I am preping this scenario for this weekend and was hopeful to clarify a couple of the outstanding items. -Uirch's damage
-The Red Reavers Size
-Tactics call for Greater vital strike.
Its clear that this one was custom built. I think they misspelled greater vital strike,,,and we should make a spelling correction to improved bull rush(who would even use bull rush?). If you look at the "trap" damage as further back up its the bite damage with greater vital strike.(that its not the greater vital strike claw damage seems a bit silly since it reads that he grabs a pc not bites them). If we don't correct the feat then it invalidates his tactics and the stupid idea to waste his first round roaring is also off the table.
Rycaut wrote: I was also going to note that the Animal Companion is missing from Poog which I think is a lost opportunity especially for a module intended to be played by players new to Pathfinder - they are likely going to miss that he has an animal companion let alone know how to make one up (and with a pregenerated character part of the fun is not having to do character generation to try something new). Too late now but this is also a rather large source of table variation for PFS play... For PFS the only variation would be with the 2 feats & tricks. This is the version I made for my table. I think toughness is must and his bite is not that good to hit so went with weapon focus. Spoiler: For the Feats though Combat Riding and Throw Rider would be a funny combo for a goblin that is a god of most holy mounted combat but not good at it. Mister Licks will let him climb on top but will just hop him off when he get tired of it. Animal Companion CR –
Darrell Impey UK wrote: Whilst seconding Tim's questions, I'd like to add another; Poog has a giant frog listed as his animal companion, but no stats are given, what should we do? Not an official response but this is what I made. Animal Companion CR –
I had a physical copy, I was looking for the PDF so I can print up the maps. If I can't get the PDF of the adventure can I please have the Map image. If I have to scan it and print it off the scan its going going to look like blurry ass. Also one prep question
Edit
Found something else. Nairoth does not appear to include it's desecration aura properly in its stat block. The hit points for a normal nightwalker are 21d8 +147. Hers is listed as 21d8 + 105. But the total is the same. The to hit is the big wrong 15 bab + 12 strength +2 profane should be +29 to hit. The damage seems right +12 strength +2 profane =14
Actualy looking at the mythic vital strike again "Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat" So that should be all bonus's by 6 and then the critical would be even worse. Base MVS PA
"Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat." The way I read this the power attack bonus should be x3 for vital strikes x2 for critical mod. I still think that that PA bonus should be 22 not 15
Came up with the following questions after my review Is the statblock for Vorviex tier 14-15 posted somewhere? What is is Vector's 4th mythic feat (only 3 in stat block)? John answered my question about regeneration already. Mythic Power attack and vital strike
This is based on his base attack being 2d6 +9. the mythic power attack adds 22 damage (bab of 18 = -5 attack +15 x 1.5=22.5 rounded down) =31x3 Then on a crit its 44 damage from the base (9x3x2) and 264 bonus damage(44x3x2)=308 can someone confirm what the right answer would be
John Compton wrote:
Thank you for the clear reply John
Question for John/Mike. I recently started running this module with a mixed table of level 12 and 13 chracters under the assumption that notice has been given that this module would be sanctioned for pfs (eventually) and we would do sign in/reporting/chronicles once it was done. We are not very far in but now I'm not sure of what happens as far as the level 12 players having the possable option to recive the 4th chronicle. Would we have needed a party of level 12's only to hand out the rewards under the seeker option or will the level 12 players have the option to gain the 4th chronicle adventuring in a mixed party? *edit Thanks for putting the chronicles together for this.
Mike and all the development team thank you for the continued efforts. Alot of what you do is thankless stuff and cat herding but you keep striving to improve pfs and are taking the feedback to heart by having major meeting like this. Looking forward to more info on the changes to come. Also ban gunslingers pls
I was looking to clarify how levels of a prestige class work for spells per level and the bonus spell that a thassilonian wizard has for his specilized school. The bonus spell reads as follows:
The way I read this is that a level 5 sin wizard with 2 levels of lets say bloatmage gains 2 bonus slots for his level 4 spells because the prestige class increases his effective wizard level to 7. Is this the correct interpretation?
I hate to sound like a broken record. I kept asking for dragons demand. I understand with the lead up to paizocon and getting all those scenarios ready and finishing the development of the first batch of season 6 scenarios on top of emerald spire on top of mummies mask... etc I know John is busy. I have been holding off scheduling to run this for some of our many players that have more then one high level chracter that have already put a character through eyes to wait for the chronicles. I did not get a chance to catch John in a free moment at paizocon but any chance for an update for the chronicles? Some of us are still waiting on this.
So with paizocon only a couple of days away I thought I would post a topic to discussing some of the ways for GM's to run games in the big room better. I was at paizocon last year so most of my ideas come from that experience but I am hopeful that other people will comment with ideas that they have found at other con's and that as GM’s we can strive to make each experience fun. ~Noise control/GMing in a noisy room~ *if you try to shout over all the tables around you the whole convention your voice will be very stressed before the first day ends and it’s going to affect you the rest of the weekend and not be fun. So tips to cut down on the noise. *Print the venture office briefing. Give everyone a chance to read it then take it back. At the start of every game you are surrounded by people trying to read block text clearly. If you don't have to fight to be heard all the players will understand the mission and it will make transitioning into the adventure smoother. *Print the Knowledge check information and let the player who makes the check convey the information to the group. It helps to get the players interacting with each other early on and encourage them to do so in character. *Look at the person you are speaking to!!!! Try not to get stuck sitting with your head down reading text. Your voice will not carry as well and you will end up having to repeat yourself a lot. *Keep control of the chatter. If your whole table is talking all the time all at once you’re going to have a hard time hearing and being heard and the tables around you will be negatively affected. ~Auditing players pre game~ *one thing you should not do is spend the first half hour of a game slot pouring through character sheets and chronicles looking for mistakes. You end up losing a lot of game time and it can come across very adversarial. Here are some of my recommendations. *As players make player introductions look over character sheets/hero labs and their inventory tracking sheet. Ask questions about any ability’s you don’t understand as your reading it and try to get a basic understanding of what the character is and does. You don’t need to know every trick, it’s the players job to understand the character and be able to explain it. *Have a copy of the additional resources printed and if you have to cross reference something ask a 3rd party player to do it so that you can keep things moving. Make sure that the player is not using something like d20pfsrd or herolabs as the source for abilities and items but don’t make it into a witch hunt. Ideally you should be able to do this as the introductions happen. *Check to see if they know what they should have for a bonus to hit, damage, concentration check etc. Get a sense of what they do best, if it seems high ask how. *Ask questions!!!!!!!!!!!!!!!!!!!!! and one of the best ones would be does this character have aspects that have been subject to table variation and try to sort those out before the game starts. Let the player know where you stand on a rule beforehand and it will save on rules discussion that bring the game to a crawl mid game. ~Common mistakes~ *Chronicles or inventory sheets not filled out properly *Gun Slingers continuing to double dip in the bonus dex damage. *Cleric’s that take extra channel more than once. *Mounts with barding and items but not the feats to wear or use them. *People in medium or heavy encumbrance but not taking the penalties or even calculating the encumbrance weight they are at. *Zen Archer trying to use rapid shot & many shot during a flurry of arrows ~Time saving~ It can be very easy to lose track of time. Some season 5 games are hard to get done in the time slot. Here are some tips. *If the player has a mount or companion or summoned creature make sure they have access to the stat block for it and can have it at the ready. If they are taking an excessive amount of time offer a warning but be prepared to take the creature over as GM. You can’t let Fluffy the Wonder Bison take 5 min to resolve a turn. *When in combat inform players of the order and give advanced warning so that they can plan out their actions ahead of time. Be prepared to put players that are indecisive on delay if needed but give them a fair warning before doing so. *Ask players to roll all the damage dice at the same time as the too hit. Fill out the bottom part of the chronicles beforehand to save you some time finishing the end of the game. *Have Stat block organized so that you can see all the information you need before had. If they have spells or abilities you don’t know try to have those printed so that you don’t need to stop the game to reference them. Printing more than one copy can keep you from flipping back and forth. And Finally ~Smile!~ Yes that’s right Smile. Enjoy the game you are running interact with the players, be funny give bad guys some dialog during combat, toss an insult out (By Besmaria’s barnacled arse!) expand on the flavor of text. Your sitting with a bunch of people that enjoy the same thing you do, make it fun! If anyone else has some good ideas please post them.
Michael Brock wrote:
Well if not as a leader hopefully he will continue to appear in many a bath house to offer his secrets for a price for scenarios to come.
thistledown wrote:
Played it last night and thats what I wanted to do but the gm was not really on board with the idea. So we voted for the most qualified one who has not been found hog tied in a closet in a prior scenario.
Zrinka Znidarcic wrote:
This rule has no bearing on a character level 1-2 playing in tier 4-5 in a level 1-5 scenario. It is specificly for some of the older level 1-7 scenarios and multi level special events like seige of the diamond city. In those cases a level 1-2 player can not play in tier 6-7 because it is more then one step away (the "step" being tier 3-4).
I present 6 mighty adventurers who bested the Waking Rune hard mode. Nailo Tealeaf, the undefeated alchemist.
Despite the chalange put before these 6 they were able to overcome a 7 hour battle of wills and end the Runelord of Sloth. Congratulations
René P wrote: If it makes a difference the grab can happen before the Hamatula Strike. In terms of each attack there is no before hamatula strike. Its part of the attack. The double up on grapple constrict would not happen as far as I can see. Master Bruno's option Version B would be the correct (and devastating) full attack. An interesting combo but to be honest I would personaly prefer to never see someone this fully specialized at a pfs table.
My half orc ranger has a pteradon mount from the racial feat beast rider. I have to cast ant haul on it to make sure he stays in light load but it makes for an effective and monstrous animal compaion who is also a flying mount. I took this feat after a pack of hill giants beat my axe beak mount to death on some stairs.
I asked the question to customer service last week what steps would need to be taken to drop the subscription at the end of mummy's mask and the answer I got from Erik Keith was that after paizo ships book 5 to then send in an email to customer service asking to end my adventure path subscription after book 6. Paizo can then set my subscription to end with mummy's mask and I won't get charged with iron gods. Its a personal taste thing and for me iron gods offers no attraction. I hope to learn more about the next ap and if I like it I will re subscribe.
I agree with John that for special events hard mode is a great extra flair to put on select adventures. I am running hard mode waking rune this weekend and looking forward to it. The group who signed up has been preping to work as a team we have had alot of build up. When I ran weapons a couple of weeks ago the party did not want hard mode and that was good. They were 2 rounds away from total failure and likly would not have survived the additional chalanges. As lomg as players understand what they can do I like how hard mode offers additional risks and opertunities for teamwork and creative problem solving rather then seeing superheros just power attacking and oneshoting everything. It would be nice if in the future hard mode also allowed for changes in enemy alignment. More chaotic neutral big bads!
I have been running this for a few groups and this is the pace I have been seeing or expect to see for each section Intro and Witch tower 4-5 hours
So your looking at 25-30ish hours for just the enconters depending on how well you bring the town to life, side quests, breaks for food and distraction add more time as needed.
Gone and made Aeteperax angry now,,,, I hope your happy John! At paizocon I had the good fortune to meet John and I'm going to say the over/under for how many bites it would take to gobble him up should be around 2. More serously I get that it's not John's fault for the hold up. Without knowing for certain I would guess he has been told a few dates now when the chronicles would be released. There is a lot of product coming down the pipe. The next adventure path,10 new classes splat book, beast 4, etc. Some of these are big expensive hadcover books that I'm sure are more of a priority to get them right before they go off to production. What were asking for is a set of 4 pdfs paizo won't make any money. Plus paizocon, gencon, pax are all big distractions. I understand why the chronicles are not a focus as a consumer I do. That said this is the first of the new modules as a cordinator I want to get these included into our scheduled organized play events to show to the player base. It has not been as easy as I have hoped. I'm not sure if I want to scheduel the new modules going forward but now the second has already been pushed back and we are still waiting on the chronicles for what will be about 2 months. It does not reflect well on the new format and might drive away people from buying all the things that were added for this. A promotional poster, a set of adventure cards, a paper pawns print. I know I'm not intrest in pre-ordering them from paizo or my local store if it is for an adventure I would need to wait 2 months to get chronicles for.
Any progress been made on the chronicles for this adventure (cough still waiting on ones for dragon's demand) Is it going to be similar to the dragon's demand with 3 chronicles and a bonus? A bunch of my local players have expressed intrest in playing this once it comes out so would be good to get a rough idea how I am going to plan out the sessions.
John Compton wrote: Chronicle sheets for this will be showing up very soon after Gen Con. John, any update on the Chronicles? I was hopeing to finish running my first group through act 1 this weekend and then have another group starting act 1 next week. Would like to start schedualing when act 2 will run and get chronicles to players.
Well this was my first Paizocon so I can't compare it to any others so here were my impressions Pro
They say that people make a con great and these people any many more that I meet really were the key to that. Con
Looking forward to next year
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