Chaos in Korvosa - Crimson Throne for PF2e by DM Doctor Evil (Inactive)

Game Master DM DoctorEvil

Old Fishery - Chaos in Korvosa

PF2 actions guide

Choas in Korvosa Loot Tracker


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Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Alight, let’s vote:

1. Charging through the front,
2. Some take the front and others sneak in the back and we meet in the middle.

What does everyone say?


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

I'm for #2 - I'll go with the group heading around the back to cut off any retreat.


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

I'm in for plan #2 as well, I'll try my skills at getting the door open before Laijiri gets there... I hope.


Male Twilight Halfling Thief Rogue 1 [HP 16/16 | AC 17 | Per +6 | F+5 R+8 W+6]

#2. Daesra and I go around the back, while the rest rush the front.


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

Just ro be clear, Rienas is going to use 'Ghost Sound' to create a knocking sound at the front door. I was going to make it a lighter melodic knock rather than a heavy pounding. Please comment here of you have an alternative suggestions for the created Sound.

Also, a question for the GM, when casting, do you want a spell description here or just be clear on what I'm casting when I post in the gameplay thread?


It is simpler to just post the action, it is more narrative to describe it. I suggest both, but will live with the former. If you just give me the latter, I may not know the intent.


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

I generally do a little of both in the gameplay thread but I wanted to know if you required an actual "from the book" spell description in the discussion thread to save making you reference every spell we cast.


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

Ghost Sound (2 actions)

Auditory - Cantrip - Illusion

Cast somatic, verbal
Range 30 feet
Duration sustained

You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

All right. Sounds like we have Consensus. Let’s get to it then.


Rienas wrote:
I generally do a little of both in the gameplay thread but I wanted to know if you required an actual "from the book" spell description in the discussion thread to save making you reference every spell we cast.

No need, I have ways to look them up if necessary.


Splitting the party before the first encounter is an interesting choice. Let's see what happens!


NG Female Duskwalker Cleric (stoic caregiver)/Arcanist | HP 11/11 | AC 12 Touch 12 FF 10| CMD 12 | F +2 R +2 W +6 | Init +4 | Perception +3 (darkvision) | Sense Motive +7 | Active: Mage Armor, Deathwatch

I forgot if it was mentioned before but are we using battle maps?


It's linked at the top margin


NG Female Duskwalker Cleric (stoic caregiver)/Arcanist | HP 11/11 | AC 12 Touch 12 FF 10| CMD 12 | F +2 R +2 W +6 | Init +4 | Perception +3 (darkvision) | Sense Motive +7 | Active: Mage Armor, Deathwatch

Oh, sorry still new to the forums. Totally saw those links but scrolled right past them lol.


I have said it, but bears repeating. The top of the fishery map is EAST, not north. This AP does that frequently, and I don't know why. If we use cardinal directions, make sure to keep that in mind.


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Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6
DM DoctorEvil wrote:
Splitting the party before the first encounter is an interesting choice. Let's see what happens!

Since when has anything ever gone wrong splitting the party???

I'm saying that ironically, so I think we'll be okay ;)


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

With his dark vision, can Rienas see the other two where they now stand?


They don't really stand where they were before, but Rienas could easily walk over that direction and see them on the loading dock. My guess is that they would be signaling their readiness for you to knock, but they will have to confirm that.


NG Female Duskwalker Cleric (stoic caregiver)/Arcanist | HP 11/11 | AC 12 Touch 12 FF 10| CMD 12 | F +2 R +2 W +6 | Init +4 | Perception +3 (darkvision) | Sense Motive +7 | Active: Mage Armor, Deathwatch

Do I need line of sight/effect to cast message? It mentions the target needs line of sight to respond but doesn't mention anything about the caster. But I don't know if that is covered by a general rule?


Veegees wrote:
Do I need line of sight to cast message? It mentions the target needs line of sight to respond but doesn't mention anything about the caster. But I don't know if that is covered by a general rule?

In general, spells etc in PF2 need line of sight to a target to work, unless the description specifically says something different. So in this case, without seeing the folks on the deck, you can't message them. You could step to the side, message them and get their reply, fairly quietly, even from a distance. But not without shifting a bit.

You could also just move back since not in initiative before the ghost sound fired.


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

Even though we're not in initiative I already posted that I was starting to cast, I'm assuming that restricts me from being able to move, as required, to see our companions down the side if the building.

Here's hoping "Message" lines up....


I am not going to be a stickler about it in this case. I'd rather you see/signal you are ready, so we can get started.


NG Female Duskwalker Cleric (stoic caregiver)/Arcanist | HP 11/11 | AC 12 Touch 12 FF 10| CMD 12 | F +2 R +2 W +6 | Init +4 | Perception +3 (darkvision) | Sense Motive +7 | Active: Mage Armor, Deathwatch

just pre-rolling my initiative as we're about to get into it.

initiative: 1d20 ⇒ 8

so that's 13 assuming its perception.


Morganne wrote:

just pre-rolling my initiative as we're about to get into it.

[dice=initiative]1d20

so that's 13 assuming its perception.

You anticipated my post. Feel free to respond in any non-encouter-y way first but once spells or attacks are planned, then we will move to encounter mode.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

I was assuming a surprise round to start the initiative. Was that alright?


No, sorry. Surprise rounds don't really exist in PF2. You could get the drop on someone if stealthy and they didn't perceive you, but not when you are standing right in front. Got your initiative, but your actions will have to wait till your turn, and likely be re-done.

Will use block type initiative, so in this case, since Camber and Nox are up, either can post, and will resolve in the order they post, not in the exact inititive count -- its easier for PBP games to keep flowing this way. After the dog, most of the rest of the group can then post in the order they see fit.


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6
DM DoctorEvil wrote:

No, sorry. Surprise rounds don't really exist in PF2. You could get the drop on someone if stealthy and they didn't perceive you, but not when you are standing right in front. Got your initiative, but your actions will have to wait till your turn, and likely be re-done.

Will use block type initiative, so in this case, since Camber and Nox are up, either can post, and will resolve in the order they post, not in the exact inititive count -- its easier for PBP games to keep flowing this way. After the dog, most of the rest of the group can then post in the order they see fit.

Let me know if my proposed actions are still valid, or if I need to restate when it's my go.


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Werehare Inquisitive 3/ Seeker 3/ Bard 3
DM DoctorEvil wrote:
No, sorry. Surprise rounds don't really exist in PF2. You could get the drop on someone if stealthy and they didn't perceive you, but not when you are standing right in front.

Ah. Well. I did want to learn this system, all good.


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Daesra Darkshield wrote:
DM DoctorEvil wrote:

No, sorry. Surprise rounds don't really exist in PF2. You could get the drop on someone if stealthy and they didn't perceive you, but not when you are standing right in front. Got your initiative, but your actions will have to wait till your turn, and likely be re-done.

Will use block type initiative, so in this case, since Camber and Nox are up, either can post, and will resolve in the order they post, not in the exact inititive count -- its easier for PBP games to keep flowing this way. After the dog, most of the rest of the group can then post in the order they see fit.

Let me know if my proposed actions are still valid, or if I need to restate when it's my go.

Daesra, your pre-written action should still be fine, unless something strange happens between now and then.


You can ready an action. Which I think was your intention but as it wasn't expressly stated I guess we're going to have to wait till next time.


Even readying an action wouldn't have helped in this case, since the target acted first, and has now shut the door, but yes, using Ready or Delay are also possible tactics in encounters.


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

Are we waiting for actions from Bloo or are those happening behind the door and the next 3 PC's can post?


Can't you use the ready action outside of combat? For example "I ready an action to run into the doorway, with the trigger being the doors open".


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

Readied actions are usable only in combat, it takes 2 actions to ready 1 action with a specific trigger.


Where does it say that it can't be used outside of combat? I can't find anything on it.


Here is the link for Ready. It's action driven, so usually that means in encounter mode. I suppose you could ready actions in exploration mode, but since you can really act independent of initiative or others, it would be sort of a moot point. The only real way to achieve what Laijiri wanted was either a) be right at the door when it opened and catch the man by surprise or b) score higher on initiative than the target.

We will see how it works out


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

Let's say you want to ready an action to attack the 1st guy that comes through a doorway. Being out of combat, you would position yourself where you wanted and declare your intention. The moment you attempt to attack him, initiative is rolled, and depending on the roll you may, or may not, get to act before you're opponent; he may very well get to act first.

In combat, based on init, tou are only permitted to act at a certain time, your turn. At the cost of 2 actions, from that turn, you can prepare to do 1 action at another time (according to the 'trigger').

Sneak vs Perception can also come into play but I left that out to keep the explanation simpler.


If this all the case then how do you pull off ambushes?


You can get the drop on those who are unaware of your presence. There are a series of rules about states of perception (observed, unaware, unseen etc) and concealment. But in this case, the door was knocked on, the dog barked, the man was wary, the team was out in the open on the street.

Different tactics might've had a different outcome.


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

You sneak/hide and your rolled Stealth check needs to beat their 'static' Perception (10+Perception bonus).

If they're actively looking for you, and you're hiding/sneaking, it would be their rolled Perception check against your 'static' Stealth (10+Stealth mod).

No more opposing rolls in PF2e.

This is a basic explanation only, there are many variables.

Finally, it is also ALWAYS up to GM's discresion, in ALL cases.


BTW, I am always happy to answer questions, both about the rules (it's how we learn) and about how I am applying them. We would discuss if we were at the tabletop as well, and so I take it in the spirit of teaching/learning about the game and about each other.

No bad questions, except the ones you don't ask...And while I may have the power to rule how I want, typically there's a reason and if I can share, I will.


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

I appreciate this thread. As I said, I’m brand new to 2e and all this is very helpful!


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

I find rhe open discussion of the rules help people to get a hold of the system better than just reading g the rules yourself. Definitely recommend a read through first but discussing the apication of those rules helps EVERYONE'S understanding of the usage of those rules.

As our GM pointed out, the only bad question is the unasked one.

I'm currently building characters , and playing, three campaigns so all I'm doing is reading and re-reading rules. I'll offer info, when I have it, but please feel free to disagree or call my BS!


Female Human Fighter 1 | AC 18 | HP 0/19 | F +6 | R +6 | W +4 | Per +6

The Delay action seems like an interesting option as well. It takes you out of the initiative order until something you specify happens, then your initiative changes to that new ordering. It's on Page 470 in the Tome of Knowledge (i.e., CRB) ;)

On another note, how do strategizing comments work in the PBP format. If I wanted to offer an observation/suggestion to another player as I was taking an action, or after I saw the results of my action. what is the best way to note that?


Male Half-Elf Witch (1) / PERC +3 / AC 16 / HP 16 / FORT +5 / REF +6 / WILL +5

Delay is a magnificent tactic. Fighter rolls high init, caster rolls low. Why would the fighter attack first when he can delay until right after the caster and gain the advantage from the casters spell? Obviously use of the discussion thread is required for it to function well.

In character, and in encounter mode, speaking does not require an action but you can not speak until after your first turn begins. Also keep in mind that your entire turn, in any round, is 6 sec of in game time so when you have 3 actions AND speaking to complete, obviously the speaking will need to be short and to the point.

Ooc speaking should be viewed as if we were all sitting at a table together, rolling dice and playing on a board. There is open speech between us and the GM consistently (discussion thread). Each of us needs to draw a firm line between what the player knows and what the player's character knows. "Daesra screams at Rienas to to use his breath of fire..." Has Daesra seen Rienas cast breath of fire before? Was Daesra there when Rienas learned breath if fire? Or did Daesra's player read Rienas' character sheet?

I don't actually have a breath of fire.


Some tactics can also be worked out in down time, but you should mention that's what is being discussed etc


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Just a heads up, I will be away from home Th-Sat this weekend. I may be able to squeeze a post in, but it's unlikely.

Expect delays. But i will back in the chair on Sunday, so might get caught up then.


Just in case you didn't realise, you only have a single round to use the guidance spell (unlike in 1E where you had a minute to use it). Still your choice but just making sure you know.


Yes, you can cast guidance at a distance now, but it has to be used the following round or lost.


I will be away from home again this weekend, starting early tomorrow, returning late on Monday. Probably no posting while away, so again, I apologize for the delay.

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