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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.

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