GM Zoomba's Secluded Tomb Siege (PFS 3-09 & 3-14) (Inactive)

Game Master Zoomba

Slides/Maps

Skill Macros

Sign-in sheet


151 to 200 of 230 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

4 rounds of paralysis? Yeah, that's game over level. Glad they weakened the aura.

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

Well that's comforting, mostly because I was trying to think how I was going to RP being paralyzed for an unknown number of rounds :D

No problem at all, and good news with the coin, too!


1 person marked this as a favorite.
An Enkindled Carnival

Either way it would've just been one more I rolled a '2' for you (and Moonlight as well) but yeah - tricky to play an immobile character so glad to have you back in the fight!

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Congrats Rainzax have enjoyed sitting at your tables. Hopefully being a VO won't burn you out.

Verdant Wheel

1 person marked this as a favorite.
Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Re: Venture Agent

Thanks you guys!

I recently moved from the San Francisco Bay Area, a region with a very supportive network of VOs at multiple game stores and online (not to mention a few authors), to the Midcoast of Maine, looking for the Society scene. Finding none at first, I discovered a small group 2 hours southwest of me in the big city of Portland, and they told me that if I wanted a scene nearer to where I live, it would have to be built.

So, here I am.

=)

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

Initiative shows Zenith needing to make a will save but I believe that just hasn't been updated. Zenith did their will save from the scream on their post here and I don't think i see another will save needed for them (apart from end of turn which was also done)


1 person marked this as a favorite.
An Enkindled Carnival

Just hadn't been updated - you're fine (for now...)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
GM Zoomba wrote:
Manny: what specifically are you trying to do with the Umbral Vise. It currently seems to be venting weird energy (which seems to be causing the 'flickering' effect many of you have experienced): are you trying to turn it off to stop that? Are you trying to use it to transport to a different Plane?

Are both of those options not only on the table, but achievable with ◆ or ◆◆?

What do folks think?

Study Post

GM Zoomba wrote:

Moonlight spends some moments looking at the box's structure before leaning in closer. The strange wiring and metal contraptions embedded within the wood suggest the device seems to have come from Ustalav of all places - or at least it was made by someone from there.

The cleric then joins Zenith, who is already hard at work looking at the markings on the object. While the Shadowtongue text and inscriptions are fragmentary, piecing them together both agents learn that this device is referred to as an Umbral Vise It function is to stabilize areas of 'turbulence' between the Material and Shadow Planes. However, the pair also note the Shadowtongue markings have two subtle curiosities. First, some of the markings are slightly mis-aligned, whihc is causing an additional effect of thinning the barriers between the planes. Specifically, a trickle of the Negative Energy Plane is seeping into the Material Plane as well. Even curiouser: there are several tiny and hidden alterations to the cipher text - alterations which call out the 'Sandswept Hall' specifically. These changes seem to have caused a link between the pyramid here and the Osirion Lodge and generated a 'Shadow Path' between them!

While this is going on, Manny inspects the energies emitting from the Vise. The bard senses not only Shadow planar energy seeping out from the object, but Negative energy as well. The effect of this energy leeching out into the surrounding area is the source of the negative enrgy weakness you all are suffering from, and likely could also be warping and enhancing other aspects of the structure nearby in a Hazardous way. Destroying the device would likely prevent both side effects. Of course the Vigilant Seal would like you to bring a device back for study...

Finally, while Manny himself is a bit stumped on how to use the device destroying it seems pretty simple - the box itslef looks quite delicate and any good smash should work Zenith and Moonlight both figure out after a brief investigation that by flipping a few switches and priming a button or two one could use this Vise to travel between the Material Plane and the Shadow Plane!

I think my gut says to try and turn off the "flicker"...

Envoy's Alliance

4 people marked this as a favorite.
♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

I say turn it off. We could turn it on afterwards to warp us to where the dwarf is. Summoning them in the middle of a battle with a mummy is a bad idea, and the warping effect isn't helping.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

@Itka - I can cast Soothing mist and heal 4d8, but that will just make you a valid target for the Mummy if she survives our attacks. Let me know if you want me to do it.

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

Hopefully that's enough. Zenith still has lay on hands fwiw. If mummy goes down then might be worthwhile to try to kite the remaining foes and regroup in the room entrance/near itka so we can get our champ reaction protection going again. Though they did have that scream. Alternatively we can try to focus down one of the winged enemies to limit that risk

Thoughts?

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

NICE! Talk about timely Crits. I'll wait for confirmation on the mummy before I blow two actions on a heal. I can probably survive at least one more round (assuming it doesn't double or triple crit me). I'll keep red facing me...

Actually, even if the mummy isn't dead, I'm going to heal Itka and hopefully she has another magic to finish it off?

@GM is the scream a cone-effect?

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

You know what's really odd? I can't find where it says undead are immune to Bleed effects?


An Enkindled Carnival

Gotta love a nice crit when you need it :)

The scream did seem to be a cone effect.

And yeah: undead aren't as a blanket rule immune to bleed in this edition. Which does mean the mummy should have bled a bit this past round from Zenith's last crit but I missed it. Apologies: note it would not have caused enough of a difference on its own to have died before Zenith's second crit this turn.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

Good crits save the day.

I'm just glad there is no list of blanket immunities anymore. Precision attackers can reign free.

The Blue thing has taken more damage. I was hoping to clean things up but Manny can't roll anymore. I'll start Inspiring Courage to help out.

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Quick question:
I have the Fleet Step ability from a special chronicle boon feat. Does that mean if I take 3 actions to stride with fleet step, I get an extra 30' per action? So, I can stride 60 feet for each action on a round? 180'?

Or, is it just an extra +30' for the entire 3 action round?

Vigilant Seal

1 person marked this as a favorite.
F Human (dromaar) witch 9 | HP 89/89 | AC 26+1 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 2/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 4: 3/3 | 5: 2/2 | Active Conditions: Mage Armor

I'll be traveling on Friday, July 21, and unable to post. Botting instructions are in my character sheet if waiting for me to catch up over the weekend would hamper the flow of the game.

@Franzine: I really want to see a paladin in full plate zip by at 180 feet in a single round, so I hope GM Zoomba rules in your favor!

Envoy's Alliance

1 person marked this as a favorite.
♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

It will cost 2 actions to activate Fleet Step, but then you should get +30 status to EACH Stride action you take. Zoom zoom.

Safe travels, Itka!


An Enkindled Carnival
Franzine Morgenstern wrote:

Quick question:

I have the Fleet Step ability from a special chronicle boon feat. Does that mean if I take 3 actions to stride with fleet step, I get an extra 30' per action? So, I can stride 60 feet for each action on a round? 180'?

Or, is it just an extra +30' for the entire 3 action round?

It increases your speed for each action. So if all three of your actions were to Stride, that would be an extra 90 feet of movement every turn

However, two questions/points about it:

1) Wouldn’t Franzine’s speed normally be 25 (which would increase to 55 when under the effect of Fleet Step? 25 base from being human, -10 from heavy armor (reduced to just -5 because your Strnght score is high enough), +5 from the Fleet general feat. Am
I missing something?

2) Not having the boon text in front of me, does it grant you the effect of Fleet Step as a free action, or let you cast it? If the latter, it would still take 2 action to cast leaving you only one Stride action to benefit from that first turn (though for the rest of the duration you could still then be able to book it 155-180 ft per round)


An Enkindled Carnival

Hoo-boy, what a fight!

Luckily it's currently done, and you're all alive! for now... Something may happen in about a minute but Feel free to begin doin whatever you'd do after a tough fight.

Also, for being a frozen trooper and critting down that mummy when it counts Zenith take a hero point. Anjo take one too: standing at the proverbial line under pressure when all your party starts getting sent away must be stressful for a ranger.

Envoy's Alliance

1 person marked this as a favorite.
♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

One thing I really like about Pathfinder 2nd ed: The fights always seem "impossible" at first, but good strategy goes a long way.

Also nerfing the paralysis to 1 round instead of 1d4 rounds- 2 rounds of paralysis would have been devastating!

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Huh. My stride speed with full plate was messed up. I must've read it wrong last time I looked a while ago.

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

Phew! That had me on the edge of my seat for a while! Definitely glad it was not 1d4 rounds! The paralysis was interesting to think of how to roleplay that, and i absolutely love/appreciate that GM looked into whether or not Zenith's reaction could be used while paralyzed. I completely missed that the reaction lacks a physical element to it when i made my post while paralyzed. Moreover, it was very cool to try to give extra chances to teammates against being paralyzed. When I'm in the GM seat I've always loved the liberating step reaction when it is especially relevant (such as against a grab), so being able to activate it multiple times here as a player was neat.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

I've been in more stressful battles in PF1 and PF2, but if the paralyze was 1d4 rounds, then that might have led to a lot more stress. Why was the paralyzation only 1 round instead of 1d4?

I think there was some balancing luck in that fight. Critting and dropping one of the skeletons on Round 1 certainly helped our odds. I think if all three of them scream to start the fight, it's a different outcome. Was it 4d10 mental damage? 12d10 mental would have been too much.

12d10 ⇒ (4, 8, 9, 4, 10, 7, 7, 8, 1, 7, 9, 8) = 82

I mean yeah...that's going to be game over if you throw in one or two sand blasts from the pharaoh.

Vigilant Seal

1 person marked this as a favorite.
43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)
Emmanuel Holysmith wrote:
One thing I really like about Pathfinder 2nd ed: The fights always seem "impossible" at first, but good strategy goes a long way.

I will agree that PF2 feels like manipulating the game mechanics often feels more impactful. For example, using attacks that don't require saves on something like a mummy, or paying attention to positioning.

Some of that I attribute to the fact that Bosses tend to have massive to hit bonuses and are usually critting PCs on first and second attacks. The other factor is that, IME playing PF1, there was invariably, some min-maxed players who was kind of ROFL-Stomping the encounter. This seems especially true once you get to 7th level in PF1.

But one of the most stress games I played was the on in Port Godsmouth where you have to break into a compound. That PbP game was so stressful, I was up nights trying to figure out how we were going to survive that. There were like two Cacaedaemons and a Xilth?..and some high level caster. The party got split up and it was brutal.

I will say that as a lvl 7 Ranger, whenever I see a Basic Reflex save come up, I do feel more assured I'm going to be okay. So it really sucks when you can't roll above a 10. Thank god I had a Hero Point to reroll that last Save or I'm taking double damage and I go down.


An Enkindled Carnival

Yeah: paralysis is the type of things where the possibility of multiple rounds and multiple victims could easily spiral into something brutal (this, like most of those sorts of abilities in 2e, does at least have the incapacitation trait. Unfortunately unlike the mummies in the last scenario this one's Level was high enough none of you got to benefit from that trait).

The possibly uncontrolled teleporting is an interesting environmental factor in this fight imo. Depending on how it goes it can sometimes hurt the party (throwing off your tactical positioning) but also has the chance to help it (could spread you out from bottlenecks/to avoid the AoEs, and also as happened at least once make the enemies get sent awkwardly around as well.

Zenith by redeux wrote:
Phew! That had me on the edge of my seat for a while! Definitely glad it was not 1d4 rounds! The paralysis was interesting to think of how to roleplay that, and i absolutely love/appreciate that GM looked into whether or not Zenith's reaction could be used while paralyzed. I completely missed that the reaction lacks a physical element to it when i made my post while paralyzed. Moreover, it was very cool to try to give extra chances to teammates against being paralyzed. When I'm in the GM seat I've always loved the liberating step reaction when it is especially relevant (such as against a grab), so being able to activate it multiple times here as a player was neat.

Liberating Step is much less obviously powerful than the paladin or redeemer reactions, but I've come to appreciate it more and more the more I've played/run 2e. Admittedly mostly in valuing that free Step more - this is definitely the most relevant I've seen the extra Break Free attempt be!

My own most stressful XFS encounter was 1e's Salvation of the Sages

Spoiler:
Believe we ended that fight with two of us still conscious, each at ~25% health or so. At least 3 of the party dead, one twice (Magic Jar'd, their actual body died, then their host body got their head exploded). If you've played that scenario you know there's a LOT of stuff going on in it - epic in the best way

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

So I did find the rule that says bleed doesn't work against undead.

p. 451 wrote:
This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don't need blood to live.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Quick clarification: Have we been between 2 planes this adventure? Or 3?


An Enkindled Carnival

Two: the Material Plane and the Shadow Plane/Netherworld The new name for it

You have come across multiple references to the 'Dark Desert', but that was the name the Ancient Osirianis had for the Shadow Plane/Netherworld


An Enkindled Carnival

There is almost no way I'm not going to mis-spell 'Glurorcahes' at some point here.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

Beware the mighty Glucose Roaches!
(I had to reread this a few times.)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Will share my character's knowledge if / when the jig is up!

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Recall Knowledge checks are always Secret checks. That way the GM can give false info for a crit fail.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)
Franzine Morgenstern wrote:
Recall Knowledge checks are always Secret checks. That way the GM can give false info for a crit fail.

The question isn't about whether they are secret, the question is do you know the source of your knowledge? I know that when I identify a bird, I am not using anything I learned about religion. When I recognize/remember a constellation, it's not based on my study of history.

If a character uses a Recall Knowledge check, wouldn't they know what discipline of study they understand the creature on? Shouldn't a character know this is occult knowledge vs Nature?

Rolls are secret, but does the player have the right to know which skill was rolled as a reflection of the character knowing how it knows something?

I'm going to vote yes.

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague
Quote:
"The question isn't about whether they are secret, the question is do you know the source of your knowledge?"

Whoops! I had to read your original question again. My bad for miscomprehending.

But, yeah. I vote yes, too. For your exact same reasoning.

When I ask a player at the table for their modifier on a skill for RK, they know which skill is being used.

Verdant Wheel

1 person marked this as a favorite.
Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Hey thanks GM for letting my character's "ploy" earn himself a little bit of a surprise round for this fight - very fun to see odd spell choices (for a cleric) and improvised decisions get some spotlight here as a player.

Cheers!


An Enkindled Carnival

My swashbuckler PC feels for Zenith, as (much like Manny last fight) those Tumble rolls have consistently failed their legs this mission.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

My Battledancer failed to roll above a 5 during a Performance skill challenge...

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

It's all just balancing out. I think the first mission Zenith was rolling surprisingly well on panache-getting. Though I do look forward to the far distant future of getting derring-do at lvl 10 and then just staying in panache for grapple/trip

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Forgot to add the Sickened penalty on my attacks.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
Hammid wrote:
◆) "Special" Recall Knowledge w/ Organsight @ +16 (sick)

GM, would you like me to spoiler this check from Moonlight's previous turn?


An Enkindled Carnival

Sorry if I missed mentionning in the post itself: the past round you failed and did not notice an exposed weak spot

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

OOC: I am down for one more fight, got one full Heal spell in the tank.

IIC: As it may be the difference between a Treasure Bundle, Hammid is down to take the risk!

Envoy's Alliance

1 person marked this as a favorite.
♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

I'm holding off on creating a Lingering Composition, just in case this dog barks again and I can use the Focus Point to counter it.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)
rainzax wrote:
Perhaps expecting to "track" everything into combat is an overestimation?

I believe it is more accurate to say I am underestimating and under utilizing tracking things into combat.

Everything would leave tracks. In a fantasy world, so would ethereal creatures. Stale air, some ectoplasm, cold spots on the walls, and Anjo is a Master at tracking. In this case, Anjo both knows the creature exists and where it was encountered. I see nothing unreasonable about expecting to find a scuff mark, or some lingering odor, or even paw prints in the dusty floor. Of course, determining the DC to track various creatures is going to be subject to GM discretion.

The problem, as I see it, is that scenarios don't contemplate tracking things and it isn't part of the general zeitgeist. So most GMs don't have a concept of allowing that to happen as a default option, which is why I continually try to remind them such a thing is possible.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 3 | Spells DC 27 (Occult)-/2/3/2/1/1 (Divine) - | Perception +13 |◆◇↺ |

When the >Light< spell is heightened to 4th rank, it generates bright light in a 60ft radius, and dim light in another 60ft. In the shadowy Netherworld that's cut to 30 ft & 30 ft respectively.

So, Manny should be able to see both targets.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Just have to ask the GM, given the Cu Sith is some shadow plane variant, is there any chance these creatures are suppose to be weaker since we shut down the portals?

These Will save DC's seem really high. If can Bark every round, the whole party is going to be doomed real quickly.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
Emmanuel Holysmith wrote:
When the >Light< spell is heightened to 4th rank, it generates bright light in a 60ft radius, and dim light in another 60ft. In the shadowy Netherworld that's cut to 30 ft & 30 ft respectively.

I tried to mark this on the map, placing character / monster tokens "on top"!

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --
Anjo Aroh wrote:
Wow..You rolled three 14's in a row.

and two of them wasted! But good to know Cu Sith has reflex DC greater than 29. yikes

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Does Manny's heroism give a +1 or +2 to rolls?

1 to 50 of 230 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Zoomba's Secluded Tomb Siege (PFS 3-09 & 3-14) Discussion All Messageboards

Want to post a reply? Sign in.