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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.


Hello all,

I am wondering what is the final roll for a Heightened Heal spell cast as a 2 action spell. Upon reading it might read to be extra 1d8+8 per extra level. But back when we started playing we found it a huge amount of healing (it severely outpaces spell damage scaling which is usually 2d6 per extra level) so we changed our reading of it. We now read it to be as +1d8 if it is 1 action and +8 if it is a 2 action. But I am not sure anymore. So what is it, illustrating with an example:

A. A 5th level heal cast as 2 actions heals 5d8+40 hp
B. A 5th level heal cast as 2 actions heals 1d8+40 hp