PFS1 #8-00: The Cosmic Captive, Tier 7-8 (GM Mike...R) [PbP Gameday XIII]

Game Master Mike...R

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Game dates: 8th of September - 23rd of October


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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.

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7
GM Mike...R wrote:

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.

GM Mike...R wrote:
(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?


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).

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

composing my post, will be done in a few minutes

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