I ask.
Sure.

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Who took my ring of fire resistance? I did offer it up. Speak now.

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Who took my ring of fire resistance? I did offer it up. Speak now.
I don’t think anyone did. You would still have it.

PFS 2 GM ZD |

Whoops, added two Hopper's trees.
northern tree, 1-hopper. 2-Ionic: 1d2 ⇒ 2
Fixed. Good catch. No more identity crises.

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Guessing there were no possible knowledge rolls to know these were Trolls ahead of time... Now I have to figure out how I'm gonna do my actions... cus I have defensive elixirs specifically for when running into trolls. But it means hands issues again. XD

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It is too bad that there weren't advance knowledge checks, because then I could have changed my primal spell to acid splash.
I don't normally criticize other game writers.... but wow. Why did the author of this one give us achemist fires instead of acid flasks? This makes no sense, unless they were doing a "this is high level, and an adventure is not always going to give you what you need" move.
I am so going to ding this scenario for that when I review it. Gang, we only have six of those sonic scrolls, and the trolls are spread way out. We need to do a sonic attack on a troll and then go all out on that one and try to kill it in a round if we can, otherwise staying ahead of the regeneration is going to be difficult.
Hopper, your quick alchemy is going to be key to our survival here. How fast can you make acid?

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I agree on giving out consumables like that, which aren't very helpful... At least the sonic scrolls were good. But I agree, acid flasks would have been much better... Maybe the author first wrote it with different trolls in mind, then swapped over to these and forgot to go back... only thing I can think of.
That said, if the trolls don't look like they are wielding weapons... I have a... less than desirable... solution for the acid on me.
I have a bandolier of 3 Minor Potions of Retaliation, Acid on me... Specifically due to my character's immense hatred of giant kin, and that acid is soo good versus trolls... which are giant-kin... hence the "if advance warning, i would have drunk one myself", cus i get hit a lot
having three, means two others who think they are gonna get punched, can grab em off me and take a swig.
I've had these since level 3, and couldn't afford better at the time, else they'd be better ones... Backstory is where the Giant hatred comes from XD

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So how does Bardyth feel about taking acid damage?
Range 30’
Two Action Arcane Acid Splash: 1d20 + 13 ⇒ (20) + 13 = 33 CS: +2 persistent damage
Acid damage: 1d6 + 4 ⇒ (3) + 4 = 7
Acid Splash damage: 1 = 1
If I were to use my scroll of water walk, I could get into position to hit any of the trolls with it.
I also have another scroll of resist energy if Bardyth would rather not take the 1 acid damage per round that I would be doing.
Edit: Of course it would crit when I was just doing the spell in discussion! Grrr….

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Pip can cast 1 fly. Who do we want it on? Pip could easily cast it on herself to position for casting the sonic spells, or she could cast it on others like Bardyth.

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@GM is there any chance that there is a revised version of this scenario? I looked a bit about that Alchemist Fire bombs with regards to this scenario and I found 1st Review on that site within the trailer it speaks of scrolls of sound burst and acid flasks :|
I don't own the scenario so I can't check myself:(
Anyways with regards to Hoppers options: I have 3 reagents => I can make 3 Moderate Acid flasks :( If we need as many rounds of dealing any acid damage, Hopper has alchemist crossbow but without any runes (the actions never worked out for me with it). You make one bomb(1 action), spend an action applying it to crossbow, then you can make 3 shots, and all deal 1d6 acid +1d6 piercing damage.
THe last option is to make Energy Mutagen (acid) that makes you deal 1 acid damage extra with melee attacks but gives you weakness 5 to fire, cold and sonic. And weakness 5 to fire can be brutal here.
Unfortunatelly I don't have perpetual infusions to create unlimited number of bombs

PFS 2 GM ZD |
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Guessing there were no possible knowledge rolls to know these were Trolls ahead of time
There was. Had to get a critical on the Perception check to get it.
I don't normally criticize other game writers.... but wow. Why did the author of this one give us achemist fires instead of acid flasks?
Thanks for calling it out. It is acid flasks, not alchemist fire. Do not know where that came from. So please do not criticize the writers, that is my honest mistake. Send me to the Pyre if you must for this.
That shows me make sure to copy text from the book. My mind makes up things when it wants too
I will wait a bit to update, just to see if this will change anyone's actions.

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Thanks for calling it out. It is acid flasks, not alchemist fire. Do not know where that came from. So please do not criticize the writers, that is my honest mistake. Send me to the Pyre if you must for this.
Hopper is gathering wood... :D - Kidding of course.
No harm was done, mistakes happen to the best of us ;)
====================
With regards to change of action:
- I would most likely throw the Acid Flask at that creature instead of Blight Bomb. If I can preserve the 20 ;) I would totally do it. If not, I would stick with my action this round.
Reasoning:
My crit attack made 12 +2 = 14 dmg + 4d4 persistent damage. My guess is that this dmg will be similar to the regeneration of the troll. So we can assume that my attack 'disabled it' at the same time I made 4d4 persistent poison dmg that could stick for future rounds.
Acid flasks do 1 acid dmg + 2 splashes + 2d6 persistent (if hit) so new roll means that I can simply disable the regeneration by splashing it, or disable and make 2d6 persistent acid dmg,
So I feel like roughly it is the same.