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Information for the GM: I started prepping this scenario since I'm running it in a few days (hope that's okay). I noticed something.
I haven't looked at this battle's creatures in-depth yet, but I'll try to not let it influence my actions.

GM Farol |

If anyone has time pls bot Alexandr and Granitt.
Otherwise I will do it tomorrow.
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On the similar note, we are coming to an end, if someone wishes to have their earn income to be in the chronicle please do the roll.
For reporting purposes I also need to know your answer to the following question:
Will you suggest society explore next:
- Forever Forge
- Necromancer Hedga's Tomb (unfortunately you will not face her in this scenario)?

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Best wishes to everyone! I caught COVID a while ago, it sucks out loud, but luckily it went by fast. Hope you have a similar speedy recovery.
Also, I'd love to explore the tomb first. The Forever Forge sounds interesting as well, but I get the feeling our group leans towards making sure Hedga's properly dead and all. :P
Herbalism Lore: 1d20 + 10 ⇒ (8) + 10 = 18
The DC is 16, so I make it. 3 silver times 8 days is 2.4 gold.

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Feeling much better! Thanks for the bot and sorry about the absence. I should be back for more regular posting now, though I will be out of town this Friday and Saturday. Camping with no internet.
I would say the tomb as well.
Crafting: 1d20 + 3 ⇒ (17) + 3 = 20 I'm assuming I don't keep the +1 from the level boost for this.

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During his downtime, Mandoo helps train a small team of undead hunters on the intricacies of dealing with ghouls in preparation for a catacomb clearing operation...
Undead Lore (Earn Income) vs DC 14: 1d20 + 4 ⇒ (7) + 4 = 11
...unfortunately, the intrepid team instead runs into a gang of cairn wights and is never heard from again.
That's a fail and so according to this table Mandoo only earns 8cp for his work.
I believe Mandoo would want to go after the necromancer as soon as possible, so I would suggest looking for Necromancer Hedga's Tomb next.

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It's just a little odd that a critical success gives the same amount of bonus dice across all spell levels. A first-level Push does 3d6+3d6, but a sixth-level crit does 11d6+3. Those three extra d6 don't matter all that much when you're already rolling eleven other. If it doubled ALL the dice you rolled, that'd be more in line with other spell effects on a crit. Searing Light, for instance simply spells out "double damage," though maybe the five extra feet pushed compensates for that. It's just an odd omission, IMHO.
EDIT: Not that I'm saying I think I should add 5d6 more damage, I agree with Aleksandr's interpretation, I'm just saying what the rules are by RAW.

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If that's a crit, the spell works a little weird. The interaction between the heightened version and a crit is unclear. Do you apply the crit first, then heighten it (6d6, plus the 2d6 for heightening)? In that case, I should add 3d6 more. But if you heighten first, the crit would only add a singe d6 (3d6 base, plus 2d6 is 5d6, but the crit simply says roll 6d6). And it would mean a level 3 crit deals less damage than a regular level 3 hit (if you assume a crit always deals 6d6, regardless of spell level). I'll leave that up to the GM.
My sorcerer Jayma used Hydraulic Push (HP) extensively until she picked up Fireball.
Basically, the description of an attack spell states how the damage is handled on a critical hit. Most of them have wording along the lines of on a critical success, you deal double damage, but not all of them.
Unfortunately, HP does not say this. Instead, it states that on a Success, you apply the 3d6 damage, and on a Critical Success, you instead do 6d6 damage. It may look like you deal double damage on the surface, but it isn't. On top of 2*(3d6) not being quite the same as 6d6, the difference becomes much more apparent when the spell is heightened. Heightening the spell by a level only adds 2d6 overall damage regardless of whether the hit was a crit or not. So at level 3, the damage is 7d6 on a Success and 10d6 on a Critical Success. With HP, all a crit does is add another 3d6 of damage regardless of the level it is cast at.
This dampening effect of the crit damage for this spell is such that the damage potential of HP starts falling behind other attack spells rather quickly as you level it up. Compare it with the two-action Horizon Thunder Sphere and you'll see what I mean. At Level 3, both do 7d6 damage on a regular hit, but on a crit, HP only does 10d6 damage, while HTS does 2*(7d6) damage. Quite a difference.
My sorcerer still has HP in her repertoire because of the knock-back side-effect of the spell. Jayma used that to great effect in one particular Grab-heavy scenario to remove the Grabbed condition on her allies by forcibly moving the grabbing creature away from them.

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Unfortunately, HP does not say this. Instead, it states that on a Success, you apply the 3d6 damage, and on a Critical Success, you instead do 6d6 damage. It may look like you deal double damage on the surface, but it isn't. On top of 2*(3d6) not being quite the same as 6d6, the difference becomes much more apparent when the spell is heightened. Heightening the spell by a level only adds 2d6 overall damage regardless of whether the hit was a crit or not. So at level 3, the damage is 7d6 on a Success and 10d6 on a Critical Success. With HP, all a crit does is add another 3d6 of damage regardless of the level it is cast at.
Yeah, apparently the crit only does 3d6 more damage (which still effectively doubles it at spell level 1, but not for higher levels). Which is a bit of a bummer at higher spell levels.
I think I won't put it in much higher spell slots, but I like to pack one or two just for the pushing effect. I wanted to use Gust of Wind instead, but I'd catch Imella with it as well.
Come to think of it, HP's only advantage over Telekinetic Projectile is that HP is 60 feet instead of 30, and the aforementioned knockback. Otherwise, at spell level 1, HP does 3d6, where a Projectile does 2d6+4, so the only reason to use it is the extra reach and crowd control. Which is still a good thing, but next spell level the Projectile will deal more damage, unless I keep heightening the Push.

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Level 2 Hydraulic Push. Technically Imelia is in the way, so I guess that's lesser cover, but it shouldn't impact the spell otherwise.
One more thing. The spell description doesn't say that the blast of water has to originate from the caster; all it says is that you call forth a powerful blast of pressurized water. The starting point of the water blast (much like the target) is at the discretion of the caster (as long as both are within 60ft). This makes it so that the caster has some control of the direction of the push; it doesn't have to be away from the caster.
Regardless, I don't believe that cover comes into play with a ranged attack spell against a single target. As long as the caster has line-of-sight on the target, there are no negative effects from the target having any cover from the caster. I routinely have my Acid Arrows, Thunder Spheres and Magic Missiles weaving their way around any intervening obstacles (usually my allies) without any issues.

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Dorgen Eversteel wrote:Level 2 Hydraulic Push. Technically Imelia is in the way, so I guess that's lesser cover, but it shouldn't impact the spell otherwise.One more thing. The spell description doesn't say that the blast of water has to originate from the caster; all it says is that you call forth a powerful blast of pressurized water. The starting point of the water blast (much like the target) is at the discretion of the caster (as long as both are within 60ft). This makes it so that the caster has some control of the direction of the push; it doesn't have to be away from the caster.
Huh, good point. I always assumed it started from me, but I can totally understand that interpretation. But I'll leave the final call up to the GM.

GM Farol |

Yeah, I believe that described interpretation of damage is correct. This spell is not doubling damage on crit.
With regards to cover I am not sure... It is like with Telekinetic Projectile, in theory, you grab an item lying somewhere and toss it at a target. So where would a person need to be to provide cover? Between item and the target?
But the target is large so I went with interpretation that it grants no cover.
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Just so that you know, I already reported the game (as Gameday is ending), and will play it normally, we will finish the fight and do the finishing wrap up, and then I will send you chronicles.

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Thanks everyone for playing, and thank you GM for running! Was an interesting scenario, even though the ending feels a little... anticlimactic.
I hope Granitt's doing okay, with him dropping all of a sudden.

GM Farol |

I don't have time to actually write up a summary this weekend if that was intended, but I wanted to at least post something.
That is fine, I assume that if someone have time could describe it in more detail. Some can just make a roll and post something brief.
Chronicles are here Please download them and let me know if everything is ok.
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Thank you very much for the game, I hope that you enjoyed the scenario. Overall I liked it, but I do find it lacking some minor boss at the end. You find some nice leads, but none of them you actually check. Personally I also found the last fight to be a bit to easy, the fight with giant bugs seemed more challenging.

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My chronicle looks good, thanks. :)
I GMed the game yesterday and I came to pretty much the same conclusion. It's setting up the special nicely, but forgets to really do something of its own. And I guess they undersold the boss a little, it could indeed have used a little more spice.
Regardless, I had great fun! Nice interactions with everyone and we were a good team, I think. :) Well done, everyone!

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Chronicle looks good to me. Thanks for GMing and thanks to the players for the good RP. I had fun despite the limits of the scenario. It's too bad that we lost Granitt along the way; I hope he's okay.

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My Chronicle looks great - thanks for running, it's appreciated (I requested the scenario)!

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Sorry for disappearing at the end. The rest of my family came down with COVID and I have been caring for them which has pretty much sucked up all of my free time. Thank you for the game - I enjoyed it! I played Sindarin much more cautiously than I normally would have given the level difference, but it was fun nonetheless.
I am not really sure what to look for on the Chronicle, but I didn't see anything that looked like an error.

GM Farol |
1 person marked this as a favorite. |

Sorry for disappearing at the end. The rest of my family came down with COVID and I have been caring for them which has pretty much sucked up all of my free time. Thank you for the game - I enjoyed it! I played Sindarin much more cautiously than I normally would have given the level difference, but it was fun nonetheless.
I am not really sure what to look for on the Chronicle, but I didn't see anything that looked like an error.
The most important thing is for your PF2 number to be correct. Followed by faction and the amount of gold given. At times someone will generate the wrong chronicle for you, at different levels the amount of gold varies.
I used RPG chronicles for generating this, so it should have all data that you put in.
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@All I am glad that you enjoyed the game. Tomorrow I will mark the campaign as inactive or if Alexandr will post (as he did not comment after I generated chronicles).
Mrs. Perskins - the pleasure was all mine ;)