Prisoner301's page

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Asking because it is coming up in my next session (an adaptation of the Carrion Crown AP). Is there a replacement of some kind for the Flesh Golem? If yes, does it have a cool new differences or is it just the new way of doing the resistances (in the way of the Brass Bastion) and the rest of its abilities have stayed as is?


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Can anyone share the list of creatures in the Bestiary Section? I am really hoping for a Canon Golem or similar.


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Aaron Shanks wrote:

Back Cover Text:

The Hunt Begins!
If the Broken Tusk following is to survive the coming year, their bravest scouts must carve a path through a harsh wilderness. Brutal beasts, wicked rivals, and an inhospitable landscape challenge the trailblazers to withstand their enemies and the elements. But mere survival is not enough. To forge their legacies as Mammoth Lords, the scouts search for an ancient artifact to light the way forward—the Primordial Flame! The Quest for the Frozen Flame Adventure Path begins with “Broken Tusk Moon,” a complete adventure for 1st- to 3rd-level characters.

What non-spoiler questions do you have in order to jump into this AP?

Are there any rules that expand on hexploration or surviving during harsh weather?


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Plot Summary: Seemingly random people are murdered in the poorer areas of Alkenstar city. It turns out that a bored noble and his enamored investor have thought of a new, sickening way to entertain themselves. By adding some rare crystals to clockwork assassins, they are able not only to pilot them remotely but also "feel" like they are them and enjoy their kills. The PCs are hired to investigate, are ambushed by clockwork assassins too. They discover the crystals from the body of an assassin they manage to defeat. They follow the trail of the crystals through the mana wastes, find out what is happening in the dangerous mine where the crystals can be mined and return to Alkenstar to confront the noble and his inventor partner in his skyscraper apartment.

Team Composition: Team Screenshot

Zak: Human Gunslinger with the Way of the Drifter
Lirianne: Human Gunslinger with Way of the Pistolero. I allowed him to treat Pair Weapon Reload as a Gunslinger feat. Still, after Session 1 he was so disappointed with the performance of playing with Dual Pistols that he changed to Way of the Sniper.
Nikkit: Ratfolk Inventor with the Companion Innovation Clankers. Low Strength, played with Rapier and Dueling Pistol but quickly switched to Rapier and Shield.
Grub: Lizardfolk Fighter with a single bastard sword and empty hand for Feats such as Combat Grab, etc. He basically acted as our non-guns & gears benchmark.

Notes We are playing with the no-level to proficiency variant rules. Also, like our usual campaigns, I am designing the sessions to be cinematic, setpiece affairs. Meaning, all of our encounters are complex encounters with high difficulty. 95% of the encounters we play are XP 120 and above.

Session 1 Part 1:Storyboard Episode 1 Screenshot 1

The PCs are hired to investigate and start by randomly patrolling the streets at night hoping to be targeted. After a few nights with no results, they are ambushed by a local gang.

Encounter 1:Encounter 1 Screenshot.

List of Enemies:
4 Level 2 Ruffians. Built like Ruffian Rogue NPCs but with AoO. They start the combat in pairs blocking the way forward and backward Cost: 12XP * 4 = 48 XP
4 Level 2 Musketeers. Also built like Rogue NPCs wielded Musket Rifles with Firearm Ace. They are strategically placed high places such as 2nd story windows and a rooftop. Cost: 12XP * 4 = 48 XP
1 Level 7 Ratfolk Alchemist with the Alchemical Shot feat. He starts combat in the metallic ramp above the PCs. Cost: 36 XP

Total Encounter Cost: 126 XP
The encounter was fun but a bit on the easy side. The rogue NPCs didn't get many hits and the alchemist missed quite a lot too. It was cool seeing the gunlingers dispatching the musketeers at the higher ground. The Fighter had trouble being useful in the fight after dispatching the rogues at the ground level.


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Mark Seifter wrote:
I'm not surprised you couldn't get him to take a risk on unstable. As mentioned in the welcome thread, the version that's in the file was a mistake and will not be the final version; you won't have to gamble your turn like that during an encounter. If there's a gamble, it'll be for the consequences that happen to you after.

Hi Mark, that is great to hear. The player in my group who built and played an Inventor in our playtest session was lamenting how over-restricted the Unreliable keyword is. It becomes even more obvious at higher levels (we played at 8) where you simply skip Unstable feats because they are subpar options (but are so cool).

Any chance we get an update of the playtest document rather than wait till the end? Also, a fix on making a dual pistolero solve their reload problem would be appreciated.


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CorvusMask wrote:

Well the way I see it that inventor is more of martial than "okay you can three times per battle shoot huge laser beam", so unstable options more of give them fun options and DC 17 is for "ah you desperately actually need to do it again or want gambling"

I see your point, but Champion is a Martial, with the highest armor proficiency progression to boot. Champion still easily gets 3 focus points. Basically, the more focus Feats you get the more you build up your capacity. With Unstable you peak at 1 making taking more than one Unstable feat undesirable. Which is a pity because all of them are super cool.


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Hi all, this is my first post in these forums!

I see pages upon pages of discussion on the temperature table; I am surprised however that none addressed the very high Save bonuses the monsters have. The level 1 Naiad has a +8 in her Will save! How is that possible with such a low Wis modifier? The Legion Archon's saves are shockingly high as well, with a +17 Fort at Level 7. I heard several times that monster saves will be lowered in the final version but it seems this is not the case.

Me (as a GM) and my team were disappointed with the high DCs in the playtest rules, because effect-inflicting spells rarely took hold. This promotes the blaster type of caster (where even a failed save will result in some damage output) and makes fewer tactical options viable.

On a similar note I also see the skill modifiers being very high. The level 7 Archon has a +15 in Perception!