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Jack Brown wrote:So, it does do bludgeoning damage, and thus the creature is not immuneYou mean slashing? Or did Munny forget the horrors of what happened already?
Munny is out drinking a large amount of corn whiskey attempting to forget everything that happened. And trying to figure out how he can make Vera adamantine without having to replace her.

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I may be being blind but I cannot find the DC to locate the hidden panel. Given you have to find it to reach Area C and it contains a fair amount of the scenario gold this is a fairly key bit of information.
Apologies for the bump but I am running this on Friday and Saturday and it would be helpful to have an answer.

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I ran this today at high tier. My group was:
Level 15 Caster/Tank Cleric/Hellknight
Level 15 Archer Cleric
Level 15 Warlock Vigilante
Level 14 Life Oracle
Level 12 Winter Witch
We ran well over time, mostly due to the encounter with Mr cuddles. The group sent their teams to the other sites, they were reluctant to bring them to the island in case they exposed them to too much risk. As such they didn't take any of the actions which would result in delay as they didn't want to take the time themselves. It is a bit of a stretch to expect people to spend a lot of time hunting down what might seem like fairly peripheral information when blaring claxons are going off.
Entry to the place was made, traps were located largely by stepping on them and setting them off but the Vigilante had decent Disable and Aram Zeys Focus so could deal with magic traps. They found and located the room to level 2 before anything else but chose not to trigger things until they searched the rest of the place.
Then they encountered Mr Cuddles. The winter witch could see him but the rest of the group was largely hosed by the environmental effects. Unfortunately nothing she through at him had any real effect. The tanky cleric jammed up the door and took massive damage while a bunch of summoned Bralani's kept him alive. It is the first time I have ever seen a greater restoration cast during combat. They took quite a while to deal with the environmental issues (cuddles was just living with a miss chance) and then they found people had real trouble hitting or dealing with his DR. He has a wide ranged of immunities and resistances. They finally got him down to 1hp and he dimension doored away and slaughtered all the scientists. Fortunately the group didn't bring any of the teams...
The found the God Fount room and, similarly to every else had to deal with it as a puzzle monster. Fortunately the Witch had the right elemental damage types and the Vigilante could do similar effects. It landed a few hits but its damage output really isn't high enough for it to present much of a threat. Also its tactics assume the PC's are ground bound, something extremely unlikely at this tier. My group had a mixture of fly, overland flight and communal air walk available.
Overall I enjoyed running this but that first fight looks like it can be extremely challenging, even for a well prepared group with lots of options available. I think it took something like 3 hours to finally resolve.
After they rescued the Professor they word of recalled back so missed the Council of Shadows. Given how long things took I certainly would not have run the optional.
At some point this month I will run for group 2 which is a low tier 4p adjust group with 3 martials and a wizard.
If I was to have a complaint it would be that the space for the first combat is just much too small. There is little real way for the enemy at high tier to use his tactics as there isn't very much space to move.

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I am just going to repeat this question about the Part 1 Boon as it didn't get answered in that thread in the hopes I can get an answer before running part 3.
For the next two parts, do the bonuses from True to the Mission stack? I imagine a lot of people will run this series with the same group which could lead to a very large bonus in subsequent parts if everyone has it.
All five of my players today had the true to the mission boon which brings a +10 bonus to each teams roll, making success pretty much guaranteed.

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I am just going to repeat this question about the Part 1 Boon as it didn't get answered in that thread in the hopes I can get an answer before running part 3.
Quote:For the next two parts, do the bonuses from True to the Mission stack? I imagine a lot of people will run this series with the same group which could lead to a very large bonus in subsequent parts if everyone has it.All five of my players today had the true to the mission boon which brings a +10 bonus to each teams roll, making success pretty much guaranteed.
My interpretation of the boon is that it's +1 for the table in total if they have someone with the boon or +2 for the table in total if they all have it. i.e. it doesn't stack per player.

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andreww wrote:My interpretation of the boon is that it's +1 for the table in total if they have someone with the boon or +2 for the table in total if they all have it. i.e. it doesn't stack per player.I am just going to repeat this question about the Part 1 Boon as it didn't get answered in that thread in the hopes I can get an answer before running part 3.
Quote:For the next two parts, do the bonuses from True to the Mission stack? I imagine a lot of people will run this series with the same group which could lead to a very large bonus in subsequent parts if everyone has it.All five of my players today had the true to the mission boon which brings a +10 bonus to each teams roll, making success pretty much guaranteed.
What Serisan said.

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So, my players did something stupid right before we took a break for the night.
They drank the tarry fluid.
Now, what I did is I had them take the 1d6 cold damage for every sip they took, but does anyone have any better ideas as to what to do if they decide to drink more? They probably will drink more when we play again next week due to who they are as people.

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I've had players like that. I'd just keep rolling them d6s until they had enough.
Linda Zayas-Palmer wrote:What Serisan said.Looks like my team got over more than we should have. :)
Just a bit although I checked after seeing the clarification and I don't think it actually made a difference. You rolled a 19 for the task where you sent two teams. The first team, even if we had rolled, had so many bonuses adding to them that it would have been at a minimum a regular success (+4 for sending the right team, +4 for showering them with stuff, +2 or 4 for the skill checks, +2 for the boon) and you had a reroll left. Success was about your minimum result.
Also, I think that is probably small compensation for the trouble which the qlippoth caused you.
I would say that the boon as written does not make it at all clear that it only applies once total for the table no matter how many people have it.

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Honestly, both fights gave us way more trouble than we expected. I think the second one would have turned out better if we could have ID'd its weakness. If the archer cleric could have used his turns reducing its invulnerabilities, we could have gotten through it faster. (Sierra also had the free atonement boon available and could have fixed things up after the battle.)

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So, I ran this one again last night, this time with a low tier group with the 4 player adjustment. We had:
Level 12 Paladin/Cavalier
Level 12 Barbarian
Level 12 Magus/Fighter
Level 13 Wizard
Arriving on the island they find the entrance pretty quickly but cannot disable the trap. They take several hits getting through. They meet the researchers, get them in order and leave the scroll seekers to interview them.
Heading down they investigate one side of the complex first finding storage rooms and labs but not much more. None of them are inclined to talk to or interact with the dodgy looking sludge.
After dealing with this section Jaina and her team report in. Unfortunately they haven't managed to learn anything and one of them has been attacked by berserk researchers! The group loaned them a set of first aid gloves so I gave their owner the choice, they could have one of the team be dead or they could have used the gloves to save them. He chose the latter. They leave the seekers to nurse their wounds in the complex while they explore further in.
Heading back the other way they encounter Mr Cuddles. The environment gives them all sort of problems as does the lack of any in combat healing. Even with the 4p adjustment he remains pretty deadly and two of them are hit with the curse. He nearly takes several of them down and the 20% miss chance also saves him from a couple of potential crits. He goes down with several of them on sub 20 health. The paladin used heroes defiance at least twice if not 3 times this fight.
They push on into the Owb room and start some reseach. Tt takes four checks to plunder the whole place, the Wizard rejects the choice then the Owbs appear and attack. There are only 2 at low tier with the 4p and they are really quite accurate with their attacks. The first also opens up with deeper darkness. No-one has daylight or a heaightened continual flame so a limited wish is used to get the latter. The group gets heavily mauled, the barbarian gets stunned and the group evac's with getaway.
At this point the group realise that they didn't actually bring many wands. The wizard fills an empty slot with a teleport and they depart to do some quick shopping. They buy a teleport back and I don't charge them a delay although I think I could quite easily of done so.
Returning with the information from their research they find the entrance to the lower level and activate the teleport. When they arrive the paladin feeds his wolf a potion of fly, the rest are largely ground bound but the barbarian has the cloak of the bat to get around. (the Wizard has banned transmutation!).
The god fount attacks, one person fails the mind fog and gets doomed in the surprise round. The wizard uses an enchanter class ability and negates the fear effect. The fount is still hanging about under the acid and rips the stairs off the wall. The paladin is flying about trying to get a bead on it. Then the wizard gets telekinetically bullrushed into the acid. He starts taking lots of damage and spends another round in there activating freedom of movement rather than dimension dooring out.
The critter finally comes out of the water and gets wheeling charged, the first one of the entire session. It hits and deals no damage, the Paladin is perturbed. The barbarian cannot reach it and the magus starts readying to counter with a dispel magic wand. The wizard launches a cold based dragons breath which gets its attention and it comes after him. People throw healing into the wizard. A second damages it horribly and it is finally stopped by a limited wish cold ice strike.
Several rounds pass as its regeneration is still working until the group finds a solution.
The acid drains away and they find Kramolag but she is dead due to delay, something which seems very hard to avoid if you do the research stuff. They use the potion and learn some stuff.
We wrap up with the leadership phase. Both groups succeed but with only regular success and each team loses a member. The group pay to have both of them raised (costing about a quarter of the gold for the session along with the cash they showered on them) so they don't lose anyone on the chronicle.

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Prepping all this, I wound up putting it onto my wizard, because having read it, it would be grossly unfair to play it with that character. Because I would be very disappointed if the group didn't want to investigate the library, and it would be against his character for him to walk away from an unexplored library, at the same time there would be an element of out of character knowledge if I tried to stay. With the help of the other team, I would be rolling approximately 2d12+11 each time. And that is with his current level 10 stats.
So it is pretty possible to do all the research in under 2 hours, if there is a research speced character in the party. (Sorry, I know a lot of other people didn't love the blackros connection, by character had fun there.)

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Ran this last night.
Party sicced the pathfinder field team on the scientists, then made their way down to the lab, without doing any research.
I decided that for the +18 profane AC bonus, to describe it as "As your shuriken heads toward the mass of goo, there is a flash of darkness, and an eldrich voice from beyond the material plane calmly speaks a word, which Charlotte (who had comp-lang up) can translate as 'No' and your shuriken falls harmlessly into the acid, where it dissolves almost as soon as it goes beneath the surface."
(I did clarify that mechanically, this was a profane AC bonus, not a force field or a immunity.)
They took one split second to determine that there was not something else in the room that could have caused that. Then they ran (well flew) out of the room and slammed the teleport circle shut behind them. I believe the general sentiment was "We aren't being paid to take on anything that close to actually being a god."
Ironically, after then researching the library, and triggering the Owb fight, and making a sense motive DC 30 (it was dark a lot of the time) to realize that the Owbs were only targeting their area affects where they would not hit the primary researcher, they decided that maybe the goo wouldn't attack him either, and he could maybe parlay with it. (The invisible ninja went along as backup.) Unfortunately for them, the goo had spent the intervening time frustrated by trying to figure out how to get the teleport circle to work from it's end, so when they triggered it, it teleported the primary researcher and ninja to the (now empty and slowly draining god lab) and teleported the ooze to the upper surface, where the rest of the party had to fight it.

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Ran this last night.
Party sicced the pathfinder field team on the scientists, then made their way down to the lab, without doing any research.
I decided that for the +18 profane AC bonus, to describe it as "As your shuriken heads toward the mass of goo, there is a flash of darkness, and an eldrich voice from beyond the material plane calmly speaks a word, which Charlotte (who had comp-lang up) can translate as 'No' and your shuriken falls harmlessly into the acid, where it dissolves almost as soon as it goes beneath the surface."
(I did clarify that mechanically, this was a profane AC bonus, not a force field or a immunity.)
They took one split second to determine that there was not something else in the room that could have caused that. Then they ran (well flew) out of the room and slammed the teleport circle shut behind them. I believe the general sentiment was "We aren't being paid to take on anything that close to actually being a god."
Ironically, after then researching the library, and triggering the Owb fight, and making a sense motive DC 30 (it was dark a lot of the time) to realize that the Owbs were only targeting their area affects where they would not hit the primary researcher, they decided that maybe the goo wouldn't attack him either, and he could maybe parlay with it. (The invisible ninja went along as backup.) Unfortunately for them, the goo had spent the intervening time frustrated by trying to figure out how to get the teleport circle to work from it's end, so when they triggered it, it teleported the primary researcher and ninja to the (now empty and slowly draining god lab) and teleported the ooze to the upper surface, where the rest of the party had to fight it.
Excellent.
That's a great description of how a massive profane bonus to AC would manifest.

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Ran this for the former VCs of Arizona today, high tier. Pretty ridiculous time and they did well despite their hospitaler paladin not being able to make it. With 4 main damage dealers and a bard for buffing and making the knowledge checks, nothing really challenged them. I did get some good hits in however. They totally missed out with the interrogating by having their 3 man team of the Scroll Seekers do the questioning. Biffed the success roll so the total check was 29 after the +10 increase, not enough to get ANY info from the researchers. Hopefully I understood it right that they get to roll and add the bonuses for the briefing and assistance, and then add 10 to determine the gather information DC they hit. No one really wanted to do the briefing, which was a disappointment for me.
How do we handle the shadowbound corruption in future scenarios?

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Ran this for the former VCs of Arizona today, high tier. Pretty ridiculous time and they did well despite their hospitaler paladin not being able to make it. With 4 main damage dealers and a bard for buffing and making the knowledge checks, nothing really challenged them. I did get some good hits in however. They totally missed out with the interrogating by having their 3 man team of the Scroll Seekers do the questioning. Biffed the success roll so the total check was 29 after the +10 increase, not enough to get ANY info from the researchers. Hopefully I understood it right that they get to roll and add the bonuses for the briefing and assistance, and then add 10 to determine the gather information DC they hit. No one really wanted to do the briefing, which was a disappointment for me.
How do we handle the shadowbound corruption in future scenarios?
Beyond what is on the chronicle?
It should be fairly self contained.

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Yes, I'm trying to figure out how much of the Horror Adventures rules I have to use.
i.e. Do I have to make the saving throws to avoid advancing the corruption and if I fail them enough, does my character get marked dead?
I assumed the advancement rules in the boon preempted those, but I didn't look really closely.

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I ran this again today for five players at high tier, they declined hard mode which is probably a good thing. They managed to finish but it was very touch and go.
I had:
Vital striking alchemist/barbarian, high single attack damage
Fighter/Barbarian/Monk hitting for about 40 damage a hit over 8 attacks a round, all bludgeoning
Fighter/Paladin archer
Fighter/Barbarian melee reach polearm master
Hellknight with a mix of multiple different classes
So the group had no primary caster at all, they had 9 levels of alchemist and 9 bloodrager and that was pretty much it. If they couldn't kill things quickly they were going to struggle.
They undertook the research which took them ages to do accruing about 8 delays. The locals popped out and gave the group huge issues. With no real control they couldn't kill the things fast enough and they are highly accurate. This actually ended up being quite a close call which surprised me, if I had focused fire more it would have killed several PC's. Heightened Continual Flame saved the group here.
I finally had someone caught by the trap and he was turned into an OwlBadger! The hellknight failed both saves so had its mind as well. With no primary caster I allowed them to pay the extra 5pp to bring a caster in to help clear it. That is a pretty touch CL check needed to remove it as well.
They finally found the end room. The main damage dealers for the group were almost entirely helpless here. It was a long hard slog with several people suffering a chunk of wisdom drain and the alchemist having fled and then dropping unconscious outside but they finally brought it down. I did have him dropping in and out of the acid to tempt people to come for a swim which the alchemist rather foolishly took up at the start. That's an awful lot of damage.
Overall he remains a puzzle monster and gave this group a lot of problems as only two of them really had much they could do to him.

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I ran this again today for five players at high tier, they declined hard mode which is probably a good thing. They managed to finish but it was very touch and go.
I had:
Vital striking alchemist/barbarian, high single attack damage
Fighter/Barbarian/Monk hitting for about 40 damage a hit over 8 attacks a round, all bludgeoning
Fighter/Paladin archer
Fighter/Barbarian melee reach polearm master
Hellknight with a mix of multiple different classesSo the group had no primary caster at all, they had 9 levels of alchemist and 9 bloodrager and that was pretty much it. If they couldn't kill things quickly they were going to struggle.
** spoiler omitted **...
I'm surprised that they'd go into that adventure (or any high-level adventure) with that composition. I'm curious as to how they do in part 3!

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I'm surprised that they'd go into that adventure (or any high-level adventure) with that composition. I'm curious as to how they do in part 3!
It's PFS, you get what turns up especially when running online.
I believe one of them plans to switch to a different character for part 3 to get them a spellcaster as he isn't bothered about any sort of boons.
Part 3 is this Saturday.

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So I'm running the scenario this Saturday and I have a couple of questions
1) Would the PCs still lose out on the gold if the professor was dead but they cast raise dead to bring her back?
2) If she is dead by the time the PCs arrive and she uses the alchemist coat to make the speak with dead extract, should I remove that from the chronicle?

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So I'm running the scenario this Saturday and I have a couple of questions
1) Would the PCs still lose out on the gold if the professor was dead but they cast raise dead to bring her back?
2) If she is dead by the time the PCs arrive and she uses the alchemist coat to make the speak with dead extract, should I remove that from the chronicle?
1. IMO, she wouldn't accept the raise dead.
2. Yes. Absolutely.

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Hey,
I just ran this and one of my PCs gained the Shadowbound Boon at the end; they were curious if the effect could progress to stage 2/3 during the course of play, and if so, how that would be handled.
I'm not noticing anything either here, or in the scenario that explains that, so help would be appreciated.

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Just played this and that last encounter is brutal though I'm unhappy how it turned out but I blame myself for not bothering to Cheese in this case.
Party Failed the knowledge Checks and the thing apparently had some plan to kill us all with its at will abilities. Swarmed to death maybe its more dastardly plan.
Should the Ichor simply stay in the acid pool and just well snipe the party? Was there any way for the party in this case?
What if there was no divine caster in the party?
I had some of my other doubts answered in the preious posts.
Result?
It got me so fustrated that I opted to jump in the acid in an attempt to drag it out. It won in the pool so all I accomplish was an early exit and party spending gold.

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Its tactics suggest it emerges to attack after its initial assault.
Hiding in the pool is certainly a valid option as the fight goes on. I have run it that way several times. There is a reason why Life Bubble is an incredibly common buff from level 10+.
Telekinesis can be used in several ways, it is either CL+stat mod as CMB or a will save, depending on which option you choose. I have yet to see the bullruush tactic work ever as at this level you generally expect everyone to be flying, especially when they see the set up.

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While the ichor is capable of spending time in the pool, it generally prefers not to do so when confronted with delicious PCs. While it has the condition of "once it has knocked a PC into the acid" on departing the pool, andreww is definitely right to say that the tactic doesn't really work...ever. Most PCs definitely have some form of magical flight and I haven't heard of a single party failing the perception check to locate it.
I'm curious about party composition if your group struggled with the encounter. Even in parties where the primary damage dealer was a cavalier with a lance or an archer, it seems like this guy was still little more than a speed bump, whereas the first encounter was legit deadly. Its horrendous saves make it complete caster fodder, even if you're using scrolls to kill it. I think I spammed disintegrate on my psychic.

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While the ichor is capable of spending time in the pool, it generally prefers not to do so when confronted with delicious PCs. While it has the condition of "once it has knocked a PC into the acid" on departing the pool, andreww is definitely right to say that the tactic doesn't really work...ever. Most PCs definitely have some form of magical flight and I haven't heard of a single party failing the perception check to locate it.
I have yet to have a party spot it on arrival. It begins out of the range of most darkvision and is underwater granting it improved cover.

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Serisan wrote:While the ichor is capable of spending time in the pool, it generally prefers not to do so when confronted with delicious PCs. While it has the condition of "once it has knocked a PC into the acid" on departing the pool, andreww is definitely right to say that the tactic doesn't really work...ever. Most PCs definitely have some form of magical flight and I haven't heard of a single party failing the perception check to locate it.I have yet to have a party spot it on arrival. It begins out of the range of most darkvision and is underwater granting it improved cover.
Acute Senses virtually guarantees that you hear it and there's always been at least one PC at the table with it up. Rather popular spell in my region. We had multiple PCs with greater than +50 perception when I ran and again when I played.

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We had terrible rolls.
Party makeup
Paladin/Fighter/ Stalwart Defender
Flame oracle (Deaf Curse)
Samurai
Monk/I have no idea what else he has on it.
Bard (Sound striker)
Highest Perception Rolled was around the realm of 15s.
Knowledge was abssyal.
I'm sure about the tactics except in my case, my GM decided that the God Fount is sure that it'll never succeed on a CMB of any kind and thus begins and continues Combat in the Acid pool while using only its Summon Swarm ability.
We entered on foot by the way.....Not the best way I know for optimised characters but hey this particular character of mine already died 4 times. ......Resource was low to begin with.

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Acute Senses virtually guarantees that you hear it and there's always been at least one PC at the table with it up. Rather popular spell in my region. We had multiple PCs with greater than +50 perception when I ran and again when I played.
I had to go back and check to make sure I didn't have it, but after review I can confirm that neither of the two super-high Perception monkeys at the table had Acute Senses when you ran it (unless you ran another table besides ours). That spell only became ubiquitous locally after you popularized it with Mickey.

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So...I have an interesting predicament.
The Augnagar, Mr. Cuddles, dimension doors out of the Organics Lab (as per its tactics) when it’s at exactly -1 hp (thanks to Diehard) and proceeds to slaughter the researchers and the pathfinder team interrogating them. But...then what? With no sure-fire way to heal itself it’ll eventually die slaughtering the researchers...
This is a PBP game so while an answer isn’t needed immediately, I would like one ASAP, as this just happened.

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So...I have an interesting predicament.
The Augnagar, Mr. Cuddles, dimension doors out of the Organics Lab (as per its tactics) when it’s at exactly -1 hp (thanks to Diehard) and proceeds to slaughter the researchers and the pathfinder team interrogating them. But...then what? With no sure-fire way to heal itself it’ll eventually die slaughtering the researchers...
This is a PBP game so while an answer isn’t needed immediately, I would like one ASAP, as this just happened.
Every researcher slain is another mortal life unable to beget more sin—the qlippoths "win." Without any means of reaching safety to recover and snuff out more lives (dimension door is not good for escaping an island), crushing a few researchers is a worthy goal.

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Every researcher slain is another mortal life unable to beget more sin—the qlippoths "win." Without any means of reaching safety to recover and snuff out more lives (dimension door is not good for escaping an island), crushing a few researchers is a worthy goal.
Thanks, John, but there was some miscommunication (I was vague, sorry!). I meant would it still "kill all of the researchers plus 1d2 Pathfinders" if it couldn't fight to its fullest? I get that it would definitely die trying to kill them all, but how many would it truly kill? (Especially since, mechanically, its own actions would slowly kill it and it is effectively staggered)

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So, another interesting predicament. Oozes are inherently sightless and unable to perceive anything visually because they have no eyes and thus must rely on other ways of perception (specifically blindsight).
However, the God Fount (and by extent all immortal ichors) have blindsense. By the RAW, this means that they are constantly flat-footed, everything constantly has total concealment against them, and they are unable to target anything with anything that doesn't target a square rather than a creature.
Obviously this was not the intent, but I'd like confirmation that that was indeed a typo and that the God Fount should have blindsight 60' rather than blindsense 60'. Until then, that's how I'm going to run it because otherwise the ooze could do next to nothing.

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So... two questions came up during my run of this.
1.) A paladin becomes the servant of the godfont. Does he fall and lose his paladin abilities? Or does he just sorta... become a paladin of the godfont?
2.) If said paladin and said godfont escape together... how should I record that and how should the paladin go about fixing his character?
I honestly have no bloody idea how to resolve this.

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Okay, though how does one break the servitude? 5pp body recovery and castings of break enchantment until it breaks? With the God Font's power, it might never break.
Edit: Yeah, just checked, it'd be 1d20+9 for a PFS break enchantment vs. the godfont's 10+HD of 20 for a DC 30. Assuming a crit still works, does he just have to pay for break enchantments until the caster rolls a crit?