The Man Behind the Curtain |
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I've made some Slides and Tokens for tier 12-13. I'm sure everyone here can use the maps and hopefully can use some of the tokens too.
GM Sedoriku |
I've made some Slides and Tokens for tier 12-13. I'm sure everyone here can use the maps and hopefully can use some of the tokens too.
You are a life saver, Debug!
GM Batpony |
Reserve GM coming in! Will be catching up on the scenario and do a roll call of my players before the weekend hits..
GM Silbeg |
posting the signup sheet as a reference.
Are you going to put up some sort of calendar, Shifty?
I expect that I will need a GM to cover me Feb 15-17, for Con of the North.
Knowing I am running seeker (14-15) tier might make getting a backup a little tougher.
Shifty |
Yep I'll have a running sheet in place before kick off. I'm still looking at the timings we are giving and applying a sanity check.
"The Threat Level increases or decreases over the course of five 30-minute cycles (for a House with nine or fewer tables) or 10 15-minute cycles (for a House with 10 or more tables)."
15 minute cycles means every 3 days, which in PbP land might be a tad too tight - especially due to weekends which most certainly warp the play speed. From running the last bunch of Specials I think that it might be prudent to run with every 6 days. That still gives five cycles, and offsets the loss of bandwidth we will encounter on a weekly basis.
Played live the rapid cycles are fun, but through PbP they could just be a bit much.
GM TOP |
Howdy all, I'm taking over the 2nd standard 3-4 game. I concur that a 3-day cycle is very rushed.
At this moment, I don't expect to miss any chunks of time other than maybe one day on a weekend here or there.
Thanks for the slides and tokens!!! It helps my prep a lot. :D
GM Erich |
Hey all, I am assuming GMG's table (7-8 standard) per request. Only real life influence should be a convention the weekend of Feb 22.
I also go by Thereus, Silver Crusader.
GM TOP |
Do the aid tokens work in this special like all the other specials? It appears to read that the seeker tables give them out and then they either get used or wasted, but not passed along.
GM Ewok |
Do the aid tokens work in this special like all the other specials? It appears to read that the seeker tables give them out and then they either get used or wasted, but not passed along.
That's how I'm reading it. Kind of a cool idea, the seekers riding by and giving a little bit of help.
GM Silbeg |
Remember, this was the first time that aid tokens were used, so they were experimental.
Note that they were much smaller, and didn't have all of the stuff on them.
So, the seeker tables should be handing out a lot of these... :D
Funny, I don't recall doing that when I was playing, at either tier I played. Huh.
GM Rinaldo |
GM TOP wrote:That's how I'm reading it. Kind of a cool idea, the seekers riding by and giving a little bit of help.Do the aid tokens work in this special like all the other specials? It appears to read that the seeker tables give them out and then they either get used or wasted, but not passed along.
It was actually cool during the first play at Paizo con. The seeker tables were scattered around the room so they could easily reach several lower level tables each, and many of the players would deliver the tokens in character.
Shifty |
Yeah, it is a shame they don't really run things like that anymore. The modern aid tokens are ok, but they seem to lack the same sense of gravitas.
I'd have also have loved something like The Convocation.
I noticed in multis that sometimes the party feel like they are working 'alone, in a group' - and that each group seems a bit isolated.
GM Rinaldo |
The Grand Convocation was my first special, and I thought it had the best interaction mechanic. Having the bard at the next table start performing or the cleric channel and it has an effect at our table was amazingly fun. :)
GM Blake |
Hello, I will be off in the mountains and unable to post on the 26th of this month.
If I am only missing 1 day, do I need a back-up GM?
I can look in on your players for you. :)
GM TOP |
Still on 5 days per cycle? If the group succeeds on their task quickly (some of the skill ones can be nailed with a single good roll and dialogue) I'm guessing we report it and try to squeeze in a 2nd one before the end of the cycle?
Followup, if we are part-way through a task when the cycle ends, does it fail or can we continue in the next cycle?
GM Rinaldo |
As I recall the cycles are just reporting periods for getting update on the state of the city ... you don't have to time your table's activities to them. You just keep playing, but when it is time to pick a new activity, the current state of the city may influence where they go.
GM TOP |
That is the feeling I was getting, but wanted to confirm or at least get a feel that everyone else is doing it the same way. Thanks!
I guess it is a good metric too for if your group is keeping up with the minimum speed of everyone else. If you take 2 cycles to do 1 encounter (unless things went bat-poop crazy) then maybe there is a bit too little activity in the group.
GM Silbeg |
Shifty, could you put the map as slide #1?
Would help for linking in for players to see.
Thanks!
EM±GM |
Dunno if this will help, but since it says to randomly select an encounter in the area they select, I found it odd they didn't include an easy way to do that.
So made a quick table to refer to!
Note: encounters A1-3 can happen in any district, so I you might want to hold off on those in case you need things to fill in for an area later, as the Threat Levels change
Battle District
1 A1 Devil In the Details
2 A2 Opportunity Strikes
3 A3 Rallying Cry
4 A4 Who's the Foulest of Them All
5 A5 Unsafe House
Confluence District
1 A1 Devil In the Details
2 A2 Opportunity Strikes
3 A3 Rallying Cry
4 A6 At the Foot of Starrise
5 A7 The Rise of Ooze
Egelsee District
1 A1 Devil In the Details
2 A2 Opportunity Strikes
3 A3 Rallying Cry
4 A8 The Sovereign of Pilgrim's Rest
5 A9 Thurl's Lodge
Woundward District
1 A1 Devil In the Details
2 A2 Opportunity Strikes
3 A3 Rallying Cry
4 A13 Traitor's Run
5 A14 Woundward Vigil
Outer District
1 A1 Devil In the Details
2 A2 Opportunity Strikes
3 A3 Rallying Cry
4 A10 A Grand Old Ship
5 A11 Conveyors of Hope
6 A12 Besieged Outpost
You might also want to insert a visit from the Starrise quartermasters, or decimated groups falling back with extra equipment, to hand out the free supplies mentioned on page 8, if your group needs some help.
GM Silbeg |
So, quick question, as I haven't found the answer. Is there a given amount of time between encounters, or an amount of travel time between districts?
GM Rinaldo |
So, quick question, as I haven't found the answer. Is there a given amount of time between encounters, or an amount of travel time between districts?
I don't believe so. I generally have assumed only a few minutes between each encounter, and haven't worried too much about travel time between districts. Are you thinking about spell durations?
Silbeg |
GM Silbeg wrote:So, quick question, as I haven't found the answer. Is there a given amount of time between encounters, or an amount of travel time between districts?I don't believe so. I generally have assumed only a few minutes between each encounter, and haven't worried too much about travel time between districts. Are you thinking about spell durations?
Exactly.
I'll just wing it, doing what seems fair.
EM±GM |
Really, then how have we gone to condition green in the Battle District?
There've only been 2 reported successes, game-wide. (well, 3 now, since I added mine in)
Does it really only take two successes to move the needle three whole threat levels?
If so, that's going to lead to a lot of overlap, I suspect. 8P
And what's the second sheet about?
Shifty |
In the first round it takes 1 success to move a district 1 step, in the second round you need to have 3 cumulative successes to move, third round it takes 4, fourth 6, and 5th round is 7.
There have been two successes in the Battle district, so it moved two steps (from Orange, to Yellow, to Green). Early victories are easy, late victories are hard.
The third success you just listed means that in the second round, no further success is required to maintain Green, however there will need to be more successes in the third round or it will start moving backward again.
The second sheet is data validation, so you only need to worry about the first sheet and the main map.
GM Erich |
In my 7-8 encounter, the wizard started off at the top of initiative by casting Aqueous Orb on a Magma Ooze. A few missed saves later, the Ooze was petrified by its vulnerability to water and the party's animal companions chewed it to death. In case anyone is surprised by my group's double success reporting today. :)
GM Silbeg |
Shifty, any word on that backup calendar?
Just wanna make sure I get my name in soon for Feb 15-17.
Thanks.