[PF2E] Otari/Abomination Vaults Adventure Path (Inactive)

Game Master Sam C.

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Per: +3 | AC 14 HP: 14/14 | F +3 R +4 W +5 | Active Buffs: | Conditions:

Ah, dang forgot I had removed that when I moved from Pathbuilder to here. Nevermind.


Hp 19/21 +0 temp hp | AC 18 (-1 rage, -1 ovr weapons)| Fort +8, Ref +6, Will +8 | Per +8 | khakarra +6 (1d8+3 1h, 1d12+3 2h) | conditions:

Hmm press forward or hang back? The hallway gets narrow so only one of us can be in melee if Eser moves forward.


Male Lizardfolk Ranger 1 | HP 16/20 | AC 18 | F+7 R+9 W+5 | Perc+7 |
Grasz:
| HP 14/14 | AC 16 | F+5 R+5 W+4 | Perc+4, low-light vision

Hanging back seems best. I think if you have two actions, you can ready an attack.


Status: | HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision

Poor skeleton indeed. And I concur with Rik'tik - seem better to let them come to us. Unless they all pull out bows ...


Hp 19/21 +0 temp hp | AC 18 (-1 rage, -1 ovr weapons)| Fort +8, Ref +6, Will +8 | Per +8 | khakarra +6 (1d8+3 1h, 1d12+3 2h) | conditions:

OK sounds good. Thanks for the input, Rik'tik and Hellewen.


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Well, just to point out, the last two skeletons did pull out their bows; Rik'tik learned that at least one of them is a pretty good archer :p.

Poor zombie, however, is left with just "zombie smash" as its options. So I'm kind of glad that Eser is hanging back, because the initiative order means that the zombie might actually get a chance to do something before it gets mauled by you savages :D.

Okay, so something has come up as a result of Eser's most recent post and I decided to seek some opinions on how to resolve this. The responses I got were pretty helpful, but also split. So I'm going to roll dice to decide the interpretation that I'm using before it becomes relevant.

Specifically, it's about how strict the triggering requirements of that readied action are. Odd result will be strict interpretation, even result will be loose.


Per: +3 | AC 14 HP: 14/14 | F +3 R +4 W +5 | Active Buffs: | Conditions:

Unimportant note given you crit:
How a magic weapon bonus works is not +1 to damage. It is +1dX where x is your normal weapon damage die. So, you'd be rolling 2d12+normal bonuses


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Readied Action Trigger Interpretation: 1d2 ⇒ 1

And the result is odd, so a strict interpretation will used. That means that Eser's readied action will only go off as declared if a skeleton moves into melee attack range.


Hp 19/21 +0 temp hp | AC 18 (-1 rage, -1 ovr weapons)| Fort +8, Ref +6, Will +8 | Per +8 | khakarra +6 (1d8+3 1h, 1d12+3 2h) | conditions:
Surla Stormcrow wrote:

Unimportant note given you crit:

How a magic weapon bonus works is not +1 to damage. It is +1dX where x is your normal weapon damage die. So, you'd be rolling 2d12+normal bonuses

Oh interesting - thank you, Surla!


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It's just ridiculous how much time you can spend, without realizing it, on Heroforge messing around with their mini maker.


Status: | HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision

It's like a character creation screen but without a pesky game behind it :p


Status: | HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision

Quickly added the loot+exp to the sheet. Not sure if we actually want to drag the junk around, but it's easy enough to leave it in a pile and pick it up later :)

(...Maybe we should move the weapons away from the skellies just in case :p)


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Hellewen wrote:
(...Maybe we should move the weapons away from the skellies just in case :p)

Oh, no worries, these aren't that sort of skeleton.

This time.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Yeah. That's exactly what you would say if they WERE that kind of skeleton. We're fetching teeth for a necklace, and some part of the upper vertebrae.
If they come back, they can carry their heads like a bowling ball.


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Pfil wrote:
If they come back, they can carry their heads like a bowling ball.

Hahahaha, funny you should mention that, because there's a skeleton ability that lets them throw their own head as an attack. (Gee, what old-ass console video game does that remind me of...)

Also, I'm deeply hurt that you would suspect me of GM shenanigans on my very first outing. What have I ever said or done to make you believe that I would be possessed of such low and abominable character?


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3
PF_GM_23 wrote:
Pfil wrote:
If they come back, they can carry their heads like a bowling ball.
Hahahaha, funny you should mention that, because there's a skeleton ability that lets them throw their own head as an attack. (Gee, what old-ass console video game does that remind me of...)

Oh, in that case we could wrap their head in a pillow, then bury them halfway on the playground. Then the kids have someone to play ball with, a tireless throwing machine.

PF_GM_23 wrote:
Also, I'm deeply hurt that you would suspect me of GM shenanigans on my very first outing. What have I ever said or done to make you believe that I would be possessed of such low and abominable character?

Yes.

In the best of ways.


Male Lizardfolk Ranger 1 | HP 16/20 | AC 18 | F+7 R+9 W+5 | Perc+7 |
Grasz:
| HP 14/14 | AC 16 | F+5 R+5 W+4 | Perc+4, low-light vision

Traveling through Asia for the next couple of weeks. Please bot me as needed.

Also lacking in Google Docs access at the moment, so won't be able to see the maps.


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And I FINALLY get to use something from Inva's background and crunch, after all of the time that rdknight and I spent tossing ideas back and forth!


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Ah, Riktik, we should remember this one - I'm reasonably certain I can stand on your trident, holding on to it for balance, and you can lift me up somewhere. (And, theoretically, I could start using wings from that elevated position to get even higher).

Which seems very basic, but, you know, I am strong enough to take e.g. Rope with me and affix it to something up there - so in some situations that might help us make an easy or silent entrance somewhere, or otherwise overcome an obstacle.


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If you're familiar with the older X-Men comics, Pfil could also get a larger party member to enact the fastball special. Of course, lacking the particular features of the fastball in question (Wolverine), Pfil may find that--like an ordinary person stopping a bullet with their body--this trick only works once :D.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3
Quote:
@Pfil: It's not really an issue of strength, but more that--unless you're a certain friendly neighborhood wall-crawler who doesn't need it--there just aren't a lot places in that wall to wedge your fingers for a good grip. In fact, only the fact that you're a sprite and therefore can make use of what other, larger fingers couldn't is what allows you the opportunity to climb it at all.

Which kind of was my point. It's not just that I am much smaller and get a grip easier, it's that my "strenght" to body-weight ratio is more akin to insects or spiders rather than humanoids.

As in, even if I only have small areas to get a grip, I should be able to hold on and lift myself or shift into a different position or better angle. I don't expect that to be a mechanical bonus(as that would have been provided in the core stats), merely as a flavorwise explanation for easily scaling walls. I am quite certain the wings help, too. Technically I could walljump with those, too, fluttering up, holding on, fluttering further up, holding on.
But yeah, no mechanical basis for that.

As for the fastball special, I do know it, and I think I'll pass, at least until something like Stoneskin or Metal Body becomes available, in which case by all means curl me up like Samus(yes, my kind of fairie is that flexible...almost, even if it is not that kind of game) and put me in a sling.


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Pfil wrote:
As for the fastball special, I do know it, and I think I'll pass, at least until something like Stoneskin or Metal Body becomes available, in which case by all means curl me up like Samus(yes, my kind of fairie is that flexible...almost, even if it is not that kind of game) and put me in a sling.

Have Eser toss you up with one hand, and then take a swing with that club :D. See if you can take someone out as a projectile weapon :D.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Totally would, if the rules were reasonable about that.

As it stands, I think getting some fiendish Advanced Tyrannosaur and hurling it around with Telekinetic Charge(plus Reach Metamagic) is the best kind of Fastball Special, even if the actual impact is neglectable - but in make belief, there is a fluid transition between getting hurled about 250 feet telekinetically and chomping down on the unfortunate target.
Or tag team with a Ooze Druid shifted to Carnivorous Crystal Form and waiting to Vital Strike stuff on his turn(which is right after getting thrown at something with Telekinesis).

(I think we used that to great effect on a nautical campaign once - a buddy would summon the worst thing he had available, I'd throw it over to the enemy ship. Rinse and repeat. Oh, the enemy fort has cannons? Whats that range increment again? Oh, I guess my critters have longer range. There's still some stuff left when we are out of spells? Good, we retreat, sleep a bit, and will be back in the morning. We basically bombarded everything that opposed us with summoned stuff from outside their range.(well, except long-range spells). Tried to send us to some jungle quest to prevent that and we burned that down to get an open field of battle. :) (Don't worry, we still got into ruins and pyramids and all that other enclosed stuff, but in overland combat we more or less enjoyed breaking it like this, the entire party was in on it and even GM accepted it with a sigh eventually. It was a running gag)


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Status: | HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision

We'll build you a paper plane eventually :p


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Pfil wrote:

Totally would, if the rules were reasonable about that.

As it stands, I think getting some fiendish Advanced Tyrannosaur and hurling it around with Telekinetic Charge(plus Reach Metamagic) is the best kind of Fastball Special, even if the actual impact is neglectable - but in make belief, there is a fluid transition between getting hurled about 250 feet telekinetically and chomping down on the unfortunate target.
Or tag team with a Ooze Druid shifted to Carnivorous Crystal Form and waiting to Vital Strike stuff on his turn(which is right after getting thrown at something with Telekinesis).

(I think we used that to great effect on a nautical campaign once - a buddy would summon the worst thing he had available, I'd throw it over to the enemy ship. Rinse and repeat. Oh, the enemy fort has cannons? Whats that range increment again? Oh, I guess my critters have longer range. There's still some stuff left when we are out of spells? Good, we retreat, sleep a bit, and will be back in the morning. We basically bombarded everything that opposed us with summoned stuff from outside their range.(well, except long-range spells). Tried to send us to some jungle quest to prevent that and we burned that down to get an open field of battle. :) (Don't worry, we still got into ruins and pyramids and all that other enclosed stuff, but in overland combat we more or less enjoyed breaking it like this, the entire party was in on it and even GM accepted it with a sigh eventually. It was a running gag)

Do I need to preemptively make a list of all of the things that you're not allowed to do in this campaign? Because I will! And the first item will be "do not make the GM insane with your b$+&&&%~ and shenanigans." :D


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Oh, that "campaign" was more of a multi-shot, start at high level and cruise home for a few more levels remotely Odyssey-inspired thingie.

I'd be really interested in a checklist of things to d list of things not allowed.
That said, I am not familiar enough with P2E to try and break things for amusement, so no worries there.


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After the first rat fight, when people were not happy about getting untreatable/unbeatable filth fever right out of the gate, I mentioned that there was something further on in the tunnels that would (among other benefits) cover the cost the necessary restorative magic, if the party encountered it.

Well, I can now confirm that this tomb is that something. As revealed by Hellewen's successful skill check, Aesephna Menhemes' long-lost tomb being found will be pretty big in Otari in general and with the Menhemes family specifically.

But this discovery now presents the party with a pretty important decision. On the one hand, you can trot back up to the surface and inform whoever you think needs to know about your discovery and its rather nasty little affliction. It'll take some time to confirm your finding, but you'll receive the aforementioned disease treatment as a sort of advanced payment (with the explicit understanding that, if this doesn't pan out, you'll be making good on that magic one way or another). So you won't have to worry about running out the timer on your initial infection stages and having to roll for actual effects.

However, this will take some time to arrange and there is a high possibility that those further on in the tunnels will enter the areas that you've already cleared and see the effects of your presence. And the results of that will not be to your benefit.

On the other hand, if you press on, you'll find your potential enemies in a much less ready state but there's also a good chance that you won't reach the goal of this job before Fortitude checks have to be made.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Well, the middle ground seems desirable.

I mean, until there ARE effects from the failed saves, we won't even KNOW that we failed them.
So press on as much as we can, THEN fall back once there is a noticeable effect and get treatment.
Then do the rest -


Per: +3 | AC 14 HP: 14/14 | F +3 R +4 W +5 | Active Buffs: | Conditions:

My opinions are fairly neutral on the matter, they're both valid options. So I'll abstain to those with stronger feelings on the matter.


Hp 19/21 +0 temp hp | AC 18 (-1 rage, -1 ovr weapons)| Fort +8, Ref +6, Will +8 | Per +8 | khakarra +6 (1d8+3 1h, 1d12+3 2h) | conditions:
Pfil wrote:

Well, the middle ground seems desirable.

I mean, until there ARE effects from the failed saves, we won't even KNOW that we failed them.
So press on as much as we can, THEN fall back once there is a noticeable effect and get treatment.
Then do the rest -

This makes sense to me!


Status: | HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision

+1 to the above.


Male Lizardfolk Ranger 1 | HP 16/20 | AC 18 | F+7 R+9 W+5 | Perc+7 |
Grasz:
| HP 14/14 | AC 16 | F+5 R+5 W+4 | Perc+4, low-light vision

Seems reasonable, I don't feel strongly about it.


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Well, since Inva's the other one on a timer, we still need her thoughts on the matter.

@Pfil: Don't forget to read the end of my last post before making your next one, otherwise you'll overlook some loot.

And, in RL, I hate living in a house with holes in various places. Not bad enough the rodents cruise on in, looking for food and shelter. But the snakes are following them (as they do), and I've had to remove two snakes in as many days (one yesterday, one today). Fortunately, both were non-venomous rat snakes, but the state I live in does have a selection of unpleasantly venomous species as well. And I'm worried that the next snake I find will be one of those.

Of course, I'm also not keen on the snakes actually eating any of the vermin that they might find, because I'm generous with my kill pellets. Indoors only, of course, but if the snakes are coming in as well, then the odds of them getting a loaded rodent--especially since it'll likely be barely functional from the poison, and thereby a tempting target for a hungry snake--go up considerably.

Edit: I removed the second snake from my house about 15 minutes before this post. I wasn't stupid enough to just take it outside to the front yard and turn it loose either. No, I crossed the street and walked a good ways down it to release it (rural area, lots of semi-wilderness and tall grass along road). So I'm pretty sure the third snake that I just found--a half-hour after making this post--is a different one. And still a rat snake, fortunately, but for f!%~'s sake already!


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Aye. I was considering wether to take something from the coffin or not. But since the dead already assailed us it just seems fair to not be really respectful to their resting place, since, you know, they didn't actually rest as per the terms of a burial contract.

As for rodents and snakes...sounds bad. Why DO you have holes in your house? Are they, like, necessary for something?


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Pfil wrote:
As for rodents and snakes...sounds bad. Why DO you have holes in your house? Are they, like, necessary for something?

Because, for a start, it's an older house and a little loose around the seams to begin with. Which I could have dealt with well enough, except that I made the colossal mistake of offering a place to stay to people who (out of spite) neglected pretty much everything and lived in a way that made my house very attractive to vermin. And it wasn't until I finally put their asses out that I found what sort of f~#$ery they'd been up to while I was entirely preoccupied by handling other s%*$ in my life.

So, rodents come, snakes follow, and I'm left slowly and painfully scraping up the funds to handle all of the f#*~ing problems they gifted me with as thanks for being a chump and giving them a place when they needed it.


Status: | HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision

No good deed goes unpunished and all that :/

Sorry to hear about your woes. And that they were caused by people whom should know better.


Kayal Rogue 1 | HP 12/18 | AC 17 | F +5 R +9 W +6 | Perc +6

Whoa! that sounds like some Florida kind of stuff going on. Although you didn't mention gators chasing the snakes so maybe not quite that?

Inva wanted to turn back right away and was a voting block of one concerning the matter. I doubt that's changed. Whatever.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

That sounds like very s@$%ty people.

And I do understand that permanent repairs may need some time and funds.

But is there no temporary solution? Something 2 bags of cement and a couple planks could fix?

There's no poisonous snakes here. I like snakes. Outdoors.
I dislike rodents because most wild ones in the city are rats, but I am neither afraid of them nor inherently disgusted.

But if either of those managed to get in-doors, I would probably throw a tantrum unless it was clearly a singular occurance. Hence why I was asking. I'd probably cover any ingress-point with fine-meshed rabbit wire, coat the floor with flour to find additional entryways, and generally go into a slight panic-mode until it felt "secure" again.

I suppose that may be a slight overreaction considering the rural wilderness part.
Do try and not get bitten by anything that would be detrimental to your health.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

@GM and Inva:

One question: How DOES PF2 handle poisons or diseases?

I mean, currently there are no ill effects. Do we still KNOW that we failed the saves, that we are infected?

I think that's quite relevant, because usually unless there was some effect you had no means of knowing that you were afflicted. But if you DO know, for example, that you caught a disease with a lenghty onset-time, you could already "prepare" by bed-rest and healer to "intercept" the first save you'll have to make after infection.

That's basically my argumentation on the manner, that there is no reason for us to turn around yet. Yes, we fought some rats, nobody is feeling bad. We know OOC that some people failed their saves but IC are we aware even before any penalties kick in?
Do they feel queasy and expect to get worse in the near future?
Or is that the part where the affliction starts to afflict...?


Kayal Rogue 1 | HP 12/18 | AC 17 | F +5 R +9 W +6 | Perc +6

I've already said I don't care anymore. There's no need to analyze reasoning chains. Let's just do whatever.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

I am not trying to convince you, I am trying to understand the mechanics.

I based my reasoning on how I think it works, but don't know if my understanding is correct.
If there is advance warning on failing the initial save, in some cases (and when we have the means) it could be possible to prepare ahead of time to soften or negate any results from later saves coming.

So yeah, just trying to wrap my head around the mechanic itself, not trying to influence you, even if I use the current situation as example. Sorry for not being more clear on intent.


Kayal Rogue 1 | HP 12/18 | AC 17 | F +5 R +9 W +6 | Perc +6

Well, let's look at the events to date. I'm 2 posts into gameplay (3 if we count an initiative roll) before I'm f&~!ed over prior to even being able to act in combat. I guess that's because I dared to place my icon on the map.

But that's okay I'm told because it's a small place, and we can clear it before I'll even know the difference and it can all be taken care of later.

But actually... that's only true to the extent that we could pay for it. We'd need to leave early and come back, which will make thing harder than if we stayed.

Then the conversation turns to "Well... how could anyone even know they had the diseased condition anyway? Better to stay until there's some damage after all.

So, in summary: I was outvoted on continuing because the party wasn't willing to take any time out to fix the situation initially. Then I was convinced to continue due to information that was approximately half-true. Then the players again are quite happy to let me bear the the costs of continuing on when they're revealed.

Is this a fair summary? I'm not sure, but I don't care. It's what I'm certainly seeing from where I'm sitting.

I'll drop from the campaign at this point. Either my view of things is accurate, or I'm still overly salty about the game start. Either way, I think it's best I leave the rest of you in peace to keep playing as you like.


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Inva Drosil wrote:
Whoa! that sounds like some Florida kind of stuff going on. Although you didn't mention gators chasing the snakes so maybe not quite that

Well, Florida-adjacent actually. Though, thankfully, in a part of my state where gators aren't an issue :D.

Also, I see a bunch of posts that were made in the time that I opened up the discussion thread and then got distracted before replying to the quote above.


Hp 19/21 +0 temp hp | AC 18 (-1 rage, -1 ovr weapons)| Fort +8, Ref +6, Will +8 | Per +8 | khakarra +6 (1d8+3 1h, 1d12+3 2h) | conditions:

That sucks, GM, sorry to hear you're having house/rodent/snake issues. June in the southeast, must be getting warm and humid there. Do the rodents go indoors or outdoors in the summer? Maybe they'll all head outside soon and you'll get a break to patch things up?

Here in Southern CA our cloudy season is about over and then rattlesnake breeding season begins. Good times. One of our student workers stepped on one on campus last summer (she didn't get bit, thankfully).


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@Pfil #1: Unfortunately, no. My house was built roughly 50 years ago, and building standards weren't quite what they are now. So the foundation is less than secure against critters getting past it; they can literally just just dig a tunnel underneath it to reach the crawlspace below. And from there, it's chew-chew-chew up into the house proper (and the snakes then follow those routes themselves). Slapping down some make-do cement patches and boards would only waste money at this point. Poison for the rodents is cheaper and more effective, and I'll just remove the snakes as I find them (and pray fervently that none of them are the kind that I need a .22 to deal with).

@Pfil #2: To the point, no, the affected characters don't know that they've infected by filth fever at this point, which is currently still in the initial, no-effect stage. It's only player knowledge right now.

However, it doesn't ultimately matter. Inva isn't happy with how things are going, and the points raised as to why that is are good ones. Partially my fault, I should have handled that rat fight differently in retrospect even if the dice weren't under my control.

@Inva: I'm sad to see that the campaign's course has reached a point where leaving is your decision. I sent you a PM, not in an effort to change your mind but more to discuss winding up your character.

@Eser: Rodents go where there's food. The people I booted out made sure that the vermin had plenty of that on offer; I gave them the use of the master bedroom which had its own attached bath--no risk of walk-ins, nobody being rushed to hurry because someone else is in need--and it was a f%~%ing disaster area. So what was a minor and easily controlled problem with mice turned into a not-so-minor problem with actual rats and the snakes that want to eat them.

Long-ass expository vent about the issues with my former guests. No need to read it, but I just need to get it out because it's eating me now that's actively on my mind again.:

Of course, it's not only that. Like I said in another post, they did this out of spite. What I didn't know when I offered them a place to stay--and this was why they couldn't find anyone else to stay with or rent a place--was that they're methheads. So they used my generosity to live and eat at no cost to themselves, while using their own meagre incomes (mostly disability payments) to make minimal payments on the stuff that they couldn't dodge paying (like their title pawn or the endless repairs that their piece-of-s%#& car needed) and still have money left to indulge their habit with.

But when the coof rolled around and things started getting tight, I couldn't keep carrying them like that (especially not with all of the other stuff that I had to deal with). Which made them unhappy.

And then they learned that I was scrimping and saving to buy a Steam Deck and some accessories. Apparently, the unmitigated gall of spending near to $1k on myself instead helping them fix their clapped-out car and take care of their problems (and fund more visits to their dealer, no doubt) was the final straw for them. They started leaving food out, they started ignoring (and possibly even causing) leaks that ended up rotting the floor in various places, and they started moving stuff around the rest of house. Now, ostensibly this last thing was to clean things up, get them organized, make sure the rodents weren't getting into anything.

It was actually to rifle through my stuff and look for things that they could readily steal and either sell directly or trade to their dealer. And with everything having been shuffled around, the fact that something(s) went missing wouldn't be immediately noticeable. They might have managed this for a good bit longer than they did, except that I had a sudden and urgent need for several things that I know I had, and which I methodically went through the house looking for. They told me that they moved a bunch of stuff to the shed and while I was out there looking for what I needed, they hopped in their car and noped out somewhere. Well, come to find out, the things I needed weren't to be found in the shed either and I (unaware that they'd both left) went to their room to ask them about it. They didn't answer, so I cracked the door, and go hit with a nasty odor which prompted me to actually enter and see the mess of half-eaten food (some of which had clearly been left out for weeks or longer).

In the process of cleaning that horror, I found a couple of little glass pipes and, living in a place with a serious meth problem as I do, I knew exactly what that s+~$ was and what most likely happened to my missing stuff. I also found a couple of spots where the floor was rotting through. I sent them a text about all of that s*@%, I got a long wall of bile about how since it wasn't their house, they didn't have to take care of anything, and since I wasn't looking out for them either, why should they look out for me, and f#$$ me and everything and there isn't s#+! I can do about it.

That was that. They stayed gone long enough on their own that the timer for having to go through the eviction process ran out, I hauled God only knows how much trash (both their stuff and actual trash) out for disposal or burning, and now I'm dealing with the after-effects of being a kind-hearted chump; holes chewed in my walls, holes rotted in my floors, vermin, and a lot of missing stuff that I can't easily (or ever) replace.

To anyone who actually read all of that, I'm sorry for unloading it here. It's really not the place. But I had to get it out, and going into a closet, shoving my face into a stack of towels, and screaming my throat raw and bloody isn't healthy :p.

And before anyone worries about my mental health, I have a system in place that's letting me get by. It's called "deal with the s@#@ that I can deal with as I can deal with it, and f%@~ the rest."

Oh, and for funnsies. I posted this, looked over at my bedroom door, and saw yet another motherf~%!ing rat snake coming under the door. I don't know if it's a fourth snake, or a repeat visitor. But I'm starting to give serious thought to just keeping the damned thing :D. It copiously slimed my hand with its unhappiness when I grabbed it to get it into a tote for transport outside, so obviously it really wants to be here.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

I am sorry to see you go, Inva.

I felt you were not happy with the vote and called my own interpretation into question.
Tried to understand if my own logic may be flawed and doubted my own conclusion, trying to get it validated or corrected by the GM.

As you said, there was no need to based on the vote. I asked because I doubted myself and my limited system knowledge, and was willing to reconsider my stance if new information presented itself.

The consensus now also was that the moment any effects are noticeable, we'd turn back and get the lot of you fixed up and only do the remainder after treatment, so nobody would at any point suffer any penalties.

If my attempt at understanding the mechanics caused you to decide to leave, I am sorry to hear that, but I assure you my inquiry was made because you made me doubt the truthfulness of my assumptions.

@GM: I read it, and go ahead unload. This is supposed to be a fun place, that can also mean getting things off your shoulders. Nobody has to read it if you spoiler things like that.
And they are seriously s##@ty people. I am sorry you had to go through that, but it sounds like at least they are gone now? I mean, that doesn't bring back your missing stuff, but at least you can start fixing things - and there's a future ahead with no snakes?

Regarding that first fight: I blame the dice. A long-term GM I played several games with here on the boards once had, as first encounter of a new campaign, a surprise round for some burning skeletons(where they got a charge), then won Init and proceeded to kill 2 out of 3 PC's before they got a turn. Third PC was backstabbed by a mentally unstable NPC we picked up before(every fight or when someone died she had a chance to snap and suicidally attack whoever was closest). Sometimes things are sheet like that. You could possibly have done things differently or explained them in another way, but hindsight is 20/20. The dice messed people up. That about sums it up.


Otari Map|Otari Level 2 Map| Party Info|Campaign Rules

Well, Inva is definitely out, I've confirmed that via PM. She'll be a background NPC in Otari, but that's about it for future appearances.

So that leaves only our resident bird-barian to (maybe) suffer the filthy effects of rat bites. And since Eser has previously expressed a willingness to press on, then forward it is!

@Pfil: Yeah, fixing things is definitely in my plans. But right now, I'm putting what little spare money there is to replacing the various tools that wandered off that I'd need to do the actual fixing with. And having to push funds into emergency purchases of snake handling tools--Amazon really does have just about everything though--isn't helping any. Of course, as I'm learning, I might only ever need those snake handling tools a few times, but when I need them, I really need them :D.


Male Lizardfolk Ranger 1 | HP 16/20 | AC 18 | F+7 R+9 W+5 | Perc+7 |
Grasz:
| HP 14/14 | AC 16 | F+5 R+5 W+4 | Perc+4, low-light vision

Sorry to see you go, Inva. I appreciate that you did an exit post, which seems appropriate given the character history.

@Sam--Sorry about your snake problem. I think Samuel L. Jackson said it best.


Status: | HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision

RE - Methheads - :/ That's f%+&ed up. Sorry.

RE - Disease/Affliction - You have a condition while diseased. For Filth Fever it is at first nothing but fluff then Sickened on Stage 2.

Successful save at the end of every stage reduces the Stage by 1. Failure advances the Stage by 1.

The mundane way of helping takes 8h and gives a Save Bonus.

The alchemical way of helping costs 3 gold and gives a small Save Bonus. Or a massive amount of gold for a slightly larger bonus.

The magical way of helping takes 10m and is a dispel check (and it is all gone).

For our situation - mundane help won't matter right now since the first stage is shorter then the duration.

Alchemical help *would* mean slightly improved odds if purchased immediately.

Magical help - which we know we'll have - won't care how long we wait. Unless it's 3+ days of critical failure in a row and we have to pony up for resurrection. Then our wallet will cry.

The TL:DR is that diseases don't work like in 1e, any permanent damage takes days of s!@$ty luck and there's a ~20h window on filth fever before mundane treatment gets less effective.


Otari Map|Otari Level 2 Map| Party Info|Campaign Rules

And in my ongoing snake saga, I'm sitting on my bed and letting my brain boot up (some days it takes a bit longer than others) and I happen to notice something moving by the window. So I rub the crust out of my eyes and look again.

F!&@ing rat snake rearing up from the floor like morning wood :p. For those of you keeping track at home out of morbid curiosity, that's 5 snake appearances in four days. This one is getting a streak of white out down its back before I turn it loose, because I'm more and more convinced that it's a repeat caller. The alternative, that my house just happens to be appealing to (so far) 5 healthy-sized snakes, is not something I'm willing to contemplate :D.

Edit: FML, three bottles of white out and every single one of them bone dry. No snake marking for me.

Anyway, back to campaign things. You've looted the tomb, you've learned something very useful about it, and you're all ready to press on. Pfil has her trophy teeth (did you collect any from the zombie), and all I need to know is what your light situation is; Rik'tik's standard torch, Pfil, and/or your new everburning torch with the very unusual light.

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