Zac Freelan 2 |
The discord game I was in didn't fire, same scenario and I saw there was one open spot here. Someone probably dropped out.
GM Zoomba |
Happy to have you! And excited to have this kick off in just one more week!
I've posted links above to a Google Slides table (for maps/handouts/etc) and a sheet for skill checks (which makes both initiative and secret rolls far far easier for me as a GM). If you could fill them out when you have a chance, it would be greatly appreciated!
Fyn N' Gyn |
I'm at an in-person convention (Dragoncon) all weekend so I won't have a chance to fill in the slides etc. until Monday but for planning purposes Fyn is a level 9 Wizard with the Cleric dedication.
Drogo and Daphnaie |
It's very exciting to see a two gnome party! Cousin?
I have 1 gm glyph, and would like to offer it up to the L9 cleric Dranald.
Fyn N' Gyn |
Cousin! It is always good to see another gnome in the party - when gnomes congregate, what could possibly go wrong?!?
...
I changed my character image so that Fyn and Drogo don't look like identical twins since that can get confusing.
No glyphs to offer but I am happy to accept Grandma's acknowledgment of the troubles we of lesser stature face! Are the cookies ready yet, Grandma?
I have the Magical and Skillful Mentor boons to offer in case anyone is getting a level bump.
GM Zoomba |
Zac or Dranald: any GM Glyph(s) to toss into the pot?
Also it looks like we’ll be at low-tier 16 CP by my math (posting here so that if im wrong you can correct me :p
Drogo and Daphnaie |
GM Zoomba,
This is my first time playing with Knockdown, and glad I finally get to try it out before the rule changes. :)
Does the knockdown action need to happen in the same round as the strike? Or could Daphnaie use the first action of the next round for it, if the last action of the previous round was for her to successfully strike.
Thanks!
Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry. Effect The monster knocks the target prone.
GM Zoomba |
GM Zoomba,
This is my first time playing with Knockdown, and glad I finally get to try it out before the rule changes. :)
Does the knockdown action need to happen in the same round as the strike? Or could Daphnaie use the first action of the next round for it, if the last action of the previous round was for her to successfully strike.
Thanks!
Quote:Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry. Effect The monster knocks the target prone.
I believe it (and most abilities of that nature) would need to be done in the same round, not a later one. I recall reading a developer comment that that is the intent for most of those abilities (Grab, Rend, Knockdown, etc) though the exact wording is not always perfectly consistent (though forget exactly where that comment was sadly - one of the 'fun' things of social media is that there's at least four different platforms it may have been noted on.)
that's how I intend to rule for this game at least though as always if you can find a definitive clarification or statement to the contrary let me know and I'll take a look and am willing to adjust if needed!
Zac Freelan 2 |
Being level 11 here I'm definitely succeeding. Reflex save I only have to roll a 3 to save. Crit hits, well I ended up critting on a 13 on the dice, something tells me I can almost not miss with my agile weapon.
Drogo and Daphnaie |
Thanks for the ruling! That's always how I've played it as a gm. As a player, it brings a new perspective to rules interpretation. :)
GM Zoomba |
Every single enemy having a death AoE blast I'm sure is great fun for a summoner :p
GM Zoomba |
Some monsters just love making players roll dice!
My favorite being the Pakalchi in 1e, which if you moved from afar to go up next to it could require you to make all three saves (Will from gaze; Reflex from thorny vines around it; Fort from those thorns' posion) all before you can actually swing at it
GM Zoomba |
Skill challenge!
With a lot of both options and rules listed in one massive post, so if any questions about the mechanics/situation please ask and I'm happy to clarify!
Fyn N' Gyn |
To clarify, in each of the 3 rounds:
A) only 1 character can attempt one of the various checks, and all that everyone else can do is aid?
OR
B) for each of the various checks that are listed, only 1 character can attempt it, while the other characters can attempt to aid or do something else (such as attempt one of the other checks)?
OR
C) something else that I've missed.
Fyn N' Gyn |
Fyn has Crafting +20, +16 Arcana/Religion, and +15 for a variety of other skills that I bet someone else has higher.
He can offer his Flask of Fellowship to help (+1) if someone is going to try a Diplomacy check.
Thereus 2ed |
My major applicable skills are: Acrobatics +18, Athletics +16, Diplomacy +20, Intimidation +15, Medicine +16, Nature +15, Religion +15, Stealth +18, Survival +15
I also have Untrained Improvisation and Clever Improviser so the rest of my skills are +10 or +13
I also have Cooperative Nature - You gain a +4 circumstance bonus on checks to Aid.
Drogo and Daphnaie |
Team D will be most helpful with the charisma based checks on either Tending and/or Evacuation, with Intimidation (+23/+21) or Diplomacy (+20/+18).
These mindless undead really cramp Drogo's intimidating personality.
GM Zoomba |
To clarify, in each of the 3 rounds:
A) only 1 character can attempt one of the various checks, and all that everyone else can do is aid?
OR
B) for each of the various checks that are listed, only 1 character can attempt it, while the other characters can attempt to aid or do something else (such as attempt one of the other checks)?
OR
C) something else that I've missed.
B - Every 'Round' can only have a single PC attempt any given task (though others can use their turn to try and aid them).
So for example, in 'Round 1' if Fyn wants to craft some traps then Zac/anyone else could try to Aid Fyn but only the single roll towards 'improving the Trap defenses' would count. However, in that same round Fyn is working on Traps, Zac could try to help Tend to the Drakes while Tess works to Evacuate settlers and Dranald works to augment the Wards, etc
Fyn N' Gyn |
Fyn will be best at either Traps or Barricades (Crafting +20 for either).
Fyn N' Gyn |
Btw, I just realized that this is a 9-12 scenario (I somehow thought it was 7-10). Are we operating with a level bump for the level 9s and any mentor boons?
GM Zoomba |
Even with CP adjustments you are all still in the low (9-10) tier, so no level bumps in play
GM Zoomba |
Well, I seem to have not yet handed out any Hero Points here. That doesn't quite seem right.
So let's grant one to Drogo for absolutely cowing those drakes into submission (and for making approximately 3-dozen damage saves already).
And another one to Thereus, for fortune favoring him so much even in a confused state that he avoided pinioning the rest of you.
Fyn N' Gyn |
GM, just to clarify, didn't you say earlier that there were 3 rounds of skill checks? I think we've only done two (but maybe the 3rd round comes after this fight?).
Fyn N' Gyn |
Also, for the purposes of spells, staff charges, etc. is this still the same day as the previous fight, or a new one?
GM Zoomba |
1 person marked this as a favorite. |
This is the same day.
And yes - these undead seem to have interrupted your preperations a bit early. Very ride of them I know :)
GM Zoomba |
All in all you maxed out 5/6 of the Prepare Freedom Town tasks, and got 2 out of 3 possible points in the other. Pretty darn good!
Also going to toss out some Hero Points to Fyn and Dranald
Drogo and Daphnaie |
GM,
Drogo is triangulating the trajectory of his new spell, wall of stone. He would like to put up a wall surrounding purple, yellow, and green, giving the party time to deal with the other three.
It looks like purple is exactly 120' away from Drogo (spell range). If that won't work, his backup option is to place the wall in front of yellow/green stretching across the gap and extending to the flaming forests on either side as far as possible.
Would either of those be possible?
GM Zoomba |
GM,
Drogo is triangulating the trajectory of his new spell, wall of stone. He would like to put up a wall surrounding purple, yellow, and green, giving the party time to deal with the other three.
It looks like purple is exactly 120' away from Drogo (spell range). If that won't work, his backup option is to place the wall in front of yellow/green stretching across the gap and extending to the flaming forests on either side as far as possible.
Would either of those be possible?
I will allow it (as the starting locations are a bit vague). Feel free to draw your wall on the map.
Fyn N' Gyn |
Sorry for the posting delay everyone. Was traveling the past several days - thought I would have time for gaming but turned out I didn't. Catching up now.
Fyn N' Gyn |
noted: 1 Hero Point gained - thx.
Updating my spells prepped for the new day before reading about the newest encounter. Swapping out: Hideous Laughter, Level 3 Fear, Heroism, Prying Eye. Adding: Blur, Fireball, Level 3 Disrupting Weapons, Shadow Siphon.
Is Enlarge useful for anyone? I currently have it prepped but will drop it if not.
Using wands as normal (False Life, 2nd level Longstrider) but instead of my usual prep for 6 castings of Pocket Library (one for each knowledge skill), I'll cast it for Religion (prepared spell), Arcana (wand), Occultism (wand), and keep 3 wands in reserve (i.e. not yet used).
GM Zoomba |
As you can probably tell - lot of effects and things happening in this encounter :P
If there's any confusion over the situation/active hazards/statuses/etc, let me know. Especially as due to initiative rolls, five-to-six enemy actions all end up 'happening' at once.
More to the point right now, Tess I'll need your Fort saves before you're all up, as they'd be happening on the enemies' turn and would quite likely affect what the party might do. Note that if you succeed at them you can still hold off on posting your actions/delay until other party members go: we just need to know if you're conscious or not before anything else.
GM Zoomba |
The longer that last combat goes, the more the environment can get quite dicey - for both sides.
We are almost done with the scenario - encounter wise fully, though this has a bit more final elements than some... So please double-check your info and if you'd like to roll any downtime checks in this Thread, roll away!
GM Zoomba |
And with that you have successfully fought back against the undead and defended Freedom Town from being overwhelmed! Even with some losses and Mahja's death and mysterious possible future I'm sure that's not going to come up again... the nation of Belkzen stands more secure for now and the Burning Sun Hold has now an even deeper respect for the Pathfinder Society.
Chronicles can be found HERE. Please let me know if there are any issues/errors. I will be reporting the game tomorrow (giving some time for corrections if needed).
Thank you all for playing, and I hope you enjoyed! It's definitely a combat-heavy scenario
Fyn N' Gyn |
Thanks for running, GM! This was a really fun and interesting scenario. I liked how different and challenging each of the combats was.