
Tееla |

But teacher, what about homework?
Just a note, Alvis should be moved in initiative to a slot just before Gromog, and should be at dying 2, since it was a critical hit.
The first point is moot, since there's only one enemy on the map, but putting it there for future encounters.
I'm more specifically trying to point out the dying 2
Unless you have house rules on this specific case?
I also wanted to ask how do you rule on critical hit damage. Do you want us to double the dice how you did here and then add modifiers doubled, or do we roll standard damage with modifiers and then double that?
Suppose a character has dx die weapon (no runes and no lethal, deadly, or other messing-with-the-amount-of-dice traits), should we roll crit damage like this:
(1dx + modifiers) * 2
or like this:
2dx + (modifiers * 2)

Tееla |

Oh, and an extra question. For purposes of my turn, I need a clarification on this.
Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead).
Are we using these rules? Just confirming, because it's very counter-intuitive.

Alvis Naylamahal |

WOW! First critical damage and a death blow to boot. Oh well, Alvis was trying to prove himself, good on courage, failed wisdom check clearly. I read the rules the same way as Teela. Note there is a revision to how wounded condition applies to recovery checks in the Player Core errata.
Doesn't apply yet but may soon.
Pages 411: The text for the wounded condition was changed for consistency, but became consistent with the wrong piece of text. This would lead to much deadlier encounters! The following changes should ensure that death and dying works the way we intended.
In the Recovery Checks degrees of success, remove all instances of "(plus your wounded condition, if any)"; that's both in the failure and critical failure entries.
Under Taking Damage, remove the final sentence that reads, "If you have the wounded condition, remember to add the value of your wounded condition to your dying value." This reminder should only apply to when you gain the dying condition after getting knocked out.

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When you have someone with the ability to heal (e.g., Teela) who acts before your recovery check, it is better practice to wait for that than to roll your stabilize check early. For example, if you had rolled a critical fail, you would be Dead (barring Die Hard).
@DM: Was the information on the debuffs supposed to be the result of my Recall Knowledge on the ogre?

DM DoctorEvil |

But teacher, what about homework?
Just a note, Alvis should be moved in initiative to a slot just before Gromog, and should be at dying 2, since it was a critical hit.
The first point is moot, since there's only one enemy on the map, but putting it there for future encounters.
I'm more specifically trying to point out the dying 2
Unless you have house rules on this specific case?
I also wanted to ask how do you rule on critical hit damage. Do you want us to double the dice how you did here and then add modifiers doubled, or do we roll standard damage with modifiers and then double that?
Suppose a character has dx die weapon (no runes and no lethal, deadly, or other messing-with-the-amount-of-dice traits), should we roll crit damage like this:
(1dx + modifiers) * 2
or like this:
2dx + (modifiers * 2)
Think you are right about Dying 2, I could not find that rule in the new remastered core but maybe I just missed it.
Likely the damage should be (1dx + modifiers) * 2 going forward, though the rules seem to allow both. Let's use the above convention going forward.
And yes, you are right about initiative order as well. Thanks for the assists.

Alvis Naylamahal |

Not a problem, I know you have a lot on your place DM.
Archive of Nethys Knocked out rules
In my copy of the Player Core PDF the knocked out rules are on page 410 as the Archives say. Hope that helps.

DM DoctorEvil |

In the absence of something important--resistances, weaknesses, immunities--I'll always take knowing which save is lowest (both for maneuvers and my allied spellcasters).
Noted. Gromog's worst save is Reflex, FYI. If I post stats like that, it will typically be in flavor text rather than rules text from now on.

DM DoctorEvil |

Not a problem, I know you have a lot on your place DM.
Archive of Nethys Knocked out rules
In my copy of the Player Core PDF the knocked out rules are on page 410 as the Archives say. Hope that helps.
Got it, thanks!

Graham Snodgrass |

Hi all, I live in FL so experiencing a power outage due to Hurricane Milton. My posting will be sporadic.
Good luck, and hope things are as good as can be on your end!

Tееla |

Stay safe!

Selina Aldaeth |

I missed the whole Standard Operating Procedures debate, but my opinion is that we should advance SWAT-like, clearing one room at a time, be it in a manor or a dungeon, leaving a path for retreat, if necessary. As for the stealing, Selina is not a normal rogue. She resorted to stealing and the rogue class to support herself financially enough to attend dueling school/academy. She wants to make a name for herself as an Aldori duelist - will take that archetype at 2nd level. She does not steal for the sake of stealing or to enrich herself. However, she s no moral compunctions about taking items off fallen foes and allies if it will serve the herself and the party. Just my 2 cents.

Alvis Naylamahal |

Letting everyone know about some plans that will impact my post rates for a bit.
On Oct. 22-23, guests will be over that may limit my posts. From Oct 23-28 I'll be out of town very unlikely that any post will happen in that time. Fom Oct 29-Nov first more guests, may also limit posts to some extent. Back to normal after that.

Tееla |

"I vill take vhat you ovver, vithout killinG you, but you cannot pass this door unless you provide more healinG, ja?"
Was that in Taldane?

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I apologize. I had hoped to at least carry on through the manor, but I will excuse myself from the table now. Thank you, DM DoctorEvil, for picking up the table and my fellow players for sticking with the campaign after the original GM departed. If you would do me the favor of inactivating my aliases in the campaign, I would appreciate it.

Alvis Naylamahal |

Sorry to see you go, I wish you didn't the rivalry for leadership was entertaining. Some rattling on the second takeoff for this campaign is to be expected. If you felt the pace needed some picking up, I do believe I am contributed to that. I can look to play things faster if that would help.

DM DoctorEvil |

I apologize. I had hoped to at least carry on through the manor, but I will excuse myself from the table now. Thank you, DM DoctorEvil, for picking up the table and my fellow players for sticking with the campaign after the original GM departed. If you would do me the favor of inactivating my aliases in the campaign, I would appreciate it.
Character and player are deactivated. Perhaps I'm the only one who doesn't know what prompted this, but thanks for the heads up prior to departure. I enjoyed Fenric during our time together.

Tееla |

Damn. Sorry to see you leave, man. Wishing you luck in the future.

Tееla |

GM, quick question.
Would you allow me to use Telekinetic projectile not as picking up random pebble and items, but instead forming and launching ice (icicles for piercing, hail stones for bludgeoning, and shards of ice for slashing)? Just for flavour. It changes nothing mechanically, since it's still physical damage.
Step 2 on my sub-zero cosplay attempt.
Thank you!

Quintessa Orlovsky |
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Before Tessa puts her next post up, could I get a clarification on the giant situation?
Do we as players need to escort the NPCs back to their rooms or are you handwaving that and letting them safely traverse and return? We're trying to decide whether we need to sit here and wait, accompany them or are safe to move on without worrying about the giant.
If the giant is still going to be a threat and a problem after all the time we've used to heal, rest and prep, I think we'll escort the NPCs (and fenric) back. If we don't need to worry about that and can safely move on, we'll do so and move west.

DM DoctorEvil |

I have been politely signaling that you don't need to worry about them, and that they are unlikely to help you in any real way. But don't want to tell you how to play it. You can go back and help them fight if you have a mind to. The chaotic neutral (if alignment were still a thing) nature of 2 of the 3 of them means they just aren't that interested in saving the princess.

DM DoctorEvil |

I think you should be fine to proceed with 5 PCs for the rest of the adventure (it was written with 4 in mind) but if you feel like adding a recruit, having them join from the Great Hall is a reasonably good place.
Let me know if you have questions about the Quest concepts. Think they are pretty straightforward, at least until we start talking about Kingdom XPs.

Alvis Naylamahal |

I'm back, still have a guest but should be able to do some posting. I'd like a resolution to Thark and Fenric's departure. It always bothered me that when a player leaves the character disappears and is never remarked on again. Maybe Thark and Fenric show up with the other survivors and volunteer to hold the door and later join this household or something while the rest of us get charters and go off to the adventure?