Pugnan Longwater

Dokomo's page

***** Pathfinder Society GM. Starfinder Society GM. 28 posts. No reviews. No lists. No wishlists. 26 Organized Play characters.


RSS

Scarab Sages 4/5 5/5 **

1 person marked this as a favorite.

I played at Thod's table and he had some great ideas on how to handle this on a VTT but it is an extreme amount of bookkeeping. I just saw the NPC tracker in the scenario and I am more impressed now. The biggest hiccup for us was in how the tasks were arrayed. I think they need to be ordered in groups more clearly based on the requirements to complete, skills needed, and location. It can be a lot to take in on one screen and you run the risk in info overload. I will be GMing this on Sunday and will report back with anything else I think of.

Scarab Sages 4/5 5/5 **

1 person marked this as a favorite.

Hello, just want to say that this is a very interesting module, really well written and challenging introduction for the gamemastery guide rules.

I have one question about the trap in the Crown's Vault. The description says the key will only turn when placed in the opposite seasons alcove, but gives as an example winter-spring. Are the seasons opposite as in opposite sides of the east-west hallway? I thought that they would be opposite diagonally which would give Autumn-Spring and Winter-Summer pairings that seem logical. However, we are given two examples in dialogue of npc's greeting other npc's that give season pairings of winter-summer and winter-spring so I am completely confused. Could it be that any seasonal pairing works for the keys, you just can't put winter's key into winter's keyhole?

Scarab Sages 4/5 5/5 **

Mike Bramnik wrote:
Out of curiosity, doesn't an intensified repair undead spell do the exact same thing as a regular repair undead spell? I'm prepping to run this tomorrow and noticed that Ellux had that prepared at both subtiers and wanted to make sure I wasn't missing something. Thanks in advance.

Repair undead heals 1d8+Level (max 5) hp, so an intensified Repair Undead will heal 1d8+Level (max 10) hp.

Scarab Sages 4/5 5/5 **

To capsize the ship, the DC is 25 and the Dragon Turtle has a +20 to bull rush, but then do you have to apply the -20 modifier for the boat being two sizes larger? This makes the boat impossible to capsize.

Scarab Sages 4/5 5/5 **

Minor nitpick, the first mention of pastlight is when the PC's ask Razelros "What is pastlight?" How do they know its name to ask the question?

Scarab Sages 4/5 5/5 **

Also, is there anything preventing the PC's from just pressing on to the keep, ignoring the RP and diplomacy and just finishing the mission. Sure you lose out on one Prestige, but it just makes a TON of sense. The time limit is just not onerous when the keep is a few hours travel away.

Scarab Sages 4/5 5/5 **

Raging Song's description says it is used by Skalds trained in oration, so wouldn't a monologue count?

Scarab Sages 4/5 5/5 **

I as well use FedEx/Kinko online printing. You have to convert the page to letter size but the only problems I have had have been with older seasons having some weird blanking of text boxes on the chronicles.

Scarab Sages 4/5 5/5 **

I ran this at a convention over 20 hours and had to cut at least half the module and really bark and bear down at the two most notorious laggards in our area to get it accomplished.

Scarab Sages

Question for people who have run this sanctioned. How long would this take to run at a convention? 4 slots or 6?

Scarab Sages 4/5 5/5 **

Fromper wrote:

I just looked up the poisons that Goldtooth uses in the final fight (both are in the Core Rulebook), and they are NASTY. Besides being DC 17 and 18 fort saves, which is pretty high for such a low level adventure, the Shadow Essence on her first three thrown Harrow Cards causes strength drain. That's drain, not damage.

It's 2 prestige for a Restoration, which I believe is the lowest spell that can resolve that. Some level 1 PC's might not be able to afford that, if they don't get full prestige from this adventure. Luckily, you no longer have to resolve all conditions at the end of the adventure, but some PC's may carry that strength drain into future adventures.

I'm just really surprised to see such a nasty poison in sub-tier 1-2.

I'm also surprised to see such an effective level 3 rogue build in general. I've ran this game twice now and both times the party came down to a near wipe. If they choose the uprising card then the melt into the crowds and assassinate a character tactic is incredibly effective. It's only after half the party is down do they realize they have to clear out the crowds to prevent Goldtooth's bluff sneak.

Scarab Sages 4/5 5/5 **

Terminalmancer wrote:
I have not yet finished reading this through, but my wife has already decided to play her Ekujae character. I have a feeling this is going to get complicated. Hmmm!

Please report back about how much of your wife's blood you spill.

Scarab Sages 4/5 5/5 **

Just one thing that has stuck out to me so far. I assume that the price of a +1 Greenwood Composite Longbow should not be the same as the base bow from Tier 1-2?

Scarab Sages 4/5 5/5 **

Added Mount Prospect and Chicago

Scarab Sages 4/5 5/5 **

Another question about loot. The previous Serpent's Rise scenarios provided a method of purchasing the item for cheaper if you had played the character. There is no such option of Marnarius' blade. Should there have been?

Scarab Sages 4/5 5/5 **

I made 4 star GM just before GenCon and I have yet to see any of these scenarios.

Scarab Sages

The key is to combo life spirit and witch doctor. Witch doctor makes you give up primary spirit hexes, but you weren't going to use them with life spirit anyways since they suck. Then, find the items that increase channel healing, take selective channeling, and you're golden.

Scarab Sages 4/5 5/5 **

1 person marked this as a favorite.

I had a player roll Knowledge: Arcana when they teleported past the force sphere to realize that the sky vault falling was a self-destruct mechanism. With this info the players eventually worked out that the only person that could set the self-destruct would be a jewel sage, and thus the only person who could cancel the self-destruct would be another jewel sage. Fotunately they had a teleporting wizard or else they wouldn't have been able to get close enough to use the jewel in time.

Scarab Sages

Where do we get the preview scenario rules?

Scarab Sages

I'm a bit late to this, but if you question the safety of farmers keeping magic heirlooms in a world with detect magic, remember that the spell does not work through a foot of solid earth. Farmers know their land intimately, and can find lots of spots to bury a valuable item.

Scarab Sages

Jesus Marie, they're minerals.

Scarab Sages

Ambrus Valsin has a more passing resemblance to Kitchener of the New Army of WW1.

http://upload.wikimedia.org/wikipedia/commons/2/2a/Kitchener-Britons.jpg

Scarab Sages

2 people marked this as a favorite.
alternis sol wrote:
Zark wrote:

BTW, one of the things that really annoyed me was the lack of mage armor on the Shaman spell list. How are you going to keep the Pet alive?

ACG pg 47. wrote:


Spirit Animal...
... The shaman’s spirit animal also
grants her special powers. This ability uses the same rules
as the wizard’s arcane bond class feature and is treated
as a familiar (see pages 78 and 82 of the Core Rulebook),
except as noted below.
I think it is suppose to act like a familar so i don't think it should leave your shoulder, body, or really be anywhere that it could get attacked. so basically keep it hidden so the enemy can't kill it would be my guess.

I didn't give my spirit animal DR 5/Adamantine and Fast Healing 1 to sit on my shoulder damn it.

Scarab Sages

Guns and Japan go together in fantasy perfectly. Japanese production of guns in the 1500's was greater than any western nation and they brought 40,000 for the invasion of Korea.

Scarab Sages

Playing - Entire Party voted for the Time Dragon out of respect for the argument or awe of the power it wields.

GMing - Party voted 4-2 for Amenopheus. The Osirion party member was outraged that an interloper would show up and try and claim Osirion heritage as their own.

Scarab Sages 4/5 5/5 **

One thing that should make the final fight harder is applying the invincible mythic template to the Graven Guardians. Since it isn't in the pdf, most GM's might miss it, but boosting the AC by 2 for a party of 3-4's and adding in 5 energy resist turns them into a serious threat. My party was lucky to have a void sorcerer that could split magic missiles to keep the statues from casting haste.

Scarab Sages 4/5 5/5 **

Thematically you need Part 1 actually, because part way through Part 3 you find out that Kafar and Nefti sold the Emerald Gem of Plauges to Torch, and Part 1 (re)introduces you to that character and gives some players a bit of a reason to hate him.

Scarab Sages 4/5 5/5 **

Everyone who is wanting limited amounts of Robo-rampage, take a look at Season 5 the "Year of the Demon"

5-1 Not a lot of Demons
5-2 Demons
5-3 Social with Demons
5-4 No Demons
5-5 Havent run it yet, but doesnt shout Demon to me
5-6 No Demons
5-7 Not a lot of Demons
5-8 No Demons
5-9 Not a lot of Demons
5-10 No Demons
5-11 No Demons
5-12 No Demons
5-13 Demons
5-14 Demons
5-15 No Demons
5-16 Probably no Demons
5-17 Maybe Demons

So out of 17 modules at most 6 are demon centric. The number is probably lower because you can't toss level 1's at most demons and expect them to get through DR. The same problem will be had with constructs, so don't expect robots in a majority of scenarios.

Full Name

Elian Oakspar

Race

Half-Elf

Classes/Levels

Ranger 2

Gender

M

Size

Medium 6'1 175lbs

Age

30

Special Abilities

See below

Alignment

NG

Deity

Meilekki

Location

Daggerford

Languages

Common, Elven, Silvan

Occupation

Guide/Guard

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Elian Oakspar

Max HP: 18 Current HP: 21
STR 12 (+1) DEX 18(+4) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 10(+2)

Defense

AC: 17
Touch: 14
Flat footed: 13

Armor

Spoiler:

Masterworked Studded leather armour

Speed: 30

Offense

BAB:+ 2 CMB: +3

Combat:
Melee: Elven Curveblade Attack+3 Damage 2d6+1 x3
Melee: Sickle Attack+3 Damage 1d6+1
Ranged: Longbow Attack+6(+7) Damage 1d8(+1within 30 ft) x3
20 masterworked arrows(+1 to attack)
20 regular arrows

Initiative +4

Fort: +4 Reflex: + 7 Will: +2(+4 Enchantment)

Special Abilities

Spoiler:

Favored Enemy (Goblinoids) +1
Track
Wild Empathy
Combat style

Languages: Common, Elven, Silvan

Skills:

Spoiler:

Acrobatics +4
Climb +5
Craft (Bowyer)+6
Jump +5
Handle Animal +4
Heal+6
Knowledge Dungeoneering +5
Knowledge Geography+7
Knowledge Nature+7
Perception +7 (+9 sight/sound)
Profession(Guide)+2
Sense motive +2
Ride +8
Spellcraft+5
Stealth +8
Swim +5
Survival +5

Feats:

Spoiler:

Skill Focus Perception (bonus), Point Blank shot, Precise Shot (Combat style)

Traits:

Spoiler:

Devotee of the Green: Your faith in the natural world
or one of the gods of nature makes it easy for you to pick
up on related concepts. You gain a +1 trait bonus on
Knowledge (geography) and Knowledge (nature) checks,
and one of these skills (your choice) is always a class skill
for you.

Racial

Spoiler:

+2 to one ability score: Half-elf characters get a +2 bonus
on one ability score of their choice at creation, to represent
their varied nature.
Medium: Half-elves are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as
humans in conditions of poor illumination.
Keen Senses: Half-elves receive a +2 bonus on sight- and
sound-based Perception checks. They can make a Perception
check to spot a secret or concealed door if they pass within
10 feet, regardless of whether or not they are actively looking.
Elven Immunities: Half-elves are immune to magic
sleep effects and get a +2 racial saving throw bonus against
enchantment spells or effects.
Adaptability: Half-elves receive Skill Focus, as a bonus
feat, at 1st level.
Elf Blood: Half-elves count as both elves and humans
for any effect related to race.
Languages: Half-elves begin play speaking Common
and Elven. Half-elves with high Intelligence scores can
choose any languages they want (except secret languages,
such as Druidic).
Favored Class: Half-elves can choose any one class as
their favored class at 1st level. Once made, this choice
cannot be changed.

Equipment (lbs)

Spoiler:

50ft silk rope
Backpack
Bedroll
Waterskin
4 sunrods
Belt pouch
1 lb Soap
10 day's rations
Explorer's outfit
Cold Weather outfit
Whetstone
2 Smokesticks
3 Acid Flasks
Flint & steel
3 Fish hooks
Spade
Potion Belt
Map case
Flask Holy Water

Capacity:

Spoiler:

Light: 43 lbs
Medium: 86 lbs
Heavy: 130 lbs

Background

Spoiler:

It is often rumored that druids have much closer ties to the elven community, a rumor substantiated by Elian’s conception. The product of one of these much storied unions, Elian was raised by his human mother in the wilderness, a means of protecting him from the scrutiny and inevitable awkwardness that his exotic features would generate amongst the insular town dwelling humans.

Elian found that though he studied with the great druid circle, he seemed to primarily possess an aptitude for hunting, tracking and stealth, as opposed to great facility with commanding the forces of nature or communication with the beasts. He tested and joined the Verdant Guard, a small elite group of rangers assigned to protect members of the druid circle and serve them as warders. In his time with the guard he encountered the talented young druid Morra and could not deny the evident chemistry between them. Though many find her bossy, he sees her commanding presence as a sign of her power, a greatly appealing trait. It is this budding bond that has motivated him to volunteer to protect Morra’s brother Kessel, a talented but depressed singer with basic druidic training. He has spent the last few days tracking Kessel’s group, following their movements and observing what they leave in their wake.

Personality

Spoiler:


Description
Spoiler:

Elian’s tall form attests to the elven part of his heritage, his slender form corded with lean muscle. The brown and green hunting leathers he usually wears, blend seamlessly into the foliage of his chosen habitat, but stand out severely in an urban environment, especially when taking into account, the deep green facepaint he often uses to adorn himself. His body language reminds the observer of a jungle cat, poised, waiting and ready to strike.

Wealth

Spoiler:

pp 95 gp 45sp 50cp
gems

Future progression

Spoiler: