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The Gleeful Grognard wrote:

I would be happy to have official content and to pay for it. But PDF to foundry is WAY too barebones and roughshod an implementation for me to pay for.

Even the dynamic lighting walls are filled with issues.

And then there is the question of whether he can provide npcs, items and such that the hard working ruleset contributors make and sell products.

I appreciate the work done on PDF to foundry, but it isn't anywhere near polished enough for sale.

PDF2Foundry is free. The only thing you have to pay for is the PDF you buy from Paizo.

NPCs, Items and the like are usually handled by the guys behind the system implementation, not by this module's dev.


I'm DMing the last bit of book 5 right now.
I would say our group is doing fine. We had a big problem with that creature inside the armor in book 2, and we had our first death in those catacombs too. We had our second death at the end of book 3, with the boss rolling maximum damage at a critical hit against the sorcerer.

What I did to circunvent that awful process of cops looting people, the precint gave them gear according to table Party Treasure By Level.


What AP exactly are you talking about? Would you post a print showing your "bulleted outline"?

I have this problem with names. I'm terrible with names. When I used to play on person, before what is still happening, I used a tablet with the PDF and dozens of bookmarks and important things highlighted.


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hyphz wrote:

I've been asked to set this up but I'm getting quite concerned about interactions with the tournament rules and how teams might be able to mess with them. Especially, a number of items of magic don't seem to have been considered.

Are teams required to travel together? This is sort of implied by the rules, "a team" must present their necklace and feathers at any time (what if someone else has them?) or recieve a challenge (what if someone separated from their team is challenged?)

What counts as a "lethal effect"? This is obvious enough for regular weapon attacks, but what about spells? Can a higher level team hang around casting Blindness on other teams in the hope that they critically fail, then challenge the team to a fight with a member blinded?

How quickly must teams respond to being challenged? The text seems to imply that they must travel to the arena right away. But do they get time to heal up, etc, afterwards? Otherwise, it seems that a metastrategy is to wait for another team to lose a fight, then immediately challenge them, it will take no time to get to the arena and they are already wounded or unconscious. Or have a friendly sparring match, knock a team member unconscious then immediately challenge them. Likewise, are team allowed to cast buff spells just before climbing into the arena or are they stripped before the challenge starts?

How do the challenge rules interact with limited daily resources? This seems by far the biggest issue because it creates an entire metagame in the tournament, where challenging a team later in the day will give an easier fight because of resources they expended during the day; even potentially allowing abuses like challenging a team for 1 feather, letting them all blow spells powering up at the start of the fight, then immediately forfeit. Wait for the spells to wear off then challenge again for 2-3 feathers.

What is more concerning is that this is unfair to the players because their daily resources will be tracked...

This is a "fighting tournament" adventure, not a "let's try to do everything but a fighting tournament" adventure. Unless if this is what you, as the GM, want. The intent of the tournament is to find the best fighters in the world, not the best tricksters.


Hey OP, do you have martials at your table?

If I was a martial at your table, and suddenly the caster can spend one of their resources and control almost a "other me" I would be pretty upset. But I'm not a player at your table, so my feelings matters less than your players feelings.

What do you think about asking your martials about it?


HumbleGamer wrote:
Keep in mind that automatically grab and trip always require an action. You simply avoid the check ( so no map, but also no critical chance).

Unless it's a Improved Grab, Improved Trip, etc.


My players wanted to stop the nightmares, as well as to take revenge because that girl that died.

If your players aren't invested and you don't mind, there is no repercussion whatsoever. Just remember to remove those things that mentions the Hag.


I'm DMing Agents of Edgewatch, currently on book 5.

Since the plot don't leave a lot of time between chapters, I usualy give them "One week worth of downtime after each level up". The time dont actualy passes, they simply get the benefits of the downtime. They can do retrainings, crafting or whatever they want.

Here and there they get an extra week because reasons.


Note that the rituals to create creatures use to follow the table 7-1, that lists what level of creature the ritual can create.

http://2e.aonprd.com/Rituals.aspx?ID=1

If the GM is willing to allow such creation, they could use that table to make something balanced. If you are a player do not assume this is the case. RAW, golem creation is a homebrew matter.


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We are at the end of Book 5 of Extinction Curse, in the encounter before the fight against the BBEG of that book. They were really prepared to fight the Boss, they did managed their resources really well. But a bunch of bad choices and the will of the die were all against them. It was a Moderate encounter against one creature APL+0 and two APL-2, after some two other Moderate fights and some skill challenges.

Spoilers ahead.

Specifics about that fight spoiler:
Thanks to the witch they found out that the enemy had a lot of AoOs and their weakness with some good Recall Knoledge checks, she used one of her spells that would use those weaknesses, but the Mini Boss did a critical save. The cleric started the fight casting a really good spell, but he forgot that one of the Mini Boss's minions could counter his positive spells, and that little prick got a really good roll and that spell did nothing. The monk them buffed herself and did half a Stride ahead. The rogue used more Recall Knowledge, finding out all the creature other abilities, and did some sneak attack with his bow. So far so good.

The minions, two Graveknights that they already foght before, used their breath-like weapon and did some damage to some of them. Nothing really bad, because they usen potions of energy resistance before and half of them had Evasion. The Mini Boss, a Marilith, used Blade Barrier cutting the monk from the rest of the group.

Without a line of sight, the witch had to use her familiar to target the enemies behind the wall, the Mini Boss got a nat20 and the minions got a sucess. The cleric decided to cross the Blade Barrier, got damaged in the process, and casted a spell that again the Mini Boss rolled really well. The Mini Boss is now slowed 1 for one round. The rogue decided to activate his wings and hide behind the wall. The monk activated her Skinstone in order to tank the fight.

Minions proceed to attack the cleric and the monk, Mini Boss was slowed and did only a crit in the cleric. Now the cleric was surrounded by three enemies that they already knew that had AoO, and two of them could nulify their positive spells.

The group proceeded to shove the minions around to toss them inside the Blade barrier, which did really good damage. The problem was that the cleric was low in HP, casting no spells because of fear to take several AoOs and the posibility to have his spells countered. Even worse, one of the minions that was inside of the Blade Barrier end up changing target. You see, I use to randomly choose who the enemy will target when the best choice isn't obivious, by rolling a dice. And the dice told us that that enemy would go after the witch that was left alone behind the Blade Barrier wall.

At this moment, everything went straight down. The witch was alone with one of the minions, part because the party shove it that way and part because the dice said so. Without much else to do, at least I don't know what else she could do, she used a Desintegrate and the enemy was still alive after that. The cleric was down and the rogue spent two rounds givin him those really big healing potions. The monk continued to shove around enemies. Everyone let the witch alone with a enemy again.

The minion with the witch knocked her out and crossed the Blade barrier again. At this point, the Blade Barrier did the most damage that the enemies took. They both got away from the wall so they could not be shoved again in a single atempt. The Mini Boss attacked everyone. The cleric would die due to Wounded/Dying, but used a ability to "stop" the damage until next turn.

No one went to save the witch, the Rogue almost managed kill one of the minions (who was at 20% of his HP due the Blade Barrier), and even thou the Monk was the one who has the means to exploit the Mini Boss weakness she continued only attacking other minion. The witch died, people used their hero points.

The cleric died because the damage he stoped has finaly arrived, no hero points left.

They decided to flee. The rogue, due some shenanigans, managed to "steal" the cleric body and had enough movement to fly above the Blade Barrier. The monk managed to cross the Blade barrier and got the witch's body(a leshy) inside the bag of holding.

The enemies managed to hit the rogue enough to knock him out, right above the Blade barrier, dying 2. The enemies all crossed the Barrier taking damage, they are barely alive.

The monk grabed the rogue, managed to dodge some AoOs and got away.

End of the spoilers.

They failed the mission, and we already had decided that they got only one chance. The McGuffing that they need to use to "save the world" is now lost. I told them that, if they want, they could continue the adventure without the possibility to get the Good Ending, but they could at least achieve the Not So Bad Ending. Only the cleric was really dead at the end, but they could ress him after they flee from the BBEG vicinity. Whitout the full party there is no way to beat the enemies. It's a technical TPK.

It was our 79th session in this campaign, that we started in March of 2020. That was 15 months ago!! The group was level 17.

I really don't know what I want with this post. I feel sad. We don't know yet if we want to continue this adventure, even thou we had so much fun playing it. We loved the circus part. We were looking forward to next session because we were going to Plane Shift to the domain of Pharasma in order to perform for her!(that was a homebrew thing, a side quest they decided they want to do)

The witch's player is sad because his character is always going down in the fights, and the group can't manage to find a way to prevent this. It's not a character/mechanic problem, it's a players problem.

I'm DMing to them for almost 3 years now. One of them want to DM a little bit, maybe something small. We are defilitely going to take a break. We may or may not get back in this adventure. They could try to get the Not So Bad Ending, or we could do a "Different Timeline" with other characters.


I'm going to play a Sprite Giant Instinct Barbarian in less than one month.

I'm not so sure if the voluntary flaw is the best way to go. If I use it, I would choose Cha and Wis as flaws, getting a:

Str 18, Dex 14, Con 14, Int 14, Wis 8, Cha 8

I'm usually a DM, and as so I would rule the 0' Reach, as it should be by RAW. So I'll plan fo that. If the actual DM rule otherwise I'll not fight over it.

Until I get the Giant's Stature(level 6) I'm goig to circunvent that reach problem with: 1) Sudden Charge, so I can assure I can get in the enemy's face and hit it; 2) Enlarge Scrolls, so the caster don't have to "waste" his slots on me.

Or I can simply use a Guisarme with reach and trip if those options above don't work as good in play as they seem(to me) to work on paper.

I plan to take those wing feats, just because the image of a 30 cm Barbie doll character flying around with a "giant" weapon is pretty amusing.


I really dont think that a change on the mundane bow price is going to be too relevant.

But the half price on consumables is spot on. I did it too and now my players buy them and actually use them.


Bubbleblower wrote:


-Is it worth investing in Intimidation or should I forget about it altogether due to MADness?
-What should I look for if I want to basically be an indomitable savage who punches and grapples people going forward? Are Iron Fists helpful here?
-How much Dex and Wis would I need here?
-It's unclear to me how the grapple and unarmed bonus for the Ape instinct works as the core book doesn't really talk a lot about it. How does wearing a shield affect this?
-Should I bother getting any weapons at all since I can't use weapons during rages?

-If you find a way to use STR in your Intimidation, sure.

-It seems to me that Iron Fists are putting a Shove trait in your Ape attacks. Check with your GM if they agree.

-Usually, your AC is capped at Armor+Dex=5. So, if you are using a Breastplate or Chain Mail, your DEX is fine. Any boost you get isn't going to help your AC, but is going to help Reflex and some Skills(acrobatics, stealth...)

-Those traits means that you don't need a "free hand" and iten bonus to attacks(like those +1/+2/+3 in Handwraps) can add to your Athletics roll. A shield is fine, but note that if you attack with a Shield Bash, you activate your Anathema. That is not good. Shields only protects you if you spend an Action to "Raise Shield", and you only get it's damage reduction if you get the Shield Block feat.

-There is creatures that have resistances against each type of damage. If you find a creature with Resistance to Bludgeoning, it's a good idea to stop your Rage somehow and use a Piercing or Slashing weapon. If you fall uncounscious mid-battle, when you wake up you can't Rage again, so it's a good idea to have a backup plan to fight without rage.


As people already said, the circus isn't the focus of this campaign as written. I DM this AP and my players wanted the circus to be a more central piece, so I changed some things here and there to make that possible. So, ask your DM and fellow players what is the intent.

If you want to use an animal as a battle buddy, look at Animal Triner (link) and Beastmaster (link) as Archetypes that can work with any class. You can burn a Class Feat to take an Archetype Feat of equal or lower level. Ask your DM about "Free Archetype variant rule", but note that not every table goes nice with this variant rule.

If you dont want to use an animal in battle, but you want to use it out of combat, take a look at the Familiars. Some classes (witch, wizard, druid, sorcerer that I remember) gain acess to them, as well as some ancestries (gnome is the only one that I can remember). You can gain one as an Archetype(Familiar Master) too.

Now, if you only want an animal to do your circus tricks, you could do that simply using Nature. Maybe using a skill feat like Train Animal or Bonded Animal.

If you want to transform into the animal and fight, you have two main options. Barbarian Animal Instinct to be best on fights, or Druid to be ok in fights but being a caster. Note that casters are not the Gods that they are in other editions. Martial and Caster are now on the same level. When a Caster begins to feel like a super being, the Martial are feeling the same thing.

As a Martial you can simply "I attack three times", but that is the worse thing you can do. There is a lot more things to do in combat than you had in 5e.


When we begin a session, every player gets a Hero Points. After 2h everybody gains another hero point. At the end of the session the Hero Points are set to zero.

Any player can spend a hero point to help any character. For 1 Hero Point you get a rerol after the original roll, or a 11-or-better if they choose to spend the point before the roll. For 2 Hero Point a character survives the scene somehow, but cant act until the end of the scene.

I used to use the Critical Decks with hero points, meaning that they gain a hero point whem they choose to suffer from a card effect and they could pay a hero point to benefit from a card effect. But I end up disliking those effects and I gave up on that.


Dr A Gon wrote:
AceofMoxen wrote:
I still have zero PC performers. They are all backstage staff. I'm not sure if I should modify the scenario to accommodate this, or if they just fail the first performance.
There are celestial menagerie performers on the island. They could be recruited, temporarily, for an emergency single performance. I'm sure no acts of sabotage will occur.

Well, the people from the Celestial Menagerie(CM) is supose to be the worst people ever. The Wayward Wonders decided to flee from the CM because they mistreat them.


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It's really odd that the group that wanted to play in the "circus ap" didn't make a single performer PC.
Maybe you should talk to them and ask if they want to make the circus part a simple background scenery or what. It's really simples, and after the 3rd book the circus take almost no part in the story.


I personally changed how those ammunitions works in my table. Actually because of those treasures.

The following is homebrew.

The magical ammunition is usually bought empty, and can be filled by anyone, even NPCs (the cost is equal to the spellcasting services prices). To use the ammo, you have to use one action to activate it. After that, you have up until the end of your turn to fire it. Otherwise, the ammunition dispels it's content in an unwarmful way.


This is amazing. We are about to start the 4th book, in a mid-season hiatus right now.

I presented Reginald as a fanboy of the party. I place him in the Irorium, he as meant to praise the party for the heroic act... But they failed, killing almost 75% of the stadium's attendees.

In book 3, they did all of their deeds undercover. In their exchange at the Irorium, he told them that he figured out their previous missions. The party then asked him to not reveal their identity, and he agreed.

I hope they get devastated when I do the big reveal.


rokeca wrote:
is it relatively manageable to set up a game[?]

Are you making a statement or asking a question? Well, I'm going to answer you anyway. I think it's simple to setup a self-host Foundry.

1) Find out your MAC adress (a single CTRL+V in a command line)
2) Set a specific IP to your MAC adress (in a modern Router its easy to find)
3) Set a Port Foward to that IP

Maybe you have to contact your Internet Provider and ask them to enable said Port Fowarding. The Foundry Discord have a lot of people that can help you.

rokeca wrote:
And am I correct in understanding that all of the monsters and NPCs in the adventure are already available from the 2e compendium - in that I can select what I want as a token, then click on the token to roll/take actions?

Yes. Aside from the art you got from importing a AP, there is no other official art on Froundry. You have to download the image and create a token (there is a module that does that). You can then select the token and a HUD(a module) will show you the actions that creature have, or you can simply open it's sheet. You click on the attacks buttons (they build in the MAP numbers).


I really liked that. I'll definitely use your version.

Just a feedback:

Quote:

Round 2

Action 1: The Wendigo makes a successful Claw attack.
Reaction: Ride the Wind
Action 2: Move itself and target 50 feet away
Action 3: Maintain Grab

Should be

Quote:

Round 2

Action 1: The Wendigo makes a successful Claw attack.
Action 2: Use the Grab action, if the Claw attack was a hit.
Reaction: Ride the Wind
Action 3: Move itself and target 50 feet away, without the need to maintain the hold because of the Grab wording


AlastarOG wrote:

For the assault on hunting lodge seven part... I'd just like to point out that I like the chandelier trap, but I don't think it adds a lot to the story and is kinda counter intuitive.

Their superior tells them: go to this safehouse and protect the prisonner!

Get to safehouse..Immediately gets attacked...

With the way my players are it was hard to convince them THIS was a safe house because of apparent corruption in the government already...

We breaked after first wave but I'm thinking of either waving it entirely or repositioning it somewhere else... maybe in the basement, maybe in the observatory post shining child explosion to make repairing it harder (and I can explain that the confluence has infused weird energies in the instruments).

Another comment I might have is the treasure in the hunting lodge. This place has been a squat house for 15 centuries, and it still has gardening gloves worth 4000 gp lying around ? and a book worth 400 gp for bounty as well as teaching a high level ritual and containing a magical scroll in a place supposedly sweeped by the starwatch? Not to mention a bag just hanging onto a chandelier. My advice is to just reposition ALL loot to the basement.

The book on summoning and scroll with the Quelaut, the bracers of mage armor with the leng spider.

I thought the chandelier was meant to be some sort of a haunt spooky thinghy. I don't like those mundane-now-magical loot neither, so I'm definitely going to change those gloves somehow.

BTW, what do your players think about the Infector just surrendering himself?


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Sir Mentecapto de Vellumis, a goblin champion of Abadar. He died in book 2, Sixty Feet Under, in the last part in a dungeon. We had a randon encounter and 3 Mohrgs came when the party was sleeping inside the dungeon. He was the best of us and died like a hero. But was transformed in a Mohrg as well. The party had to flee, and they came back a few days latter, tracked the Mohrgs down and smited them.
Vellumis corpse as taken back to the precinct and was properly burried. The party comissioned a statue of him to be errect in the frontyard of the station.
The church of Abadar minted some commemorative coins in order to honnor the champion.

Xion, a tian-xian human sorcerer of the dragon blood. He died in the end of book 3, All or Nothing, at the Irorium. He managed to save 25% of the crowd, but in the end he was critically hited by the BBEG, and then failed his saves against the poison. The bomb was not disabled in time and 75% of the spectators died. The people in there didnt find out his true identity, knowing him only by his Luchador alias "Red-Claws Black Chinese Dragon".
Xion corpse was brought back to the Starwatch station, and the ensurance took care of the Resurrect Ritual cost. His hair is now partially white.


Hamster-like? In my version of this PDF it's the actual creature.

It's a creature the party encounter in the end of book 1. They are each inside of a individual glass jar, almost like pickles. Not sure if you are a GM or a player, so I dont want to spoil your surprise.

Being a GM or Player, I hope you get as disgusted as my players got. I loved it.


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OP is talking about Animal Companions.

I wonder why Paizo didn't created flexibles rules to Animal Companion like they did to Familiars.


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Each obstacle need a certain amount of Infiltation Points(IP) to be overcame. If they dont reach that amount, they need to try again and again. This will generate Awareness Points(AP).

You must track AP through the entire Infiltration, but you have to track IP for each obstacle individualy.


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This post contain spoilers.

So, as you might have seen, there is a interaction with a Kobolb group in book 1, in the Pagoda. Maybe that could turn out as a non-combat encounter.

In book 2, the agents are investigating the thing they find out about in book 1. In book 3 they drop everything else to investigate their leads. So, after the beggining of book 1, they stop patrolling the street. Maybe your "night shift" gimmick would fall short then.

There are 3 momments (once in book 1, twice in book 3) that the group have to disguise themselves... Please, do the "two kobolds in a trench coat".


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I mean, the book says that this is a possibility. Page 35, under Objectives, "First, they must get Gage’s master key (or a copy of it).".

If you want it to be possible, we can make it possible.

They have to take his key, someone have to distract him while someone else copy it and then give the original back to him.

All those things are covered in the book, except for "copying the key". Take the "Open the Vault Door" Obstacle and adapt it to the new Obstacle.

COPY THE VAULT KEY - OBSTACLE
Infiltration Points 8 (group);
Overcome DC 27 Crafting or Arcana or DC 29 Thievery. At least 2 Infiltration Points has to be gained using Arcana, because the key have arcane runes in it.


I feel you. My party loves the circus and are doing presentations left and right. So you need to put the Xulgaths beteween the party and the circus.

Maybe they kidnap someone when the circus is traveling from Aberton to Escadar. Maybe they find out that the xulgaths have some exotic reptiles(dinos), that could be an excelent addition to the show.

My players always find something/someone new in the adventure to bring to the circus.


I told my players "You all are going to gain one hero point at the start of the game, plus a hero point for each 2h we play. "

When the game starts at 19h they begin the session with one point, they got one hero point at 21h and another at 23h. If we ever play past 01h, they gain another one.

In my games you can use a point after the roll to get a reroll, you can use a point before the roll to guarantee that you roll at least a 11 on a d20, or you can use two points to make a character survive a scene no matter what. Characters can give their own points to another character.


TAVelcro wrote:
KyoYagami068 wrote:
There is this spiral staircase in D11. Where this is supose to lead to?
Down to the lower cavern like levels of the sewers.

Really? That's strange. A full structured stair behind bars that leads to a tight tunel.


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So, I’m here because my players want to let the internet know how wicked are their minds. They can’t believe that a good part of the internet doesn’t even like the circus aspect of the circus AP. I’m aswell excited to share with you all the story of our table.

We are level 12 and we did our 52th session on last Friday, reaching a 7 month mark of game duration. We are at the beginning of Book 4, just outside of the town. Those maniacs do Circus Shows every time they can. “Ow, our people need about a week to prepare to the next show. Lets go up that tower to see what is inside it. Maybe we find something nice to bring to our Circus.” That is basically their minds. The only reason to adventure, is to find nice things to perform with. Yeah, there is that problem with the evil guys, but that is just the background noise of their Circus Shows.

*Note that we do bend some rules when we see fit, as well as we change some official lore.

We had other characters in our group. Two players had to stop, one player retired his character and came up with a new one. Today we are:

Yarbush Peeweey-Paldreen, a mute gnome Bard. He communicates with the power of the dance!! That little thing took every Multilingual Feat EVER. He has that gnome thing with languages, and that linguist archetype too. We wave it and now he’s basically is under the Tongues spell. I’m certain that I’ll regret it. Yeah, if you look closely to his name you can see that he’s married with someone from Book 2. More on that later.

Torako, a human cat-like monk girl. She has the animal trainer feat, and Shinkiro is her pet cat. She has the Cleric dedication too, and she is based in the Egyptian religion. Bastet is her goddess. Something something, she decided to get a baby with some old dude from a library in Book 2. Now she is 5 months pregnant and everybody loses their minds when she is knocked out in battle. She is the one that often is responsible for the bad things happening with the group. But we love her still.

Krav, a lizardfolk war cleric of Sarenrae. She/he is complicated. Wants to eat everything they set their eyes on. In their first session and first circus act, they had an egg/baby in the ring as the main act. Our tank healer that is our first and last defense line. When she/he drops, we know that the s~!! just had hit the fan. He has the Champion dedication and the medic dedication. She is the reason why we have so many ex-bad people in the Circus. Always forgiving and handing out redemption to people.

Lorelai, a human imperial sorcerer. Her power comes from her ancestral, so nothing better than making her always surrounded by ghosts and spirits. She was our first PC death in some farmer house, in Book 3. She is our ring master, always ready to manipulate people. She loves to electrocute bad guys and exploding their heads with magic missile, and just started to experiment with Battle Form spells.

They really like to perform the circus acts. Sure, I did some changes to those rules because… Gosh, they suck. But we started our campaign by the book. We now do themed shows. We did a musical play that told a story about the great earthfall… With a lot of poetic license. They did a mix between Noah’s Ark and Aroden Ascension. Since our circus is always bringing people back from the dead, with hero points or resurrection rituals, they want to do a private show to Pharasma. Our cleric is going to take Plane Shift next level and I don’t know what to do (yet).

Now I would like to talk about some spoilery things.

Book 1:

-First of all, their first show was a critical success. Yeah, they did it by the book.

-They captured the Daring Danika’s lion, and the Champion took it as his mount. We rule it as a horse with a lion skin.

-They let Harlock die. Yeap. They had to flee from that battle or else we would have had a TPK.

-In the tower, our monk and our champion was been seduced by the Succubus. They had a three way. Later that day they fought the Xulgath in the top of the tower. The battle was almost lost when the champion as struck by a Crisis of Faith, and then he sworn allegiance to the Succubus. That saved everyone life. That character left the group, fleeing with the Succubus, and the cleric Krav joined the party.

Book 2:

-We were building up Dusklight rivalry from the beginning. It was meant to go wrong. They did this book in every possible wrong order. But we had such wonderful scenes.

-The first thing they did was to break in the Dusklight circus. Our monk, invisible, walked around and found those cages with the Pegasus, Driad and Manticore. Against our group cries, she decided to pick a fight against Andrivallo. That went down very fast. Luckly she managed to flee.

-Dusklight then went to the guard and said that Torako was trespassing, and after some questioning, that went ok with just a verbal warning.

-After some time, the players decided to look at the local they were giving to clean. Well. Let’s say they did an awful job. In that moment I decided to introduce a flat d20 roll. 5 or less, the worst thing happens. 10 or less, a bad thing happens but its manageable. 15 or less, a good thing happens with a little drawback. 20 or less, the best thing ever happens. We roll and we find out that Eliza was attacked and eaten by the wolves. Krav managed to preserve her corpse, and that was the first NPC that the party had let it die.

-Some session after that and they encountered Kalkek, the Great Barghest. What if I tell you those d++$&eads managed to befriend it and they made a deal to get revenge from Dusklight. That almost went wrong in so many ways, yet they managed it. The dice was in their favour.

-In order to get access to Moonlight Hall, in a completely wrong order, they did their research in the library. Torako learned that Sir Ohlarick was the last person of his lineage. Somehow that touched Torako’s heart an she decided to get pregnant with his baby. Yeap. With a virility ritual later, she was bearing his seed. Eew. At leats the old man teached them how to Resurrect. Elizia was brought back a few sessions after that. She had no arms or legs. But she was alive. In the future they gave her some magic prostetics.

-After their first show, with the Dusklight goons doing their sabotage, they did a chase scene!! They run against them and stopped them in the middle of the street, with so many people around watching them. Then, Torako arrived with Kalkek and his wolfs. That was a slaughter. They killed a man in the street, surrounded by witnesses. When the guard came by, they thought that the group was fighting the Barghest, but Torako told the truth. In that moment the entire group was arrested by murder…

-Long story short, they escape from prison (another awesome chase-like scene) and laid low as the rest of the circus fled the city to hide from Dusklight. They spend like a week in Kalkek cave. They really bonded with that terrible creature. Did I mentioned that they, without knowing, let Kalkek devour that ratfolk girl Fidget? They didn’t notice that it was a ratfolk, they thought it was simply a giant rat or a wererat. Yeap, they did that.

-Before they even did they first show in Escadar, they already delved in the Moostone Hall. I told youm they did it in the completely wrong order. And I didn’t change any combat encounter. But now they had Kalkek, and they told him that they will let him eat the soul of every bad guy they find there. That Bhargest turn those encounters into jokes. But it was fun.

-In the Celestial Menagerie I did some horrible things. O told my players every bad thing that Dusklight did with the people there. They could not let her live. By the end of the book, the deal they made with Kalkek was fulfilled. Kalkek eat Dusklight corpse and soul. He was sated.

-During the whole time, Krav, a Sarenrae cleric of redemption, tried to convert Kalkek into a little less evil guy. And, again, the dice was in their favor. I got a whole thing about the Barghest’s nefarious plans. Their goodness changed him. After moonstone hall, Kalked acquired the taste of demon blood. I changed his Barghest Evolutions and he became a Demon Hunter. Devil May Cry style. He even took Givzib with him. Now they travel the world eating demons. I give Krav the possibility to cast Summon Fiend, but only to bring Kalkek or Givzib to their side. Sarenrae approved a pair of repented fiends.

-Since they first met, our Bard Peeweey, being a Bard, flirted with Andera Paldreen. They stayed in Escadar for a while. As a good DM, in their last day in the city, I asked Peeweey to Roll to Seduce! And that little prick got a nat20. Paldreen fell in love with that little chaotic man. She found a passion she never had. She then decided to run away with the circus. She already was tired of her job, almost retiring… She married with the bard. The wedding was celebrated by Krav, in the middle of the Big Top, the day before they left to Kerrick…

Book 3:

-This book was convoluted to me. It seems that we went really slow in a lot of sessions.

-First of all, my players believed that Opper Vandy was a vampire. I don’t know if they really thought that or they were joking on me.

-You know that group of ruffian kids that was supposed to attack the circus? Well, in my table they are two little brothers, Anylla and her boyfriend. Torako decided to adopt the little 2 kids with some dice luck. The older girl and the boy didn’t want to stay with them and they let them go. In the future they find out that Anylla died some days after that and that her soul was taken by someone. Somehow, I don’t remember why, but those little 2 boys I mentioned, turned into creepy kids. Do you know that creepy twins from The Shining? So, like that. Those kids are into dead stuff, and they started to worship Anubis/Pharasma.

-Lorelai died in the Old Currew Place. She rolled a double 1 on her Phantasmal Killer saves. We had no Hero Points. They used their all of their gold to buy diamonds. The ritual almost backfired an they lost everything. Then, using her sheer will (and some tears OOC. She was not online in the moment of her death. They used all their Hero Points in the Circus Show) Lorelai took control of her Ancestral Souls and found a recently passed away body. As a haunt, she managed to possessed this body. After some time she realized that she was inhabiting a dead shell. The corpse was rotting. She was in need of a fresh body.

-They are good(ish) guys. They can’t kill innocent people. Right? So they decided to find a bad guy, kill it, and took its body so Lorelai could stop stinking. She wanted a woman’s body. A powerful and bad-guy woman body. They then found out that there is a gang nearby. Some “Bitter truth bandits” or something. In the end they couldn’t do it and became friends with her. The groups, out of the pure good, saved Tanessa’s brother. They decided to hire the bandits as Circus Bouncers.

-In some moment they found that sprite, the Master of the Skies. Man, they hated him from the start. They decided to help the spider to kill that little thing, but he managed to escape. Unfortunately they met and fought the Yaganty, then tracked his house, and trashed the place. They then proceed to blame it on the sprite… Yeap. They are d*&$@eads.

-The fight against Skarja was so sad… The only thing that I remember is that Lorelai exploded her head with Magic Missiles, and that they broke the heartstone in order to free the soul of Anylla. The girl’s spirit smiled back to the group and asked them to let her soul rest. And so they did.

-The Spring Tower was a disaster. They fought their way in, a character was brought back 3 times in the same sessions with hero points, they give up and fled the alchemical golems fight. They decided to climb the outside of the tower. They took the resonance but they botched with the machine. Everything exploded.

-Liferoot Stone Tower was worse. They had almost 3 TPKs there… The worst part was Torako climbing the tower by herself and being attacked by that mole thing. That whole tower was deadly.

-And them we came to Old Forest Tower… Krav and Torako were captured by Ginjana as they were Dying 3. Lorelai got away using Dimensional Door. Peeweey used invisibility and fly to escape. Half the team was down. Ginjana stabilized them so she could do her experiments with their brains. What they could do? They went back to the circus and prepared an attack. They did a Siege. We basically used circus-like rules, but rather than gaining prestige/money, we distracted the xulgath army so a more tactical group could rescue then. We loved it.

-Their friends were safe now… But at what cost? A lot of injured circus performers. Mordaine was dead. The three Sirens of the Spheres died aswell. And Elizia, for the second time, was dead too.

-After they defeat Thessaka, Krav tried to redeem the weak Xulgaths of their crimes and sins. That lizarkfolk of course was succefull in a Hard check above its level. Now they have 22 xulgaths that want to live in society with the surface dwellers. They arranged so they could stay in Old Currew Place, since folk didn’t want to approach that hunted land, and now those xulgaths are good members of society.

-They, ofcouse, did a last show in Turpin Rowe. I decided to do this place like a totally capitalist and patriarchal city, with bearded and overly masculine man bossing around. They announce their show as a Macho-Beer-Derby Circus Act, but they delivered a emotional-socialist and woman-empowering show. They got a critical success overall. Now Turpin Rowe got a revolution in their hands…

Ow… That is it. I hope someone read that and had a good time. As always, sorry for the broken English, It’s not my first language. If you see something I can improve on, either in grammar or story-wise, let me know.


There is this spiral staircase in D11. Where this is supose to lead to?


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In book 2 we have:
Chapter 1, a investigation and a little raid. Lots of talking and some fights.
Chapter 2, the group trying to stop a thing. Almost no talking and some fights.
Chapter 3, a visit to somewhere related to people from last chapter. Lots of fights and some talking.
Chapter 4, a dungeon crawl. LOTS of fights, a little talking.


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This a really good write-up. Thank you very much. As soon as my players find a way to handle Thessaka, your post is going to help me a lot.

Thanks Mr. Zapp


Deriven Firelion wrote:

I'm enjoying this module. Fortune's Hall was fun thematically and the encounters were interesting.

The hidden sea caves are cool.

Saving the town from a siege gave the end a little Seven Samurai feel. Now I have to set the battles up to have a few PCs go down defending the town.

Could you talk more about the fortune's hall?

Did you run it by the book? How do your players react to those fey? Would you change anything?

Thanks


We are in the middle of book 3. We have done a lot of presentations. My players change what they do every time. Last time their show as like a theater presentation.

They told a diferent interpretation of the Earthfall. They did their take on the Noah's Ark. We had a lot of fun that night.


The-Magic-Sword wrote:

I think this might be a lot of variants to keep track of, but individually they're all fine.

I personally just patched charisma by making it their source of hero points.

What exactly did you do with charisma? In the start of every session, each character earns Hero Points equals than their Cha Mod?


Evilgm wrote:
Has anyone else had issues with getting the map of Oppar Vandy's house to work in VTT? I've spent over an hour trying to line up the grid, and at this point I am absolutely convinced that the map images in both the AP pdf and the Map pdf have variably sized squares. I even trimmed one down and resized the whole thing to have a width and height of 50px per square and it still didn't line up.

I just set up that map.

You are right, the image has the wrong proportions. In order to make it right, I have to compress it's "hight" value. I can't tell you how much, because I was doing by trial and error... But if you are using FoundryVTT, I can tell you the numbers I used.