Captain Castothrane

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Sczarni 2/5

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I ran this at the higher tier for one of the tables at our monthly PFS: Ireland event and my group had a blast. They really cottoned on to the fact that it was timed and a question of finesse rather than batter down the door so tried not to waste time.

First time I was at the hard cap which was a bit difficult but not too bad.

Firstly, they split the group, two of the stealthiest (Ninja and Urban Ranger with an invisibility potion) were able to simply make their way across the foyer. (In fact the Urban Ranger had a partly charged wand of invisibility but only realised it too late).

With a larger group and the timer in consideration, I got into a rythmn of making sure everyone was aware they should be doing something and not standing there watching what others are doing. There was a lot of 'we're doing X while they're doing that' which, to be honest, is hard to keep track of time wise in game but I muddled through pretty much guessing at time. I used the time tracker supplied in this discussion (huge help by the way, thanks!!) but even with that, keeping time is really problematic with a big group and a split group. Be wary of that if you're going to run it!

So the party split two ways, they get across to the Preparation Room with lots of servants going to and fro. The Wizard has an outside the box idea and summons some rats to scare people away. I liked the idea because it was original and plausible but I then borrowed the mechanic for being conscripted into work from the south corridor. Two ended up having to stay behind and deal with the rats while the others got their bluff checks to fit into the fleeing servants group.

The other guys 'shepherded' the summoned rats into the servants quarters' corridor and both groups eventually met up at the end of that corridor with the Ninja and Urban Ranger.

I just had to cut up what people did and effectively 'pause' their sub-groups. The hardest was with the Ninja and Urban Ranger. I had to get them to do very little (Two perception checks) without feeling that they're not getting to play in a game that should be purpose built for them.

The first fight was rather amusing from a GM perspective. After all the jumping through hoops, finally here was something they can hit!

First, bot devils appeared with 4 people around them. First one goes (1d4 to decide which direction he was facing when summoned). The Ninja! The guy who helps run the place.. our host.. Natural 20. "If you confirm this, you're banned".Confirmed. We all laugh at his expense. His character takes a big hit but is still standing. "Oh wait, higher tier, meaner bad guys, he gets two attacks." I roll the die. Natural 20. "Oh you %&^hole", I roll again and confirm. He's down. Everyone's sides are splitting. Then he says "I think I'm dead.. as in dead, dead". Now it's less funny. I ask to take a look at his sheet. There was bad news.. turns out he's an idiot. He had been playing all the way up to level 4 without putting into account either CON or Favoured Class Bonus when it came to HP. Numpty.

What he didn't know is that the weapon damage rolls were very low. The first crit rolled two 1s on the d10, second all rolled under 5. He would have been 'dead, dead' if those rolled average. I didn't notice the low HP and high CON when I looked over his sheet (by this level I concentrate on passive abilities, class features and maybe the odd magic item). Turns out two other players at my table didn't know about Favoured Class Bonuses either.. jeez guys, making my slaughter easy for me.

Anyway, in this one encounter something funny happened. I racked up 7 natural 20s. I always use this dice and I've made one (maybe two or three) natural 20s with it the entire time, it's definitely not weighted or skewed. They just got 'lucky' However, it was given to me as a gift by my Venture Captain. Talk of 'curses' were happening around the table. (I got to play a game in the evening with a Gunslinger. Same die. Natural 20s: 0. Misfires: 2.)

Everything else went well, especially once they dispatched the chairs rather quickly (I rolled my 8th natural 20 here, no-one even batted an eyelid. I had them broken.) They really then really hunkered down and tried to solve the cypher in this room and got back between 60 and 65 minutes. They even remembered to not be wearing their disguises in the room. With such a big group, I resolved the high Bluff roll simply. I had the Ambassador walk in and asked "Just where the hell have you all been?" First person that talked made the roll. It was their Ninja!

So after teasing him, the group depended on him for this for his lie and his bluff roll. Ninja, high CHA, class skill, ranks invested and high roll.

Ninja sneaked through, thought he was dead, survived and saved the day.

Great scenario, can be a bit long, especially if the party splits. We were over the 4 hour mark by quite a bit. However would definitely recommend it more balanced players and characters that enjoy more than the 'hit it with a stick' adventures.

Sczarni

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I made this in Photoshop and posted it on Reddit a while back. Clearly the most feared cryptid of all. I may just buy Mystery Monsters and glue it in on the back.

And before it's pointed out, yes I'm aware it's Dex should be 14 rather than 13.

Sczarni

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So I rolled up a new 1st level character for PFS to play a Thornkeep module (it was awesome). I rolled up a Gunslinger (Musket Master) and had a huge amount of fun with it and I think I want to make this my primary PFS character.

Stats:
Str 10
Dex 19
Con 10
Int 12
Wis 14
Cha 10

Human
Feats: Point Blank Shot, Precise Shot.
Traits: Reactionary and Vagabond Child

My thinking was to bring it up to level 3 This would mean by then I'd have reloading as a free action and rapid shot.

Then at level 4 take a dip into Wizard, specifically Foresight school. This grants a +1 on initiative, always being able to act in a surprise round and that neat Prescience ability (for important, 'lord, please don't let my gun jam now' shots). That would bring my initiative up to a monstrous +14 (+5 dex, +1 forewarned, +4 familiar, +2 trait +2 Gunslinger Initiative) I would also get true strike as a spell (which also conveniently has no somatic components).

What I'm hoping with this build is that at the start of the round, I'll always be able to get two shots off which are essentially always just need to hit 10+size+deflection.

First question: Is it really worth losing the +1 BAB and being a level behind? Secondly, does the crunch all add up?