
GM Mike...R |

That's correct, you are currently on ropes hanging down from a ledge above. It's a DC 15 acrobatics check to ignore the first 10 feet of the drop, which will let you drop from where you are on the rope and not take any damage. The other option is to climb down the rope which which goes the remaining 15 feet all the way to the ground.

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As a few members of the party are sneaking, just to note that creatures with tremorsense automatically succeed at perception checks against creature on the ground within the range of their tremorsense (i.e. unless you have specific items or abilities to avoid tremorsense , you automatically get spotted in that range if you are on the ground). If that will affect anyone's decision to sneak I'm happy for you to retroactively change your movement to non-sneaking speed.
I believe the idea/hope was that it was possible to tread so gingerly as to not register our weight upon the ground.
(As before the orange squares show the areas affected by this. You can only move at half speed on foot across them, and will also take 1d8 damage for every 5 feet moved. If you take damage you also need to make a reflex save to avoid your speed being reduced to half for 24 hours or until you receive a cure spell. Also note that the ground around orange seems to ripple and shudder unnaturally, as a result the area in a 30 radius of orange also counts as difficult terrain)
Being right on the periphery of one such zone as I am, what happens if I move downward? Do I get hurt, or home-free?

GM Mike...R |

Unfortunately for the party tremorsense is really tricky to avoid if you are standing on the ground. The perception rules explicitly mention that within the range of the tremorsense the creature automatically makes perception checks against creatures touching the ground.
On the plus side, I would say the spiked areas work in a similar way to difficult terrain with regard to stepping into them or out of them (i.e. they would not do anything to you when your movement is from a square with them in into a square without them in, but if you are moving from a square without them in into a square with them in then they would slow your movement and you would take the damage).

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composing my post, will be done in a few minutes

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Sorry I felt sick yesterday

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Sorry, I...just can't keep up. I'm not sure what it is; maybe I'm just not feeling into the game.
In any case, 2 things:
- Should you have to puppeteer me again, I'd prefer to conserve my Performance rounds henceforth, so try resorting to my bow instead, or (in the case of piercing-resistance monsters like these) my chill touch, which last I checked, was ruled to basically last until used up, so that'll last a while as an option.
- This round, I wish to try to perform a long-jump over the spikes. Remind me, please, how that'd work? I'll spend the whole round doing it if I need to.

GM Mike...R |

For jumping, so long as you have a 10 foot run up the acrobatics DC for a long jump is equal to the number of feet jumped (so DC 20 to get across the spikes). Without the run up the DC is doubled. The jump can't move you further than your normal movement and if you fail on a running jump then you will move the number of feet equal to the result of your skill check and fall prone.

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I brought it up in Flaxseed Lodge Discussion, but it only makes sense to bring it up here as well:
Who else has seen THE REAL COMET?!?

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I would like to see it, however, I'm in a bad location with big city lights all around and I don't have time to drive in the wee hours to a location that has darker skies. I did see Halley's comet back in '85 when I lived out in California. I also saw Hale-Bopp.

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The Society’s discoveries have weakened the prison of the powerful being sealed within Aucturn’s Tear, and it can now offer a fraction of its power to the Pathfinders.
Table GMs, the Thunderous Aid condition is now in effect.
Well now!! What does that do?

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Safe travels, GM Mike...R!

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DM Carbide wrote:Well now!! What does that do?The Society’s discoveries have weakened the prison of the powerful being sealed within Aucturn’s Tear, and it can now offer a fraction of its power to the Pathfinders.
Table GMs, the Thunderous Aid condition is now in effect.
I'll cover for Mike R until he comes back - for the Thunderous Aid Conditions, I put the text of it on my post in Gameplay

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@New DM:
In case you did not already know, I've made Mondays my weekly 'Internet shabbat', so expect that much of a regular delay in my posting.

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1 person marked this as a favorite. |

Hi folks, I'm back and will try to read through what I missed in Gameplay (125 posts!) and get something up in the next day or so.

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Just to clarify, on this map, what look to be curved walls don't actually impede movement?

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Page 8 is the foot soldier and page 9 is the leader right?

GM Mike...R |

You’ve essentially got two choices to make. The first is the map the party want to fight on, with the choice being between three options: The current map; The map on page 8; or the map on page 9. The second choice is on which opponents you want to face, with the two choices being either the leaders or the foot soldiers.

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I would say foot soldiers and map 9. I like open area.

GM Mike...R |

As I'd want a unanimous vote to go with the leaders fight we'll go with the foot soldiers fight first. Depending on how things go there is a good chance that there will be more than one encounter for this section so you still have the option of going with the leaders for the next encounter if you want to give them a go later (they have a CR that is 2 more than the CR of the foot soldiers). In terms of the map it looks like 9 is the current leader, but I'll give others a bit more time to vote and start the combat with the preferred map when I wake up in about 9 hours time.

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Happy with the foot soldiers too!

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I would say foot soldiers and map 9. I like open area.
Me, too.

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This first one seems more like a wing-soldier if it's flying in.

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Thanks, fun game!
boon: 1d20 ⇒ 7
Day Job: Profession (baker): 1d20 + 10 ⇒ (13) + 10 = 23

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It's that time again...!
Die of Boonality, spin spin spin! Show me the number that gives me WIN...: 1d20 ⇒ 20 Does that win?!?
Day Job: Perform (Acting), Faction Pin: 1d20 + 19 ⇒ (10) + 19 = 29
Since I never used it, 1-Star DM reroll!:
Day Job: Perform (Puppetry), Faction Pin: 1d20 + 20 ⇒ (20) + 20 = 40

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boon: 1d20 ⇒ 1
I guess I win something too?
dayjob: 1d20 + 10 ⇒ (3) + 10 = 13

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I put my job roll on the Gameplay thread. Result: 30.

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Big thank you to GM Mike (and Phill) for running! Good job everyone, we made it!
I second that!
Day Job Roll: Profession: Scribe, MW tool: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Boon: 1d20 ⇒ 4 Nope.

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Thanks again for the game, and great timing too--I'm leaving today for a 9 days away without computer access. @GM: Can you do me a favor and PM me a link to the Chronicle when it's out? (that way if the thread becomes Inactive while I'm away, I won't forget about the Chronicle) Thanks!

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Done.

GM Mike...R |

Thanks everyone, a 1 or 20 wins you a boon so Xasay and Tippa both get one.
@Shasta - I don't think you did a boon roll so you can roll a d20 for a boon if you want to.
@Grunjar - It looks like I've not got your details in the RPG Chronicles sign up (link here), could you add them and once I have everyone's details in there I can generate the chronicle sheets and get the game reported.
boon?: 1d20 ⇒ 11

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Remind me how to roll for a boon. It's been a while.

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Remind me how to roll for a boon. It's been a while.
roll 1d20. Eso es todo.
@Grunjar - It looks like I've not got your details in the RPG Chronicles sign up (link here), could you add them and once I have everyone's details in there I can generate the chronicle sheets and get the game reported.
OH! Don't forget to fix my level there!

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Like this?
1d20 ⇒ 14

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Aoi Rosenthal wrote:Big thank you to GM Mike (and Phill) for running! Good job everyone, we made it!I second that!
Day Job Roll: [dice=Profession: Scribe, MW tool]1d20+12+2
[dice=Boon]1d20 Nope.
Thanks you all welcome !
It just feels a little weird for a short time to be a backup GM but you get used to it over time. And I needed to get back to PbP because last time was several years ago :p

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@Grunjar - It looks like I've not got your details in the RPG Chronicles sign up (link here), could you add them and once I have everyone's details in there I can generate the chronicle sheets and get the game reported.
Sorry, looks like I never filled it out. I entered the details now (including the PP I spent in this scenario). However, I left the starting gold and starting PP empty as I have to calculate and check it again, but I won't have time until Sunday to do so. Anyway, you can go ahead and generate the chronicles.

GM Mike...R |

The game has now been reported via RPG Chronicles and the chronicle sheets are available here. Let me know if there are any issues and thanks again for playing.

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For faction journal card purposes, did we Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic?
Yeah, about that; did we happen to do this:
Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype.
Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as
defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
Of course, I'll wager we defeated both an Undead AND an Evil Outsider of at least CR 8!
RE Elemental Conquest, I'll select Water, so please indicate that.

GM Mike...R |

For faction journal card purposes, did we Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic?
While the party did use diplomacy for some of the NPCs encountered they were all non-combat encounters so you wouldn't get that one.
Yeah, about that; did we happen to do this:
Quote:Of course, I'll wager we defeated both an Undead AND an Evil Outsider of at least CR 8!Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype.
Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as
defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
Although he is still trapped in the Untouchable Opal, I would say you rescued Ranginori from his prison in the center of the asteroid. As the Duke of Thunder is a neutral good elemental lord he would almost certainly be an outsider with the good subtype so would qualify for that faction journal goal.
There were actually surprisingly few undead or evil outsiders with a CR of 8 or more. Most of the elemental creatures were of neutral alignment and the majority of the foes also had CRs or less than 8. That said there were a couple of opponents who qualified, specifically the Guecubus where CR8 undead and the Ogre Mage was a CR8 evil outsider.

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I wonder if we accomplish any of these goal:
In the course of an adventure, recover a relic or artifact associated with a good-aligned deity or a holy crusade.
OR
Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.