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Recent posts by
Kensanata:
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The player of the grappling barbarian in my game also commented on my website where I have my review (as Paizo only allows 2000 characters I had to shorten it a bit).
Here are some points he made:
Adrian wrote:
I really liked the atmosphere of the adventure. Not something I would necessarily want to run over a campaign, but for a one-shot it was perfect. The somewhat bitter ending (we did pretty well, only allowing ~250 deaths) left me a bit crestfallen, especially moments after I grappled the [final foe], killed him with one last twist of the armor spikes, and ripped off his helm! But clearly that was an important theme of the adventure, and like I said, I really liked the overall flavor.
The war of attrition was a bit tough, I think. [...] As the grappling barbarian, I ended up being healed for 170 points of damage over the course of the adventure (3.5 times my hit points, hehe). Wands were not helpful, they were necessary.
I think if we had found more clever and non-combat ways of solving problems, we would not have been in nearly as bad a shape. It was unclear to me how many options were specifically called out in the text, or how much of it would have relied on us convincing the DM to let us try something. In any case, we solved most situations by violence (which suited my barbarian fine).
[...]
Rating: 70% (recommended)
Oh, and nice title, Nicolas! :)
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So, we played through it all in about ten hours. Nice!
I liked how each fight was easy to run because they were all essentially one-trick ponies. Players feel good about this, because once they find a way to beat them at it, it's an obvious success.
I loved the fight against the , but my players hated it.
I loved it once the captured one of the villains
The first fight ended with the sudden death of our fighter. That was a shock for the gaming table. We rebooted the game and the second time around, they were a lot more cautious.
Of Appendix I we only used Zharep Apul. It truly was but a one-shot.
The big social encounter in area 2 didn't really work for our group. Nobody had strong diplomacy skills (the pregens come with a single Cha +4), and going in turns went against the sense of urgency the players felt. Thus I basically let one player handle all encounters until he was delayed and had another player take over. That worked ok.
Thanks for a nice Sunday one-shot!
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Jeremy Walker wrote:
That honestly sounds more like a setting/backdrop product than an adventure.
Well, here's what I like about Sebastian's idea. The delve format is interesting for a few cinematic fights. At high level, there don't need to be many. But consider these two examples I liked: The fight at Skull Gorge bridge in Red Hand of Doom, and the encounter in the dead beholder room in Barrow of the Forgotten King. Damage taken when falling, climb, tumble, search DCs, suggested ways of destroying the bridge (including a list of the various stone related spells and the damage they did)... Excellent stuff that saves me a lot of time. I think that goes beyond setting/backdrop.
To take that to a new level: The wizard X lives in his tower at X, managed to steal item X from ruler of demiplane X, framing cult X in city X, etc. -- plain plot exposition. Maybe three pages.
A map of his tower, the setup for a fight, his magical defenses, why teleport won't work, what scrying will discover, knowledge checks, spot checks, handle many of the things high-level players will do with ready-made answers. Use this for three combat encounters (the band of high-powered assassin demons sent after the party, the falsely accused cult headquarter), each four pages including stats for unusual terrain, monsters, spells, or tactics.
This is the part that most resembles the delve format.
Total pages used: 15 pages. Add four maps, gives us 17 pages.
That leaves another 15 pages for intrigue and diplomacy. Use twelve pages for major NPC, and how they react to the situation. Noble hears of the stolen X from his seer, discovers clues leading him to the framed cult, sends militia, they will be defeated by cultists, cultists slay merchant prince in revenge to stir up a rebellion, noble calls mercenary witch hunters, rebellion supported by neighboring city state X, etc. Don't provide stats for all of these. In terms of the high-level party, these are all non-combat encounters. If the party wants to kill them all, they can. All we care about is the politics of X.
This is the part where this format diverges from regular adventure material, because we're not statting this out as combat encounters, and we're not really developing a flow-chart of events based on party actions. Instead, this is the raw material needing some improvisation by the DM if the players interfere. I think we can pull it off because this is a high level adventure. Combat is easy, but will result in non-optimal outcomes. The only important fights are handled in the delve section.
That leaves us three pages for resolution: Describe various endings. Cult got erradicated, wizard X gets to keep item X. Party defended cult and got blamed for stealing item X. Either they discover and defeat the wizard taking item X, or they defeat the original owners, fighting on wizard X's side. Provide some inspiration for the DM preparing the session as to how many ways of ending the adventure there are.
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My party of six level 3 characters just fought Nughoak and three hyenas in The Distraction and barely survived it. I added the hyenas because the text mentioned an unspecified number of hyenas charging the characters. Nughoak escaped with 6 hp left. The main problem was that Nughoak managed to cast Darkness on himself, negating the party's Light spell they had cast on a stone. The effect was the he was fighting in Darkness, while they were fighting in a pitch-black cavern.
Nughoak: 20% miss chance.
Party: 50% miss chance, no Dex bonus to AC, and additional -2 to AC, moving at half speed, no line of sight and thus no spells requiring a line of sight such as Magic Missiles.
This basically condemned the Enchanter and the Sorcerer to stand by idly, and the Monk had been standing guard at the top of the rope and took more than ten rounds to come down.
It was tough. I cannot imagine what would have happened if only four characters attempted the fight, and Nughoak had attacked when half the party was still climbing down the rope.
Regarding the stats: I felt that Nughoak should have AC 19 (+1 natural, +3 studded leather, +3 magic shield) instead of AC 20.
Afterwards my party commented on the lack of warning. I guess I should allowed them a listen check to hear Nughoak casting Bull Strenth; I'm not sure.
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