paizo.com Recent Posts in Brike Islepaizo.com Recent Posts in Brike Isle2012-02-24T21:45:42Z2012-02-24T21:45:42ZRe: Forums: Round 4: Design an encounter: Brike IsleWill Cooperhttps://paizo.com/threads/rzs2nolg?Brike-Isle#502012-03-16T00:55:01Z2012-03-16T00:55:01Z<p>Congratulations Steve. That looks like excellent advice from Matt and I won't echo it too much. Balance, conflict, focus, tension. The players' story, not your story.</p>
<p>Good luck.</p>Congratulations Steve. That looks like excellent advice from Matt and I won't echo it too much. Balance, conflict, focus, tension. The players' story, not your story.
Good luck.Will Cooper2012-03-16T00:55:01ZRe: Forums: Round 4: Design an encounter: Brike IsleMatt Goodallhttps://paizo.com/threads/rzs2nolg?Brike-Isle#492012-07-18T23:29:55Z2012-03-14T13:31:40Z<p>Good luck Steve. As a Venture Captain you have an interesting position of having a lot of experience with PFS scenarios and modules. Use that knowledge to create a worthy adventure. A module is around 20K words which is about two scenarios in word count, but usually ends up being about three sessions of play and encounters (at least). The old adage: on average 1 encounter per 500 words holds (remember this includes adventure hook and non combat encounters). Try not to go too complex or overly intricate with background. I really like that in previous rounds you have tried to go for something different, but keep it focused, if it isn’t important for the adventure’s plot, don’t put it in the proposal. Hope that helps.</p>Good luck Steve. As a Venture Captain you have an interesting position of having a lot of experience with PFS scenarios and modules. Use that knowledge to create a worthy adventure. A module is around 20K words which is about two scenarios in word count, but usually ends up being about three sessions of play and encounters (at least). The old adage: on average 1 encounter per 500 words holds (remember this includes adventure hook and non combat encounters). Try not to go too complex or overly...Matt Goodall2012-03-14T13:31:40ZRe: Forums: Round 4: Design an encounter: Brike IsleAsk A RPGSupersuccubus (alias of Charles Evans 25)https://paizo.com/threads/rzs2nolg?Brike-Isle#482012-03-11T23:33:57Z2012-03-11T23:33:57Z<p><span class=messageboard-ooc>Disclaimer:
<br />
In case you’ve only just woken up to the contest or otherwise (somehow) missed these Round-by-Round reviews before, Ask A RPGSupersuccubus is posting from the point of view of a (very advanced) CE aligned succubus: [Spoiler omitted] ;) </span> </p>
<p><b>Does the location and situation seem suitable for a succubus in distress (broken fingernails are <i>such</i> a nuisance) to find a Noble Knight?</b>
<br />
Sadly no. A <i>noble</i> knight will have tried to stop the witch waving the talisman around, and taken a <i>sphere of annihilation</i> to the chest. Or successfully stopped the witch, therefore the island is not collapsing in the first place. </p>
<p><b>Is there any possible convenient financial gain obvious in this situation for a succubus?</b>
<br />
Well yes: approach the witch in the ethereal, snag the talisman and (if it seems possible to control it) the <i>sphere</i> from her - instant profit. </p>
<p><b>Purely from a point of view of testing-this-situation-to-destruction what impact is a fire-breathing phase doppleganger giant space hamster likely to have if introduced to it?</b>
<br />
Rampage, trample, splash, squeak, rampage, splash, splash, •squeak•?, splash, •poof•. </p>
<p><b>Other comments? </b>
<br />
Fire-breathing phase doppleganger giant space hamsters do not particularly like getting <i>wet</i>. Or at least not <i>this</i> wet. Seriously though, as with my comment regarding knights, a <i>lot</i> of adventurous sorts are going to Attempt to Stop the Witch either because they're goody two-shoes or because they <i>want</i> that talisman and maybe <i>sphere</i> for themselves. It's assuming rather a lot that the island is going to completely implode (especially if any adventurers drive off the witch before she finishes demolishing stuff), unless you've got a magical contract of some sort with the deity Nethys guaranteeing it. </p>
<p><b>Estimated time for four adventuresome succubi to deal with this situation: </b>
<br />
Twenty to thirty seconds, because the island isn't going to collapse after they've pinched the talisman and the <i>sphere</i>. Or conceivably, several hours, if they stop to negotiate with the witch if she seems amenable after they've taken possession of the items and it seems as if it <i>could</i> be beneficial for the downwards property redevelopment scheme to go ahead. </p>
<p><span class=messageboard-ooc>Further Disclaimer:
<br />
Ask A RPGSupersuccubus (with half an eye on Lord Orcus) would like to clarify that mortal voters should probably rely on more than just her own (impeccable) assessments in making up their minds on how to vote. Thank You. </span></p>Disclaimer:
In case you’ve only just woken up to the contest or otherwise (somehow) missed these Round-by-Round reviews before, Ask A RPGSupersuccubus is posting from the point of view of a (very advanced) CE aligned succubus: [Spoiler omitted] ;)
Does the location and situation seem suitable for a succubus in distress (broken fingernails are such a nuisance) to find a Noble Knight?
Sadly no. A noble knight will have tried to stop the witch waving the talisman around, and taken a sphere of...Ask A RPGSupersuccubus (alias of Charles Evans 25)2012-03-11T23:33:57ZRe: Forums: Round 4: Design an encounter: Brike IslePedro Coelhohttps://paizo.com/threads/rzs2nolg?Brike-Isle#472012-03-07T18:12:38Z2012-03-07T18:12:38Z<div class="messageboard-quotee">Jacob W. Michaels wrote:</div><blockquote> Also, I don't know if anyone else will care about this, but you've got an obvious nautical theme running through the contest, Steve.</blockquote><p>I've noticed that, too. I actually like this encounter (and voted for it) but my first impression was "Oh, another sea-themed entry". It's not a dealbreaker, but it bothers me a little that three out of four of his entries went that route.Jacob W. Michaels wrote:Also, I don't know if anyone else will care about this, but you've got an obvious nautical theme running through the contest, Steve.
I've noticed that, too. I actually like this encounter (and voted for it) but my first impression was "Oh, another sea-themed entry". It's not a dealbreaker, but it bothers me a little that three out of four of his entries went that route.Pedro Coelho2012-03-07T18:12:38ZRe: Forums: Round 4: Design an encounter: Brike IsleRonarsCorruptionhttps://paizo.com/threads/rzs2nolg?Brike-Isle#462012-03-07T14:49:22Z2012-03-07T14:49:22Z<div class="messageboard-quotee">Jacob W. Michaels wrote:</div><blockquote>...good stuff... If the isle or even village were just named Brike, I think that would work, but Brike Isle just sounds odd to me. ...</blockquote><p>Well, this is the full name of the place, it's not necessarily what people call it. For instance in Canada, we have "Prince Edward Island", and if you called it that all the time it would be quite the mouthful. So, people started calling it the much shorter "PEI"
<p>In this case, if Brike sounds better, then probably that's what people would call it, despite it's 'full name' being Brike Isle.</p>Jacob W. Michaels wrote:...good stuff... If the isle or even village were just named Brike, I think that would work, but Brike Isle just sounds odd to me. ...
Well, this is the full name of the place, it's not necessarily what people call it. For instance in Canada, we have "Prince Edward Island", and if you called it that all the time it would be quite the mouthful. So, people started calling it the much shorter "PEI" In this case, if Brike sounds better, then probably that's what people...RonarsCorruption2012-03-07T14:49:22ZRe: Forums: Round 4: Design an encounter: Brike IsleJacob W. Michaelshttps://paizo.com/threads/rzs2nolg?Brike-Isle#452012-03-07T13:32:34Z2012-03-07T13:32:34Z<p>I don't think I'm going to get to finish my playtest of this encounter, as I'm leaving for vacation today and my Internet time is going to be a lot more limited for most of it.</p>
<p>My impression with the playtest is that the players were a little uncertain how to proceed, though I don't think that's necessarily a negative reflection. I think it's just that this is a different scenario than we're used to seeing — there's not just a monster to kill — and that takes a little time to figure out the best way to handle it, both as a player and a GM. I think the in media res aspect also made it a little difficult, in that the players and I didn't know if they knew Adelain (forcing me to decide on the fly) — of course that wouldn't be an issue in a full adventure. They were dong a good job ferrying everyone away from higher ground, though, so I think they were on the right track.</p>
<p>Although there are certainly things I'd tweak (i.e. WHY the village is collapsing), there are a lot of things I like about this a lot. I've recently started running a Savage Tide campaign and this immediately made me wonder how I could convert this to use in that campaign. Rescuing the villagers from a sinking isle is something memorable, the type of thing that shows Steve's creativity. Like with the Hungry Mountain Dragon, IMO, any other problems with the entry can be worked out but the core idea is strong enough I want to see what Steve can bring to an adventure idea. </p>
<p>A couple other thoughts. I know I posted the definition/origin of Brike earlier, but I actually really don't like the name. I think it's the two long I's that just aren't working for me (of course, maybe Brike's not pronounced as a long I?). If the isle or even village were just named Brike, I think that would work, but Brike Isle just sounds odd to me. That's just nitpicking, of course.</p>
<p>Also, I don't know if anyone else will care about this, but you've got an obvious nautical theme running through the contest, Steve. It's possible excitement over Skull and Shackles will continue to help fuel interest but I'd be careful a potential adventure pit doesn't tread on the toes of whatever we're expecting to come out in the next Adventure Path (even if Sean or Vic or someone has said large chunks of it take place not on the water) if you stick with the nautical aspects. Best of luck.</p>I don't think I'm going to get to finish my playtest of this encounter, as I'm leaving for vacation today and my Internet time is going to be a lot more limited for most of it.
My impression with the playtest is that the players were a little uncertain how to proceed, though I don't think that's necessarily a negative reflection. I think it's just that this is a different scenario than we're used to seeing -- there's not just a monster to kill -- and that takes a little time to figure out...Jacob W. Michaels2012-03-07T13:32:34ZRe: Forums: Round 4: Design an encounter: Brike IsleAnthony Adamhttps://paizo.com/threads/rzs2nolg?Brike-Isle#442012-03-07T10:14:08Z2012-03-07T10:14:08Z<div class="messageboard-quotee">Oceanshieldwolf wrote:</div><blockquote> <div class="messageboard-quotee">Anthony Adam wrote:</div><blockquote><p>The other thing to be aware of - those are really small buildings - only 10 foot wide, the same width as the average dungeon corridor. I don't live in a very big house, but a 10 foot by 20 foot is around the size of my living room.
</p>
</blockquote>Fisherman's huts, or <i>poor</i> fisherman's huts may be this big. They may not have the wherewithal to build bigger, and a lot of "primitive" or "primary industry heavy" folk throughout history and across the world (inuit etc not withstanding)used their domiciles for sleeping in and little else. "Leisure" time, when available was spent largely communally, outside or in larger buildings purpose-built for that. That's the beauty of having no electricity and low technology and a need to eke to survive... </blockquote><p>Map Fu had considered this, but thought it worth mentioning as one of the buildings isn't a "hut", it's labelled as "Lodge" - which conjures a much bigger building in his mind. It was also worth mentioning purely for everyone else's benefit too.Oceanshieldwolf wrote:Anthony Adam wrote:The other thing to be aware of - those are really small buildings - only 10 foot wide, the same width as the average dungeon corridor. I don't live in a very big house, but a 10 foot by 20 foot is around the size of my living room.
Fisherman's huts, or poor fisherman's huts may be this big. They may not have the wherewithal to build bigger, and a lot of "primitive" or "primary industry heavy" folk throughout history and across the world (inuit etc not...Anthony Adam2012-03-07T10:14:08ZRe: Forums: Round 4: Design an encounter: Brike IsleOceanshieldwolfhttps://paizo.com/threads/rzs2nolg?Brike-Isle#432012-03-06T22:00:04Z2012-03-06T22:00:04Z<div class="messageboard-quotee">Anthony Adam wrote:</div><blockquote><p>The other thing to be aware of - those are really small buildings - only 10 foot wide, the same width as the average dungeon corridor. I don't live in a very big house, but a 10 foot by 20 foot is around the size of my living room.
</p>
</blockquote><p>Fisherman's huts, or <i>poor</i> fisherman's huts may be this big. They may not have the wherewithal to build bigger, and a lot of "primitive" or "primary industry heavy" folk throughout history and across the world (inuit etc not withstanding)used their domiciles for sleeping in and little else. "Leisure" time, when available was spent largely communally, outside or in larger buildings purpose-built for that. That's the beauty of having no electricity and low technology and a need to eke to survive...Anthony Adam wrote:The other thing to be aware of - those are really small buildings - only 10 foot wide, the same width as the average dungeon corridor. I don't live in a very big house, but a 10 foot by 20 foot is around the size of my living room.
Fisherman's huts, or poor fisherman's huts may be this big. They may not have the wherewithal to build bigger, and a lot of "primitive" or "primary industry heavy" folk throughout history and across the world (inuit etc not withstanding)used...Oceanshieldwolf2012-03-06T22:00:04ZRe: Forums: Round 4: Design an encounter: Brike IsleAnthony Adamhttps://paizo.com/threads/rzs2nolg?Brike-Isle#422012-03-06T12:48:49Z2012-03-06T12:48:49Z<p>Oh, not part of the review, but I'm an old school gamer weaned on 0Th Ed, Judges Guild etc. </p>
<p>This map reminded me very much of Judges Guild Wilderness Gazeteers and the Island Map books.</p>
<p>I absolutely loved that old school vibe - wicked, absolutely wicked.</p>Oh, not part of the review, but I'm an old school gamer weaned on 0Th Ed, Judges Guild etc.
This map reminded me very much of Judges Guild Wilderness Gazeteers and the Island Map books.
I absolutely loved that old school vibe - wicked, absolutely wicked.Anthony Adam2012-03-06T12:48:49ZRe: Forums: Round 4: Design an encounter: Brike IsleAnthony Adamhttps://paizo.com/threads/rzs2nolg?Brike-Isle#412012-03-06T12:46:17Z2012-03-06T12:46:17Z<p>Congratulations on Top 8! </p>
<p>Allow me to introduce Map Fu.</p>
<p>He looks at maps as part of GM preparation for an evenings fun and games. Now for the competition, he is going to be ruthless and treat each map as a "finished" product and not a note-let to cartographer.</p>
<p>Therefore this review will be from the stance of preparing for the encounter, general map items and first impressions. I am hoping to collate feedback from my games club at the weekend for playability feedback, but thought some early GM preparation feedback may be useful.</p>
<p>Now, as these are single encounters fleshed out, rather like a main encounter in a module might be, I will be expecting a number of things to be provided - I look to my large shiny Rise of the Runelords hardback. These will be mentioned in first impressions after the map items and are advisory in nature only as they are a personal expectation. </p>
<p>I'm probably only going to get 1-2 a day done, so please be patient, I will get to you all.</p>
<p>So let's begin...</p>
<p>Map Fu, I unleash you...</p>
<p>Mmmm, points I smell, eat well I will... (anyone else notice the absolute grand master of passive voice is Yoda? :P)</p>
<p><b>Check Point 1: Visibility</b></p>
<p><i>How clear is everything to see?</i></p>
<p>Map Fu thumbs up - Geographical region, local region and encounter zone provides a good overview of the location in general and the encounter detail.
<br />
Map Fu thumbs up - Key symbols table, separated out from the map to avoid occlusion of detail - nicely done
<br />
Map Fu eats a point - scale indicated for the encounter - but not on the area maps.
<br />
Map Fu comments that this is a very clear map indeed, certainly the best of the maps he's reviewed thus far for clarity. Effort and polish clearly shine through on this, we look forward eagerly to the description having enjoyed this map.</p>
<p>Score: 4/5</p>
<p><b>Check Point 2: Compass Rose/North Bearing</b></p>
<p><i>Obvious, and should be on all maps.</i></p>
<p>Map Fu thumbs up - The compass rose is on the encounter and fortunately there is no rotations in the area maps, so it can be read for all 3, it may have been better to have a small north indicator in the area maps though to be safe. As Map Fu is a meanie, he's eating a point for that.</p>
<p>Score: 4/5</p>
<p><b>Check Point 3: Directional Integrity</b></p>
<p><i>Do you know your left from right, up from down, west from east? If the encounter refers to the east door, is it on the east wall on the map?</i></p>
<p>Map Fu thumbs up - maps are all in alignment and orientation with one another.</p>
<p>Score: 5/5</p>
<p><b>Check Point 4: Scale Integrity</b></p>
<p><i>Do the map dimensions and shapes match the encounter text dimensions and shapes? Is there sufficient space in the room/area for the content, both encounter and dressings? If there are "pulled out" areas, is the orientation of the pulled out detail correct with respect the base map orientation and dimensions (e.g. a 10' v 10' area pulled out for detailed view doesn't become 15' x 15')</i></p>
<p>Map Fu eats a point - you need to watch your scaling - in the larger scale area - if you examine the boxed zone, the small island in the top left of the boxed area doesnt appear to have water on the east coast as found in the middle scale map. Further the small boxed area in the local zone gives the island a much more rounded east-west bottom width than appears in the encounter scale. Some of this could be due to scanning, but it is something to watch for.</p>
<p>The other thing to be aware of - those are really small buildings - only 10 foot wide, the same width as the average dungeon corridor. I don't live in a very big house, but a 10 foot by 20 foot is around the size of my living room.</p>
<p>Score: 4/5</p>
<p><b>Check Point 5: Empty Area Syndrome</b></p>
<p><i>Are there any areas on the map that aren't identified in a map key or in the descriptions, having a labelled empty areas is fine if part of the encounter design.</i></p>
<p>Map Fu thumbs up: Due to map clarity, the encounter area is very well defined.
<br />
Map Fu eats a point: In an open encounter area like this, with buildings, the buildings may become an integral part of the tactics of either side, so the entry points should be indicated with a hollow shell view if they have inner rooms.
<br />
Map Fu thumbs up: Starting positions really help the GM prepare for this sort of encounter - nice.</p>
<p>Score: 4/5</p>
<p><b>Check Point 6: Anything Missing?</b></p>
<p>Map Fu thumbs up - as far as reviewing the map, everything is present and accounted for bearing in mind the points above. A very clear map raises expectations for GM prep, so lets get moving onto that!</p>
<p>Suggestion: Next time you have an encounter map dealing with height (in this case sinkage), some people may struggle visualising the island with the contour lines, so a side view / 3-d drawing pull out can really help. For me, this isnt needed, the map is very clear, but it is possible other people may scratch their heads a bit.</p>
<p>Score: 4/5</p>
<p><b>GM Preparation : First Impressions.</b></p>
<p>Having scanned the map, and feeling reasonably good with the information thus far presented, I turned my attention to the encounter description. </p>
<p>As a GM, I did get hit straight away with extra work for utilising the encounter as the set up has the PC's returning to the encounter from a prior encounter - for the competition, this is fine as I would expect this encounter to be part of an ongoing expedition. It did set the mood and background lead up for the encounter very nicely though.</p>
<p>Wow, an imposed time limit encounter, there is again some extra effort needed by the GM if using battle boards and miniatures to portray the sinking and shrinking of the encounter area, but this is an interesting element to any encounter.</p>
<p>The attention to detail on the encounter shines again, lists of possible actions, provision of tools to aide the PC's, round by round breakdown of events impacting the encounter - this is a very well thought out design and you have taken great pain to assist the GM to run it well - this is super. The map also indicates starting positions - very nice.</p>
<p>The next items I found were all the stats and breakdowns I need to run each creature, there seems to be everything I need here.</p>
<p>The Development section contains the resolution following round 11, this I would have expected to have been in the round by round section with the longer term benefits and story hooks remaining here. Again, its all present and accounted for.</p>
<p><b>My playtest set up</b></p>
<p>So for my play test I took the time to create some Styrofoam cut outs following the shape of the island contours, gridded them so when placed atop one another, we have the basic land formations such that as the island sinks, I simply slide some blue clear Projector Perspex in between the Styrofoam levels creating my water level. I drew on the buildings, trees and the like so that things didn’t slide about to much during this movement. This is going to be a memorable encounter methinks. </p>
<p><b>GM Preparation : Other considerations / thoughts</b></p>
<p>I really couldn't think of anything to add to this ecounter at all - very tight design, innovative encounter aspects. I really like this one. </p>
<p>GM Prep Score: 19/20 <b>Overall Score: 44 / 50</b></p>Congratulations on Top 8!
Allow me to introduce Map Fu.
He looks at maps as part of GM preparation for an evenings fun and games. Now for the competition, he is going to be ruthless and treat each map as a "finished" product and not a note-let to cartographer.
Therefore this review will be from the stance of preparing for the encounter, general map items and first impressions. I am hoping to collate feedback from my games club at the weekend for playability feedback, but thought some early...Anthony Adam2012-03-06T12:46:17ZRe: Forums: Round 4: Design an encounter: Brike IsleMicManhttps://paizo.com/threads/rzs2nolg?Brike-Isle#402012-03-06T09:37:09Z2012-03-06T09:37:09Z<div class="messageboard-quotee">Caedwyr wrote:</div><blockquote>...In actual fact, it's a bit slow, to about the right speed...</blockquote><p>Exactly.
<p>As I see it we have two ways of doing this scene:</p>
<p>1. Tactical round by round combat with minis and battlemat
<br />
This is what was asked from the contestants and the entry is geared towards this approach.
<br />
BUT, what you can do in the span of 1 round aka 6 seconds is simply not enough to impact the situation as outlined!
<br />
In this approach the villagers must know what to do and do it on their own and only need some help from the PCs (with the Scrag and maybe the roofs) or else the situation becomes strange (such as calming panicking villagers which don't speak your language while running away from you and leading them to the boats in the timespan of 48 seconds).</p>
<p>2. Mostly skill challenges with no tactical movement
<br />
This approach can cope with the implied villager reactions but only if you have more time. Knowing that the island will sink within the next hour or so will give the PCs time for Diplomacy, Intimidation, Engineering and any sort of more complex social interactions. In this way the encounter with the Scrag would happen at the very end when the PCs already have convinced the villagers and readied the boats and now only the actual departure is hindered by an encounter.</p>
<p>As given the entry is a mix of both styles and I felt that this was problematic, slow PCs for instance need to full move almost each of the ten rounds just to get around. In my playtest I had to handwave many of these problems for the encounter to work.</p>Caedwyr wrote:...In actual fact, it's a bit slow, to about the right speed...
Exactly. As I see it we have two ways of doing this scene:
1. Tactical round by round combat with minis and battlemat
This is what was asked from the contestants and the entry is geared towards this approach.
BUT, what you can do in the span of 1 round aka 6 seconds is simply not enough to impact the situation as outlined!
In this approach the villagers must know what to do and do it on their own and only need...MicMan2012-03-06T09:37:09ZRe: Forums: Round 4: Design an encounter: Brike IsleJacob W. Michaelshttps://paizo.com/threads/rzs2nolg?Brike-Isle#392012-03-05T20:57:53Z2012-03-05T20:57:53Z<p>We also know that most of them aren't speaking Common (or Taldane), so your cries of "the island is sinking, to the boats, to the boats" is probably gibberish to them.</p>We also know that most of them aren't speaking Common (or Taldane), so your cries of "the island is sinking, to the boats, to the boats" is probably gibberish to them.Jacob W. Michaels2012-03-05T20:57:53ZRe: Forums: Round 4: Design an encounter: Brike IsleCaedwyrhttps://paizo.com/threads/rzs2nolg?Brike-Isle#382012-03-05T20:31:00Z2012-03-05T20:31:00Z<p>Also, several posters have said that 1 minute for the village to fall into the hole is very fast. In actual fact, it's a bit slow, to about the right speed as to how long it would take for the village to fall into the sinkhole in the real world.</p>Also, several posters have said that 1 minute for the village to fall into the hole is very fast. In actual fact, it's a bit slow, to about the right speed as to how long it would take for the village to fall into the sinkhole in the real world.Caedwyr2012-03-05T20:31:00ZRe: Forums: Round 4: Design an encounter: Brike IsleSean K Reynolds (Contributor)https://paizo.com/threads/rzs2nolg?Brike-Isle#372012-03-05T19:06:28Z2012-03-05T19:06:28Z<p>Tsunamis and earthquakes are closely related. Talk to a native of Japan and they'll tell you that when they feel a quake, they start watching the water, because an offshore earthquake is going to create waves.</p>Tsunamis and earthquakes are closely related. Talk to a native of Japan and they'll tell you that when they feel a quake, they start watching the water, because an offshore earthquake is going to create waves.Sean K Reynolds (Contributor)2012-03-05T19:06:28ZRe: Forums: Round 4: Design an encounter: Brike IsleMicManhttps://paizo.com/threads/rzs2nolg?Brike-Isle#362012-03-05T16:58:56Z2012-03-05T16:58:56Z<p>That is debatable.</p>
<p>We don't have a tsunami here, we have an earthquake. The island is sinking which should be noticeable.</p>
<p>Of course there will very likely SOME villagers that will retreat to higher ground, but ALL of them?</p>
<p>Facing an earthquake and sinking ground I would head for the boats.</p>
<p>But even them, screaming "the island is sinking, to the boats, to the boats" should all there needs to be done. For the villagers not believeing the PCs, well tough luck, but you can always pick them up later when you have secured the boats.</p>
<p>What strikes me as very stupid is that in a village full of fishermen noone can apparently swim?!</p>That is debatable.
We don't have a tsunami here, we have an earthquake. The island is sinking which should be noticeable.
Of course there will very likely SOME villagers that will retreat to higher ground, but ALL of them?
Facing an earthquake and sinking ground I would head for the boats.
But even them, screaming "the island is sinking, to the boats, to the boats" should all there needs to be done. For the villagers not believeing the PCs, well tough luck, but you can always pick them up...MicMan2012-03-05T16:58:56ZRe: Forums: Round 4: Design an encounter: Brike IsleJacob W. Michaelshttps://paizo.com/threads/rzs2nolg?Brike-Isle#352012-03-05T16:36:00Z2012-03-05T16:36:00Z<p>I don't think they were expecting their entire village to sink into the ground. Steve calls for them to be retreating to higher ground, which is typically what people do when villages get flooded. That seems like a reasonable response to me. Consider the diplomacy check to convince them that their entire home is being destroyed and they have to get into the boats instead of it just being an unexpected, sudden flood.</p>
<p>Even with the shaking, I'm thinking of a tsunami, where going to higher ground would be an appropriate response in a coastal village. I don't think they'd be considered that stupid for taking that course of action.</p>I don't think they were expecting their entire village to sink into the ground. Steve calls for them to be retreating to higher ground, which is typically what people do when villages get flooded. That seems like a reasonable response to me. Consider the diplomacy check to convince them that their entire home is being destroyed and they have to get into the boats instead of it just being an unexpected, sudden flood.
Even with the shaking, I'm thinking of a tsunami, where going to higher...Jacob W. Michaels2012-03-05T16:36:00ZRe: Forums: Round 4: Design an encounter: Brike IsleRonarsCorruptionhttps://paizo.com/threads/rzs2nolg?Brike-Isle#342012-03-05T15:09:25Z2012-03-05T15:09:25Z<p>I'm kinda surprised nobody mentioned that before two posts ago - how worthless the NPCs are in knowing how to get out of their own homes in the case of an emergency.</p>I'm kinda surprised nobody mentioned that before two posts ago - how worthless the NPCs are in knowing how to get out of their own homes in the case of an emergency.RonarsCorruption2012-03-05T15:09:25ZRe: Forums: Round 4: Design an encounter: Brike IsleMicManhttps://paizo.com/threads/rzs2nolg?Brike-Isle#332012-03-05T14:21:01Z2012-03-05T14:21:01Z<p>Playtest:
<br />
<b>RACE/CLASS/LEVEL OF PCs</b>
<br />
5 PCs with 20 point-buy and average wealth from my campaign:
<br />
Halfling Oracle (Wind) 7 (ranged combat + utility)
<br />
Human Rogue 6, Wizard 1 (two weapon fighting)
<br />
Halforc Barbarian 7 (Invulnerable rager - power attack with Falchion style)
<br />
Human Ranger 7 (Guide - archer style)
<br />
Human Oracle (Battle) 7 (enlarged power attack with Great Sword style)</p>
<p>This means the party is too high in Level but in reality the levels didn't matter much with this encounter.</p>
<p><b>TIER</b>
<br />
High tier (CR6)</p>
<p><b>EASE OF RUNNING THE ENCOUNTER</b>
<br />
The map, while nice, did MISS the information where the villagers are situated. This made the encounter quite hard to run actually because I had to think of a clever distribution beforehand in order to justify the tight schedule (only 10 rounds) and thus the tactical movement necessary.</p>
<p>That said in a written module I would have NOT played that on a battlemat as it is a bit a stretch of realism that an island would sink within a single minute (as has been noted).</p>
<p><b>CHALLENGE OF THE ENCOUNTER</b>
<br />
Given the very short time schedule and the implication that the villagers are all a bit retarded (inbreeding related problem?) the encounter was challenging because the villagers simply didn't "know" what to do at all and the PCs had even to discover and remind them that the roofs are actually boats...</p>
<p>This and the fact that I choose to attack lone PCs escorting villagers to the boats with the scrag caused some frantic actions and "stress" that I missed in the other encounters we tested so far.</p>
<p>Given that the encounter was indeed challenging but felt very unrealistic.</p>
<p><b>FUN OF THE ENCOUNTER</b>
<br />
It might be my party, but they constantly bickered about how stupid the villagers be ("wouldn't it better for the genepool to just let them all drown - natural selection and all?"). Also it ocurred to everyone that the timing of the encounter was off.</p>
<p>That said the rush to help the "villager babies" was a mad one and indeed funny if it only would have been more justified.</p>
<p><b>OTHER COMMENTS</b>
<br />
Realistically the PCs would not be more than bystanders until the Scrag rises or the villagers requested help with the roof-boats, which seemed cheesy (boats that are used as a roof but can be made seaworthy within just a few seconds?!).</p>
<p>I would have liked it a lot more if there were more definite encounters to be had in a longer stretch of time (an upturned boat that hosts a nest of giant wasps or environmental hazards like eddies sucking down people wading to the boats).</p>Playtest:
RACE/CLASS/LEVEL OF PCs
5 PCs with 20 point-buy and average wealth from my campaign:
Halfling Oracle (Wind) 7 (ranged combat + utility)
Human Rogue 6, Wizard 1 (two weapon fighting)
Halforc Barbarian 7 (Invulnerable rager - power attack with Falchion style)
Human Ranger 7 (Guide - archer style)
Human Oracle (Battle) 7 (enlarged power attack with Great Sword style)
This means the party is too high in Level but in reality the levels didn't matter much with this encounter.
TIER
High...MicMan2012-03-05T14:21:01ZRe: Forums: Round 4: Design an encounter: Brike IsleTitaniahttps://paizo.com/threads/rzs2nolg?Brike-Isle#322012-03-05T13:54:18Z2012-03-05T13:54:18Z<p>Hi Steve! Congrats on making it to this round.</p>
<p>I will only have time to playtest one scenario from this round, and I did not select Brike Isle.</p>
<p>You have a pretty good map, although I could improv it. You have some NPCs running around, which I like, and yet 100 Village Idiots is a bit much for me. I can come up with betters details than that on the fly. You really add something in the round breakdown. Looking at it, though, I don't want to run it. It's too complicated and mechanical for me.</p>
<p>Best of luck in the voting!</p>
<p>-Titania</p>Hi Steve! Congrats on making it to this round.
I will only have time to playtest one scenario from this round, and I did not select Brike Isle.
You have a pretty good map, although I could improv it. You have some NPCs running around, which I like, and yet 100 Village Idiots is a bit much for me. I can come up with betters details than that on the fly. You really add something in the round breakdown. Looking at it, though, I don't want to run it. It's too complicated and mechanical for me.
...Titania2012-03-05T13:54:18ZRe: Forums: Round 4: Design an encounter: Brike IsleMudfoothttps://paizo.com/threads/rzs2nolg?Brike-Isle#312012-03-04T01:06:44Z2012-03-04T01:06:44Z<p>I can't help thinking that the PCs don't really need to do anything to help the villagers escape. Unless they happen to have prepared Mending, Make Whole or Floating Disk (unlikely at best), they're best used in fighting off the monsters. So it is (after a couple of rounds shouting at villagers) largely a combat adventure, albeit in rapidly changing terrain with some NPC victims to worry about and clog up the map.</p>
<p>After all, the villagers presumably know that the roofs are boats and that the fountain is a Decanter, likely have •much• better Craft-Ships and Profession-Sailor than the PCs and have plenty of incentive to get in the boats anyway. They're all treated as useless idiot victim mooks who can't swim, which doesn't really wash.</p>
<p>The initial premise is rather dumb and entirely unnecessary. Much more sensibly, the PCs could have been fighting something in a huge underground cavern, and accidentally collapsed it. No mega-level witches or artifacts are required. And they wouldn't have had to be gifted with 14,000gp magic items to get them there.</p>
<p>In fact, it's implied that the PCs have never been here before, so they'd have no personal connection with any of the NPCs and no real RP reason to save them, alignment aside. Set the whole adventure on the island with this village as a base, with a few real people there and it makes the players want to save them for their own sake rather than for the meta justification of boons and xp.</p>
<p>There's no reason for the scrag to attack on land as it could just pick off the drowning villagers. As any villager in the water is doomed after 1 round, the snake is redundant. IMHO far better would be someone chasing the PCs, who also wanted the boats. Then the PCs would have to keep the various boatfuls of NPCs safe even after they're loaded.</p>
<p>There's an implication that anyone in the undertow is swept away as the water floods the collapsing cavern below, but it's very unclear.</p>
<p>I want to like this - it has the seed of something great - but it fails in too many ways. It could have been very good. Personally, I blame the painfully short timescale imposed by the contest rules which denies any time for analysis or playtesting, especially for those entrants who have Real Lives. Which is an admission that I would probably have done no better.</p>I can't help thinking that the PCs don't really need to do anything to help the villagers escape. Unless they happen to have prepared Mending, Make Whole or Floating Disk (unlikely at best), they're best used in fighting off the monsters. So it is (after a couple of rounds shouting at villagers) largely a combat adventure, albeit in rapidly changing terrain with some NPC victims to worry about and clog up the map.
After all, the villagers presumably know that the roofs are boats and that the...Mudfoot2012-03-04T01:06:44ZRe: Forums: Round 4: Design an encounter: Brike Islemarvhttps://paizo.com/threads/rzs2nolg?Brike-Isle#302012-03-03T22:06:02Z2012-03-03T22:06:02Z<p>I respect the swing for the fence. One of my favorite adventures from many many hears ago in Dungeon Magazine involved the PCs in a race against time before a cemetery exploded. It really kept the players focused and made for some good fun. This has that feel. Curious how it play tests.</p>I respect the swing for the fence. One of my favorite adventures from many many hears ago in Dungeon Magazine involved the PCs in a race against time before a cemetery exploded. It really kept the players focused and made for some good fun. This has that feel. Curious how it play tests.marv2012-03-03T22:06:02ZRe: Forums: Round 4: Design an encounter: Brike Islecasielhttps://paizo.com/threads/rzs2nolg?Brike-Isle#292012-03-02T20:16:18Z2012-03-02T20:16:18Z<p>While I appreciate the non-combat encounter you've created, the execution of everything that's going on is rather daunting. I'm curious to see how this one play-tests.</p>While I appreciate the non-combat encounter you've created, the execution of everything that's going on is rather daunting. I'm curious to see how this one play-tests.casiel2012-03-02T20:16:18ZRe: Forums: Round 4: Design an encounter: Brike Islethunderspirithttps://paizo.com/threads/rzs2nolg?Brike-Isle#282012-03-02T16:25:00Z2012-03-02T16:25:00Z<p>Steve, I loved the idea, the ambition, and the race-against-the-clock aspect of this. At the same time, I share some of the trepidations Clark, Mark, and Ryan expressed.</p>
<p>But there's gonzo here, and to paraphrase Clark from RPGSS Year 1, there's good gonzo and bad gonzo. (And Clinton Boomer gonzo, which is a whole 'nother thing.) I think this shows good gonzo, and while some of your gonzo will need to be reined in — and I haven't been a fan of everything you've done this year — I'm going to try playtesting this weekend and expect I will come away voting for this.</p>Steve, I loved the idea, the ambition, and the race-against-the-clock aspect of this. At the same time, I share some of the trepidations Clark, Mark, and Ryan expressed.
But there's gonzo here, and to paraphrase Clark from RPGSS Year 1, there's good gonzo and bad gonzo. (And Clinton Boomer gonzo, which is a whole 'nother thing.) I think this shows good gonzo, and while some of your gonzo will need to be reined in -- and I haven't been a fan of everything you've done this year -- I'm going to...thunderspirit2012-03-02T16:25:00ZRe: Forums: Round 4: Design an encounter: Brike IsleKromehttps://paizo.com/threads/rzs2nolg?Brike-Isle#272012-03-02T06:21:26Z2012-03-02T06:21:26Z<p>Let me tell you what I REALLY like about this encounter... It's not ALL about the combat.</p>
<p>Pathfinder advertises itself as a ROLEplaying Game, and yet all too often the APs, modules and ESPECIALLY the PFS scenarios have nothing to do with ROLEplaying. In this encounter the challenge is survive a sinking island and save the villagers. This means the players have to think outside the box, will have to interact with NPCs in a way without killing them all off, and yet there is still the threat of certain doom.</p>
<p>There is a reason Man Vs Environment is a tried and true literature theme.</p>
<p>Personally, I like it. If I want to play a Table Top Tactical Battle Game I would be playing Warmachine. In fact one of my friends realized that D&D and Pathfinder have devolved into just combat maps all too often static slug fests and decided Warmachine has better rules for that. He dropped out of PFS and Pathfinder 100%.</p>
<p>I am all in favor of bringing back ROLEplaying.</p>
<p>Is this a hard encounter to run? Well I run PFS games often enough and yeah I can do a quick on the fly read of this and run it. Do I expect to be running 100 NPCs? Oh wait it's NON-combat action... so no I don't. Do I need to have 100 NPCs accounted for on the map? Absolutely not. Even with 100 NPCs this encounter would be easier for me to run than some of the shipwrecks that were the earlier PFS scenarios (BTW GREAT work guys on making the latest season's scenarios SO much better).</p>
<p>So I'll vote for it based on two things that is lacking in the other submissions (and most adventures these days) heroics and uniqueness. Good lord finally something besides yet another combat.</p>
<p>:)</p>
<p>BTW that map is fantastic! I already have some twisted ideas beginning to brew in my head for that map in the forthcoming Skulls & Shackles</p>Let me tell you what I REALLY like about this encounter... It's not ALL about the combat.
Pathfinder advertises itself as a ROLEplaying Game, and yet all too often the APs, modules and ESPECIALLY the PFS scenarios have nothing to do with ROLEplaying. In this encounter the challenge is survive a sinking island and save the villagers. This means the players have to think outside the box, will have to interact with NPCs in a way without killing them all off, and yet there is still the threat of...Krome2012-03-02T06:21:26ZRe: Forums: Round 4: Design an encounter: Brike IsleSaint Trickeryhttps://paizo.com/threads/rzs2nolg?Brike-Isle#262012-03-01T21:31:50Z2012-03-01T21:31:50Z<p>The sphere of annihilation is odd and powerful, but that isn't really the point. It's a race to save the villagers of the doomed island. It would be better if that made more sense, but it isn't a deal breaker for me.</p>
<p>I like the fact that this is very creative and the opposite of hack 'n' slash. I do worry that it would be a huge nightmare to run. I guess there's only one way to find out...</p>The sphere of annihilation is odd and powerful, but that isn't really the point. It's a race to save the villagers of the doomed island. It would be better if that made more sense, but it isn't a deal breaker for me.
I like the fact that this is very creative and the opposite of hack 'n' slash. I do worry that it would be a huge nightmare to run. I guess there's only one way to find out...Saint Trickery2012-03-01T21:31:50Z