
miteke |

The table has used the token for healing and passed it on. One of the front line characters is pretty poisoned (-3 str; -6 dex) so if we could get a neutralize poison token passed back that would be great.
I do not think we are given rest time to heal, right? That poison will be with him for the rest of the scenario, otherwise, correct?

DM Carbide |

I'll check, but I don't think so. Once we finish Area Q, there's a period of travel before the next segment.

GM_Colin |
1 person marked this as a favorite. |

5/6 of my players have rolled for the Test of Speed and the majority of them passed at least 2 obstacles (enough for them to get a luck charm if they didn't do test of might). I will go ahead and say they completed it, so the fey challenge success I reported earlier is now valid.

miteke |

The table has used the token for healing and passed it on. One of the front line characters is pretty poisoned (-3 str; -6 dex) so if we could get a neutralize poison token passed back that would be great.
Correction. He's not in that bad of shape. I messed up the save calc and he is at -1 Str and -3 dex and since the odd numbers do not matter he is in pretty good shape.

DM Carbide |

I'm about to move everyone on. (Should've done it yesterday, but it looks like that gave another table time to finish the Fey Challenge.)

GM_Colin |

A player from my table want to know if the Pathfinder can get an hour of rest time so he can fix his gun (his gun misfired and his archetype trade out quick clear)

DM Carbide |

No--unfortunately, there isn't enough time for that.
The Aid Token can now act in another way during the final encounter (at least if I'm reading the scenario correctly):
Helpful Spirits: This condition triggers if the House reports enough spirit successes. The forest spirits accompanying the PCs open two connected portals that allow instantaneous movement between two trees in area Q. These trees cannot be more than 60 feet apart. When a creature enters the area of the portal tree, they can appear in a space adjacent to the other portal tree. The portals work both ways and remain open for 1 minute. The PCs can choose which trees form the portals and only the PCs and their allies can use the portals. Spells and effects do not travel through these portals.
When the encounter begins, one PC in the group with the Aid Token can attempt a Hard Knowledge (nature) or Spellcraft check to increase the distance between the trees to 120 feet.

GM_Colin |

Was about to ask the same question.
This encounter area is accessible only once the Overseer GM has made an announcement indicating that PCs can travel here. Until then, run the previous encounters, or give the players a quick break if the PCs have already completed all of the other encounters.
The Unaware Guardian narrative makes it look like we're about to fight Mother Bloodleaf.

GM Mike...R |

It looks like the scenario had a few editing issues and that the real part Q is the Heart of the Blight encounter (at least that's my interpretation). I'm guessing they may have added an additional encounter in but forgot to update the labeling for each encounter.
It also seems the Helpful Spirits condition may have changed its mechanics during the editing process for this scenario, but not been changed in all locations. The description on page 7 says it affects where the PCs start and adds the portals to the aid token. While the description in the box on page 15 suggests all tables get the portals and doesn't mention the change to the start position for the PCs. However the map on page 19 has two PC start locations but there is no indication on what determines which of these two locations to use.
I guess if we assume that the portals on the aid token option is the correct one, then that means that the spirits will guide the party to the better of the two start locations (i.e. option 2 which is nearer to the hart of the blight / seedpod) at the start of the encounter?

DM Carbide |

Yeah, you want Area Q Heart of the Blight. I'm having computer issues and am unable to check the scenario, but I'll do that when I can and get back to you.

GM_Colin |

Alchemist's crit deleted my seedpod. Do we have time for another Heart of the Blight encounter?

DM Carbide |

No--I'm about to post the Weakening Blight condition, and then move on tomorrow.

DM Carbide |

Yeah, I think the helpful spirits boost is specifically to minimize the impact of the terrain effects. How much (if any) damage have they done to the seed pod?

DM Carbide |

Start the next encounter. (I should've said that.)

DM Carbide |

Yes. Several weeks separate Part 5 and Part 6.

cmlobue |

What is the rule for highly skilled minions working on a challenge? On my able there are 6 PCs, one of whom has a familiar with relevant skills. Doe shaving the familiar roll change the required successes form 3/6 to 4/7? Counts as an aid another?

DM Carbide |
1 person marked this as a favorite. |

In my opinion, no. The familiar is a class feature that the player has spent resources to improve, and I don't want that to make things harder for the party.

cmlobue |

So either succeeding is a success? I don't think a class feature should allow one person to be 2 of the 3 needed successes.

GM_Colin |

You could hypothetically have a team of 6 twinned summoners and ends up with group of 12, and still facing the same challenges. They're not much different than the PCs.
Anyway, here's how I would handle it:
-If the master didn't attempt or fail to gain a success for the challenge, then the familiar's success count as success;
-If the both the master and the familiar sucdeed, but all other teammates failed, I count the familiar's success so that the team as a whole get the 2 success needed;
-If both master and familiar succeed, and other teammates did as well, then you don't have to count or it doesn't matter as the PCs alone achieved enough success.
At 10-11 tier, many PC have the power to solo the entire scenarios. It's also a level where a group of six can takes down a Runelord 4 seasons ago. I don't think we should discredit their abilities just because they can contribute so much that they complete challenge on their own.

GM Redelia |

So either succeeding is a success? I don't think a class feature should allow one person to be 2 of the 3 needed successes.
I would say this is exactly what should happen. The familiar comes at the cost of other class features in class design, and so for it to make some things easier is exactly how the system should work.

DM Carbide |

We're a little less than halfway to enough successes for Empyreal Approval (5/11; everyone's Passed the Horde and one table has Secured the Rift), and according to the (slightly slipped) timetable we should be moving to the Eshimka fight in a little over a week. How are your tables coming?

GM_Colin |

1-2, Secure the Rift is only two 9HP festrog so they went down super fast. Currently discussing strategy for dealing with the drake. If they go with diplomacy route, then we might be able to finish the Hateful Drake this upcoming week

GM_Colin |

How are we doing on time? It determine how much I should roleplay with the drake, comparing to just give them the persuation mechanism text...

DM Carbide |

On my original timetable we'd finish Part 6 up to W. Eshimka’s Assault on April 4th. The end of Part 5 slipped two days from my original timetable, though, so shoot for the 6th. If your table is close to a success then let me know.

DM Carbide |

Incidentally, we need two Dragon Successes for the Dangerous Drake condition, and three Ritual Successes for the Weakened Rift condition. When you report those via the form, please also post about it here, so the other GMs will have a better idea what to encourage their tables to do.

DM Carbide |

Good to hear!
miteke and cmlobue, unless it looks like Colin and/or Mike...R's tables will fail with the drake, please go to the Planar Ritual encounter when you finish the current one.

cmlobue |

Easier said than done when you have 5 PCs and a minion that can make knowledge checks on everything and do really well... almost done with round 1 of combat.

GM_Colin |

We're half way through persuading the drake to join their cause. It is really difficult to steer the conversation from "let us go kill undead or we kill you" to "why don't you join us" without being super abrupt and awkward....

GM_Colin |

My 1-2 team have successfully recruited the drake to join the anti-undead effort, will move them to Planar Ritual now.

DM Carbide |

Sympathies on your group, cmlobue. Two specials ago, the T10-11 table was running ahead of everyone else. OTOH, there were only four of them (I think) and they were on Discord--everyone there was used to posting multiple times per day.

GM_Colin |

Do you mean the Outpost VII 6-97 Siege of Serpent special where our 10-11 table, run by none other than GM Majuba, fought 9 combat encounters? Even season 4's 7-11 scenarios only have 5~6 encounters, for reference
There were six of us, Skald, Fighter, Druid/Oracle with wasp companion, mouser Swash, Paladin/Living Monolith, and my Magus. It was a great time. It was the only time my magus was properly challenged, and I am eternally grateful for the experience my GM provided.

miteke |

My guys are not very efficient. Like just recently. A normal human zombie, imbued by the rift to be a glass cannon, had 1 HP left. Instead of killing him the character tripped it. So the zombie bit the ankle of an ally and rolled a 20. Another character, apparently not noticing that the area makes them very resistant to channeling, kept channeling to harm instead of healing his allies. As a result they are getting very beat up. they will win, probably, but not until most of their HPs are gone.

DM Carbide |

Great job, all! One more overall success will get you the Empyreal Approval condition, and two more Planar Ritual successes will bring the Weakened Rift condition.
Did anyone else have trouble accessing the boards yesterday?