#5-06 You Have What You Hold


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Scarab Sages 4/5

Ryan Costello wrote:
Just ran this on the weekend. I love all of the “if X, then Y in the next part.” I think this is a valuable storytelling tool that we’ve been seeing more of this season. I balked at situations in other scenarios where it was necessary to declare that if the party fails to do X, like failing to catch a character during a chase, give them the unmodified results of succeeding at the chase anyway. Having the success or failure of certain tasks modify parts of the scenario instead of acting as gate keeper to the rest of the adventure gives so much more weight to the decisions that PCs must make, and I think this scenario should be seen as the blueprint for how similar situations should be written in the future.

This has been my favorite thing about Season 5 so far. It really helps me feel choices and actions are important, at least within the context of the scenario. Here's hoping some of the new success condition tracking will start to pay off in future scenarios, too.

Grand Lodge 4/5 5/55/5

I played this with my Inquisitor and will be running it this weekend. Sadly, when I played, Hellkit did not survive the arena fight. My inquisitor was using bane and then critted with his bastard sword while also power attacking. He didn't mean to chop her in half, but he did.

I hope my players have as much fun with it as I did.

Sczarni 3/5

My bard talked Deremin into 'Parlay' by offering herself as a bride, falling in love with his accent at first sight (Arr). By Shackle law, which is for one year. He told her everything we needed to know and escaped later using his invis, before the inquisitor of Abadar could put him in manacles... although I might've helped him a tad wee bit.

A major alignment shift (NG>CN) occured, and she's a devout follower of Besmara now (formerly Erastil). My party was a little disgusted by the sounds coming from his bedroom but I hope I will meet my husband again somewhere in the future.

Add the 'get drunk and behave like an idiot' at the start and this scenario felt like it was tailor-made for my Sczarni-Roleplay focused PC. Best RP I've had in a while (although marrying Deremin was subject to Gm discretion :P).

3/5 5/5

I played this via PBP and it was lots of fun. I am a little confused about the piecemeal armor. I'm looking at the rules for it in Ultimate Combat and I don't see anything that would result in heavy armor that allows you 30ft of movement and has an ACP of -3 (-2 due to masterwork in the chronicle).

Sovereign Court 4/5 5/5 ***

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

According to the scenario, the piecemeal armor consists of a +1 mithral chain torso, +1 studded leather legs, and +1 banded mail arms.

Armor = 4 (torso) + 1 (legs) + 1 (arms) + 1 (full suit bonus) + 1 (enhancement) = +8
Max Dex = worst of (torso = +4, legs = +5, arms = +1) = +1
ACP = worst of (torso = -2, legs = 0, arms = -3) = -3 (reduced to -2 because of masterwork)
Arcane Spell Failure % = worst of (torso = 30%, legs = 10%, arms = 35%) = 35%
Speed = worst of (torso = 30ft (thanks to mithral), legs = 30ft, arms = 30ft) = 30ft
Weight = 12.5 lbs (torso) + 3 lbs (legs) + 5 lbs (arms) = 20.5 lbs
This requires heavy armor proficiency since the banded mail arms are heavy armor. The others don't matter since their ACP is lower than the banded mail, so if you're not proficient with them, they don't add further penalties.

3/5 5/5

Too bad those arms had to be banded mail... the +1 to dex is rough. That said, it's pretty snazzy to have +8 armor bonus and still be able to move 30ft/round.

Silver Crusade

Yeah. It's actually quite good for a cleric in my opinion (one with Heavy Armor Prof. of course). The high tier version even has spell storing on it.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

So when the pirates at the plantation manage to capture the entire party, what sort of penalty should apply on the chronicle?

I ended up giving them 1xp (bar, ship fight, plantation fight), 0 fame, and just the gold from the ship fight. Felt there should have been more consequences for failure, but had no idea how to cost them.

Also - really long fights. The first 2 took us more than 4 hours, even with the 4 player adjustments.

The tale:
Party = Hunter (3), Barbarian (6), Rogue (5), Archer (3), Slayer (6). APL = 4.6, round to 5. Between tiers season 5 = high tier, 4 player adjustment.

They did decent in the bar, + the 4 player adjustment meant 4 less baddies on the boats. It was still a rough fight, and the barbarian got caught in death rolls by the gator. Which was enough to kill the barbar when his rage hit points went away. The druid escaped.

I let them go back to town and res their only heavy hitter before going upriver to the plantation. They get there, and try to bluff their way in. It doesn't work because the druid had warned them. Alarm sounds, they take out the two on the docks. Then we enter an odd standoff around the door. The pirates are on one side with readied actions for when the door opens. The party is on the other side with readied actions for when the door opens. And they wait a bit. Finally the hunter sends his mini-mammoth to bust down the door. It gets shot a bit, but still up.

The pirate cleric casts confusion on the party. Everyone but the barbarian fails the will save and starts hacking each other. The barbarian goes around to the back door and tries to sneak in, doing a decent job, but not quite enough. Cleric readies blindness for when he comes around the corner. He does, fails the check. Then the cleric and some mooks go to town on the barbarian until he surrenders, and gets knocked out.

Meanwhile the party has managed to mostly drop itself. 8 rounds later when confusion ends, only the rogue and archer are standing, and they're both pretty bad off. Cleric still has most of his spells, and the game had run late already, so I let the party surrender and call it a night.

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