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Belryan wrote:
yeah - pretty much. I created a battle tracker spreadsheet.Send me a PM and I'll give you the OneDrive link to it if you want.
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late, but for the Shellcracker caves I handwaved it as the bottom of the passage being rock filled rather than just sand. Wasn't 100% believable but reckon I succeeded my bluff check. Fortunately, I got to the quicksand rescue map and managed to edit that before it had to be used.
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I had a replacement occur in Ristin as well.
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Belryan wrote:
Can't access your maps, but yes it is supposed to be sloping down on both sides rather than the left side being higher than the camp. "This camp, which sits atop a rocky ridge that runs along the eastern edge of the Hollow Hills""The camp is visible from afar" and the sentry towers are keeping an eye out on both sides.
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Sethvir wrote:
Mine took the ferry. Keeps the locals involved. Wizard could cast mount so easy to travel fast overland (faster than a boat can go upriver).
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Erpa wrote:
Not really. I gave the players the opportunity to do so and there were some general comments by some on what their character was planning on doing but I think they were more keen to get started on Ruins of Azlant with new characters. Timewise we finished near the end of the session, and one of the players was heading OS for a month so it provided a good break.
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norsethunder wrote:
Quality control on this book is a step down from the last 2 which were a step down from the first 3. They even issued an update for the map pack and still left in errors (door colours, staircase D, etc.). I think the R is supposed to be a K, it is just that whoever did the typesetting for the final version of the map misread the K as R (smudge or lined up with top wall of room perhaps).
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we have completed the Ironfang Invasion Adventure Path I used Opportune Parry and Riposte and Dodging Dance and at the end Azaersi got another go with Cheat Death.
They had watched the party and had prepared, casting the longer duration spells as soon as the mana battery was discharged.
Rolled really well for Azaersi and with auto crit x4 on 17-20 she did significant damage and taking out the Trickster (party healer) early certainly slowed the fighter being able to keep getting filled up after taking damage. Resorted to begging the Enthroned King for temp hit points before going down after another couple of critical hits from Azaersi. Ended up being the eidolon using blind sight that landed enough hits on Azaersi to force her to use Cheat Death.
Could have been more casualties if Zanathura had lasted another round but the Fighter was extra keen to make sure she was paste before engaging Azaersi. On to Ruins of Azlant next but will lurk here to see how others go, so please post your campaign updates.
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Mathmuse wrote: ... However, my player characters decided to fly in invisibly to H28, Upper Terrace, so they never had a battle on the bridge ... And mine teleported invisibly on to the balcony below that. IMHO it is very poorly designed for any party with at least a smidgeon of intelligence. The Ironfang are lawful and unlikely to just send waves of mooks. They would more likely pepper the party with arrows and javelins and rely on those already stationed in the citadel and other citadel defenses to deal with anyone trying to get in. If the party are stupid enough to try a frontal assault then have them deal with a hail of troop missile fire until they get under cover.
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almost but not quite finished. Party headed up to the mana battery where the trickster (with permanent detect magic) peeked around the corner. I gave her a will save to pull back from the blinding display but she failed, so developed colourblindness. I said the room was blazing with octarine. Most of the players got the reference.
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If you decide to advance things so that the PCs get to have 20th level characters before the end of the AP - just know that the rogue capstone is wicked. Of the 4 Ironfang Shadows, Azlowe and 3 Witcheater Cultists, and Henra with 4 Ironfang Honor Guards encountered so far in the assault on the Citadel, only 1 Shadow, 1 Cultist, and 1 Honor Guard have survived being one-shotted by the rogue.
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Mathmuse wrote:
Thankfully my players didn't think to ask that, as I might have come up with bogus maps if they did as the citadel (and towers) can be rearranged. p34 "It can display a detailed model of the Onyx Citadel, reflecting the castle as it was long before the Ironfang Legion overran it."
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GM prep really ramps up in this one with some totally ineffective enemy tactics.
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Wizard cast Polymorph Any Object on the fighter to turn him into a duplicate - sneaky way to get a permanent +2 strength, but we'll see if Dispel Magic ends up knocking it off.
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Aubrin gets hit by a ballista.
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Mathmuse wrote:
And there is no guarantee that the PCs will enter via the main entrance, especially given flight and dimensional travel are commonplace. I'm having to add extra defenses to every opening - since the PCs have been watched in previous encounters (either by reports from those involved or by the crystal ball - which I changed to have True Sight instead of Telepathy).
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Phantom chariot to Molten Nexus and trickster rolled high on Diplomacy to get Irigibel to agree to the nexus realignment. Sense Motive from the rogue (skill unlock as well) sending messages telepathically via faerie dragon familiar to the trickster to keep up the praise of the dragon plus an offer to come back to regenerate her scales. Roleplayed well and dragon gave up some scales to assist in the party's planned attack on the Ironfang.
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Up to your players. There is a certain amount of bookkeeping and you really want to delegate this to your players as much as possible.
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Mathmuse wrote:
Similar here though I think my players just want to kill and loot so will take any opportunity to have their characters do it (though surprisingly they have managed a few encounters recently through diplomacy - not with the Ironfang though). At the end of Trail and Fangs while some of the PCs were doing crafting, the fighter and rogue helped train up refugees (as warriors and scouts).Aubrin and then Cirieo were pretty much left as the militia leaders for off-camera stuff while Cobb rebuilt the Rangers. In Assault on Longshadow I had a contingent of Rangers and militia leave Fangwood to come to Longshadow while the rest continued to look after the forts and Misthome. Those that came were put in charge of the Longshadow recruits that had been trained up by the fighter and rogue while the other PCs were doing other defense work. When it got to the actual battle my players weren't as interested in leading groups like Mathmuse's, but more acting as the strike force for the big events.
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pi4t wrote:
Don't get me wrong, they aren't helpless nor need protecting. Nirmathi pride themselves on being self-sufficient and capable of defending themselves, but there is a difference between guerilla tactics that they are used to using against Molthuni - cutting supply lines and generally making things uncomfortable to invaders until they leave - versus acting as an organised force against superior defences set up by invaders who are intent on staying. The shift from that to an organised fighting force starts in Fangs of War.
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Mathmuse wrote:
<grin> Having a look back through Fangs of War, particularly p54, IMHO the PCs have a choice. Spend time training up the Misthome refugees into a militia (and supplementing with the other recruits mentions (most of whom are not available until after the forts have been liberated)), or move quickly before the Ironfang further strengthens their position.
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pi4t wrote: I'm confused about what the militia is supposed to be doing during this book. Whether or not you're using the subsystem, the PCs are still working with a group of warriors wanting to defend their homeland. Wouldn't it make more sense for them to bring their militia to attack the keeps, rather than doing everything themselves? They aren't warriors wanting to defend their homeland. They are displaced villagers trying to stay alive and make a living (which sometimes means taking up arms to defend / protect themselves or harry an enemy in the hope that they go away). Bringing the refugees along to fights that aren't directly involving them will likely get many of them killed - which wouldn't help the PCs' reputation. If you want to keep them involved then use them as scouts and messengers. But, it's your game, so if the players want to build their own army rather than be the strikeforce themselves then go ahead.
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Couple of sessions since last update Encounter with Oktar went predictably with the eidolon rushing in and saying "surrender or die" then proceeding to attack without waiting for a reply. This was while half the party (including fighter and wizard) were still in the southern exhibition room. He only got a to down an extract of greater invisibility and say that they were fighting without honour and that they might be better to work against a common enemy first before he was cut down. Trickster decided to disintegrate the front of the vat holding the invisible goblin and coup de grace it as the rest moved on. Amazingly there was compliance with the clockwork angel's demands and the group successfully moved past it and the sandmen before meeting Ziguch.
Sandbox was used and Ziguch dismissed the party saying that they could take what they wanted except for the rod (powering the lights) and not to interrupt the experiments. On leaving the archive Kraelos was outside stonehome making demands (I added an extra troop as well).
Buffing the rogue with greater invisibility and letting her fire off goblin-bane arrows at Kraelos (and her faerie dragon familiar dropping the largest bead from the newly acquired necklace) left Kraelos one small hit from death before he even got a chance to act.
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norsethunder wrote: How exactly does the system for the war council work? I found the description to be pretty vague. My take was that there are a couple of paths to Influence. Either ofA -> Diplomacy DC or Bluff DC -> Successful Influence B -> Sense Motive DC20 -> Non-Diplomacy/Bluff DC -> Successful Influence in addition they can attempt discovery
Note that it is a competence bonus, so if the PC is wearing a circlet of persuasion or has something else providing a competence bonus to the skill being used to influence (Diplomacy, Bluff, other) then it doesn't stack. You can let them know the Interests skills to use - if successful this reveals the text under Discovery which they have to work into roleplay for the Influence check in order to get the +4 bonus.
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Grumpus wrote: Here's a reminder. When you get to the Kraelos encounter (event-2) don't forget to include the key to H24 in his gear. Also if they encounter Azlowe, he should have a key also. They forgot to put it in their statblocks, but only tell you who has keys in the H24 description. excellent timing! might be encountering Kraelos next session! thanks for the tip
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norsethunder wrote: What gives Arlantia her fly speed? She doesn't have fly in her listed spells (not that it's on the cleric list anyway) and none of her magic items give her a fly speed. Harbinger of the Blight (Su) "she can command the fungus to carry her aloft, granting her a fly speed of 40 feet (perfect)" norsethunder wrote: Also, my players dealt with the four moldy hobgoblins pretty easily by tagging the molds with magic missile. The molds have that ability where they can make a reflex save to dodge incoming attacks, but magic missile doesn't have an attack roll associated. It feels a little cheap to dispatch them so easily but I don't see any reason not to go with that ruling, especially since they're only CR 4. The only problem is now I have to figure out what to do with the four surviving hobgoblins. I have a feeling they'll free Taurgreth pretty quickly and he'll escape with his comrades into the forest before the PCs can pursue. My players are rabidly anti-Ironfang and cared less about the mold than just killing the hobgoblins and are therefore very unlikely to end up with the canonical ending. If your group does end up freeing the hobgoblins then it opens up a heap of role-play options in book 6.
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Reverse Gravity by the wizard on Shaakhib and the golem. I had the genie sink his foot into the earth to stay grounded and the golem punched the ground and held on before they both managed to move themselves out of the area of effect.
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bump to L19.
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Grumpus wrote:
thanks for the tips. Was thinking the same though worried that adding a heal or 2 for A is just going to extend the final slight into a slog (hit, hit, heal, rinse, repeat).
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Grumpus wrote:
very true, and indicative of the drop in quality especially on maps and for the last 3 books. I'll keep the idea of the doors turning to onyx up my sleeve just in case the players notice and comment on it. :-)
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Level 17 for the war council at the beginning of book 6.
Yes it has meant that encounters need beefing up (added hps for some, better AC and to hit), but also allowed me to slip in some extra feats to make life a little trickier - Greater Feint for Scabvistin worked well.
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4 level 18 PCs, eidolon, L18 NPC rogue, and 2 summoned angels were always going to be more than a match for Scabvistin and his honour guard, but the honour guard managed to stun the eidolon and with Scanbvistin did enough damage to get the summoner to dismiss the eidolon before it died.
PCs now have control of Fort Phaendar.
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tip for anyone following after me who uses the maps for players.
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Grumpus wrote:
Mine streamroll a lot as well. The Arlantia fight was tougher because she had seen their tactics and could prepare for them. I'm going to amp that up for Azaersi. She has had ample time to prepare and unless my players come up with new tricks the final fight could be a slog (unless they go down the diplomatic route - which I very highly doubt).
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Golems went down quicker than expected and Maltagra had summoned a couple of barbed devils to join the fight but both of the devils SLAs were interrupted by attacks of opportunity (invisible PC and one with reach).
Next step is up to the tower's second level (they realise they are on the clock and haven't checked the other rooms on bottom level).
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slade867 wrote:
It can be. Depends on whether the party just tries going toe-to-toe. Our fighter survived 3 petrification attempts, but then he had the highest fortitude save in the party.Rogue used the lidless charm bracelet to touch Elacnida and make herself immune. Also had greater invisibility on the rogue and eidolon. It was a slugfest, but baleful polymorph took out one of the elementals, and cleric had enough healing to keep the fighter from dying. There are enough clues beforehand that a canny and well-balanced party can handle it.
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had a couple of sessions.
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Not much to report in the last few sessions.
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My players are killing the influence checks.
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Erpa wrote: Well friends, I believe that yes, I've finished my time with Ironfang Invasion.... Congrats. Nothing worth reporting happened in my last session (PC level discussions and crafting calculations plus reading Weslen's letter).If there are any major debriefing callouts - things you would change if running again or advice for others running it - then please let us (and future GMs) know.
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norsethunder wrote: I currently only have a party of three (swashbuckler, hunter, and sorcerer) so I like having a DMPC to follow them around just in case they need a little extra firepower, some healing, or a knowledge they don't have. ... Wendel comes in fairly early in Book 5. You could give him some extra buffing to cover the things that you need. He was very underutilized by my party and I used him mostly for story effect, but there is no reason why he couldn't be a bit braver and stronger in your game and even stay with the party for the final encounter rather than bugging out with Meril.
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finished book 5
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acid fog didn't slow things down much but the handmaiden managed to escape through a blighted tree (but won't get blighted again for a day). All omoxes dealt with and the party headed straight for Arhlantu.
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