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Running ghosts in PF2
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<blockquote data-quote="Philip Benz" data-source="post: 8560745" data-attributes="member: 6975782"><p>Yeah, I've been trying to avoid reading Abomination Vaults, in hopes one of my players will run it.</p><p></p><p>Last week we ended up having a long lead-up to the ghost encounter, and only got up to the part where the ghost was bitching and moaning about how unjust it had been to get nailed to the wall by the priest of Norgorber who was his ally, while every 7-8 lines he cast another self-buff spell. The players were so entranced by the information he was leaking, that they let the ghost continue right up to casting a wall of fire, when we had to call the session due to time.</p><p></p><p>This week, two players had work obligations, so we had to delay the session another week. I'll post again once the ghost encounter has run its course. But here's what I expect to happen: most rounds, the ghost will cast a 2-action spell, then use its "Fade" power to go invisible, and Stride (thanks to Quickened), making it harder to target. The PCs are going to be playing hide and seek with it. As long as the ghost can get off 4-5 cool spells before being destroyed, I'll be quite happy with myself.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 8560745, member: 6975782"] Yeah, I've been trying to avoid reading Abomination Vaults, in hopes one of my players will run it. Last week we ended up having a long lead-up to the ghost encounter, and only got up to the part where the ghost was bitching and moaning about how unjust it had been to get nailed to the wall by the priest of Norgorber who was his ally, while every 7-8 lines he cast another self-buff spell. The players were so entranced by the information he was leaking, that they let the ghost continue right up to casting a wall of fire, when we had to call the session due to time. This week, two players had work obligations, so we had to delay the session another week. I'll post again once the ghost encounter has run its course. But here's what I expect to happen: most rounds, the ghost will cast a 2-action spell, then use its "Fade" power to go invisible, and Stride (thanks to Quickened), making it harder to target. The PCs are going to be playing hide and seek with it. As long as the ghost can get off 4-5 cool spells before being destroyed, I'll be quite happy with myself. [/QUOTE]
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Running ghosts in PF2
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