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Okay, I never ever read a topic on an adventure I haven't played yet. So now I get to read this one.
I will say that this just might be my favorite PS adventure to date.
The set up at the beginning left us wondering what the world was going on. We were expecting something really super nasty. Not sure what but something NASTY.
The first fight was a blast. Different levels to jump to, obstacles, reach, sewers that were nasty. Lots of fun.
Next fight... swarms (ok PS module writers... swarms are getting old) but sure enough someone tossed alchemist fire... I think most of the table saw it coming but he sure didn't! lol it was great fun regardless since we managed to survive! lol
The Steel Wyverns were a LOT of fun. We got to set up an ambush and fight on OUR terms for once. We completely outmatched them. But honestly, if we hadn't had THAT combination of spells prepared it would have been much harder. The Almsman was a cleric of Abadar and so was I. Immediate connection for the game.
Final battle! Darn that map was a BUGGER to fight in. Good use of terrain that wasn't the usual nerf to the players. It made it tough to maneuver, but amde sense and didn't seem arbitrary just to screw PCs. That was a fun fight.
And that last map... the description that went with it... the cause of everything... begs the question... just WHAT were you SMOKING when you wrote that!? lol awesome fun.
In all honesty I would VERY MUCH LIKE A FOLLOW UP! SEQUEL! SEQUEL!! SEQUEL!!! I WANT TO SEE THE EMPEROR OF AUGUSTANA AGAIN!
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I had one player in Act One that asked to join the Wyverns. He made a good diplomacy check and I let things develop. I put him through some "initiation rituals" which included drinking sewer water and buying them beer. Sometimes the players do things that surprise me, even after running the scenario several times. This player was able to gather some valuable information on his opponents by approaching the challenge in a non-confrontational way. I stole the idea of drinking the sewer water from a previous table where a player punished the defeated Wyverns by giving them a choice, they can drink the sewer water or he could take their heads off.
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This is a bad time for Steel Wyverns!
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Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.
Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!
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Arnim Thayer wrote:
Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.
Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!
I have to run this module this weekend...any advice for what feat to substitute if I go with the guisarme instead of spiked chain?
CJ
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thelesuit wrote:
Arnim Thayer wrote:
Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.
Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!
I have to run this module this weekend...any advice for what feat to substitute if I go with the guisarme instead of spiked chain?
CJ
Josh would be happier if we didn't tinker with the Season 0 scenarios. Rather than replace weapons and feats, stick with the spiked chains even though they aren't as wicked. Maybe in the first combat have the Steel Wyverns attack from 10 feet away and then realize their chains don't reach that far anymore...
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Doug Doug wrote:
Maybe in the first combat have the Steel Wyverns attack from 10 feet away and then realize their chains don't reach that far anymore...
Heh . . .
To be honest, when I ran this one for a sub Tier (1-2) group under 3.5 rules, the chains were much more "flavor" than tactical choice.
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