[Outpost] Siege GM Discussion (Inactive)

Game Master Dennis Muldoon

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    Reach of Corruption Map

    You've got it Doug!

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Hey folks,
    You should all have two posts from me this evening, one announcing the success of the Muscle Aid Mission, one beginning the Guard Aid Mission. If you're missing either of those, let me know.

    On a related note, looks like we've reached the milestone to start wrapping up part 3. I'm going to post the '10 minute warning' overseer text tomorrow (Wednesday), at which point you should begin applying the effects in the 'Speeding up encounters after the warning' section on page 16. We will begin part 4 on Friday.


    Is anyone in need of a regular restoration or remove curse? My group are about to finish an encounter.

    Grand Lodge

    Curse of the Crimson Throne | Loot

    Reported 2 Guard mission successes.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Sorry all, I had misread the sheet. We need some more Clue successes before wrapping up part 3!


    GMAndrewW wrote:
    Is anyone in need of a regular restoration or remove curse? My group are about to finish an encounter.

    My group's animal companion took 4 Con drain, and they tend to use him as a meatshield. I don't think they'd say no, if you're offering.


    shaventalz wrote:
    GMAndrewW wrote:
    Is anyone in need of a regular restoration or remove curse? My group are about to finish an encounter.
    My group's animal companion took 4 Con drain, and they tend to use him as a meatshield. I don't think they'd say no, if you're offering.

    Sorry, I missed this and have already sent it onwards. I have reported one clue success and may be about to post another.

    Grand Lodge

    Curse of the Crimson Throne | Loot

    Reported a second Silent Shrine success and a second Clue success.

    Grand Lodge

    Curse of the Crimson Throne | Loot

    There are two - I think - possible clues for a party to discover in the Silent Shrine. If the primary encounter is finished, but time remaining in Part 3 is short, I don't think there's anything preventing each table from exploring the rest of the shrine and attempting to discover both clues.

    Just a reminder, in case any table hasn't already done so.


    SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

    My table had 0 clue successes. There isn't an option on the sheet to log "0" so I'm noting that here.

    Grand Lodge

    Curse of the Crimson Throne | Loot

    Wow, Doug, the entire party failed both Average Perception checks?


    One Clue and one Silent Shrine success from my table.

    EDIT: And the second clue.


    SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
    GM Lorenzo wrote:
    Wow, Doug, the entire party failed both Average Perception checks?

    Yep. Some bad luck with a couple of high-perception PCs vs the DC 27, and others with low mods. It happens.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    This is your 2-day warning for Part 3. I move us on to Part 4 either Saturday night or Sunday morning. Please apply the SPEEDING UP ENCOUNTERS AFTER THE WARNING conditions on page 16.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Also, please note that I posted two announcements at the same time, and that they are different. One is announcing the success of the Guard Mission; be sure to apply the Guard Mission Successful condition on page 17. The other is the 2-day warning for Part 3, as described above.


    A note to the overseer:
    The opening box text for part 4 has a typo. "...Tyrant’s corruption form this place..."

    Might want to fix that before copy-pasting the post everywhere.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Good catch, thanks.


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    SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

    I made a template for each AOE effect in the pillar encounter.

    Together, the templates fit together like this: https://share.getcloudapp.com/bLueRQZm

    They're available on the last slide in my google slides deck if you think they'll help your game.


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    Reach of Corruption Map

    Speaking of the pillar encounter - my table is considering going for the optional extra-hard mode version. So I'm guessing they'd appreciate some Aid :-)


    GM Cwethan wrote:
    Speaking of the pillar encounter - my table is considering going for the optional extra-hard mode version. So I'm guessing they'd appreciate some Aid :-)

    It sounds like they're asking for no mercy, and wouldn't aid tokens be a mercy?

    Also, give them some suitably-terrifying background music. I suggest this.


    Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

    My table has too many aid tokens - thanks to everyone for supplying them, but I fear they are going to waste here. We have a heroic Burst of Healing token ready to move to a good table. @GM Cwethan, do you want it?


    How is the map for area D intended to work?

    The primary encounter is "lurk[ing] at the bottom of the chasm with the PCs", so the blood-river is definitely low. This would imply that the bridge on the map is higher than the battle site, which in turn means the lighter ground is high, which means that Area D3 (the destination) is also high.

    However, there's no connection between D1 and anything else, UNLESS this "chasm" is about 5' deep.

    If the whole area is on the same plane, there's not as much of a reason for the PCs to get near the blood river. Just snipe from the lighter ground or something. But if we're supposed to have them moving only in the darker ground, to make sure they need to deal with the hazard... how do they move on?

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺
    Page 28 wrote:
    The PCs begin at the bottom of the chasm, which is 50 feet deep with stone walls (DC 20 to Climb in Subtier 5–6, DC 25 in all other Subtiers).

    You should allow the PCs to start against whichever wall they wish, so that they are far enough from the river to not take damage without intentionally moving closer.


    GM Dennis wrote:
    Page 28 wrote:
    The PCs begin at the bottom of the chasm, which is 50 feet deep with stone walls (DC 20 to Climb in Subtier 5–6, DC 25 in all other Subtiers).
    You should allow the PCs to start against whichever wall they wish, so that they are far enough from the river to not take damage without intentionally moving closer.

    Thank you; I think I skipped from box text to the following sections. Not sure about that design, though.

    It creates a problem for animal companions in particular, especially Large ones. There's no way for them to NOT take damage once they hit the map, and the party is going to need to winch the horse up.

    Also a problem for parties that don't have someone with either flight or a +15 Climb score, to get a knotted rope anchored up top.


    Are we on to D now?

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺
    shaventalz wrote:
    GM Dennis wrote:
    Page 28 wrote:
    The PCs begin at the bottom of the chasm, which is 50 feet deep with stone walls (DC 20 to Climb in Subtier 5–6, DC 25 in all other Subtiers).
    You should allow the PCs to start against whichever wall they wish, so that they are far enough from the river to not take damage without intentionally moving closer.

    Thank you; I think I skipped from box text to the following sections. Not sure about that design, though.

    It creates a problem for animal companions in particular, especially Large ones. There's no way for them to NOT take damage once they hit the map, and the party is going to need to winch the horse up.

    Also a problem for parties that don't have someone with either flight or a +15 Climb score, to get a knotted rope anchored up top.

    The animal companions are a struggle, and I think you'd be fair to rule that any animal companion pressed up against the wall doesn't take any damage. As for getting up, I suspect they wrote this under the assumption that by tier 5-6 someone can fly or cast spider climb or something.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺
    GM Brew wrote:
    Are we on to D now?

    I'm going to post the launch to part D shortly.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Sorry for the delay, folks. I've posted the launch for Part 4.


    When do the NPCs start dying?

    Grand Lodge

    Curse of the Crimson Throne | Loot

    Question re Aid Token use:

    Does the Restoration aid token take 3 rounds to work (as per the spell) or is it immediate?

    Thanks.

    Grand Lodge

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    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺
    shaventalz wrote:
    When do the NPCs start dying?

    Today. I have the posts written out, just waiting for a long enough break between work meetings to get them posted.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Hey GMs, remember that we have wonderful backup GMs available. If you need someone to step in, even just for one day, don't hesitate to ask!


    Are we struggling to generate successes? My group has talen heavy damage in the encounter but have one mook down, another nearly down but the main enemy isnt yet touched. One lifes breath talisman triggered so far but I think they will pull through.


    SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
    GMAndrewW wrote:
    Are we struggling to generate successes? My group has talen heavy damage in the encounter but have one mook down, another nearly down but the main enemy isnt yet touched. One lifes breath talisman triggered so far but I think they will pull through.

    We have just generated a ritual success. Heroic healing token on its way.


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    I think my group was the first to beat their (Soldier) encounter, but posting has slowed down a bit heading towards the relic itself.

    On a side note... how many hit dice did Shevar have? My table's got a necromancer, and there's been talk.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Haha, "talk", huh? VCs generally seem to have ~12. That said, his body was dropped into the river of negative-energy blood, and may have been carried away and/or dissolved.


    PFS Tracker Have Feedback? GM Ietsuna's Gm Feedback Form

    My table rolled their pack fairly quickly. One PC is pumping out around 100 damage per round and the enemies have only 80-odd, so maths is maths.

    But they have not even tried to climb up yet. I am working on nudging them in that direction for some optional encounters.


    shaventalz wrote:
    On a side note... how many hit dice did Shevar have? My table's got a necromancer, and there's been talk.

    Generally, any HD a venture-captain would have, would be class levels... which usually all go away leaving the base racial HD, yes?


    What would the Fort save DC be on the kurobozu's Steal Breath ability? None is listed.

    The default DC for such things is typically 10 + half HD + charisma modifier, yes?

    And would there be a range on it? Again, it doesn't state one.


    PFS Tracker Have Feedback? GM Ietsuna's Gm Feedback Form

    Steal Breath references Suffocation which has a range of close (25 ft. + 5 ft./2 levels). As for the saving throw I would work it out the same way as a spell save DC for Suffocation, although not sure.


    Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

    I had figured DC 18: +4 for half of 9 HD and +4 for 18 Cha. I also figured monk level 8 based on the +6 BAB but no mention of Improved Evasion (which would come at level 9).


    but they only have a 12 charisma.

    Grand Lodge

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    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    The disease and Sage's Bane both use DC 18, and Sage's Bane says the DC is Wisdom based, not Charisma based (they do have +4 Wisdom). I'd say go with 18.


    SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

    Looking to give away a token. Does anyone want a nonheroic scout or guard? We're out of medics and casters.

    Grand Lodge

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    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    RIP Besnik and Zadrian. I'll launch the aid mission tomorrow some time.

    Grand Lodge

    Curse of the Crimson Throne | Loot

    Reported my table's first Relic success.

    Grand Lodge

    Curse of the Crimson Throne | Loot

    Reported a second Relic success. Two Medic Aid Mission successes so far, but I'm still waiting for two more players to roll their dice before I report those.


    Four pregens in my table's medic slots, and none of them hit that 1 in 12 chance of success.

    None of them instantly died, though, which is a nice change.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Only 11 tables have reported their aid mission successes. Please remember to report 0 if your table doesn't have any, so I know everyone who wants to participate has had a chance before I announce the result.


    SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

    Anyone got a medic token? My players are doing the Black Caverns after the pillar and are running dry on buffs and spells.

    I think this advanced nightwing is worse than the dragon on "champion" mode.

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