Quest for the Frozen Flame - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

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Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Are we technically in the same session? Or a new one at this point? Asking for Hero Point reasons.

Kheyji's spells from her level up are:

Sorcerer Cantrips: produce flame, healing plaster

Cleric Spell: magic weapon. I just need one of our weapon wielders to let me cast it on them

Cleric Canrip: swapped light for bullhorn.


Since it's a new chapter, lets assume a new session


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Hello there and thanks for having me rejoin.
Need to remember the plan for this character and level up then.


Glad you are back. Let me know when you are ready to share your level up changes. We will get you in the game again quickly thereafter.


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Ready you can check on the sheet.


2 people marked this as a favorite.
Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

I hope folks don't mind the Ghostweasel improv. Hurik rolled a one, his dad was fond of tall tales- so I figured what the heck ;)


Satu Varis wrote:
Ready you can check on the sheet.

This looks ready to go. Once we are done with this mini-encounter, we will get you in the game again. Make sure to read the backstory as needed.


It's just bad timing, but I mean this story to be for Tharskh and he's away for the holiday. Oh well...

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

So, I'm listening to the Hells Rebels AP on the Find the Path podcast and I'm running the Curse of the Crimson Throne AP for some friends using the Pathfinder for Savage Worlds rules. What are some other essential APs?

Rise of the Runelords and Kingmaker get talked about a lot. Are they as good as advertised?

And is there a really iconic PF2e AP?


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Rise of the Runelords, Shattered Star and Return of the runelords are kind of the iconic trilogy, everything else depends on who you talk to.

Kingmaker is very popular because of the PC game and the new edition for PF2 and 5E.

Personaly, i really like Mummys Mask, but they are all good.
Except Second Darkness, that one seems to have some issues. The story still isn't bad.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Not sure 2nd Edition has found it's iconic AP yet. I hear a lot of praise for Strength of Thousands, but I might be imagining some of it because I hope to play it one day. But it's a big hit for a RP focused group from reviews. I have heard complaints for the last part of the series.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

I'm nearly done with the first book of SoT, and it's definitely RP-heavy. Very fun.


Truly, the hardcover edition of Crimson Throne is the favorite AP I have run so far. Lots of variety and possibilities to play off of.

I liked Runelords, but have never had a group make it out of the second book yet. I played Kingmaker (did not run it) and I thought it was long and cumbersome with little in the way of unifying story, but maybe that was my GM?

There are a few I'd really like to run still but need a regular group to get it going, and there's only so much PBP on can do. As I said when I introduced this game, I might really like to covnert an older PF1 AP to PF2 as i like the ruleset better. Maybe someday.


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision
DM DoctorEvil wrote:

Truly, the hardcover edition of Crimson Throne is the favorite AP I have run so far. Lots of variety and possibilities to play off of.

I liked Runelords, but have never had a group make it out of the second book yet. I played Kingmaker (did not run it) and I thought it was long and cumbersome with little in the way of unifying story, but maybe that was my GM?

There are a few I'd really like to run still but need a regular group to get it going, and there's only so much PBP on can do. As I said when I introduced this game, I might really like to covnert an older PF1 AP to PF2 as i like the ruleset better. Maybe someday.

That might have been your GM, i found Kingmaker a blast.

Runelords on the other hand did not leave the best impression on me, but that was probably a GM thing too.

Kingmaker exists now for PF2 :D


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Just wanted to let you know that from tomorrow on until the end of the year i'll be away with less to no computer access.
Have a merry holiday everyone!


I callling a temporary hiatus to the game wjhile I am travelling and away for the break. I will return on 12/28, but may get a post or two done interim.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

I didn't realize I hadn't posted. Sorry. And ah.. Merry Christmas eve all :)


I am back home now, but need today to recuperate and get resettled. Will get a post up tomorrow most likely.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

WB. Happy New Year to be!

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Happy (belated) New Year, everyone!


AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)

Happy New Year everyone!


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Happy new year!


AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)
DM DoctorEvil wrote:
It's just bad timing, but I mean this story to be for Tharskh and he's away for the holiday. Oh well...

I agree. Yt was unfortunately a bad timing for me so apologies for that, but thank you for setting the scene up for Tharskh!


sorry guys, i was away sort of unexpectedly this weekend, and left my materials and laptop behind. Anyway, back in the saddle, and will get new posts up tomorrow. Thanks for your patience


AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)

No worries! Hope you had a nice, 'device free' weekend :)


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Life happens! :) In case it needs to be said, I'm enjoying this game a lot

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome
Hurik wrote:
Life happens! :) In case it needs to be said, I'm enjoying this game a lot

Oh, man. Same!


Glad to hear it! With the holidays behind us, we will see if we can be a little more consistent in getting posts up.


There is the place to bring Satu Varis back to the game also, if her player is still around.


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Yes i'm here^^


Feel free to jump in the scene anytime you'd like then


My time management skills are crap it seems. No updates today, I blame the NFL playoffs and my work demands.

I will definitely get the hex map and rules up tomorrow. Thanks for bearing with me.


Here are the standard rules for hexploration from Gamemastery Guide if interested. Some are modified below for this chapter of the AP.

Hexploration Activities:
Because they must bring the entire following with them, the Broken Tusks have 1 hexploration activity to spend per day, regardless of the characters’ Speeds, and they can’t make a forced march. It takes 1 Travel activity to move into a hex of open terrain or 2 Travel activities to move into a hex of difficult terrain. The Broken Tusks can’t move into mountainous terrain at all. See Traveling and Terrain (below) for more details.

The characters choose what to do with the Broken Tusks’ hexploration activity, though their options in this chapter are limited: the following’s leaders implore the party to Travel each day toward the next
landmark (the set encounters marked C, D, and E on the map). When the following starts the day on one of these landmark hexes, it stays put at the landmark while the party spends 1 or more hexploration activities to Reconnoiter to ensure the hex is clear before moving on. The day after the party has finished Reconnoitering, they Travel once again, moving toward the next landmark.

The characters can’t use individual exploration activities like Fortify Camp or Map the Area in this volume since they must stay near their following and maintain a quick pace to stay ahead of the Burning Mammoths. Likewise, the characters don’t need to use the Subsist downtime activity or other exploration activities; other members of the following cover such needs.

Traveling and Terrain::
Each hex is marked with the predominant type of terrain found there: forest, hills, plains (which is mostly tundra), mountains, or water. Forests and hills are difficult terrain, whereas plains are open terrain. The mountains remain treacherous
this early in the year, so the herd can’t move through mountain hexes at all. The herd can’t cross large bodies of water, but they can cross rivers in non-mountain hexes. Because the following stays together for the hexploration in this volume and the herd maintains a fairly steady pace, they don’t travel any faster on river hexes than on open terrain.

The herd is always within the same hex as the scouts, their exact distance ranging from a few hours behind to within shouting distance. In this Chapter, there is little actual exploration to do -- the Broken Tusks know this area well.


AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)

Ok... I need to read, and re-read this :P

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Hey, Miriani (or anyone else), any good recommendations on a second primal spell cantrip? I’m doing produce flame for one, of course, but I have changed my mind approximately 375 times on my second cantrip.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Sorry folks, I'm having to visit family starting tomorrow and won't be back till sunday or monda so I'll be posting even more slowly than normal. Bot my barbarian if you need to


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AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:
Kheyji wrote:
Hey, Miriani (or anyone else), any good recommendations on a second primal spell cantrip? I’m doing produce flame for one, of course, but I have changed my mind approximately 375 times on my second cantrip.

There are two clear winners for offensive cantrips.

* Ray of Frost, because it has a 120' range. When you can't close the distance, it's really useful to have range.
* Electric Arc hits two targets with a basic reflex save. even if both foes make a basic success it does the same damage as hitting with a normal cantrip.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

I am in favor of pre-planning our route, personally. Does that work for others in the team? It should avoid some slowdowns as we play.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

I'm back from family visit and should have more steady internet


Glad you are back!

I changed the permission on the hex map to editor for you guys. Feel free to draw the line you want to use to get to the lake (Area C). It is not hard and fast, and if something changes, you'll have the ability to change on the fly as needed. Just trying to speed up decision making.

Make sure you're line doesn't cross partial hexes accidentially.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

I have put my proposal on the map. Avoiding the hills. We'll have to cross one river, but the rest is flat so we should make some good time. Of course we might hit something, but that's to be expected.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

I am good with Miriani's suggested route. Let's roll!

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

I missed that there was also another suggested route. As long as we get moving on one or the other, Kheyji is good. Sister Cinder will provide.


We will use the route sketched on the map unless you speak up and want to deviate from that path for any reason.

Tharskh - sorry this type of exploration isn't your favorite. There is a good bit of it in the upcoming parts of this AP, but hopefully there will be enough encounters to keep your interest. We can move quickly through the non-encounter parts since you know this terrain well.

Rivers themselves are not barriers or cost any extra to cross. While you might gain a benefit from floating on the river, the Following cannot, and you can't leave them behind. Larger bodies of water, like the Glistening Sun Lake, are impassable for the following.


AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)
DM DoctorEvil wrote:
Tharskh - sorry this type of exploration isn't your favorite. There is a good bit of it in the upcoming parts of this AP, but hopefully there will be enough encounters to keep your interest. We can move quickly through the non-encounter parts since you know this terrain

All good, all good :)


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Answering here.

+5 feet speed from "nimble elf".
From next level on there will be more speed from Swashbuckler and while she has panache she also gets +5 speed.
Then i'm doing this:

"Battledancer
Source Advanced Player's Guide pg. 84 2.0
To you, a fight is a kind of performance art, and you command your foes' attention with mesmerizing motions. You are trained in Performance and gain the Fascinating Performance skill feat. You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn't fascinated."

Combined with:
"Acrobatic Performer
You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action."

I thought as part of an acrobatics check you can move, but i might be wrong.
And gaining Panache calls out moving as part of different performances:
"You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold)."

Hope that is ok and i understand everything right.
As GM you can of course always make different decisions.


Satu Varis wrote:

Answering here.

+5 feet speed from "nimble elf".

I may have something wrong, but I have you with Elf Atavism as your Ancestry Feat. Where does Nimble Elf come from, or a 2nd ancestry feat?

Quote:

"Acrobatic Performer

You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action."

I thought as part of an acrobatics check you can move, but i might be wrong.

See the bold part above. You are using the Perform Action still, so you don't gain extra movement from changing the skill invoked to Acrobatics. You still can move only 25' (30' if Nimble Elf is engaged, see above) as a Stride.

Quote:

And gaining Panache calls out moving as part of different performances:

"You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold)."

I don't see anything that allows for extra movement here either. If you do something noteworthy with your movement and skill check, then you might earn more panache points, but doesn't mean you have more movement or more actions.

Ultimately, you still have 3 actions per round, and that includes Perform to Fascinate (one action), Stride 25' (or 30) and then make a thrown weapon attack (one action). But that is all, as I understand it.


I think 30' if that's the case, puts you where the white X is. But you could take other paths. It still puts you in range to throw.


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Uhm good questions, i just leveled the character with herolab and followed the stuff there. Should it be only 1 feat?
Let me check that in the evening.

And, can't i move while performing? I mean the performance is something acrobatic and even without acrobatics it would be perform dance.
Performance dance has the move trait.

So it's
Action 1: Perform and move, beat DC to gain panache
Action 2: Attack with confident finisher, makes me loose panache, if i have some. If not, ignore that part.
Action 3: Perform and move, beat DC to gain panache

Actually not fascinating anyone, because as i understand the rules that wouldn't really work in a fight.


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AC 18; Fort +7; Ref +10; Will +6 HP 30/30 // Perception +7 (+9 to Seek hunted prey)

A note from the sidelines - the last couple of posts have made me very nervous about the 'simplicity' of PF2e :D

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