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Ranger (because it's always her): I want to roll Perception!
This occurs about once or twice every session.
my group is heading straight for the Schloss and I found a couple of things that bugged me greatly. I hope you might help me out here.
1. How did the Promethean get from L2 up to L3? This thing is huge (literally, that's his size), so how can he possibly fit through a 5 feet wide staircase?
2. L2 is described as a prison. Fine. But how exactly did he hold him captive there? There are no prison bars mentioned anywhere. While the way down is blocked by the adamantine trap door, the way up seems open (well, it's too small, but if that was the only measure point 1 is an even bigger problem). I assume adding bars isn't too much of a problem, but still - it's irritating.
3. The tower is too small for the fight. If I put the Promethean on top of the tower the group will have trouble standing up there. The beast won't be able to fit at all. I mean sure, it should be cramped, but that's just ridiculous.
My solutions are as follows:
What did you do? Any suggestions or critique on mine?
Typical. As soon as someone posts a conclusion to a thread there are popping up answers to the initial question which has long been answered...*grins*
Taku Ooka: I have to disagree with you. While a paladin may choose to focus on melee I do think he should have options for enemies he can't reach. Either he works out how to reach them (which may be impossible without the aid of a fly-spell or alike) or he will just be a second class supporter for that combat. Also no, the flying enemy uses a bow as his primary weapon.
Victor: If I told her "just assume infinite arrows" she would be pretty sad. For some reason that's one of the things she loves to do, crossing off arrows, trails, rolling for missed arrows etc. Who am I to rob her of her hobby to do this? ;)
Cyrad: You are the third or fourth person to point out how identifying works ;) And I will just say two little things I did not say already:
In case you are still interested in this old thread I think it's only fair I tell you how it all played out.
Again, thank you all very much for your help.
(Note on the side: We decided to just ignore different sizes on arrows to spare us the headache. It just seems like it's not worth it, honestly - based on logic her quiver had to be small as well then, and found magic items should be small as well etc. pp. No, not getting into THAT discussion! ;) )
Level 1 Commoner wrote:
It still played out rather well for your group, but doesn't Embermaw have a reset timer of 24 hours? Otherwise my group would have lost at least 2 people in Harrowstone.
I think the reset timer only comes into play if they destroyed the haunt. It's more or less a "respawn timer". They did not destroy him, the only fled --> haunt is still active --> FIERY DEATH!
...the VC from another town is here to judge his Fifth-Star-game. You already think you're in for a treat* when you overhear him apologizing repeatedly to another player because he already judged a game the day before and produced the first TPK ever in this city.
*It WAS a great deal of fun and not nearly as deadly as I anticipated.
I will now proceed to shamelessly push this thread back to the top.
I used the IdiotDogBrains suggestion for the hook-clawed robot and it turned out great.
All in all I'm really, really happy I stumbled upon this thread and wanted to raise it back up to show it to some newcomers! ;)
can a normal human/goblin/orc/whatever notice magic?
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4.
This suggests that visible fluctuations are not the "normal" state. I assume that the "DC to find such spells" focuses on stuff like glyphs and magic traps since I cannot find "normal" way of percepting magic.
But this raises the question: If a normal person cannot "see" magic, how can they detect a magic trap? What is the difference between "I guarded this area with an alarm spell" and "I guarded this area with an alarm spell and if it goes off, a fireball explodes"? What makes the latter of the two detectable without detect magic and how do I detect it? Is it a hunch? A flirring in the air? A little shining line on the ground which mysteriously goes dark when I can't see (since darkness still imposes huge penalties to perception)? Is it a faint buzzing? Or just whatever the heck I want it to be?
Also: I suppose that when a character manages to roll a high enough perception check to notice a trap he notices that, well, it's a trap and not just some undefined magic effect, right? How does he know? How can I describe that feeling instead of saying "Yup, you're seeing a magic trap alright. Though of course you don't see the magic itself. Just that it's a magic trap. Because reasons."?
If I sat down at a table I really wouldn't know that I'm in for a treat, but rather I'd be very concerned. Playing without a map can go horribly wrong in combats when people assume different things. A Tier 1-5 scenario with nothing but wizards can be deadly as hell (not to talk about a Tier 3-7 with nothing but fighters) and the pre-gen thing sounds like a GM who creates his own pre-gens. Which is illegal if they're not level 1.
Maybe you just left out some details, but I really wouldn't know I'm in for a treat. I'd be very, very worried.
I think I will give them the Spellcraft roll, this seems like a good idea. Knowledge Checks are pretty much the first reflex of the group, though I don't think anybody but the bard (who will not be present) has Knowledge: Planes.
I'm not TOO concerned about them dying since all of them still have 2 hero points - if they 'die' they can just pay 2 hero points, get knocked into the water and get washed ashore a few hundred feet down the river.
So yeah, maybe "slaugter" was too strong of a word. I will play nice and everything will work out, especially since the sorcerer just gave his character sheet to the cleric (a rule in my group: If you're not present and name a substitute, he may control your character as if it was his own). So they won't be TOO much at a disadvantage.
Thanks again for all your input, I really appreciate it.
My plan on bringing her in contact with the group will be a guard that managed to flee the massacre at Schloss Caromarc by falling into the river. He survived, but was wounded and lost when the druid found him. She will find him, hear his story and then now where she has to go next when she wants to find the cultists who almost doomed a whole village "by accident".
I am also considering adding a little side quest before they enter the Schloss itself, maybe escorting the wounded guard to the city or something alike. Maybe a random encounter or two. Not for a reason within the story but more because I'm a little bit scared that the next few encounters are going to outright SLAUGHTER them - instead of the usual 5 players there are only 4 present, one of which is the druid who has only two PFS scenarios with a level 1 character under her belt. Throwing the air elemental at 3 players + a newbie might be asking for trouble.
Thornborn: While I really like the idea (and I do! I think its a great and funny idea) it still feels like "Here is a new PC, deal with it and find a reason she wants to be with you."
wxcougar: I think her living nearby (or just passing by close and being curious enough to stick around for a while) could work. I don't want her to be tied up somewhere in the Schloss because it raises the question where her wolf (or whatever animal companion she chooses) was during this time (though it might have wandered off or was thrown into the river and survived) and of course why she of all people was spared by the cultists.
I have found a few threads discussing the addition of new characters or the replacement of dead ones, but I didn't really want to hijack another thread, especially not one several years old - people tend to only read the first few posts and missing the timestamp.
Again: TotB spoilers are ahead!
The situation is as follows: My group just reached Schloss Caromarc and killed all the trolls but did not yet manage to enter the building itself. Since it has gotten late they decided to rest and continue their efforts next time.
The only halfway decent idea I have is to retcon her in somehwere, but I'm not sure where. I could just say that she travelled with the Crooked Kin and followed them out of curiousity, but this pretty much forces the character into this role - though it might not be too far off if she decides to be a gnome.
So, can you help me with some suggestions? Order of the Peebrain Eye? Crooked Kin? Maybe something to do with Vorkstag who escaped them and followed them to take revenge? I'd appreciate it!
I'm not sure if we are talking about different things when talking about formatting.
There is a format, of course, and it's quite easy to read it, too. What is different from the "normal" format is that there's a blank line after every line (which is something easily fixable) and the loss of the lines around Defense, Offense, Statistics etc.
These are the ones I'd really like to preserver.
Also apologies when I don't answer to this thread in the next few days as I will be without a computer.
while preparing a game recently I ran into a little problem.
Well, to make it short: The layout did not survive copying it. It doesn't look HORRIBLE, no, but it basically loses every resemblance to the "iconic" statblocks.
Now, as linked above there seems to be a way to create statblocks looking like statblocks.
Help would be appreciated!
You have to burn them along with your character sheet to please the dice gods, of course!
Seriously: The character is dead. The chronicle sheets were attributed to him and cannot be transfered to another character. You cannot replay a scenario (Tier 1-2 excluded), so the only way to regain those exact chronicle sheets is GMing the scenario yourself (once).
First off: You can still get credit for the first module of First Steps. Only First Steps II and First Steps III are retired.
I did not know you were talking about a spell-like ability, sorry.
Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components).
You are talking about called or summoned creatures. I'm pretty sure a PC qualifies as neither.
Continual Flame needs ruby dust worth 50 gp as a material component.
Also I would probably note it under "Conditions Gained" and maybe "Ruby Dust" on the Inventory Tracking sheet.
Why is this in GM Discussion? Seems like a general topic to me.
Anyways: Buying the scroll is possible, but not advisable. You pay lots of money for a scroll and there is always the possibility to botch the roll.
80 gp (NPC spellbook/familiar) vs. 700 gp (scroll)
a few weeks ago I ran #5-08 The Confirmation for my group of players and reported.
If this is a public event and recurs regularly, such as a gaming night at a game store, please return here to add additional dates as necessary.
It's not really public, but I figured this shouldn't make much of a difference.
So I set up a new session with no problems and tried to report the game, but unfortunately I can't add First Steps I to the list of available scenarios. I can click the box in front of the scenario without any problems, but when I save the changes it's gone again and I cannot select it when reporting the session.
Did anyone else run into this problem ever before?
Also: Why is it that I can download the session sheets for one of my events and none of the others?
Thanks in advance,
Bad Sintax wrote:
Blackbot, if you will notice, while this is in the PFS section, the OP is talking about his home game, not PFS, and trying to get his players acclimated to tabletop RPGs in general. It doesn't have anything to do with PFS.
I do apologize. I was under the impression that his home games were still PFS home games and somehow completly missed his post correcting that statement. It's fairly late here (GMT+1), sorry.
Under these circumstances I also apologize for calling your advice "horrible". Now I will merely call it "draconic", though I assume you exaggerated for effect ;)
Bad Sintax wrote:
Plus, if you as the GM explain the rules of Stealth to the players and the player does it anyway, expecting a different result (which seems to be what the OP was saying, unless I am misinterpreting), then you are on a great path towards one of the "worst Player ever" threads.
Having some MMORPG experiences myself I can see why he would think stealth works that way and I do believe that there should be a warning first. When a player assumes something that is obviously wrong (like misunderstanding how stealth works, how spells work, how wide a bridge is etc.) I don't think you should let them fail miserably before at least warning them. Except when it's for comedic effect. ;)
Bad Sintax wrote:
So we made each other chuckle, that's a plus! ;)I can see both our interpretations in the first post - maybe the player falsely assumed it worked "the MMO way", maybe he started a discussion about it because he wanted it to work like in an MMO and did not want to play by more realistic rules. Clarification needed, I guess.
Again, I don't mean the OP should just give in and use their expectations of the rules.
Bad Sintax, while I had to chuckle - it's just horrible advice.
First off, you are simply not allowed to hit your friend in the back with a fireball in PFS. No PvP except when all affected players agree that it's necessary (or just cool).
Instantly killing a player who is new to the game and misinterprets stealth rules is another great path to all the "Worst GM ever"-threads.
I agree about the grid, though. It helps to just SEE where everybody stands, but I honestly never had a player (in ANY game) assume that attacking someone several squares away was even an option. Even Risk does not allow that.
While the dead PC meatgrinder might be fine for some players, it's a sure thing so scare people off of PFS. Bad, bad, bad idea.
Awesome to hear. Now, the quoted part doesn't really spell it out, but I assume GM credit is applied as well?
Side note: It took my group about 4 sessions to finish the first module of The Carrion Crown with about 8 hours per session.
Did I understand this correctly:
I can play the AP with as many house rules as I want and switch it around as I want (usual home game stuff - making this monster stronger, making that monster weaker) and give my group chronicle sheets for completing certain sections of the AP which they can apply to their PFS characters?
I always thought the "PFS-characters-only"-ruling was the only option there.
Insain Dragoon wrote:
I'm curious. What was the issue?
Mark Seifter wrote:
Option 1. Creative solutions clause means they always get the gold reward, but they never obtained those items. Oh, but of course full rewards less the bribe. They still have to pay that.
The Guide To Organized Play disagrees with you and calls for Option 4:
Guide to Organized Play, p. 33 wrote:
If,for example, your players manage to roleplay their way through a combat and successfully accomplish the goal of that encounter without killing the antagonist, give the PCs the same reward they would have gained had they defeated their opponent in combat. If that scene specifically calls for the PCs to receive gold piece rewards based on the gear collected from the defeated combatants, instead allow the PCs to find a chest of gold (or something similar) that gives them the same rewards. Additionally, if the PCs roleplayed past an NPC who carries a specific potion or scroll that the PCs might be granted access to on the scenario’s Chronicle sheet, don’t cross that item off the sheet—instead, allow the PCs to find the item elsewhere as a reward for creatively resolving the encounter without resorting to combat.
So while the creative solutions clause doesn't mean that the foe hands his items over to them, they are still expected to find the items elsewhere. Or at least they should not be crossed off the chronicle sheet.
EDIT: Rereading it, the Guide only talks about scrolls or potions. Hu. I'm not sure if there is an oversight or actually intended. Seems oddly specific.
Talk to them. Unless you tell the players that they need +1 weapons by 4th-level they won't know. You sound as if you're more experienced than your players. It's not a good idea to let them fight incorporeal creatures without magic weapons; they'll just get frustrated.
It is not their first encounter with incorporeal beings - the first time around they quickly figured out how to deal with them. The ranger just did not go from "There are incorporeal enemies ahead" to "I need a magic weapon this time". Well, actually she did, but only when they entered the area.
This is a bit of a first world problem. Unfortunately, the PC who could have had that spell is a sorcerer and not a wizard. A Scroll of Identify costs a lot, and inexperienced players might not think they need the spell.
25gp is hardly a lot. Not something you use everyday, but something you should have just in case you need it.
At least the lack of arrows dawned on them. PCs aren't expected to have +1 weapons until 4th-level, and at that level they're expected to have them. They're level 6 so they should have them, but these players sound so inexperienced that they probably need you to tell them this. Players might not even understand the Big Six unless you tell them about that.
This is an interesting point I didn't even consider, actually. I would not call myself experienced, though. I have one PFS character on level 3, played in an online campaign which really had little to no connection to WBL (one magic item per character on level 7, and not a weapon at that) and this is the first campaign I ever GMed, so I learn along with them.I do, however, crawl the forums a lot, so I guess my overview is a little better than theirs. While I do not want to spoil their fun by telling them "Guys, this is the way to play - stick to it!" I will consider to give them more advice ingame. Some tales at the campfire and all that. Maybe sprinkled with some horrific deaths of the narrator's friends.
Well, after roughly calculating their wealth they do hit their WBL more or less - it's just not very evenly distributed. The paladin wields a keen longsword +1 they found since level 4, for example. That's a reason I want the lists from them, to even this out a little.
Oh and one other thing. There is an option for durable arrows, which aren't destroyed by normal use.
Looked it up at D20PFSRD - those are from Elves of Golarion. I do not own this book and as I said, I want to keep complexity to a minimum.
Doing the math. 6th level 2 attacks per full round, plus potentially Rapid Shot and Manyshot. You are looking at possibly 4 or 5 arrows in the air each round?
You are right, I somehow misremembered. Your assumption is dead on (not bad for horde scum! ;) ), but early on she abandoned her last attack each round to save arrows.
As for magic weapons....its a first level spell that any cleric can cast and that arcane types might know. Your Pcs can work together and figure that out.
As I said, they also could've bought oil or something. They didn't. They seem to be huge fans of learning by hindsight. It worked out, the ranger has a magic bow now - it was just a little example of the rangers general ditzyness. ;)
The Paladin is the only one that worries me there.
Me too. Since the sorcerer pretty much defaulted to "I start dancing" when he ran out of spells since level 1 I expected nothing more from him, honestly...;)
My suggestion: drop a potion of fly as treasure somewhere and leave it at that. Honestly, though, it sounds like you've got a high enough level party that they should be equipped for flying and maybe even teleporting enemies, so the Paladin really shouldn't complain if such encounters come up.
Now this is something interesting I'd really like more opinions about. As I already stated the group is level 6 and about to hit level 7 - is it really that commonplace to have means to fly around at this level? While the group fought some flying enemies, this is the first one with a ranged attack, so the I-can't-reach-him-problem did not come up so far. I'm hesitant about a potion: fly, though.
Yeah, that's definitely poor judgement. If this is a new player, just find a handy haversack filled with arrows as treasure somewhere. Otherwise, this player needs to suffer the consequences of their own actions.
I guess I'll stick with my plan to let her suffer through one encounter before giving her the ability to regain some arrows. A handy haversack might be a better idea than the quiver, even - the group still has no bag of holding or alike.
Forthepie: Bah, just use a gun like a proper dwarf should and be nice to your engineer and you can get ammo everywhere! ;)
You adress an interesting point, though - the loot so far wasn't too great for the ranger and she only just got her composite longbow +1, and even that only with donations from other party members. That might be something I could change. I asked them once to give me a list with all their magical equipment to get an overview about the walth by level, but you know how players are - I got a list from everybody but the ones I was really interested in ;)
Thanks for the answers so far, keep 'em coming! ;)
Count Coltello: I think that would make it too easy for them. As I said, the scrolls are not that important. And they are already on the dungeon's door step, so no meeting anyone before going in...
born of fire:: Apologies, I should have clarified that they already tried to identify the item without the spell. That's what I meant - they will succeed sooner or later since 2 party members have some ranks in spellcraft. Identify would just hurry up the process.
while running a campaign there seems to be a problem coming up on which I'd like some advice.
It should be noted the characters are level 6 and have about multiple hundred gold pieces each. Also: This is the first time they are running into a dungeon that is not a) no more than 4 rooms or b) directly next to or inside a town.
So, the party kicks the first monster's arse and proceeds to enter the dungeon. We ended directly before entering the dungeon itself, but it is now that I see multiple problems coming up...
Long story short: I fully expect them to really, really suffer. This might be the first time they will actually get into big trouble.
Problem 1 might not be so bad - they have two (later three) tries to idedentify each day (cleric + sorcerer + the bard that will, again, follow later). They might consider buying some scrolls or a wand later.
I thought up 4 possibilities:
My favorite solution so far is the second one, but I'd really like to get some more input on this.
Thanks for reading this wall of text,