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Hello! Welcome to my table. Before we start, please do the following:
Please complete the macros linked at the top of the page. This will be used for initiative and secret rolls.
Please also post your token to the slides and post your position in the marching order. The slides are also linked at the top of the page.
As per the Organized Play Foundation Community Standards, each player must decide if they will allow their characters to be damaged by friendly fire (usually via splash damage). In keeping with the “Explore, Report, Cooperate” motto of the Pathfinder Society, engaging in non-consensual character-versus-character conflict is prohibited. While accidental friendly fire happens due to missed attack rolls or other factors, players must obtain the consent of other players before deliberately including fellow PCs in damaging effects. This rule does not apply in situations where a character is not acting of their own free will, such as if they’re being mind-controlled by an NPC and forced to attack a fellow Pathfinder.
Credits:
Macros - Doug H, Frozen Frost, BretI
Slides - Doug H (Marching Order), Frozen Frost

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I just gone done with a ridiculous trip back home. I will update all these tonight. Sorry for delaying things.

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Done with Macros and Slides. I have one glyph to share. Charlies and Estes will be okay with friendly fire unless they have low HP or dying.

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I just gone done with a ridiculous trip back home. I will update all these tonight. Sorry for delaying things.
No worries :)

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Sorry again for the delay. Everything is updated and good to go.
two glyphs here to hand out. (I tend to hand out to lowest level characters first.)
Wraax and Mr. Kitteh understand that friendly fire occurs... They prefer it to be fire based if possible though since they resist/immune that. (And Mr. Kitteh would prefer, if possible, NOT to be hit with cold, as she takes 5 extra damage from it.)

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So far we appear to be at 4 glyphs, 5 players.
If there are no more glyphs around, I nominate myself for not getting a second hero point.

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@gm Tiger
Should we roll a second action attempt? Or do things occur between attempts?

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You can go ahead and roll multiple checks. (sorry, forgot to mention that earlier).

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If you want to include your Downtime rolls in your chronicles, go ahead and roll them now.

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[Dice=Warfare Lore, DC 15]1d20 +6
16 cp
Quests are 2 days... 4 cp :)

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GM Downtime, Performance: 1d20 + 6 ⇒ (14) + 6 = 20

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DC 15 Performance to Earn Income: 1d20 + 9 ⇒ (16) + 9 = 25 (Crit Success, 6 sp for 2 days)
Charlies and Estes reenacts the encounter they just had, acting like it is a real battle amongst the enemies they encountered. They even made fake blood to make the performance look more real.

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Tanning Lore for income: 1d20 + 6 ⇒ (12) + 6 = 18

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alrighty... So something with a super high will save at our level, a solid Reflex save (at least +11), AND an AoO... with additional adds?... Really gonna have to leave some strong words on this review when we done XD

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Haka, thank you for reminding me of the knock-down effect of that whip + AoO. Because that is definitely not following usual "as intended" for 2e, and can leave new players with a really "feels bad" moment. Going to add that to my review for this.

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alrighty... So something with a super high will save at our level, a solid Reflex save (at least +11), AND an AoO... with additional adds?... Really gonna have to leave some strong words on this review when we done XD
Actually, when I reread the statblock, I noticed that it was not immune to mental effects, which is an error on my part. I automatically assumed that it being a construct, it was automatically immune. So, sorry for that.
The "talking" was from a continuous tongues spell. Its reflex DC was actually 21, so your trip attempt missed by 1.
Prefect's Statblock below:
AC 21; Fort +10, Ref +11, Will +6
HP 44; Resistances electricity 5;
Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] electrowhip +12 (disarm, finesse, magical, reach 10 feet, trip), Damage 1d10+6 electricity plus Knockdown if the target is wearing metal armor
Arcane Innate Spells DC 20; Constant (5th) tongues

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Wraax and Mr. Kitteh wrote:alrighty... So something with a super high will save at our level, a solid Reflex save (at least +11), AND an AoO... with additional adds?... Really gonna have to leave some strong words on this review when we done XDActually, when I reread the statblock, I noticed that it was not immune to mental effects, which is an error on my part. I automatically assumed that it being a construct, it was automatically immune. So, sorry for that.
The "talking" was from a continuous tongues spell. Its reflex DC was actually 21, so your trip attempt missed by 1.
Prefect's Statblock below:
AC 21; Fort +10, Ref +11, Will +6
HP 44; Resistances electricity 5;
Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] electrowhip +12 (disarm, finesse, magical, reach 10 feet, trip), Damage 1d10+6 electricity plus Knockdown if the target is wearing metal armor
Arcane Innate Spells DC 20; Constant (5th) tongues
Oof. so, since the Intimidation should have succeeded. that would have reduced all it's DCs by 1, and thus trip would have succeeded XD
Oh well, it ended well with a nice shot from Dran, and the game was still generally fun over-all. Even with my perceived annoyances.
And my big complaints to the scenario will be limited to the particular skill checks and the potential stun lock of the AoO whip.

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I agree the skill checks are kinda "specialized". Especially the one about Engineering Lore or Azlanti Lore, the latter not being something you'd choose at the outset of character creation.

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Chronicle looks good. Thank you so much for running the game!