[PF2] Menace Under Otari (GM Watery Soup, Table 2) (Inactive)

Game Master Watery Soup

Slides
Hero Points: Fibek 2, Kenoryth 2, Khaldan 3, Qidan 0, Taong 2


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Gnome Illusionist 2 - HP 22/225, AC 15 (17 w/ Mage Armor & Shield) - Perception +5 (+6 vs. Illusions) (Low-Light Vision) - F: 5/ R: +5/ W: +7 (+8 v. illusions) - Speed: 25, Active Conditions: None; Default Exploration Activity: Cast a Spell
GM Watery Soup wrote:
I redid your burst so it's in green, and 15' burst.

I don't actually know that I'm correct, so I'd appreciate learning the truth. But the description of "Burst" says:

Burst wrote:
A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast fireball, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst.

So I do feel that a 15' burst is a circle 30' across.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Correct - 15' radius, 30' diameter. That's what's drawn.


LN Dwarf Necromancer 1 | HP 16/19 | AC 15 | Perception +4; Darkvision | Fort +6 Ref +4 Will +6 | He/Him

Ah, you botted me just as I was about to post! I'll accept it and just do my round 2 instead.

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

sorry about the divine sight with a ten minute action.

I am going to work to make that a useful focus spell.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Most things that people do in combat would qualify - Battle Medicine (1 action), but not Treat Wounds (10 minutes), most Disable a Device (2 actions), and of course, having it as a backup save for an ally is fantastic.

Grand Lodge

Male Half-Elf Bard/5

Sorry for the delay everyone, I was one of the ones hit by tornadoes and just recently got power and internet back. Still trying to recover and may be MIA but will try to chime in when I can. If it ends up being that I miss too much I understand if you need me to step out. Mother Nature had other plans for me I guess LoL


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Take care of your family and neighbors, and I'll bot you as necessary. Post when you can.


Gnome Illusionist 2 - HP 22/225, AC 15 (17 w/ Mage Armor & Shield) - Perception +5 (+6 vs. Illusions) (Low-Light Vision) - F: 5/ R: +5/ W: +7 (+8 v. illusions) - Speed: 25, Active Conditions: None; Default Exploration Activity: Cast a Spell

I’m gone for the 5th and 6th. See you Friday or thereabouts.


Gnome Illusionist 2 - HP 22/225, AC 15 (17 w/ Mage Armor & Shield) - Perception +5 (+6 vs. Illusions) (Low-Light Vision) - F: 5/ R: +5/ W: +7 (+8 v. illusions) - Speed: 25, Active Conditions: None; Default Exploration Activity: Cast a Spell

Folks, I'm under the weather -and- busy with taxes. If I am a player, please bot me. If I am the GM, I'll be back as soon as I can.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

In PF2, rolling something 10 below the DC is a Critical Failure, and a nat 1 bumps down the degree of success, so a Failure becomes a Critical Failure, and a Success becomes a Failure, etc.

This is important because Aiding typically has a DC of 20, which is higher than the DC of most things at 1st level (which is usually between 11 and 19, most often between 13 and 17). On top of that, unlike in PF1, Aid won't stack, and "only" gives a +1 (only in quotes because a +1 increases the chance of F->S, S->CS, and CF->F ... the value of a +1 is about the same as the value of a +2 in PF1). So, in general, Aiding should be done pretty judiciously at lower levels (since crit failing will give a -1 penalty).

In this specific case, no roll is needed, just ask whatever questions you want (truth be told, the scenario doesn't anticipate prisoners, so I'm giving you information you're supposed to find out later, but that means I can't give you very much right now). But if a roll were needed, I'd probably ask for a roll based on what you were doing in character. Improving their attitude could be Diplomacy (Make an Impression), but it could also be Intimidation (Coerce) or Deception (Lie). There are skill feats to allow those actions with alternative skills, e.g., Society to Make an Impression, so it's not always Diplomacy. Also, I (but admittedly not every GM) am very open to using other skills, so I'd certainly allow someone to butter up a kobold with Dragon Lore or to improve a hurt NPC's attitude with Medicine, etc.


Thanks for the clarification - that's good to know!

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

Yep, glad to use poorly advised aid rolls when they dont matter!! And, note to self, sleep is less effective in 2e too.

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

Urban legend had it to have Einstein as an advisor for your doctorate, he handed out the puzzle. I reworked it for a fantasy setting years ago.

Albert Einstein once posed a brain teaser that he predicted only 2% of the worlds population would be able to solve.

FACTS:
1. There are 5 houses in 5 different colours.
2. In each house lives a person with a different nationality.
3. These 5 owners drink a certain beverage, smoke a certain brand of cigarette and keep a certain pet.
4. No owners have the same pet, brand of cigaratte, or drink.

CLUES:
1. The Brit lives in a red house
2. The Swede keeps a dog
3. The Dane drinks tea
4. The green house is on the left of the white house.
5. The green house owner drinks coffee.
6. The person who smokes Pall Mall keeps birds.
7. The owner of the yellow house smokes Dunhill.
8. The man living in the house right in the center drinks milk
9. The Norwegian lives in the first house.
10. The man who smokes Blend lives next to the one who keeps cats
11. The man who keeps horses lives next to the man who smokes Dunhill
12. The owner who smokes Camel drinks beer
13. The German smokes Marlborough.
14. The Norwegian lives next to the blue house
15. The man who smokes Blend has a neighbour who drinks water.

The question is, who keeps the fish?

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

Five wizards live in five houses and drink five beverages and have five familiars. All are different of course.

Scroll 1=The hobbit has brown hair.

Scroll 2=The gnome has a lizard familiar.

Scroll 3=The human drinks honey mead.

Scroll 4=The wizard with white hair lives just left of the wizard with black hair.

Scroll 5=The wizard with white hair drinks mulled wine.

Scroll 6=The dwarf lives in the first house

Scroll 7=The wizard with gray hair is a diviner.

Scroll 8=The wizard in the center house drinks strong ale.

Scroll 9=The conjurer has an owl familiar

Scroll 10: The evoker has a neighbor with a cat familiar.

Scroll 11: The transmuter drinks well water

Scroll 12: The wizard with the raven familiar lives next to the diviner.

Scroll 13: The elf is an abjurer

Scroll 14: The dwarf lives next to the bald wizard

Scroll 15: The evoker has a neighbor who drinks apple cider

Scroll 16=Who has the frog familiar?

Solution to my fantasy puzzle for Pathfinder or DnD


Gnome Illusionist 2 - HP 22/225, AC 15 (17 w/ Mage Armor & Shield) - Perception +5 (+6 vs. Illusions) (Low-Light Vision) - F: 5/ R: +5/ W: +7 (+8 v. illusions) - Speed: 25, Active Conditions: None; Default Exploration Activity: Cast a Spell

Folks, I want to apologize for my absence. It was a combination of several personal things going on, filing taxes (I own a few businesses so it takes awhile) and having a fairly bad case of bronchitis (which I’m still not over). Nonetheless, I wish I had posted to let you all know I’m still alive.

My plan is to return to all my games tomorrow (Thursday the 20th).

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

On travel and moving on map is hard.

Fibek is on top right corner of magenta protection square.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

So far, you've acquired:

Shortsword with emerald in the pommel (sell value: 5 gp), minor healing potion (sell value: 2 gp), cash (7.34 gp), scroll of magic missile (sell value: 2 gp), emerald (sell value: 20 gp).

That's 36.34 gp if you sold everything, which works out to a 6.05 gp share for each PC, but you may not want to sell everything.

---

This is also the place where I hand out Chronicles for the first half, and also as a matter of courtesy, offer an off-ramp for anyone who doesn't wish to continue.

I will not continue to bot Dailyn - if everyone else joins, we'll continue with 5 PCs. Feel free to rebuild your characters if you'd wish to account for their (presumed) absence.

Please give me your PFS information (Character Name, PFS number, faction) if you'd like a Chronicle. The character must be a level 1 character.

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

44914-2002

Thanks for running — you have inspired me to get and run the beginners box for my kids!!

I am here for this and any game you run until you kick me out. I would love to follow the story as far as possible — and the riddle is really good. Anxious to see how my 20 year old kids handle it!!

Link to Otari lore and background

I highly encourage the link above as player aid, my kids are psyched from watching it.

Radiant Oath

NG male human (Keleshite) wizard 5 (level bump) | HP 68/68 | AC 23 (24 w/shield) |F +10 R +14 W +12 | Perc +13 | Stealth +10 | Focus Points 1/1 |Hero Points 2/3 | Icons: ◆◇↺ | speed 25 | Exploration Activity: Detect magic | Conditions: None

Details for chronicle: 2417339-2001 - Khaldan al Tephu - Horizon Hunters

Thanks for the first part GM Watery Soup! I'm keen to continue the story and I will probably do some rejigging.

Oh and from Thursday 4 May I'll be travelling for a couple of weeks so will be changing time zones and may be a bit slow to post. I'm planning on still keeping active though.

On treasure I vote we keep the magic missile scroll and the minor healing potion for now but am happy to sell the rest.


LN (Male) (Versatile) Human (Transmutation) Wizard 2 | Medicinal Clocksmith | HP 20/20 | AC 17 (19 with Hide Shield raised) | Fortitude* +4, Reflex* +5, Will** +8 | Perception* +6 | Stealth +1 | Speed 25 ft. | Focus Points 1 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Details for chronicle
Character Name: Ahas Ahasan
Org Play ID: 2403787-2036
Faction: Envoy's Alliance

I agree to keep the scrolls and sell the others.


Gnome Illusionist 2 - HP 22/225, AC 15 (17 w/ Mage Armor & Shield) - Perception +5 (+6 vs. Illusions) (Low-Light Vision) - F: 5/ R: +5/ W: +7 (+8 v. illusions) - Speed: 25, Active Conditions: None; Default Exploration Activity: Cast a Spell

Hello, hello!

I’m working on a major trial tomorrow. I’ll be back online shortly after that.


Gnome Illusionist 2 - HP 22/225, AC 15 (17 w/ Mage Armor & Shield) - Perception +5 (+6 vs. Illusions) (Low-Light Vision) - F: 5/ R: +5/ W: +7 (+8 v. illusions) - Speed: 25, Active Conditions: None; Default Exploration Activity: Cast a Spell

I didn't know we were doing this as PFS characters. I didn't set Kenoryth up that way, though I will when I've got more time.

He -will- be:

Player Name: Tarondor
Character Name: Kenoryth
Org Play ID: 2405-2007
Faction: Grand Archive


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Kenoryth does not need to be a PFS-legal character, and the credit does not need to be applied to Kenoryth. PFS credit is not required at all, I can give you a Chronicle later or never, as you wish.

The character that the credit applies to needs to be a Level 1 PFS-legal character, though.


Character Name: Holds-No-Candle
ID: 118069-2007
Faction: Verdant Wheel

The scroll and potion are more useful than the gold we'd get for selling them, I think.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

The game has been reported, and Chronicles are available HERE.

Please decide how you're going to spend your 32.34 gp, as well as who is holding the scroll and potion.

I am formally opening up Dailyn's spot - and inviting a new player from Cottonseed.

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

Saving up for 60gp item.

Ready to go. Others may have scroll and potion.

Horizon Hunters

This is what I get for posting in my phone.

Hello (again) everyone! I'd be thrilled to join you guys but I must say I already played this adventure on BBox days as my first ever PFS appearance.

So, if its allowed and you're ok with it, count me in.

Grand Archive

Just posting to fix my character profile in here for now.


A few answers to questions from your PMs, posted here just because they're general information:

1. This scenario is a Repeatable scenario (they are labeled as Repeatable [uppercase R] on the product page), meaning that you (the player) can play them over and over again, and obtain Pathfinder Society credit each time you play. However, each of your characters can only receive the credit once, so if you had two characters (-2001 and -2002) and -2001 got the credit before, you'd have to apply the credit to -2002, or you'd have to create a new character (-2003).

Other Repeatable scenarios, off the top of my head: all Bounties; Quests 1, 4, and 9; Scenarios 1-01, 1-06, 1-10, 1-14, 1-23, 2-06, 2-11, Intro 1, Intro 2, 3-01, 4-01. There's another repeatable in Season 3 but I forget the number.

Of course, it's appreciated/required that you try to separate any meta knowledge you have about the scenario, and play your character as if they didn't know what was about to happen. Most officially tagged Repeatable scenarios have random/variable elements so that repeaters don't get bored.

2. This scenario is run in Adventure Mode, which entails a few differences relative to a regular PFS scenario.

2.1. Character creation is at the GM's discretion. Whereas PFS generally allows Common items/options and generally disallows Uncommon/Rare/Unique items/options, the GM in Adventure Mode can set whatever criteria they wish. For this scenario, I've allowed all Common and Uncommon items/options, but restricted Rare/Unique items/options. Some GMs allow variant rules like free archetype, but I don't, at least, not for this scenario.

2.2. The GM is allowed to modify the scenario. PFS scenarios must be run with the stat blocks and such presented, but Adventure Mode gives GMs the freedom to modify things. This can mean making things more difficult or easier for the PCs, depending on what the PCs find fun, but I've also reskinned Fists of the Ruby Phoenix to be Minecraft-themed for my kids (they fought through the Nether and then confronted Herobrine as the BBE), and other similar modifications.

2.3. PFS credit for Adventure Mode stuff has fewer rules. For PFS scenarios, the character receiving credit has to be decided up front, and it is locked for the duration of the scenario (not a big deal for live play but can be for PbP). For Adventure Mode, the character receiving credit is decided at the end. Each Adventure Mode adventure has an associated sanctioning document, which explains how the credit is applied.

The Sanctioning Documents are public, but they do contain mild spoilers for stuff you might find in the adventure, so I'd recommend reading the text but not looking at the Chronicles carefully. HERE is the Sanctioning Document for the Beginner's Box. tldr: At the end of the scenario, you'll receive a Chronicle for 4 XP which can be applied to any Level 1 PFS character.

Other Adventure Mode stuff (off the top of my head): all Adventures and Adventure Paths except for Agents of Edgewatch [which is not sanctioned due it being a police-themed adventure released during a time of police-related civil unrest in the US]; all the One-Shot scenarios; all the Free RPG day scenarios; and all Bounties (except that Bounties require a PFS-legal character). Usually the sanctioning documents are released within a few days of the material releasing, but on occasion there's a few weeks between something being available for purchase and when it's officially sanctioned for PFS play.

3. Stuff that's specific to Beginner's Box and this scenario.

3.1. In the past, Beginner's Box was not run in Adventure Mode, and required the use of the special Beginner's Box character creation rules. This was changed a few weeks/months ago.

3.2. There are no variable elements in the Beginner's Box scenarios, so if you have a good memory, you will know exactly what is about to happen. Please don't spoil other people's fun. :)

3.3. The group has already played through the upper level of the dungeon, meaning that you'll be jumping in partway through. This will also mean that the character you apply the credit to will only be able to play the upper level if you replay it.

3.4. I mentioned this before and you seem to be on board, but everyone is a wizard. You should not feel any pressure to create a wizard, nor should you feel any pressure to create a non-wizard. Play whatever you want, and I'll use the powers vested in me by Adventure Mode to make sure the game moves smoothly.

Grand Archive

I'll be playing as Qidan Alder
Org Number: 2424714-2003
Faction: Grand Archive

Thanks for the info on PFS, it's been a pain trying to find out about everything since I'm really new to it.
On the flipside, I'm thrilled to play a wizard, haven't done it since the sorcerer became part of DnD ages ago when people still had no cellphones =)
I'm not quite sure how to fix a certain character to a certain campaign/thread on the forums, but I believe this is the right option with "post as".

Small question though: how do you get your character info on top of your avatar? solved.

With that being said, I'm ready to go whenever you say so (just doing some small finishing touches here and there on background/description but the crunch is done).

Grand Archive

Alright, I've finished everything about Qidan.


LN (Male) (Versatile) Human (Transmutation) Wizard 2 | Medicinal Clocksmith | HP 20/20 | AC 17 (19 with Hide Shield raised) | Fortitude* +4, Reflex* +5, Will** +8 | Perception* +6 | Stealth +1 | Speed 25 ft. | Focus Points 1 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

I will be going to the province to visit some friends, my flight being today and go back Sunday. My posting may be sparse and inconsistent. Please bot if needed.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Any discussion on purchases? If not, I will start moving us along.

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

No purchases, saving up for a wand.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺
Qidan wrote:
Alright, I've finished everything about Qidan.

The character looks mechanically fine. I'd probably choose training in Acrobatics (giving you a +6) over Athletics (giving your a +2), just because 90% of the time, you're using those skills to Escape, which can use either.

There's a lot of spell overlap with other wizards, but that's inevitable with 6 arcane casters.

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

Fibek now has thieves tools and two sets of replacement picks along with the thief skill now. That wasn't overlapping with others.

Grand Archive

GM Watery Soup wrote:
Qidan wrote:
Alright, I've finished everything about Qidan.

The character looks mechanically fine. I'd probably choose training in Acrobatics (giving you a +6) over Athletics (giving your a +2), just because 90% of the time, you're using those skills to Escape, which can use either.

There's a lot of spell overlap with other wizards, but that's inevitable with 6 arcane casters.

Good point there. Changed acrobatics and took ray of frost instead of chill touch. Should give me a long range option.


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

All the continuing players get a Hero Point. Qidan starts with 1.

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

I am unsure how avoid notice works. If I lose initiative and the roll doesn’t beat perception dc am I automatically spotted?

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

I think the initiative handles the perception versus stealth rolls and serves to set order for the first round. I think 2e has some very elegant features!!


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺
Fibek Allser wrote:
I am unsure how avoid notice works. If I lose initiative and the roll doesn’t beat perception dc am I automatically spotted?

Yes, with the complication that what they rolled for initiative may differ from their Perception DC. So it's possible that you beat their Perception DC, but lose to them in initiative - they go first, but you're still Hidden. It's possible to go the other way - they spot you (you are Observed), but you still go first.

It's also possible that they don't roll Perception for initiative (this is another cool mechanism that I like). They could be rolling Stealth, or any other skill, for initiative. In PFS games, PCs disproportionately roll their default (Perception or Stealth), because generally speaking, PCs control when they go into combat. But in home games, I really like trying to vary the initiative rolls as much as possible. Building a house when the raiders attack? Roll Crafting for initiative.

Radiant Oath

NG male human (Keleshite) wizard 5 (level bump) | HP 68/68 | AC 23 (24 w/shield) |F +10 R +14 W +12 | Perc +13 | Stealth +10 | Focus Points 1/1 |Hero Points 2/3 | Icons: ◆◇↺ | speed 25 | Exploration Activity: Detect magic | Conditions: None

I’m back from travelling now so will be back to daily activity.

Grand Archive

We're waiting for 2 players before we move into round 2, right?


(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Yes. I don't like to bot PCs, so I'd prefer to either wait ... or move on.


Gnome Illusionist 2 - HP 22/225, AC 15 (17 w/ Mage Armor & Shield) - Perception +5 (+6 vs. Illusions) (Low-Light Vision) - F: 5/ R: +5/ W: +7 (+8 v. illusions) - Speed: 25, Active Conditions: None; Default Exploration Activity: Cast a Spell

Back from chaperoning a trip to Antietam and Gettysburg!

Grand Archive

Ugh ... it smells like death in there ... and it's not coming from the northern route =P

Vigilant Seal

Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2

Once again, thanks for keeping up the pace and running this.

So catching creatures unaware seems to mean you can roll initiative, not get a first attack suprise round like in 1e. This seems to incentivize diplomacy.

I have listened to an excellent PF2e actual play 2e podcast called Tabletop Gold. The GM insists ALL weapons are sheathed in exploration mode. Seems extreme, I see if opening a door one hand has to be free. If I was exploring this cave or the Abomination Vaults I would have my crossbow out and loaded. Friends of mine are sticklers for crossbows, they can't be stowed and loaded and moving around with them loaded is not easy given old time crossbow construction. Anyway, I was interested in your take on readied weapons while exploring.

Grand Archive

So, since you already did the first floor here, I'm wondering how have to dealt with the possibility to go back to the city to rest once in a while? We took quite a heavy hit last fight and might be left with no resources after this one.


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(he/him) | March of the Dead | 1-25 | Icons: ◆◇↺

Pathfinder 2E gives a lot of flexibility to GMs on how to initiate combat, but one of the changes that went away is the "surprise round" from 1E.

As a workaround, if the GM so desires, they can simply offer a circumstance bonus high enough so that the characters win initiative and all go first, although they won't get the standard+full double act that was possible in 1E.

In 2E, I usually take the opportunity to allow people to roll something besides Perception or Stealth for initiative, as I personally find that interesting (and that it breed creativity) - if you want to talk, you can roll Diplomacy; if you want to throw your voice with Ventriloquism, you can roll Arcana/Nature/Occultism/Religion, etc. In other games, I've allowed characters to roll Farming Lore when a burrowing enemy popped up from the ground, etc.

I don't mind characters having weapons out in general, but it should be consistent with what the character is doing at the time initiative rolled. If a character is attempting to soothe an angry humanoid (Diplomacy), I'd probably say, no, weapons are sheathed. If a character is attempting to coerce them into backing off (Intimidation), weapons are probably out. If the party gets ambushed in a city, I'd probably rule that they're not walking around town with shields raised and weapons out; but if the party gets ambushed in a dungeon, I'd probably rule the opposite, because of the perceived danger (even if they get surprised).

In this specific case, I'm literally offering the chance to do anything (within reason). If someone wants to pull a Leeroy Jenkins, I'll just roll whatever people have listed as the default initiative on the slides.

Grand Archive

No running suicide rushes from me at least, thank you ;)

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