zergtitan wrote:
I'm actually surprsied there is version of this map included with the PDF. The map is gorgeous! The demiplane version of the PDF *does* have the map included, though.
I have been playing in a dedicated PbP Discord server for a couple years now. It's very good for this purpose. One thing that has been working well is using Threads to split off conversations here and there. Also works wonders for having dedicated secret channels for imparting information to only a certain person. I would consider play by post on here but I would definitely need a lot of the suggestions from above such as markdown options, more images for avatars and colours.
Austin Phillips wrote: This month's subscription shipping hit a few technical snags as well as the expected pressures of Gen Con preparation. As a result, we will not be done with shipping today, but are continuing to work on it to get everything shipped as soon as possible. We will keep this thread updated with more information as we receive it from our Warehouse department. No problem! We know you're doing all you can and working hard!
Blake's Tiger wrote:
This is by far the best response I've seen to this yet.
I really dig this! I actually find Winter can be dark but can also be very bright. When the snow is on the ground and the sky is crisp without any clouds it can become blindingly bright during the day. And at night, with the moon reflecting off the snow, you don't even need streetlights to see. Looking forward to Season 4!
Just throwing it out there that starting the adventure at Level 11 does have some advantages. The style of game and the characters you'll probably want to build for Ruby Phoenix is pretty different from what you might want to build for some of the other Level 1-10 adventures. There are some backgrounds and lores that are very specific to the campaign and your players might not get as much out of it if they are from a completely different part of the world. If you want to convert some 1st Edition stuff there was a module that took place 10 years prior titled "The Ruby Phoenix Tournament" that might act as a prequel. Many of the events of that module are referenced in the AP. Additionally, there are a bunch of 1st Edition Pathfinder Society modules that take place in the lead up to the "Ruby Phoenix Tournament" module. They took place in the "Year of the Ruby Phoenix" PFS season. My group started up right at Level 11, and aside from adjusting to high level play it didn't feel like starting a campaign halfway through.
We live in Canada where an R rating is considered roughly a "14A" rating. So we would play a 14A game at maximum. Quite often it would probably just be rated PG. Fist of the Ruby Phoenix is not super out there and the players aren't particularly gory. On a side note, I always find the American movie rating system wacky and unnecessarily restrictive. You all need to lighten up!
The Rot Grub "The Rules Lawyer" wrote:
I probably should have done something like that. I'll definitely be reviewing the White Haired Witch's spells. All my players seem to pass their saves without fail so I might see if I can opt for more damage and battlefield control.
This gives me hope that maybe we'll get a Ruby Phoenix battle card pack. But, if this is out in October I'll 100% be done running Ruby Phoenix before the battle card pack comes out. On the one hand, this is great as all the official art for all the creatures in an adventure path should be available. On the other hand, this is quite a delay from when the actual adventure path comes out, which is a bummer.
I took a skim through that chapter (my players are only on Book 2) and it looks like the intention is that the locations and events in that book happen at the GM's discretion. I don't think I would make my players role survival or use overland travel rules. I would probably just play up through description how they travel for hours and objects in the distance don't seem to get closer or how they go in circles for a while. Maybe make it similar to being lost in a fey filled forest when they are playing tricks on you. If you wanted more concrete rules you could roll some dice to see how long it takes them to get between one spot to the next. Or have them make survival checks to estimate how well they are able to navigate through the changing landscape. Either way, you're going to end up having them go to the events listed in the book, which is really the main point of the chapter. How they get there doesn't seem to matter as much. I've taken a similar approach to this adventure path in general. I'm not making my players roll knowledge checks for magical items as this isn't really a grindy, dungeon crawl adventure. This is a lot of action with wild creatures and wacky high level antics. The thought of having them do overland travel never occurred to me, particularly for this magical island in a pocket dimension formed by a mad sorcerer out for revenge.
hyphz wrote:
It's a chase so it follows the chase mechanics. There should be an understanding at the table that when you say "this will be using the Chase Mechanics" that the chase mechanics are used. No different than any other chase. You could make the exact same case for a chase through a mountain or a city street. Your gunslinger also can't just take aim at the creature they are chasing because it's a chase. If you want to allow the gunslinger to fire then what you could do is have them shoot at rubble or have the attack count as their action during the chase. Maybe you count it as slowing Razu down and it's a victory towards completing the chase. Either way, I think you are 100% overthinking this situation or not having clear conversations about expectations with the players.
It's wild that you read "The map purposefully does not include a scale; the mutable and unpredictable nature of time and space on Syndara’s Island makes calculating distance both impossible and largely unnecessary" and thought "this is definitely a problem". I read that part and thought "oh, that is neat". It will never ever come up in play. If you didn't mention it to your players they would probably never know. You definitely inferred that Syndara is constantly changing the island to suit his whims as opposed to it being mutable and unpredictable. Unpredictable means it can't be predicted. To me that also means that Syndara is not predicting it. Otherwise it would be mutable and predictable. The predictable part would be Syndara constantly making things too far away. But ultimately, as Grankless has stated, there would be no story.
Truthfully, that isn't how I'm going to run the chase mechanics at all. I wouldn't let the players take ranged shots as it's a chase. If they ask (which they won't as they have zero ranged support) I would just say that things are moving too fast/too bumpy/too far away/too much zig zagging for anyone to get a clear shot. You've already done the chase though so it's a little too late for that. I guess if they catch up to Razu then you (being more of a general anyone) could always say you can just start the last encounter and go into it. I mean, the PCs ARE supposed to win. Personally I enjoy the chase mechanics. I've run them a couple times and they are fun to chase things up. But when I'm using the chase mechanics I'm using just the chase mechanics. They have to pass the checks for the tasks. I definitely allow for some creative thinking but it would be more like the gunslinger tries to shoot something out of the way to clear a path and then have them make an attack roll. That's more honoring the chase mechanics and letting the gunslinger have some pew pew fun.
My players have fared pretty well in most of the matches on the island. They didn't fight any of the legendary creatures as I built them up to be very powerful. The watchtower banshee I think really messed them up as it gave them a lot of drain. One thing I often did not do was have the enemies use perfect tactics as I was trying to replicate wild animals or inexperienced teams. As the adventure moves on I'm going to have the opponents start to use better tactics as there is a greater chance that the enemies will be very intelligent or have experience with the PCs team. More grappling, flanking, focus fire, aiding, etc. But a team of 5 in this AP will probably roll through things pretty well if the GM doesn't make very specific balances. I originally was going to run the game with 5 (thankfully went to 4) and it was tough trying to figure out when to add an additional opponent vs when to bump a character to elite or make other changes.
Onkonk wrote:
My thought was sort of how Starfinder does starship combat where the better you role the better you're able to jockey for position. The pilot with the higher roll goes last so they can choose where to be.
I've contemplated having each character get placed in order of reverse initiative. So the better you roll the better you can place yourself relative to everything else. I didn't want to give away the NPC initiative that way, though so I might opt for something else. I tend to place the opposing teams farther apart than they probably should be.
willfromamerica wrote:
Funnily enough there's definitely a chance that I'll run Abomination vaults for my players AFTER we finish Ruby Phoenix. I think knowing it ends when you reach level 10 would be fine for them so long as that is communicated. I'm mostly about being able to finish campaigns so having them be 3 books rather than 6 books is just a lot more reasonable. So far the high level play has been a lot of fun.
I just chalk that up to a typical adventure path where the only people that can really get any results are the PCs. Keep in mind that the PCs are far more powerful than any standard NPC (guard or not) that would be wandering the streets. I certainly wouldn't run up and fight a dragon. What was the reasoning behind locking down the teams? For their safety?
hyphz wrote:
Being immune to fire is not the same as taking no damage from heat. Nor is Lava the same as fire. It makes sense to me that she would put this ward in place. Also, just because a team won't be killed or permanently harmed doesn't mean it's "fun" to get beat up. If you are wondering why a team wouldn't volunteer to face the Rune Giant it might be that they just don't particularly want to face an unknown threat at this time in the day. Or they are trying to retain resources for unknown threats/opportunities later in the day (the same reason the PCs might not want to fight).
Kobe Batcake wrote:
That's a really good idea. I might adopt that for the second book as they are done Day 2 already. I just had the players position themselves on the map and then plunked down my NPCs wherever I thought would make sense. Most of the time it gave the players the advantage but didn't make much of a difference overall.
GM Kitsune Kune wrote:
Vicious! Another thought to make it even more personal would be to have the 5th member of Tino's Toughest be a younger sibling of someone on the Player's team! Then there would really be personal investment with Tino's Toughest. About Hector the Well Endoweddon't peek:
Early Discovery. The duchess is an excellent diplomat and liar, so the PCs shouldn’t get any sense that she’s up to something nefarious (Sense Motive DC 25). On the other hand, Sokana the handmaiden might seem a little off to very canny PCs (Sense Motive DC 17). If they start asking questions, the duchess thanks them for their diligence, but vouches for Sokana. However, the bag Sokana is carrying, while it does hold some traveling supplies for the duchess, also has a secret compartment that functions as a bag of holding (Spellcraft or Perception DC 22 to detect if the bag is searched). The pocket holds spell components for the assassination attempt. It’s unlikely the PCs will figure out the duchess is up to something, but if they do she will stay around as long as she thinks there’s a chance she can allay suspicions and go through with her plan. If the PCs bring in Harkover Lee, she flares with polite anger at the old man, refusing to let him “once again insult her in front of her brother.” Lee and the duchess have a long-standing rivalry, and he is wary of making a public scene at the wild claim that the duchess—who has been loyal to Risur her entire life—might be a threat. If, though, the PCs somehow reveal the plot, the duchess uses magic to turn invisible and teleport a short distance away, then change her appearance to fade into the city crowds. Eventually she reaches her allies and teleports to her stronghold in Shale. She has prepared for this contingency, and can easily thwart anything the PCs might field. Sokana, on the other hand, will be left in the lurch. The Coaltongue’s launch will certainly be postponed. Finally, if the PCs manage to stop the duchess from escaping, the plot can still continue as one of her subordinates leads the attack on Axis Island King’s Arrival Social. Real-Time. King Aodhan arrives and after brief pleasantries launches the Coaltongue. With great pomp and grandeur, trumpeters announce the arrival of the king’s carriage. Elite guards line the thoroughfare and open the door, and the city governor roland Stanfield emerges, followed by King Aodhan himself. The king offers a one-sided smile to the crowd and is greeted by his Principal Minister and his sister. Children, gathered in advance by royal aides, cheer and sing the traditional crown anthem as the group makes its way to the docks. docker Violence. If the PCs failed to remove all the disgruntled dockers, heckling begins from the crowd at this point. The royals and their retinue maintain their composure, but the rest of the crowd murmurs in displeasure, and the PCs spot both Principal Minister Harkover Lee and their boss Delft glaring daggers at them. Then the docker Dafton, if he’s present, yells, “Stanfield! Look at me, Stanfield! You ain’t human! You forgot what it feels like. Here, Stanfield. Let me remind you!” He breaks free from the crowd and advances on the royal retinue, cracking his knuckles. Royal guards intercede before he gets close, and though he tries to throw a few punches, he gets smashed to the ground by the haft of a polearm, then held down by three men until the king, governor, and the rest are safely out of the way. This can have grave consequences later, because people will be less inclined to trust to the party after this screw up. If the PCs show up during the king’s big speech later that evening, yelling that the duchess is trying to blow up the ship, it might take an extra 3 or 4 rounds for people to take the threat seriously the launch. The ceremony goes without a hitch. The king takes a champagne bottle, announces that the ship shall be formally known as the Royal Naval Ship Coaltongue, then smashes the bottle across the bow. At that precise moment a steam whistle sounds, and black smoke begins to roil out of the ship’s stacks. The crowd begins to board the ship, and if the PCs dally, Assistant Chief Inspector Delft reminds them they’ve got a party to enjoy. Once everyone is aboard and enjoying light refreshments on the main deck, it sweeps toward the center of the harbor, where eight traditional fourmasted ships enter formation with it. Against their white sails, the black clouds from the Coaltongue’s smokestacks makes for a dramatic image, and though the PCs catch the duchess glowering at the sight, they can also see crowds along the shore cheering as the small fleet sets a course out of the harbor, toward open sea All Aboard Exposition. Montage. Over the next hour, people wine, dine, and take tours of the fantastic warship. The party has an hour before the Coaltongue reaches its destination, just beyond the Ayres islands north of Flint. Now’s a good time to show them the layout of the ship, which can represent a mix of them having researched the location in advance and their taking a guided tour of the vessel. If the players want to get into details, you can have them meet a few notable crewmembers, but these NPCs are just for flavor, and to tug the players’ heartstrings if they turn up dead during the assassination plot. divianne Athel. A guard at the ship’s magazine, she explains that f ire wards hung in the three rooms of the magazine keep the ammunition from accidentally exploding in battle. She says she’s stationed here through most of the party, and that she hopes some food will be left when her shift is done. fitzcairn luckshore. A young technician in the engine room, he gets excited if any women show up, or if anyone asks him about the engine. He gets a little bubbly describing the intricate interactions of various valves and pipes. The other two men in the engine room give him a hard time because with his scrawny arms he never shovels an equal load of f iregems. elian Aughtbrook. A petty officer, Elian has been assigned to keep the visitors happy. He’ll interact with the PCs if they actually try to arrange a room for the duchess to rest in. Otherwise, Elian does it on his own. He has a small notebook where he wrote down notes he made in advance about the visitors, and he enthusiastically tries to make small talk based on badly-formed ideas of what nobles and industrialists care about Stanfield witnessed the fall of the high elf goddess Srasama five hundred years ago and died soon thereafter in the chaos of Elfaivar’s fall. But he reincarnated, restored to life by a sliver of the divine power he absorbed when Srasama was slain. His memories vague and jumbled, he found his way back to his homeland of Risur and eventually settled in Flint, then just a modest coastal port. In the centuries since he has died with irregular intervals, and with each rebirth he returned to the city he calls home. For most of that time he has served as Flint’s governor, having constantly striven to improve himself with each life, from a simple warrior, to a humble leader, to an educated renaissance man nimbly handling the complex challenges of the fastest-growing city in the world. Stanfield wears a near-constant expression of contented optimism, but still occasionally complains of a war wound he took to his back in his first life Now in his 70s, the current king of Risur looks rather unassuming. He prefers to resolve disputes by being cool-headed and rationally persuading those who will listen to his side. For those who won’t, he’s shrewd enough to give them a sliver of what they want and then distract them with harmless endeavors while those worth dealing with get the job done. Despite all this, though, he trains regularly to keep his stamina and swordplay robust, and the rites of rulership grant him daunting magical powers Though in her 50s, this high elf woman looks to be in her 20s. In the Third Yerasol War, Sokana was rescued by the duchess—then just a sorceress in the Risuri military—from the island plantation of a rich Danoran, who had kept her as a trophy wife. Sokana settled with an elven family in Risur, hiding her true identity to avoid retaliation by the Danorans. The duchess helped her rediscover her fey roots, though Sokana only displayed a marginal talent with magic. Today she passes as a wood elf, but when she uses magic her eyes flare an unearthly azure, revealing her heritage
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