
GM Watery Soup |

So Mr Crocodile can have a second attack as well as its primary bite?
Yes. Grab takes an action, so that would be the second "attack", but it doesn't use your MAP.

![]() |

MAP-less Grab rolls were a bit of a contentious decision in the remaster.
Some welcomed the change because it made bonuses against being Grappled actually matter against foes that relied on Grabbing. Your bonus not mattering because the enemy didn't have to roll just feels bad.
Opponents of the change were concerned that the added chance of a critical success (restrained) was more than powerful enough to completely offset the downsides of a failure or critical failure on the Athletics check, especially since many of these monsters had extreme Athletics already and were unlikely to fail.

![]() |

Well, you do need to hit normally on your first attack to do a grab. And in many situations it is not mechanically as useful as just doing extra damage. So the lack of a MAP I don't think is that bad.
And it is against a FORT save, which for many creatures is going to be among its best.

![]() |

I'm pretty unfamiliar with summons in PFS2. It looks like they are three action spells rather than full round casts now. Does the summoned creature get an action to attack right away? And do I spend an action each round maintaining the summons?Summon
Summoned
Minion
All of these links chain from the link to spell your character cast. In the future, it is helpful to provide them for us so we can help answer your question - or so you can answer your question yourself!
=)

![]() |

I notice that Black is now next to Storg. Is that because of Reactive Sneer?

GM Watery Soup |

Reactive Sneer was a joke. :)
Black Strided to be next to Storg.

![]() |

Climbing requires two hands. I've also heard that some animals cannot do certain basic actions unless trained to do so, but I don't know the specifics.

GM Watery Soup |

Climbing requires two hands.
So it does. Unfortunately, it'd be too big of a retcon to go back. I don't anticipate you having any problems finishing them off at this point.
Sorry.

![]() |

Storg Dragondropper wrote:Climbing requires two hands.So it does. Unfortunately, it'd be too big of a retcon to go back. I don't anticipate you having any problems finishing them off at this point.
Sorry.
Oh, I was talking about the crocodile. I assumed the sea devils had abilities that relaxed the two hand requirement.

![]() |

It was more how high up the ship is from the ocean. I wasn't sure how much climbing the sea devils had to do.
Bit of a waste of a L3 spell maybe, but I normally forget to use it, and figured this would be a good time for it.

![]() |

There haven't been any posts lately. Did something come up?

GM Watery Soup |

Yeah, just life stuff (I'm solo with the kids for a few days).
Also, I think we're waiting on Tharpe. I'm posting now anyway.

![]() |

Yeah, just life stuff (I'm solo with the kids for a few days).
Also, I think we're waiting on Tharpe. I'm posting now anyway.
Shoot I missed it! I will post any second now

GM Watery Soup |
1 person marked this as a favorite. |

Awarding two Hero Points - one to Slipp for a critical Demoralize, and one to Aldonza for a spectacular crit which took out over half of Black's hit points.

![]() |
1 person marked this as a favorite. |

Aldonza (U)
Apoc (T) +9
Mindartis (U)
Slipp (U)
Storg (T) +11
Tharpe (T) +6
I propose Storg take point on Treating the first-most wounded, Apoc the second-most wounded, and Tharpe the third-most wounded, as a SOP moving forward.
Here is a Fast Macro GM can use:
[ dice=Storg to Treat Wounds (Medicine, Trained) vs DC 15]1d20+11; 2d8[/dice] vs Heavy wounds
[ dice=Apoc to Treat Wounds (Medicine, Trained) vs DC 15]1d20+9; 2d8[/dice] vs Moderate wounds
[ dice=Tharpe to Treat Wounds (Medicine, Trained) vs DC 15]1d20+6; 2d8[/dice] vs Light wounds
[ dice=Critical Success]2d8[/dice]

![]() |

Storg has a Pearly White

![]() |

Storg can use Spell Substitution to prepare a 3rd-rank translate spell, with allows the targeted creature to understand and speak a single language it hears when I Cast the Spell. This lasts one hour. So anyone good at Diplomacy could theoretically speak for us.
My Diplomacy hireling has Diplomacy +10 and Group Impression, which allows them to target 20 creatures with Make an Impression at no penalty.
Slipp has Diplomacy +13, so they might be an even better target for translate if there are fewer than 20 people to Make an Impression on.

![]() |

Storg is wearing +1 explorer's clothing. Are we only clumsy 2 if we're made of metal or wear metal armor, or is wearing any metal at all, such as a metal shield, going to subject us to clumsy 2?
And yes, I have the caustic blast cantrip, which deals acid damage in a small area.

GM Watery Soup |
1 person marked this as a favorite. |

The scenario only specifies armor, and I don't think shields count as armor.

![]() |

Yo Aldonza, you passed a 13th level DC - probably safe to post that third action

![]() |

"He's a big pig!"
"Yum yum."

![]() |

I cannot Treat Wounds for Tharpe while he is immune, but I can use Battle Medicine on him, since that is a separate action with its own immunity system. But we should probably use a healing potion on him instead. We won't have much time for a potion in the throes of a fight with Paravaax.

![]() |

Ok, Tharpe just needs 7 more HP.

![]() |

I'm not sure that Animal Form scrollstaff is actually going to help us. All of these battle forms are land based, and the gargoyle was described as having wings.

![]() |

Clearing a 10' gap is something anyone with a Speed of 30' or better can do with a Leap, meaning such characters should be able to ignore the log. Is the illustration accurate?
GM has twice clarified that this is a Balance or Swim challenge. Or magic / skill feats.
Have you ever jumped onto a slippery surface? Great way to twist an ankle. It’s not unreasonable to still require a balance check.
Apoc is weighing a low acrobatics mod against a low DC vs a high athletics mod against a high DC, and will attempt the former if it gives him a better shot at the challenge.

GM Watery Soup |

Have you ever jumped onto a slippery surface? Great way to twist an ankle. It’s not unreasonable to still require a balance check.
It's probably just as easy to say that the map isn't accurate. It's one of those tiled maps, which I had to stitch together on Powerpoint because it came as separate pieces.
Everyone does need to make a check of some kind, because it's a skill check. I'll take Athletics to Swim, with the constraints laid out in Gameplay. There may be spells, too. Worse comes to worst, y'all have Hero Points, and, frankly, even falling off the edge of the map isn't catastrophic (you'll just wash downstream, take some damage, and it takes a few hours for everyone to get you).
The only way a character dies here is if they fall in, and Crit Fail enough Swim checks to drown before falling off the map. I think you guys are overthinking this.

![]() |

...and an Arcana check for Storg's Detect Magic.
Detect magic doesn't actually have an Arcana check. It automatically detects the presence of magic except:
- Illusions of equal or higher rank- Hazards with a minimum proficiency rank
- Magic the caster is already aware of, at the caster's option
Ooh, apparently it also reveals the rank/level of the most powerful detected effect now that it's heightened to rank 3!

![]() |

“The Guidepost! We’re almost to the Observatory. The building is about a twenty-minute trek right in the direction the iruxi’s tail is pointing.” Lumki points her claw in the same direction the statue’s tail points, while simultaneously imitating the statue with her own tail.
Apoc translates the sign underneath the statue, which says, “Proceed hence for Oldstar Observatory” in Mwangi. Following the directions, they reach Oldstar Observatory after another 2 hours.
Lumki said it would be a 20-minute trek. Was she proven wrong by Apoc?

![]() |

Most gargoyles have resistance to physical damage (except adamantine, which I'll assume nobody has), and immunity to bleed.
He likely has piercing resistance, too.

GM Watery Soup |

Alright, Paravaax is Near Death (<10% of max hit points) and it's quite possible that even the persistent fire damage next round will kill him, so congrats only nearly one-rounding a Severe encounter. You guys really crushed the combats in this first half.
#1-09 is rapidly coming to a close. If anyone is leveling up between scenarios, please start setting that up - I'll send out Chronicles as soon as this is completed, but narratively, I'm rolling straight into #1-23.

![]() |

Oh, I thought this was one of those two-parters that requires your character to stick it out until both scenarios are over. Are we getting downtime after Paravaax?

![]() |

Even two-parters that give out, say, 8xp, tend to do so in “chunks” of 4xp, so that if you level partway through, your gold reward stays on-level.
Not sure if that is what you mean?

![]() |

This is the first two-parter I've played. Well, I played Perennial Crown, but I'm told the way that's handled is the sole exception among two-parters and it doesn't behave like a two-parter at all. How do two-parters like this one actually work in terms of resolving Chronicles?

![]() |

Generally two (or more) part scenarios can be played independently. There is a narrative connection, and sometimes a boon that is applicable. But rarely is there a hard dependence.

GM Watery Soup |
1 person marked this as a favorite. |

#1-16 and #1-17 is the exception among two-parters in that it narratively is a two-parter. Specifically, because #1-16 ends exactly where #1-17 picks up, it's narratively weird for any character that plays one without playing the other right away.
All other multi-parters are mechanically multi-parters, but they're not narratively two-parters, unless the GM pre-arranges a group that agrees to play the two parts back to back and stitches the story together. :)
For #1-09, the official ending is on the island of Kihirat, with no mention of what happens at Ekkeshikaar. #1-23 magically begins at Ekkeshikaar, with no mention of what happened on Kihirat. Narratively, a character can play #1-09 without #1-23, simply returning to Anthusis, and another character can play #1-23 without #1-09, simply sailing to Ekkeshikaar from Anthusis.
Either way, though, you should have gotten a Chronicle for #1-16 between #1-16 and #1-17, and you will receive a Chronicle for #1-09 between #1-09 and #1-23. This is a full Chronicle - a character could level up, take Downtime, and make purchases (which is narratively awkward in #1-16/#1-17 when it's literally supposed to be seconds between the two parts).

GM Watery Soup |
2 people marked this as a favorite. |

[X] Primary Objective:
Rid the Observatory of Paravaax.
[X] Secondary Objective:
Defeat Paravaax without sacrificing an iruxi.
lol
[X] Horizon Hunters Bonus:
If the PCs allow Lumki to accompany them and return the iruxi to the village alive, Lumki gives them a set of navigational charts that will be
invaluable to the Society’s efforts in the region. Each PC earns 2 additional Reputation with the Horizon Hunter’s faction.
Treasure Bundles:
[X][X] Sea Devil Encounter
[X][X] Sod Hound Encounter
[X][X] River Crossing
[X][X][X] Paravaax Encounter
[X] Summoning Room

![]() |

So we can perform our downtime and apply Credit as usual. Ok.
Do I recover my Infernal Detonations from the Devil's Keep boon, or is #1-23 treated as the same adventure for the purpose of advanced boons such as Devil's Keep?

GM Watery Soup |
1 person marked this as a favorite. |

You reset everything, as if you began a new scenario. This includes purchases, finishing downtime crafting, retraining, etc.
Hero Points will also reset.

GM Watery Soup |
2 people marked this as a favorite. |

The game has been reported, and Chronicles can be found HERE

![]() |

Chronicle looks good. Thanks for running!
Good game everyone!
Upon their return, Aldonza does a re-enactment of the fight, through the magic of storytelling and interpretive dance!
Performance: 1d20 + 13 ⇒ (20) + 13 = 33