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#8–07 From the Tome of Righteous Repose GM Thread [SPOILERS]


GM Discussion

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*

I've just finished running this PbP, and when reporting it the evergreen feature wasn't working--four of the players don't have the prestige counting for the session because they've played it before. Have I missed something obvious?

Grand Lodge ***** Venture-Captain, Arizona—Phoenix aka TriOmegaZero

It's a known problem. Just report it anyway.

**

It's possible I missed this upthread, but I'm confused on the Stirge Queen's Brood Nest. The entry says that the nest has 30 hp (half of the Stirge Queen's hp), but then in the 'Swallow Whole' entry, it seems to suggest that you need to do 42 damage to escape (usually swallow whole requires you to do 1/10 the creature's hp to escape). What number should be used? 3?

Also, is the intention that there are no doors in these dungeons?

Grand Lodge ***** Venture-Captain, Pennsylvania—Pittsburgh

DrakeRoberts wrote:

It's possible I missed this upthread, but I'm confused on the Stirge Queen's Brood Nest. The entry says that the nest has 30 hp (half of the Stirge Queen's hp), but then in the 'Swallow Whole' entry, it seems to suggest that you need to do 42 damage to escape (usually swallow whole requires you to do 1/10 the creature's hp to escape). What number should be used? 3?

Also, is the intention that there are no doors in these dungeons?

The nest should have half of her HP: 30. Something must have happened while her stats were adjusted.

The dungeon has no doors because: flipmat. The Raiders arch specifically needs a door, so feel free to add one.

**

Andrew Hoskins wrote:
DrakeRoberts wrote:

It's possible I missed this upthread, but I'm confused on the Stirge Queen's Brood Nest. The entry says that the nest has 30 hp (half of the Stirge Queen's hp), but then in the 'Swallow Whole' entry, it seems to suggest that you need to do 42 damage to escape (usually swallow whole requires you to do 1/10 the creature's hp to escape). What number should be used? 3?

Also, is the intention that there are no doors in these dungeons?

The nest should have half of her HP: 30. Something must have happened while her stats were adjusted.

The dungeon has no doors because: flipmat. The Raiders arch specifically needs a door, so feel free to add one.

Okay, so 30 to destroy it and 3 to get cut out of it, or cut yourself out of it (per swallow whole?)

Grand Lodge ***** Venture-Captain, Pennsylvania—Pittsburgh

DrakeRoberts wrote:
Andrew Hoskins wrote:
DrakeRoberts wrote:

It's possible I missed this upthread, but I'm confused on the Stirge Queen's Brood Nest. The entry says that the nest has 30 hp (half of the Stirge Queen's hp), but then in the 'Swallow Whole' entry, it seems to suggest that you need to do 42 damage to escape (usually swallow whole requires you to do 1/10 the creature's hp to escape). What number should be used? 3?

Also, is the intention that there are no doors in these dungeons?

The nest should have half of her HP: 30. Something must have happened while her stats were adjusted.

The dungeon has no doors because: flipmat. The Raiders arch specifically needs a door, so feel free to add one.

Okay, so 30 to destroy it and 3 to get cut out of it, or cut yourself out of it (per swallow whole?)

My intention was 30 to both destroy it and escape.

On one hand, this seems to make it much harder to escape. However, unlike swallow whole, outside creatures can do damage to it to help someone inside get out. With swallow whole, if the fighter hits the T-Rex for 30 points then that doesn't help the gobbled up halfling at all. Here, she can cut him free.

Liberty's Edge *****

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, PFS RPG Subscriber

Are we free to add other doors where we think they might be appropriate?

Sovereign Court *** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

Isn't the lack of doors likely to draw encounters together - which is expressly not intended in this dungeon?

***

Most of the monsters in this dungeon are pretty dumb. There's no real reason for some of them to intrude on other fights. They might be roaming around, but simply shoving two encounters together isn't what's intended, I think. In the Raiders arc the humanoids might want to intrude, but again, that'd just be messing with CR. I played them off as being too busy with other stuff to notice/care.

And yeah, for the sealed encounter I just added a door in a room that would otherwise have been a dead end. There are so many routes that it seems impractical to cut off a huge interconnected piece of the dungeon. As for regular doors, I'm not sure. They've all been abandoned for quite a while, so wooden doors wouldn't make sense, but on the other hand, some rooms seem like they would benefit from having a door.

Silver Crusade ***** Venture-Captain, Indiana—Bloomington aka CanisDirus

Jeff Cook wrote:

Loot question The gust of wind wand is listed at 18 charges cost 4050

For a second level spell wand that would be 45 charges should it be a 45 charge wand or cost 1620 for an 18 charge wand. (there is no mechanical reason to give a gust of wind wand a higher caster level)

I caught this too - is it supposed to be a CL 3 wand at that price (I, too, see no mechanical need for it to be), or should it be edited to cost 1620?

Thanks!

Grand Lodge **** Venture-Lieutenant, Indiana—Bloomington aka BartonOliver

Mike Bramnik wrote:
Jeff Cook wrote:

Loot question The gust of wind wand is listed at 18 charges cost 4050

For a second level spell wand that would be 45 charges should it be a 45 charge wand or cost 1620 for an 18 charge wand. (there is no mechanical reason to give a gust of wind wand a higher caster level)

I caught this too - is it supposed to be a CL 3 wand at that price (I, too, see no mechanical need for it to be), or should it be edited to cost 1620?

Thanks!

Umm, the mechanical reason for CL 3 is that it's the minimum caster level for it to be cast at all (druid 2, sorc/wiz 2). Though if you're asking if there is a possibility that it be a higher caster level, that provides two problems 1) there is no caster level effect to the spell, so there's no reason for it to be and 2) even if it were the math works out to make that CL 7.5, so no probably not that either. The most likely conclusion is it was mispriced as a 3rd level spell instead of a 2nd level spell. As there are two possible solutions to work out the correct price (either 45 charges or 1620 gp) I think the only solution GMs can use at the moment is to avoid the wand altogether and use one of the other locations.

Silver Crusade ***** Venture-Captain, Indiana—Bloomington aka CanisDirus

I meant spell level, but that's what I get for writing a post at 4am.

Sovereign Court *

Pathfinder PFS RPG Subscriber

I need help understanding Akina's 3-4 stats. She is listed as a Vampire Spawn Fighter 1 but she her feats seem off. Shouldn't they be Blind-Fight, Skill Focus (Perception), Dodge and Mobility? Also can a Vampire use a weapon 2 handed and still use its slam?

Of course unless poetic license was taken with the feats.

Also I plan to run this on the 15th and any other feedback GMs have on running this would be great, everyone's input so far has been insightful!

***

Don't know much about the feats. But if Skill Focus is the only one missing, that's only a minor thing, I wouldn't worry about that.
Her attacks seem flipped, though. Her full-round routine is treated as if she wields her katana two-handed, but indeed makes a slam attack after it (which you can't, because slams are used with arms), but in the single attack with her katana (where she could theoretically be two-handing) below that, her damage actually goes down. I'd say switch the two damage outputs and you're fine.

I've GMed this once (Scoundrels arc) and played twice (both Bones). After taking a look at all the possible combinations, I'd say the undead arc is possibly the most dangerous one. The undead bosses have a lot of tricks up their sleeve. I'm not saying you should pull your punches, but make sure your party is capable of dealing with a vampire going full-out.

**

OK so I'm going through Prep, and I find stats for an "ANIMATED KNIGHT STATUE". But I'm not seeing where he is on the chart. Was this a edit mishap? I would like to use it but I'm not sure if that is allowed.

*****

It is not on the chart. Looks like an editing glitch.

Sovereign Court *****

Pathfinder Adventure Path, Card Game, Class Deck Subscriber

Both versions of Michiko have a +1 frost katana listed in her attack line, but her gear lists a +1 katana, and there's no +1 frost katana on the chronicle sheet. Also, an antipaladin divine bond can't replicate the frost property. Am I missing something, or is there a mismatch there? (It just seems like a lot for a low-level npc to have a 8000-ish gp weapon.)

Grand Lodge **** Venture-Lieutenant, Indiana—Bloomington aka BartonOliver

Iammars wrote:
Both versions of Michiko have a +1 frost katana listed in her attack line, but her gear lists a +1 katana, and there's no +1 frost katana on the chronicle sheet. Also, an antipaladin divine bond can't replicate the frost property. Am I missing something, or is there a mismatch there? (It just seems like a lot for a low-level npc to have a 8000-ish gp weapon.)

Pretty sure it's supposed to be cold damage from the Graveknight template Channel Destruction ability, but I don't have the scenario in front of me to double check.

Sovereign Court *****

Pathfinder Adventure Path, Card Game, Class Deck Subscriber

The damage listed includes both the Channel Destruction damage and the frost damage.

Sovereign Court *

Pathfinder PFS RPG Subscriber

When I ran this I prepped 3 slightly different setups for 8-07 but ran this one due to the large party size.

This is my Setup:

Undead Crusaders in Ustalav, low tier.
7 player party: Cleric 3, Sorcerer 3, Arcanaist 3, Rogue 3 or 4, Fighter 3, Pregen Shaman 4, Sorcerer 5.

Encounter/Location

Major: Threat: C14 Akina & Skeleton Champions
linked threat: C13 Unfettered Phantom.
Additional Threats: C8 Fiendish Gargoyle & C9 Gibbering Mouther
Environmental Threat: C1 Enraged Defenders haunt

Treasure: C3 Crusader’s Blade (hidden), C6 Restorative Cache and C11 Magical Reserve

Clues: C5 Holy Energy Erosion, C6 Vellum, C7 Prayer, C12 Holy Symbol

Summary: The scenario went well but with 7 players nothing was a true challenge. Poor placement of the major threat decreased the difficulty of the encounter.
I enjoyed prepping this scenario but because I did 3 different slants on it it took a considerable amount of time.

High lights: The fiendish gargoyle was undetected (Perception DC27) and ambushed the Arcanist and both Sorcerers as they were attempting to undue the gust of wind in the Archery range. This was a great surprise it was described as "Stone statue of a horned winged demon". It dropped the Arcanist to negatives and almost the same for the lvl 3 sorcerer.

Poor planning: The battle against Akina was overly cramped but she did manage to Dominate the rouge, and almost the shaman (damn reroll). they party did well in dealing with but the mere presence of a vampire put the party on edge.

They were able to convince the unfettered Phantom to depart the dungeon without incident.

Silver Crusade *

i ran this today, at short notice but I prepped it a while back. I've played it twice too. Today I ran Orcs in Belkzen.

I really like the scenario for its adaptability. It is a pretty straightforward dungeon-crawl but there are so many permutations.

I had a 4 player party, and two of them were quite new players using pregens (Oloch and Adowyn). The experienced players were using a swashbuckler and a swashigator. It was low tier.

The scenario culminated in an epic throw-down with Orc Warchief Groblek (the low tier orc tactician). He's a tough baddie! There was a drum battle between Oloch and the orc bard, which I loved and the players seemed to enjoy. Groblek kept knocking the swashbuckler down but he kept getting back up again with Kip Up. In the end, it was Groblek vs Adowyn, with the rest of the party in negatives and Oloch still bleeding out. Lerwyn (Adowyn's wolf companion) had been killed earlier. Groblek was only up because of his Ferocity, the orc bard had used all his spells, and Adowyn had 4hp left when she landed the killing blow with her longsword (Groblek had used Step Up to get in her face). Very very close to a TPK, but I am glad the party won out and their victory was all the sweeter for the narrow margin. Groblek might have fled but when his morale condition triggered the exits to the room were cut off by the players.

There's a lot of danger in this scenario if certain choices are selected in the set up, and terrain can make a big difference too.

***

I'm prepping this again to run on Wednesday, and I noticed something in the Nightgaunt statblock:

Nightgaunt (p. 47) wrote:
During Combat The nightgaunt uses its tickle ability to try to incapacitate one foe while attacking another with its claws.

The Tickle ability works only on grappled creatures, but if you're grappling you can't use natural attacks. Is the intent to grapple, tickle, release, and attack someone else with its remaining claw, or is there an error in its statblock? I'm not running this creature, but it might be relevant other people running it. To me, keeping someone grappled seems like the better tactic, but still.

Also, I'm still debating which arc to run. I've run Raiders before and while the Raiders themselves are a bit disappointing, I like the roleplaying aspect of it, and the sealed encounters are really fun. But the Dragons look pretty fun as well. Though at tier 3-4, a Medium dragon isn't really an epic encounter. Skeshnil is pretty scary, but I like the scariness-factor of Large+ dragons.

*****

Quentin Coldwater wrote:

I'm prepping this again to run on Wednesday, and I noticed something in the Nightgaunt statblock:

Nightgaunt (p. 47) wrote:
During Combat The nightgaunt uses its tickle ability to try to incapacitate one foe while attacking another with its claws.
The Tickle ability works only on grappled creatures, but if you're grappling you can't use natural attacks.

Grappling doesn't prevent you from making natural attacks.

Grand Lodge ***** Venture-Captain, Arizona—Phoenix aka TriOmegaZero

It does if you have to use your standard action to maintain.

*****

Steven Schopmeyer wrote:
It does if you have to use your standard action to maintain.

Tickle is a swift action.

** Venture-Agent, Canada—Alberta—Red Deer aka DM Livgin

andreww wrote:
Steven Schopmeyer wrote:
It does if you have to use your standard action to maintain.
Tickle is a swift action.

Maybe the intent is if it successfully tickles at the start of its turn it free action drops the grapple and moves on to a new target (standard and move actions still available).

This would mean that it doesn't maul low fort targets? An way to softball the encounter via tactics?

Grand Lodge ***** Venture-Captain, Arizona—Phoenix aka TriOmegaZero

andreww wrote:
Steven Schopmeyer wrote:
It does if you have to use your standard action to maintain.
Tickle is a swift action.

Then you have used your swift action to tickle and your standard action to maintain or establish the grapple. You still cannot make natural attacks regardless, unless they activate on a successful grapple check.

** Venture-Agent, Canada—Alberta—Red Deer aka DM Livgin

Going over it again it sounds like it never maintains its grapples. If it lands a grab with its claws it attempts to tickle before continuing its full attack.

So claw, grab, tickle, free drop grapple, claw.

*****

Pretty much that is how I see it working.

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