GM Cthulhu wrote:
Any good lackey should be reporting to their boss. The wight leading the welcome party resents being pulled off their research, so could see it as a way to get off guard duty. The report goes up the chain, and Val finds out that there are people running around looking exactly like his strange juju zombies that aren't acting quite right. He'll likely send a capture party, but also leave open the secret passage and instead set up an ambush, cuz they're obviously gonna try to come back. He wants to understand what happened, after all
I didn't get there yet in this version, but I remember there being some guidance about having a year pass in-game when you first get your kingdom, so you're basically doing a full year of just kingdom events instead of adventuring to build the kingdom up and get it started. If that's still there, it might help bridge the gap a bit.
Rysky wrote: Then I’m not really sure what you’re arguing. Not arguing so much as confirming that there's no "...secret magic formula..." for "...unique, idiosyncratic, cool, surprising, exciting abilities..." The only 'formulae' is the same target range of numbers and blanket creature type abilities that they released and printed in the book.
Can confirm as a freelancer of multiple PF1 monsters, the "monster builder" document was a macro'd excel file where you can turn on/off things already in the monster types listed in bestiary, a lot of "hp/saves/AC should be around X for creatures of Y level" and the pages with special attacks, abilities, SLAs and so forth only had colored blocks where you typed out the cool things you wanted your monster to do. So, in essence, pretty much the same as now, but without the handy excel file to collect it all up and format it for you.
SuperBidi wrote: Drawing a weapon provokes AoO anyway. I've been looking for clarification on this as Jason Bulmahn said that drawing a weapon does not provoke in one of the Season 1 episodes of Knights of Everflame. RAW is pretty clear, but I'm want to know if that was a misspeak or RAI that needs to be confirmed.
Sfyn wrote: A Treat Wounds failure heals nothing and puts the character in a 1-hour lockout from another try. After 3 consecutive failures (~10%, not that improbable), the character with 0 HP has yet to be able to stand. They spent a lot of time drinking tea with Trin while being bandaged for 30 minutes total in a span of 2 hours for... absolutely no effect, I could see the disappointment in my players' eyes. Not specifically related to Treat Wounds, but: Unconscious wrote: ...If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours... So that 2+ hours needn't have been so.
I have the complimentary Pathfinder Society subscription based on my other subscriptions from before the release of 2nd edition, but none of the scenarios have been delivered to my digital content. I've even re-confirmed through the subscription page a number of times but still haven't received them. Just wanted to check to see if there was some issue. Thanks!
hyphz wrote: * The PCs have had to stop several times inside Spite's Cradle, usually to heal up to lose the Wounded condition. It will look extremely plot-fudgey for Vilree to have sent her Drudge an hour or so before the PCs arrive at the final location when the PCs have potentially been there for more than a day. Seems like your only real option may be to let the fudge happen, or send scouts against them every time they try to rest, hopefully giving them the idea that it's probably not a good idea to sit around an enemy fortress hoping no one will notice the sudden departure of many of its inhabitants. You can also bypass the final fight, have her come to them herself, thanking them for being so lax about their duties. She can still give the same "...don't bother saving the town, they're jerks..." speech, and if they don't just walk away, she can still tell them, well, they're probably too late anyway, since she sent the minion on ahead over an hour ago. Basically, stop her or save the town. If they try to fight her, have her lead them back through all the areas to her lab they haven't been to yet, fighting everything along the way. If you really want to be mean about it, have her at the top of the escape vines when they finally make their way into her final chamber, thanking them for helping to ensure the destruction of Plaguestone. She leaves, they give chase, big monster is still there to fight them. Sure, it's lose-lose for the characters, but if they ignored an obvious time constraint, consequences happen.
TwilightKnight wrote: I'm a little disappointed that may "basic" GM screen will be obsolete six months after I bought it, but if the info on the Advanced screen is that much better, I guess its okay. The most important factor for me is that the advanced screen is available in landscape format. I have been asking for (complaining really) a landscape format ever since the original 1E screen was released and have to say I was really aggravated when Paizo chose not to provide that option despite reprinting the 1E screen twice. I was extremely pleased when the 2E screen came in both version as my g/f prefers portfolio format. Its hard to tell from the image and the description of the advanced screen has no indication of its format. Hopefully when it is released, there will be both versions available to appease all GMs. If it is limited to portfolio, I doubt I will buy it even if the content is better than the basic 2E screen. I'm not seeing how the original will be obsolete as this is for the new rules info presented in the GMG. If anything I'd say you'd be using them together, if you use GMG content at all.
Zaister wrote: Table 3–11: Druid Spells per Day (p. 312) has 4 cantrips on all levels. According to the text for primal spellcasting on page 130, this should most likely be 5 cantrips at all levels, just as with the other prepared spellcasters, the cleric and the wizard. I confirmed this with the devs at GenCon that it should be 5.
So I know it's likely minor pickings in terms of the data released, but between this, the playtest, and Oblivion Oath, I'm a bit stumped on Hero Points. They roll over between session on the stream (and they didn't in the playtest), but this calls out getting one at the beginning of a session (which I don't recall happening in the stream). Assuming they're using the final rules for Hero Points in the stream (and why wouldn't they) it seems to suggest that maybe if you start a session with 0, you get 1, but they do roll over and starting with more than 0 means you don't get one at the start of a session?
Captain Morgan wrote:
He was chatting during the twitch stream. He said he made a mistake there, and it does take a skill check.
BACE wrote:
It looked to me, through this and other episodes, that hero points are just used to reroll, not get a boost on your roll.
Deadmanwalking wrote: 5. Camels are not listed in the equipment section. I counted them as 1st level items of indeterminate price (since only combat trained mounts seemed 2nd level). The PC group wound up with two of them (and then borrowed more). Lady Vord gives the party camels to use, so I'm unclear why you ran it this way.
Reverse wrote:
Yes. In the adventure, at the beginning of (almost) every chapter, there are minor and major spoilers for many, if not all, 7 parts. I don't recall them all off-hand, but 2 definitively stand out. When I get home and to the book, I'll give you the chapter numbers, unless someone else beats me to it in the meantime.
Choosing Creatures wrote:
The math adds up correctly in the Bestiary. Though for that third encounter you listed, the XP does calculate to Extreme, but I think it's listed as Severe because if you don't trigger the alarm, the goblins aren't set up to use the trap in an ambush, essentially removing it from the encounter.
The provided map says 1 square = 5 feet. Yet the description for N13 is as follows: Dangerous Second Steps wrote:
N14 reads: Hall of Mirrors wrote: This large room is empty, save for six iron-framed, ten-foot wide mirrors affixed firmly to the floor. N12: Repelling Portal wrote: The creature is pushed back 20 feet... Emphasis mine. With three definitive examples, I'm fairly certain it's the map scaling that off, and should be 1 square = 10 feet, but just wanted to bring it to your attention and get some confirmation. Thanks!
Personally, I'm adding creatures using that same table (I LOVE that table) but I also have a party of 7, so it works out quite well for me so far. The numbers aren't always exact, but it's close enough to still work. So far I added 1 sewer ooze, 3 goblin warriors, 4 centipedes, and 1 quasit. I haven't finished the conversion yet, but this is by far the easiest time I've had in terms of increasing encounters for higher numbers. That table is invaluable, and one of my favorite things to come out of PF2.
LoreKeeper wrote:
That moves you to sensed instead of seen, but the instant you cross that hallway, you're seen again. SNEAK wrote:
Virellius wrote: the rogue grabbed the loot with a high stealth roll. How? Skeletons have darkvision. Rogue is seen, stealth is nullified. SNEAK wrote:
That room also provides nothing for cover or concealment, not even counting the time and noise it would take to search through the pile to find that loot.
I've been looking for these since the 2nd. Today is the first time I actually saw those links in the banner for The Lost Star, but I'm having the same issue. The link redirects back to that page. It does show that 'files are ready to be downloaded, click again' at the top, but I did that, and the only thing that's new from the last time is the character sheet. Short version, I, too, would like to know where they are and how to get them. Especially since I'll be running this tonight.
Deadmanwalking wrote: Classes:They also have a bunch of Ranged Feats but very few ways to do Sneak Attack at range. Or at all, from the way stealth seems to work. Sneak wrote: If you do anything else, you become seen just before you act. For instance, if you attack a creature you’re unseen by, that creature is not flatfooted against that attack. You can't ever sneak up on someone for sneak attack, unless you act first in initiative or are literally impossible to see. And with only rogues getting surprise attack, no one else can ever...well, surprise attack someone and catch them flat-footed. Unless there's some way to read it that I'm missing, and if I am, I'd like to hear it.
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