
GM Roll4initiative |

Sorry, been sick the past few days. However, this game hasn't been fun for me since the 'fallen' paladin call, and I'm not interested in continuing. Please remove me from this game.
I'm so sorry! I thought I forgave/dismissed the fallen paladin thing and let you continue as a paladin.
You're welcome to continue as your paladin. With this game being a "Special" I highly recommend you don't abandon it.

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That sucks. I hope you find your mojo again for a different game.

GM Roll4initiative |

Please consider continuing, Caelreth.
I did say you can continue as a paladin as usual. I was harsh and apologize for my actions & words earlier.
I enjoy having you play. I'm sure the others feel the same way.
Please, please, please, accept my most heartfelt apology and continue playing.

GM Roll4initiative |
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If you all are planning on just getting out of the cathedral, I can call the Act/chapter finished and we can move on to the chase!

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Yes, let's do that!

GM Roll4initiative |

Chase Rules for Everyone!
It takes a move action to move through a single square. When a character exits from a square, he must choose one of that square’s two obstacles to face as a standard action before moving to the next square. Instead of exiting a square, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drinking a potion. A character may attempt to move three squares during his turn by taking a full-round action. That character must overcome both obstacles on the square he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one square forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square. A mired character must spend another full-round action becoming unmired, effectively losing his next turn.
A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of squares and their established distances (in this case, 30 feet) to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment. A character can only choose to make melee attacks against targets that are in the same square.
Cover/Concealment: A creature more than 3 cards away has total cover and total concealment. Creatures 3 cards away have improved cover and concealment (see page 196 of the Pathfinder RPG Core Rulebook). Creatures 2 cards away have partial cover and concealment. Creatures 1 card away only have partial cover.
Movement Rates: Remember that characters with enhanced movement rates receive a +2 bonus on all skill checks made to bypass an obstacle for every 10 feet of movement they possess beyond their initial 30- foot movement speed. Characters with movement rates less than 30 feet receive a –2 penalty for every 10 feet by which their speed is less than 30 feet. Regardless of speed, characters traveling on the ground are still restricted on the number of cards they can move per the rules outlined above.

GM Roll4initiative |

A few other things...
There's the option of "creative skill use". For example, using Acrobatics instead of Climb to clamber over a pile of rubble. The DC is higher, though.
And... If you are having an extremely difficult time succeeding at skill checks, you can spend a full-round action “finding another way around” after you've already failed at a given obstacle.
Unfortunately, the DCs (which I'm encouraged not to reveal for immersion/improving the chase experience) are the same for all levels of the special! They're pretty high for a level 1 or 2 PC.

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That is… not ideal. Leon is not equipped for a chase. At least I doubt he is. Double move to get across a square, -2 to all checks and not a lot of skills. At least the first challenge he has a fair shot at so we will see!

GM Roll4initiative |

That is… not ideal. Leon is not equipped for a chase. At least I doubt he is. Double move to get across a square, -2 to all checks and not a lot of skills. At least the first challenge he has a fair shot at so we will see!
It's only a single move to get across a square. The standard action is the skill check. But, yes, you are at -2 to checks because of your speed.
Hopefully you get some lucky rolls!

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You said 30 ft, so I assumed I needed a double. Good to know!

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Yikes. Corba is not equipped for a chase at all!
At least she had a very good chance to succeed one of the first obstacles. (moved her to card #2)
This halfling needs a riding dog! (not sure if possible in CORE)

GM Roll4initiative |

Yikes. Corba is not equipped for a chase at all!
At least she had a very good chance to succeed one of the first obstacles. (moved her to card #2)This halfling needs a riding dog! (not sure if possible in CORE)
Why is your speed only 15 ft? You're -2 for every 10' under 30. I thought your normal speed is 20', which is the one you use. Unless you're encumbered or wearing medium or heavy armor.

GM Roll4initiative |

Calling out across every ocean and continent across the whole wide world...
"Malakar! Where are yoooooouuu!?!"
p.s. I'll have Malakar kind of in the background as he takes his time "finding another way around" the obstacles.

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Corba carries many things and is encumbered (medium load).
This halfling also needs a Handy Haversack!

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Movement Rates: Remember that characters with enhanced movement rates receive a +2 bonus on all skill checks made to bypass an obstacle for every 10 feet of movement they possess beyond their initial 30-foot movement speed. Characters with movement rates less than 30 feet receive a –2 penalty for every 10 feet by which their speed is less than 30 feet. Regardless of speed, characters traveling on the ground are still restricted on the number of cards they can move per the rules outlined above.
Emphasis added
Shouldn't this mean that Corba only takes a -2 penalty? The language "for every 10 ft" is what I'm leaning on here. Corba is 15' slower than 30'. 15' only includes one 10' increment, not two; it shouldn't drop to a -4 penalty until a PC is moving 20' slower than the default 30' movement speed (i.e. 10' total movement speed), no?
Alternately, I could kind of see an argument for a -3 penalty, except that the rule doesn't say +/-1 per 5'; it says +/-2 per 10'. The way I read it, you have to reach that addition 10' landmark to apply the next +/-2 multiple.

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I wanted to err on the safe side. Will use the -2 penalty from now on.

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Hey guys! Sorry, I had a work emergency. Someone stole a bunch of our equipment, so I was out in the field all week trying to fix everything.

GM Roll4initiative |

Hey guys! Sorry, I had a work emergency. Someone stole a bunch of our equipment, so I was out in the field all week trying to fix everything.
Oh, jeez! That's terrible! I hope everything was recovered. Well, good to have ya back!

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Thanks - this week I'll definitely be more free and should be able to post each day.

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While I have immensely enjoyed this special and group, I have to question why there are so many delaying tactics built into the enemies at the end of what is an extremely time-tracked event.
Perhaps it works a lot better at a F2F table where the GM and players can rattle off actions a lot better in order.

GM Roll4initiative |

Leon will need to make a reflex save to avoid falling in the grease.
I'll get to the other stuff later. just got to work.

GM Roll4initiative |

For some reason, it may have been a D&D 3.5 thing, I always thought you had to move half speed through obscuring mist because of the hindrance to sight.
I will Retcon a little later today and just have the Assassin attack Kuti.

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As I said:
I'm fine with the actions as they were taken.
No need to kill Kuti.

GM Roll4initiative |

Ok. That's why I had the assassin move away from Kuti; I didn't want to kill her. And I did not expect a crit on Corba.
I will keep the "seeing within obscuring mist" in mind, though.
That's why I believe that if obscuring mist hinders sight, then you should only be able to move half speed as you try to find your way through the mist.
Couldn't find anything about it online except about obscuring mist not reducing speed in any way.

GM Roll4initiative |

When an enemy casts a spell requiring more than one PC to make a save, should I roll the saves in my post to move things along faster, or do GMs let the players roll?
I can't remember what other GMs do. I think I've had GMs do both, depending on how fast they want to keep the game moving. But, I don't want to have a virtual dice bag thrown at me if the rolls are bad.
As an aside; This game is so difficult for me to GM in the sense that I'd much rather be playing. I'm totally rooting for you all, but, as GM, I'm supposed to hinder you in every way that the enemies can, killing your PC if it comes down to it. *Sad face*
You are all doing a splendid job & I hope our table wins the tournament!!!

GM Roll4initiative |

1d20 ⇒ 7

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Most GM’s have the players roll saves, but in time crunch issues (or if the player forgets to roll and has posted), GM’s are fully in their right to keep things moving.
Regarding the sleep spell, did the cultist take a full round to cast it and now just finished it?

GM Roll4initiative |

Cool. I'll let you all make saves.
Ha! Thanks for catching that, Leon. Had time to edit post. Magenta had to move from around the corner, then begins casting the full-round action spell.

GM Roll4initiative |

Is Astingaire using bless or Inspire Courage? Player calls it one thing, GM another. I love the creativity in trying to skin a PC into seeming like something they're not, but I'm getting confused as to what the effect on the battlefield is. Beren is free of the tanglefoot bag if it's Inspire Courage; still stuck if it's bless, because bless doesn't boost damage.
JFC. Yeah. It totally has me confused, obviously. Astingaire is a bard pretending to be a cleric. Ugh. Sorry that I get confused as well.
I see "Holy Knight" in profile and think cleric. Click on spoiler and see Bard. *Facepalm*
My deepest apologies for getting things screwed up.

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My apologies. It was not my intent to sow confusion.

GM Roll4initiative |

My apologies. It was not my intent to sow confusion.
No need to apologize. You have an awesome PC! I just have problems trying to remember everything.

GM Roll4initiative |

[dice=Reflex]d20+1
Leon is gooped up, but much to ready to step up and chop chop to be stuck to the ground. He does so.
[dice=MW Scythe + IC - Entangled]1d20+8+1-2 for [dice=Slashing + IC]2d4+7+1
And while it probably misses, he turns to the cultist mumbling her mojo and brings a leg up, kicking at her midsection, ”Nunna dat majuk naw.”
[dice=AoO Improved Unarmed Strike + IC + Trait - Entangled]d20+7+1+1-2 for [dice=Bludgeoning/NL + IC]d4+5+1
A bit confused here. You made your save against the sticky goo, so, no need to scrape it off. Is the first attack against the assassin? How do you get a second attack?

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I made my save against being glued down but I’m still entangled, thus the ‘sticky’ comment.
I didn’t attack the goo, I attacked the assassin after stepping up. I then got an AoO against the witch who is currently casting and now adjacent.
Rereading the post though, I think I worded it poorly. He meant to step up and attack the assassin. I tried to add some flavor and it just looks confusing now that I’m reading it again.

GM Roll4initiative |
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HAPPY HALLOWEEN, EVERYONE!!!
I have festivities tonight so I'll get back later tomorrow.
Be safe & have fun, everyone!

GM Roll4initiative |

Aww, man. I thought we had until the 11th. Good game, everyone!!!
Malakar needs to roll for Day Job.
I'll have everyone roll for boons after I get the instructions. (I think it's a 19 or 20, and if you get one, you roll 1d3 for which boon you get. I'll wait 'til I know for sure.)

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I can haz Boon?: 1d20 ⇒ 14 No...
Thank you for stepping up and running this special for us, GM Roll4initiative. I really appreciate it! :)
Thank you for a fun game, everyone! :-D

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To boon or not to boon?: 1d20 ⇒ 5

GM Roll4initiative |

Beren? Malakar? Need ya to roll for boon.
Malakar, need day job roll.
RPG Chronicles is currently working on getting reporting set up for the scenario. I should have Chronicles done in the next few days.
I'll keep you all posted with the situation.

GM Roll4initiative |

Malakar day job.
Craft (calligraphy): 1d20 + 8 ⇒ (7) + 8 = 15
10 gp earned.
Boon?: 1d20 ⇒ 5

GM Roll4initiative |
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GM Ladile was very kind to fill out the digital chronicles for our table.
I'll post the link in this thread as soon as she sends it to me.

GM Ladile |
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Hey folks, apologies for the slight delay - the website was down for a while last night or I would've gotten these done then. You can find the link to your chronicles ---> here.
Please let me or GM R4I know if there are any mistakes or additions that need to be made :)