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ROFL!
When's our beloved GM going to come up for air? :)

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Gonna be a delay for me tomorrow -- I am the one going fishing this time... Need a mental health break. Fishing for African catfish at a local pay pond... generally about as long as your arm with a head as big as your fist (and hard as steel)...
DC 20 Athletics to hold on to it while swinging it at the bad guy! :)

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Fishing in a barrel! Enjoy the fun.
I've got about another month of icefishing season here before either it closes on April 1 or the ice gets too unsafe. Weekend's weather isn't great though so I will be around.

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I'm not sure how effective a walking snack bar is, but I thought it would be interesting. 4d6+24 total healing should be nice too.

GM Bret |

Looking through Soddy I'm not sure there are a lot of good options for these tight quarters. It’s probably best just to keep her on perma delay until she's needed, or someone else has a good plan.
So it looks like she knows Tanglefoot formula. That doesn’t splash.
She has the longspear which has reach or her sling.
The other thing is when people get hurt she has Battle Medicine.
Those are the things I see. She could also attempt the Nature check for the log and might be able to Aid if someone is attempting something that matches her skill set.
Those are the ideas that I can come up with quickly.

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Considering the lack of good angles to target this creature we'll all need to either move into the room or leave the room.
I only need to see it to target it with a spell, while Bun is likely going to have to deal with some amount of cover. I'll move in on top of the fallen green tengu.

GM Bret |

I was trying to Aid to attack. Can I switch to Aid using my +4 Attack with the Longspear?
So my understanding is you need to Ready if you are going to Aid an attack. Ready takes two actions and then the Aid uses a reaction.
I am having trouble finding it at the moment, but you can set up to use a skill, such as Athletics, to help someone. This is useful if someone is trying to Escape or something. I think in this case it only takes one action to prepare to help and then the Aid reaction to give the help.
There are some feats like One For All that let you use a skill to aid anything. Note that particular one is a Swashbuckler feat. Another example of a feat modifying things is the Inspire Imitation aiuvarin ancestry feat where you do not need to prepare in order to Aid.
The general rule is it should be the same skill but GMs are given leeway. As an example I could see someone helping someone balance by holding out a pole or something and using Athletics for the Aid to the other person’s acrobatics. When it isn’t the same skill, there has to be a reason why it would be helping the person.
Corrections welcome.

Dana the Doppelgänger |

I don't think Soddy can do anything useful here, so I'll just have them Stride back instead.
I also say we back up to the doorway and the much more open room. This way the ranged characters can get a clear shot of the log.

Salera, the Reformed |

Can I pick up Eddie, carry him out of the room and drop him off outside? Will that affect my speed? Otherwise Eddie will be stuck with the Elder Trunk.

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Bun has helpful poppet - +2 bonus to aid and no penalty on a crit fail.

GM Bret |

Can I pick up Eddie, carry him out of the room and drop him off outside? Will that affect my speed? Otherwise Eddie will be stuck with the Elder Trunk.
Eddie is size small, so I believe that is 3 bulk plus any equipment.
Bulk limit is 5+Strength Modifier.
Dragging
In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly— roughly 50 feet per minute. Use the total Bulk of what you're dragging, for instance, if you're dragging a sack filled with treasure, total the Bulk of everything inside.
Encumbered
You are carrying more weight than you can manage. While you're encumbered, you're clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet.

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Eddie would always enjoy a piggy back ride! Their equipment bulk is between 3 and 4 with a quick glance.

Salera, the Reformed |

Well, I have +1 Str, so that's 6 Bulk. Sal'era has no gear as an Eidolon, so I'll get him out of this room.

GM Bret |

So it looks like I made a mistake in my planning.
I gave you two of one sort of fight and none of the other sort. It should be either constructs or wild things.
Do you still want the other sort of encounter or just call it good since the difficulties of the fights are about the same? It would be an extra encounter vs one of the encounters being the wrong type.

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We can probably call it even here.

GM Bret |

Is this description too graphic? It is a little darker than I normally go and if it makes anyone uncomfortable, I can tone it down in the future.
You can message me directly if you are uncomfortable and do not want to post publicly.

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The description was fine for me.

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no issues here. horror films are often grislier than that :)

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Fine on my end too.

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I know I'm on deck for 06-06. However, I've got 06-12 (Burning of Greensteeples) assigned to me for Paizocon. I've been told that it's a complex scenario so I'm going to run it first before Paizocon. I'll do 06-06 afterwards.
06-12 is a 3-6 non-repeatable... and it's just about to release so nobody's played it yet :)

GM Bret |

Soddy hears the information and Quickly Mixes a >Ghost Charge<…
Unfortunately Vitality and Spirit damage are different things.
Vitality is a healing effect and as an object Bloodmoon would be immune.
Soddy would know this.
So, would people like to redo the turn or just say they used Tanglefoot bag?

Dana the Doppelgänger |

Tanglefoot (or Glue Bomb is the new name) is fine with me.
Do we know if Religion will work on Bloodmoon at range?

GM Bret |

Re: Disabling via Religion or Occultism
Double checked the rules and this appears to be very much an area of GM discretion. Expect the answer to depend on the details of the instance and the GM.
I am going to say as long as you are within 30 ft you can attempt it. That is the general distance I see for linguistic effects and this seems like it would be visual and linguistic.

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Ya sorry about the dice roll, its in the macro mostly to remind me of what it does. I'll adjust it so hopefully it doesn't roll.

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Re: Disabling via Religion or Occultism
Double checked the rules and this appears to be very much an area of GM discretion. Expect the answer to depend on the details of the instance and the GM.
I am going to say as long as you are within 30 ft you can attempt it. That is the general distance I see for linguistic effects and this seems like it would be visual and linguistic.
Reminds me of the last big fight in the 2nd Kung Fu Panda movie -- where Po is yelling at Shen from a rooftop and nobody can hear him... :)

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Ran my first live table today. It was interesting to say the least. Of course, it does help that I was running the Beginner Box for three newbies (their total PFS experience is zero)... They had a blast even though we ran out of time. Part 2 is next week (hopefully)... Ran out of time before the big fight at the end of the 1st level. Better to end it there than to start combat and break it in the middle! :)

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Ya the difference between live games and PbP is night and day. I really enjoy the time for looking up rules and formulating plans and dialog vs trying to do it on the fly with 5 other people also trying to talk.

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I noticed that I tended to overlook the stuff you normally wouldn't when in PbP -- like the player doing a feint has to be within melee range... and forgetting to tell people that it takes 1 action to draw a dart, then another action to throw said dart... :)
But at the same time, it does train you to react in real time... :)

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I find that I have to remind my friends that secret checks are secret. Tell me the bonus OR roll them in a private channel.
Too many times the Rogue rolls a 3 and teammates say "oh, I'll also attempt the same check the Rogue tried."

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btw, 06-12 is ready so I can start when this one's done. This is the one I'm running for Paizocon.

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btw, 06-12 is ready so I can start when this one's done. This is the one I'm running for Paizocon.
So are we planning on doing this with our current group or our original group? I would prefer to play Stitch if possible.

GM Bret |

btw, 06-12 is ready so I can start when this one's done. This is the one I'm running for Paizocon.
Does anyone in the group have either of 3-4 The Devil-Wrought Disappearance or 3-7 The Locked Lodge on the character they would play?
I think that the only one that makes a difference in play is 3-4, but both of those logically lead into this scenario.

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Bun Helsing wrote:btw, 06-12 is ready so I can start when this one's done. This is the one I'm running for Paizocon.Does anyone in the group have either of 3-4 The Devil-Wrought Disappearance or 3-7 The Locked Lodge on the character they would play?
I think that the only one that makes a difference in play is 3-4, but both of those logically lead into this scenario.
I've played both of those but on Kernal Klank.

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Does anyone in the group have either of 3-4 The Devil-Wrought Disappearance or 3-7 The Locked Lodge on the character they would play?
I think that the only one that makes a difference in play is 3-4, but both of those logically lead into this scenario.
I've played and GMed these two, I would gladly GM them again.

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Bun Helsing wrote:btw, 06-12 is ready so I can start when this one's done. This is the one I'm running for Paizocon.So are we planning on doing this with our current group or our original group? I would prefer to play Stitch if possible.
I was thinking about using the original group.

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So 06-12 is a bit combat heavy, particularly closer to the end. Is everyone ok with that, or would you like to do 06-06 like we originally planned? Both are 3-6 non-repeatables. I leave it to the group to decide. We can also do a repeatable if that's what the group wants. :)

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Stitch is fine with combat heavy. In general I'd like to get back us playing our original team, but if we did 6-6 I'd play Eddie. I'm fine with whichever scenario.

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Bun tells a story to the villagers.
Performance(T): 1d20 + 6 ⇒ (15) + 6 = 21
Surprisingly, he gets a round of applause. Either that or they were entertained by his lisp instead of the story...

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So what do you want to do? 06-06 or 06-12?