The Slithering (Inactive)

Game Master DoubleGold

Map is up



DungeonMaster

You can apply this to any character. Character gets 12 XP and 30 treasure bundles, each in 4 XP and 10 treasure bundle increments in case he/she levels up

Name
Faction
Character Name and Number
Day job, rolled 3 times or 6 if fielded agent.


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

Cool, happy to be here to test out an inventor! About to go to bed now, but I’ll post tomorrow morning.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Eegkokirro comes to Kibwe about four times a year for seven to ten days at a time. He can also be found in the region north of the city most of the time. Maybe some of our characters know each other? Feel free to say you know him if you like.


DungeonMaster

eegkokirro, do you get recall knowledge automatically upon rolling init, or is that an action on your turn?


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

The Investigating exploration activity allows him to make a free Recall Knowledge check whenever he firsts encounters something.

This is Lani's first time in Kibwe, so she probably wouldn't know any other PCs yet.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Yes, Recall Knowledge was an action for the round. I will mark my actions better.

I hadn't thought about that Lani. Thanks for the reminder.


Nonbinary NG Elemental Heart Dwarf Monk/Barbarian 5 | HP: 23/75 | AC: 23 | F: +12 R: +9 W: +13 P: +12 | Spd: 30ft | Hero Points: 1 | Conditions: None

I think Mok goes before me with a 25, unless I had +1 from somewhere.


DungeonMaster

Akmaka we are doing block init, so you can go, as you are still before the enemies, you don't have to go in exact turn order, that slows up play by post.
Eegkokirro, recall knowledge is normally an action, but I just wanted to check and make sure you didn't have a feat that allowed to do it for free first.


Nonbinary NG Elemental Heart Dwarf Monk/Barbarian 5 | HP: 23/75 | AC: 23 | F: +12 R: +9 W: +13 P: +12 | Spd: 30ft | Hero Points: 1 | Conditions: None

Ah gotcha, thanks for explaining!


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6
Eegkokirro wrote:
Eegkokirro comes to Kibwe about four times a year for seven to ten days at a time. He can also be found in the region north of the city most of the time. Maybe some of our characters know each other? Feel free to say you know him if you like.

Kisharn's in Kibwe most of the time, except for occasional travels, so we could quite easily have met up at some point.


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Mok lives in the jungles away from most people...maybe someone who spends time in the wilderness has met him?!
I picture him as a sort of Tarzan-like character...raised by apes sort of thing!!


Nonbinary NG Elemental Heart Dwarf Monk/Barbarian 5 | HP: 23/75 | AC: 23 | F: +12 R: +9 W: +13 P: +12 | Spd: 30ft | Hero Points: 1 | Conditions: None

I'm surprised you went Fighter for him instead of Ape Instinct Barbarian!

BTW, looking at your sheet, do you have a 4th level class feat? I only see Power Attack and Brutish Shove. Also, where are you getting Powerful Fist from? Do you have an unlisted Martial Artist or Monk Dedication? Just curious!


Nonbinary NG Elemental Heart Dwarf Monk/Barbarian 5 | HP: 23/75 | AC: 23 | F: +12 R: +9 W: +13 P: +12 | Spd: 30ft | Hero Points: 1 | Conditions: None

Also I think you should only deal 2d6 with your +1 striking fists, not 3d6, sorry to say.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

That sounds great Kisharn. In Eegkokirro's background, I wrote that he taught his tribe a line dance for a wedding. Maybe he learned the line dance from Kisharn after they had been friends for awhile.

Mok, Eegkokirro lives four days travel north of Kibwe, but he wanders the region looking for plants to grow at his village as well as potential threats that may visit his village. He and Mok have a good chance that they met at some point in the past three years (when he really started to explore the region more to the east and west).


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

OK...here is the breakdown for my character's attack:

Traits Shove, agile, finesse, unarmed, Magical
Melee 0 (Brawling)
Melee Strikes: +16 / +12 / +8
Melee Damage: 3d6+4 B +1d4 pers Bleed on crit
Melee Crit Damage: 3d6x2+8 B+1d4 pers Bleed on crit
Group: Brawling

Description

Brawling Specialization (DC 21)
The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.

Striking
A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage.

You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes’ Prices.
Traits
Unarmed: Not a weapon, and can't be Disarmed.
Agile: Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).
Finesse: Can use your Dex modifier to calculate attacks with this weapon.

Weapon Group: Brawling
A weapon’s group classifies it with similar types of weapons. This affects what the weapon does on a critical hit if you have the ability to use critical specialization effects, and some abilities reference weapon groups.

Critical Specialization Effects
Brawling Specialization (DC 21)
Target gains slowed 1 until the end of your next turn (Fort neg).

I am new to 2nd edition so I am sure there might be an error in this, but I did use Hero Lab to make the character.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

I'm not sure where the third die is coming from either.
The only thing I can see is if you're figuring in power attack. That would bring you up to 3d6, but it takes 2 actions so it won't be on every attack.


DungeonMaster

Yeah, the third die is from powerattack, you would normally roll 2d6+4
B on a hit.


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Your right... the system auto-turned on my power attack. I was beginning to wonder what had happened as well (would not be the first time Hero Lab was a bit wonky)


Nonbinary NG Elemental Heart Dwarf Monk/Barbarian 5 | HP: 23/75 | AC: 23 | F: +12 R: +9 W: +13 P: +12 | Spd: 30ft | Hero Points: 1 | Conditions: None

That makes sense. I think you still might be missing a class feat though!

Oh and also I just realized, Brutish Shove requires a two-handed melee weapon, so it won't work with your unarmed attacks.

Hope I'm not being annoying, just want to help!


Male Orc; AC 19; HP 75; Saves-F +13 R +11 W +10; Per +10 (low-light, darkvision, scent)

Not at all Almaka...I am new to 2nd edition so all help is good!!! :-)


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

This is my second Pathfinder 2E game, so if I make a mistake, please point it out to me. I want to learn this system better.


DungeonMaster

So you have defeated a black pudding and the only one in the game. Here is a a good strategy to beat this thing quickly if you ever fight it again in Pathfinder 2e, but it is also very risky in the event they save a lot or the wizard rolls low. Every time you do slashing or piercing damage, it splits in 2 with each of them having half of the firsts HP, though it is immune to piercing/slashing. So, first person goes, backs ups and fires 2 arrows hopefully hitting once, maybe twice as it has a low AC. The second person goes and fires 2 arrows at those ones having 5 oozes. The third person goes and fires 2 arrows at those ones having 7 oozes. The fourth person goes and fires 2 arrows at those ones having 9 oozes. Somebody probably missed, maybe 2 misses. So 7 to 9 oozes, with each ooze having about 1/8 to 1/16 of the originals HP, most having 1/8 the last having 1/16. The sorcerer/wizard goes last waiting for the 4 to 5 others and casts fireball and now you have 7 to 9 oozes having to make the save, or 8 to 10 if you have 6 players. Average fireball damage is 21. So 21 damage to 7 to 10 targets. The ooze starts with 165 HP, so 1/8 is 21 HP while 1/16 is 11 HP. They are now cleared, or close to it, depending upon wizard's fireball roll and how they save. One of them is likely to crit fail though and one is likely to crit save rolling that many dice.

The same strategy was used in our 5e game, but with mostly melee weapons and the caster doing lighting bolt or something, only you don't get several attacks in 5e unless you are a fighter/paladin or ranger at 5th level, and you only get 2 attacks, not 3, as you could start out at a distance from it in pathfinder 2e and fire off three shots, so you can't split it as many times in 5e.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

Yeah, does seem a bit risky. In this case, I don't think we had much if anything in the way of area effect damage.

BTW: did you really mean a 37 DC on that Fort save?


DungeonMaster

Yeah, 37, good news is that it ain't harmful, but the DC 37 goes to show that most humans turn into an ooze automatically as they crit fail, unless they roll a nat 20, in which case most NPCS just fail, as nat 20/1 by rules ups or downs the stage success/failure by 1. So if something with 100 fort rolls a 1 against your fireball, it just saves instead of crit saves, or if rolling a 1 means it still saves but not crit saves, it will just fail instead of crit fail. As non human you can progress to stage 1 contagious, but not stage 2 and stage 2 means you turn into an ooze.


Nonbinary NG Elemental Heart Dwarf Monk/Barbarian 5 | HP: 23/75 | AC: 23 | F: +12 R: +9 W: +13 P: +12 | Spd: 30ft | Hero Points: 1 | Conditions: None

Hey I'm really sorry but I think I might need to drop, just have a lot going on and not feeling this character as much as I thought.


DungeonMaster

Understood, real life first.


DungeonMaster

Happy thanksgiving everyone, my post slowed up do to the holidays, I'll get a post up soon.


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

I will be taking the next several days off from work, where I do most of my posting. My posts will be less frequent until next Wednesday, 12/8. Please bot me if necessary.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Thanks for letting us know Lani!


DungeonMaster

No problem, we are still at slow pace for a while.


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

I will be out of town from 12/18 through 12/26, with limited or no internet access for much of that time. Normal posting will resume when I return on Monday, 12/27. Please bot me as necessary.


HP 80/80 AC 23 Fort 12 Ref 14 Will 11 Perception 11 Stealth 12 Iruxi Swashbuckler 6

I'm sort of amused (and kind of frustrated with myself) that despite knowing the basic premise of this module, three of us built characters handicapped against oozes. Especially me and Eegkokirro, both with precision damage.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

This a time when my ignorance really makes my PC not as effective. If I had known oozes had their damage reduction to slashing and piercing weapons, I'd have given Eegkokirro a light mace. In a way though there are plenty of times in life when I have not been prepared for the situation in hand. So, that's where Eegkokirro finds himself. Maybe they can run to a weapon shop real fast and get some bludgeoning weapons?

Also in some combats, Eegkokirro can apply poison to Kisharn's weapon too, especially if they are standing next to each other at the start of combat.


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

I'll be taking another short staycation from 1/1 through 1/5. Posting will be sporadic until I return to work on 1/6.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

I don't know how much gold was left during character creation. At this point, I imagine Eegkokirro running to a weapons shop (doing a Lore (Kibwe) check to find one that would let him trade his weapons for something else). Like his short sword +1 for a light mace +1 and a club. I'd even be willing to try using alchemical bombs even though Eegkokirro isn't trained in them. His ranged attack bonus is +4. Frost vials might be useful, maybe trade his short bow for some vials? I don't think any of his snares would work against an ooze.


DungeonMaster

Slings are free and ranged weapons, I know they have loading, but that is blunt damage.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

You're right! For some reason I thought slings did d4 damage and thus weren't worth the bother. However they do d6 so that could provide minimal damage. Forget the frost vial idea.


Female sensate gnome witch 1 | HP 16/16 | AC 15 | F +5 R +5 W +6 | Perc +4, low-light vision, scent 30 ft. | Speed 25 ft | Spells: 2/2 | Focus Points: 1/1| Hero Points: 1/3

Sorry for the lack of posts. I'm here, just been very busy. I'll try to catch up this week.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Here's what Eegkokirro is getting at level 6. I'll update the character sheet soon.

Skill Increase: Nature to Expert
Class Feat: The Harder They Fall
Skill Feat: Titan Wrestler


DungeonMaster

Yeah, I'll get an update on this soon.


DungeonMaster

Alright, I'm going to have to call this game quits.
Not only have most of you been inactive, but it seems the only current play by post player is Eegkokirro. When I look at other people's profiles, and all of their aliases, it seems none of the players here are current play by post players, meaning since they don't have the habit of checking the game on a daily or weekly basis, they ain't going to. Most of these players haven't done play by post since 2021 and since play by post can be slow, you just don't get into the habit of checking games. Even if I forget to post for about a week, most play by post players are in 3-5 active games at a time, meaning they check their campaigns log daily for updates to keep up with them all, so they'd still see the update even if it was once or twice a week. In other words, you keep coming back because there is still something for you to check up on. Of course if you a light play by poster and are only 1 or 2 and you don't see an update for 4 days or so, you assume the game died down or you just give up/forget to check it because there was nothing for you to check up on.


M Grippli 6 Rogue HP 63/66 AC 23 Fort +10, Ref +14, Will +12 0 hero points

Thank you GM DoubleGold for running the game. I had a lot of fun. It was educational too! I learned not to make a PC like this for an ooze focused game. ;-)

Now I can find a podcast doing "The Slithering" and not worry about learning spoilers or out-of-character information.

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