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

Kijiri, just a heads up on a couple of points in your last post:
- Your second attack action in a single round is at -5 to hit.
- You still have 1 action remaining if you wish to use it.

Many of you said you were new/inexperienced in PF2e so I figured this thread is a good place to point out errors or corrections. I find this to be a good tool in my other campaigns but only if everyone views it as such. If anyone doesn't want these pointers displayed here please indicate that to me, no problem at all.


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 don't believe conditions stack so you might want to evil eye the other guy or wait till we see the result of my demoralize before you target Yargin.


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

Rienas, as far as I go, please feel free to point out any mistakes or rules errors on my part. That’s the best way for me at least, to learn.


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

Thanks for the heads up, I'll switch my target to the crazy ginger gnome with the nice knife and warm smile.

Clearly I'm not a pro with the rules either, I've just been amassing a lot of experience lately.


Werehare Inquisitive 3/ Seeker 3/ Bard 3
Rienas wrote:

Laijiri, just a heads up on a couple of points in your last post:

- Your second attack action in a single round is at -5 to hit.
- You still have 1 action remaining if you wish to use it.

Oh! Appreciated on that second attack, I'll note it the next time. For the sake of use, I'll spend the not-Guidance to help offset some of it. Otherwise, he'll not move-- getting sandwiched between those guys and the dog doesn't sound wise.


Back from being away. Got new gameplay actions posted. Sorry for the delay; should be back to normal routine for a little while.


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

Just looking for opinions, I can backup and use 'Friendfetch' to drag Nox, or Nox and Morganne, back from the front line and let Kijiri deal with the grinning knife welder. Or, option B, I can leave your positions as is.


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'm fine where I am, so up to Nox.


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

I’d love to be away from that other pesky gnome, lol!


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Fair warning, Laijiri will be looking to end the person that set him on fire, first.


-- well, then again, someone made themselves more easily accessible.

One cannot take the grapple action twice, can they?
Second Grapple?: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9


No reason to take the grapple action a second time, unless you are trying for the critical effect of pinning the target. You can attack them, with a fist or weapon though. Not required however.


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Sorry for the lack of post, had a busier than usual Easter.


Veegees wrote:
Sorry for the lack of post, had a busier than usual Easter.

S'ok, glad you are still here


Sorry, I thought I had posted the new round start, but it must not have taken. Will get to it again right now.


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Front Room - Post Combat Summary

Enemies Killed; 2 dogs (Redd and Bloo), Yargin (human man), and Hookshanks Gruller(gnome)

Nox: 11/16hp remain, used elixir of life, cast 1st lvl spell (2 remain)
Morganne: 13/15hp remaining
Rienas: 14/16hp remaining; friendfetch cast
Daesra: full hp, no resources used
Camber: full hp; no resources used
Laijiri: 20/26hp remaining;

No Hero or Harrow points used. No items recovered (so far).

Congratulations on your first fight!!!


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

From my first fight, combat seems a bit more tactical in 2e. The extra hit points at first level definitely help, though!


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Yeah, the action points are great to use as a visual token of what you can still do, but I'm looking to see how well the grappling rules actually function. I'm picturing Laijiri functioning like King from Tekken, or Astaroth from Soul Calibur.

Hmm... I need to look to see if there are grapple chains. There was a Luchador (3p) class that did something like, but that seems a bit unique.


There are grapple chains, from what I have seen, the only way to pin someone is crit on the grapple check, however. I wish that mechanism was different, but I don't know it all by any means.


Now that there is loot to be had, please take a look at the Loot Tracker google sheet attached at the top margin. The first tab is unclaimed and/or unidentified items. Please note, items on this list are not considered "held" by any specific character, and as such, cannot be used in combat situations.

To use an item, you need to claim it in the thread (or discussion) and I will move it to the third tab, where items are spread among party members. Values are included, so you can see approximate distribution. It's up to you (first come first served rules, unless minds are changed) to claim items.

The second tab is where cash is tracked. Found coins, and purchases will be logged here, so the cash on hand should always be close to up to date. If coins are found (1.5gp in this case) I will evenly distribute them to party members, unless you decide differently.

Let me know if any questions.


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'm gonna go ahead and take the alchemist's fire.


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

How is this room lit - candle(s), lantern(s), magic?
Anything of note on the desk or drawers?


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

It is fully up to the group but in some of the other campaigns I've played, we don't count consumables toward PC wealth as it seems to go out of balance pretty quick. Two examples of this are when the front line fighters need to use the majority of the healing/buff potions we find while the casters generally take most of the wands, scrolls, etc... Again, the 'freebies' are consumables only.

The remainder of the loot gets claimed or sold. Claimed items would count toward your characters wealth while the gold from sold items is split evenly.


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

One question regarding the loot, specifically with the items that the group decides to sell (not claim). Do we leave them on the first page, unclaimed? This is nice for the players but not very realistic as, if the items are not claimed, then no one has to deal with the bulk of carrying the items around. This is more of an issue later, for example, when we delve into a dungeon and turn into a bunch of 'murder hobos', stripping all sellable items from every foe we defeat. I find it more realistic to pick and choose what items to take instead of every piece of armor and every weapon in an attempt to maximize the gold we earn from selling it off. It's much cleaner to have the GM keep an eye on and adjust the loot we get so that we are not at a deficit because we didn't sell everything that wasn't nailed down.

One alternate concept that I liked was that all the mundane items on an enemy, the ones we would not be claiming but would still have to take and sell, were removed from the description of what we could take and, instead, the gold was on the enemy. For example, killing a goblin might get you a small set of poor armor, a healing potion and a dog slicer. As some of these items are not useful to the party, the GM would remove them from the list of items we could take and in their place the goblin would have a heal potion and 55 gold. This gold is the exact value of having sold the poor armor and the dog slicer. This just removes the "Skyrim" type of play where you're just hauling loads of junk back to town for profits.

I have played all these ways and find that they can all work well, I just want to make sure we're all on the same page with how we're doing it here. Please, feel free to post your thoughts and opinions on this.


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

Nox would offer to claim one of the minor healing potions and the disguise kit, if there are no objections.


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

Daesra would like the kukri as an alternate weapon back-up. And she can carry any unclaimed items for now, as she has 5 Bulk open at the moment.


Balance in consumables or other treasure is for you, not me, to decide. There are certainly times when balance doesn't make any sense, and there are items or people who might need more, or less, loot to reach their potential. I am not going to enforce strict equality, though you may if you all decide to. If I think it becomes unrealistic, we will discuss it.

The items on the first tab are not claimed, and I am not going ot track encumbrance enough for it to matter (nor coin weight for that matter), but the penalty for carrying things there is that you cannot use them in combat situations. They must be assigned (on tab 3) to use in combat. This may let you "stack up" items, but I can live with that. It's easier ot record-keep and to sell when its time.

Morganne takes the alchemist's fire. Nox takes the minor elixirs of life and the disguise kit. Daesra takes the kukri

I will answer the question about lighting in the gameplay thread.


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

Sounds good. Sorry, I posted items requested in the gameplay thread a while back:

"...Rienas takes all the acid and alchemist's fire not claimed by others."


I got it and issued you the acid flasks x2. The loot tracker should be up to date.


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

Awesome, thx


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

I’ll only claim one of the healing potions, GM, so there is another one available.


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

I'm getting crushed on these init rolls!


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

I'm here, just waiting for my turn in the new combat.


Just clarifying how falling damage works in PF2. You take bludgeoning damage equal to half the distance fallen (if more than 5') and if you take any damage you end up prone. You cannot use Acrobatics to mitigate or land on your feet, unless you have certain skill feats. Thus, if Daesra leaps down, she will take 5 bludgeoning dmg and end up prone. So it would be one action to fall, one action to stand up, and then whatever you want next.

Alternatively, you can try to Long Jump across the vat. You need an Athletics check with the DC equal to the distance leapt. In this case, 20', since you rolled a 24 Athletics, could land on the steps above Derrick, using two actions.

Up to you....


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

Alternatively, you can try to Long Jump across the vat. You need an Athletics check with the DC equal to the distance leapt. In this case, 20', since you rolled a 24 Athletics, could land on the steps above Derrick, using two actions.

Up to you....

Thank you for clarifying on Falling Damage. I reread the movement actions and Leaping down seemed closely like what I was trying to do.

Option Two sounds like the best way to avoid certain damage, if that works Daesra would be in a better spot. And her 3rd Action would be to Raise her shield, making her AC 20 until start of her next turn.


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Sorry team, I have had a houseguest here the last two nights, and its taken up my usual gaming time. Too late now for me to get to a post, so thanks for your patience, and I expect to be up and running normally tomorrow.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Apologies for my delays, moving and a trip has restricted access.


No worries, if you need to miss, but you might get run if its during a combat round. I missed some time lately myself. Should be good for a bit.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

No worries. You're doing pretty much what I would have done.


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

Something wonky has happened to the map - The base warehouse has shifted so it's appearing partially cut off. Thankfully, it has shifted upwards so nothing that was covered has been exposed.


Thankfully, its pretty easy to restore an old version with Google docs. If you accidently shift the map, please try to return it, or shout out.


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

I did some looking around, and it seems the only way to jump down with injury is this:

Cat Fall
Prerequisites: Trained in Acrobatics
Your cat-like aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.


Be an unbreakable goblin helps. Also, you can Grab an Edge and reduce the falling distance at times. I'm not sure I love that mechanic, but it is what it is for now. Lots of things that are simple skill checks in other systems are skill feats in PF2, so you have to be looking ahead sometimes.


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I will be out of town starting tomorrow AM through late night on Sunday. I am unlikely to post or advance the game during that time. Will return to the chair on Monday night. Sorry for the delay, and thanks for your patience.


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

Did I have a penalty to my AC, that allowed Derrick to crit with a 27? Daesra's base AC is 18, so wouldn't it take a 28+ to crit?


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It was a natural 20, which bumps the result up one tier, from hit to critical hit. Just like natural 1 moves it down, so a hit becomes a miss, a miss etc.


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

Daesra's first combat injury, and it's from a crit! Truly leaves an impression! :)


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Sorry for some inattention. Went to GotG3 last night, had RL Pathfinder session this evening.

Will get caught up tomorrow.


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

Thanks for botting me for the round, had to rush out for a couple days.

I might be out the early part of next week, so feel free to bot me then as well if you need to. Then I'll be back.


Glad you are still here, and no worries about missing some time. Hopefully the fight will be over soon enough.

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