
Suede |

Please check in here, I will need the following.
PFS#:
Player Name:
Character Name:
Faction:
Day Job Roll:
Make certain I have the link to the maps and handouts working and fill in your initiative and perception for me. Be aware, this scenario has the potential to be very tough, but very rewarding. I hope you all have fun with it!
Once everyone is checked in I will review character sheets for some info I need to run the scenario, and we should get started rather shortly!

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PFS#: 10774-12
Player Name: Feral
Character Name: Brutus
Faction: Grand Lodge
Day Job Roll: None
Thanks for having me!

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Thanks! Sounds like a fine adventure for us.
Victoria - Sorc 9 reporting. She is fine with high or low tier.
So is our party mix something like this?
10 Brawler-din Brutus
9 Sorc Victoria
7 Rogue Fek
11 Sorc Qilfobber
10 Skald Balooo
9.4 APL (tier 10-11 4 player?)
It seems like our front-line and arcane are solid. Do we have decent healing, especially if Fek is playing up?
I have a ranger/archer-10 available if that would be better.

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Player Name: Zinou
Character Name: Voros
PFS#: 93583-1
Faction: Liberty's Edge
Day Job, craft alchemy: 1d20 + 27 ⇒ (16) + 27 = 43

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PFS#: 35574-6
Player Name: SkipperD
Character Name: Qilfobber the Risen
Faction: Scarab Sages
Day Job Roll: Bluff (caravan vanity): 1d20 + 25 ⇒ (17) + 25 = 42

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Actually, since we are playing high-tier, switching to ranger, if that is ok. He is just wrapping up his previous scenario.
Player Name: GM Arvid
Character Name: Roland Garros
PFS number: 9884-6
Faction: Scarab Sages
Day Job : craft bows: 1d20 + 11 ⇒ (6) + 11 = 17

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Player Name: Amazing Red
Character Name: Liam Mardon
PFS number: 20056-17
Faction: Grand Lodge
Craft(Alchemy): 1d20 + 10 ⇒ (18) + 10 = 28

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Thanks to Otha, my computer is working again, if not fixed. As long as that patch holds up for a couple of weeks, I should be back to normal posting on Monday.

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I believe all the diseased conditions were removed already. So we should not need cleansing at this point. Maybe we will on the return trip though.

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Unfortunately, I need to leave this game. My expectations and Suede's style of GMing are just too far apart. I can understand the desire to challenge players, and thus accept some of the rules that were broken in our first combat.
However, I am not okay with denying everyone their saving throw verse a disease that causes negative levels. I hope you all enjoy the rest of the scenario, but I do not believe that I would, and therefore will not be continuing.

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Are you certain that is what is going on? It might be that we didn't get a save(from the scenario) or he rolled it for us. In any case, I can try to remove it.

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I see that Suede rolled 6 d20 when we got in the sanctuary. I guess it's our fort saves...

Suede |

I rolled the save for you, because you are not suppose to know immediately what's going on when you enter the room, and to be a bit more upfront the disease has variable DCs depending on each of you. You're not suppose to know you even have it until the first time you trigger it. It's one of the major threats of the scenario.
It's actually the entire point of the middle section of the scenario.
This scenario breaks a lot of the rules as well, the first combat is not the only time this happens. If you are not comfortable with that then this may not be the scenario for you because it does get a lot worse in that regard because it's written specifically to do so.
I understand if me rolling the save in secret isn't for you and if our styles just might clash, and I'm sorry I didn't meet your expectations. This is a common thing I will do, even in live games by checking player character sheets when there are saves or other checks that need to be made for things players are not suppose to be aware of the same as collecting perception modifiers to stealth and similar issues.

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Completely fine with hidden rolls as well, I use them a lot as a GM. :)

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I did miss you rolling for us, but I still have some serious concerns.
I want you guys to succeed.
Then why did you:
- Take hazards which normally act on initiative 10 and creatures with a +4 modifier, and have them act on initiative 25?
- Give monsters an extra move action, so that they entered combat a round earlier?
- Deny us AoOs when monsters entered our squares?
- Not give the PCs a way of figuring out that the monolith's energy can be reversed?
- Open the diseased door for us, thereby denying us a chance to drink our antiplagues?
- Make the fortitude save secret, thereby denying us a chance to use rerolls and the cleansing room? I just re-read that part of the scenario AND searched the whole thing for references to the disease. I found no mention of the PCs not realizing that they just got exposed to a disease. It is the nature of and cure for the disease which is supposed to be a mystery.
edit: PS I do agree with giving Magor the +4 DC to his saves. His mystery and several other abilities are all tied to the Plane of Earth.

Suede |

-I understood the hazard to act on your turns, and thought it best to simplify it by having it act at he start of the turn for pbp instead.
-The scenario states the monsters arrive on round two and act, they did and acted. I didn't realize you got AoO's for the troops and hat is my mistake. But they need to take no standard actions which is how they got close.
-I did as soon as it was examined, but Qil rolled high enough to immediately reverse it anyways.
-I do box text exactly to avoid issues like that and the box text has the door open on you, likely the authors intent to expose people to the mechanic that takes up this section of the scenario.
-Diseases are not obvious immediate effects, it also doesn't state I have to tell you that you just got diseased. I'm not certain how your PCs would automatically know and no one made an effort to ID the dust. I was trying to give you a more interesting mystery to deal with since it shouldn't greatly impact this part of the scenario AND people are going to want their rerolls later from a meta point.
I won't be doing any further hidden rolls this scenario, it's something I do regularly locally as my players trust me as to when and why I do it to liven things up. I shouldn't have assumed that trust on here where I am not established and I apologize that you didn't appreciate that style of running. I'll keep that in mind in the future to be clear to players when running. If I made other mistakes I apologize as this is a complicated scenario and I've spent a lot of time prepping it.
Even our local old dogs made mistakes with us dropping into the middle of all things present in the first fight and him accidentally all giving us something a bit worse I don't want to spoil wen it comes to the disease. Which I've discussed with a few people to try and get right.

Suede |

Magot and I talked in private and we're good, but he'd rather not continue with the game. Which I understand since he wasn't having fun. I did take some advice from him on setting this up for PbP and I'm going to make a few changes on how I run the final encounter to make sure it goes smoothly as a take away.
I'll give you your roll results tonight Voros when I'm not on my phone and have my prep on hand.

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cool no probs, GM.

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A message a little longer today to say that I understand you, Magor, and I'm sad to see you go. Take care!

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I probably should have asked this earlier:
Where did you stand on the grapple + greater grapple in one round debate? Specifically the one raised and answered by JJ in this thread.
I ask because I know JJ is a Paizo employee but he's not an official rules source and I wanted to get your blessing before committing to grappling with this antipaladin.

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Sorry for not posting already. I'll post tonight (Western Europe time).

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Fibber!
Chronicle printed. Thanks again Suede.

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Awesome! Thanks again for running this scenario :)
Aaaaand Voros hits lvl 12! (my first lvl 12 character ^^)

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Hey Suede, do you mind killing this campaign now that it's finished?