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I am thinking of having a visual representation of the Dooms, in order to give them some feedback regarding their progress in the adventure and give them a sense of urgency.

What do you think about a Sihedron rune appearing in the cathedral facade after Nualia warning, each of the points shining with a supernatural light that represents each of the Dooms?

Each of the lights would dim or turn brigher deppending of the Dooms progress in their plans to destroy the city and turn off completly when they are defeated.


Does the Radiant Spark not allow the players to insta win every encounter in the last dungeon with this effect:

Activate envision, Interact; Effect The Radiant Spark casts a 10th-level dominate spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save.

No frequency so they can just spam a level 10 dominate every turn if I have not missed anything.

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I have my doubts because in that case the combat would be more difficult that if you chose any of the other options in encounter B which I don't think was the design intention.

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In the last encounter the hazard summons the same creature that in the B encounter with the weak adjustment.

In the case of the living boulders, that have already the weak adjustment applied, should I apply it twice?


My party is soon going to go into the catacombs and I have a question about the Dullahan encounter that I have not been able to find in the Interner.

How do you play his Nightmare mount? I do not know which of the following options is true.

- As a summon: The Dullahan has to spend one action sustaining it and the Nightmare gets two actions.

- As a mount: The Dullahan has to spend one action to command it each time he acts and they share the same multiple attack penalty.

- As an independent creature with is own initiative and three actions.

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Do the players have to deal with the disseases that they may have from the zombies of the second encounter during the 8 day journey to return from the barrow to the Farheaven Clan village?


I would like to have some input with the Pagoda, my players went in being doplomatic which according to the adventure means that they have to face in the same encounter (for a 4 player level 2 party):

"She is particularly receptive to the Edgewatch agents if they say they are negotiators sent on behalf of Ama, in which case Doopa asks the agents to wait here while she goes to fetch Rekarek (who brings her cadre of guards, as well as Cheel and Josk from area C3, and attacks the Edgewatch agents, claiming they are imposters regardless of any evidence to the contrary)"

- Doopa (level 1): 30 xp
- Cheel and Josk (2 x level 1): 60 xp
- Battle Leader Rekarek (level 2): 40 xp
- Four elite kobold warriors (4 x level 0): 80 xp
- Boling fountains hazard (Hazard level 2): 8 xp

TOTAL: 218 xp

An extreme encounter is 160 xp so this goes way above that. How can I expect my PJs to come even close to survive this?


In the Will-o’-Wisp says that they flee when reduced to 40 hp, wich makes not sense at all because with the weak adjustment they have 30 hp maximum.

When did you make them flee in your games?


Part of the problem is that you are applying the posion wrong.

This is the snake poison:

]Giant Viper Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and drained 1.[/quote wrote:

If somebody fails multiple times the second stage, as is the case of your acrobat, the drained condition doesn't increase. She will only take the 1d6 damage again.

Core Rulebook pag 623 wrote:

You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two

durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue.

For example, let’s say you have been hit by a monster that drains your vitality; your wound causes you to be enfeebled 2 and flat-footed until the end of the monster’s next turn. Before the end of that creature’s next turn, a trap poisons you, making you enfeebled 2 for 1 minute. In this case, the enfeebled 2 that lasts for 1 minute replaces the enfeebled 2 from the monster, so you would be enfeebled 2 for the longer duration. You would remain flat-footed, since nothing replaced that condition, and it still lasts only until the end of the monster’s next turn.

Anti-venom will not work in this stage becuase the duration of the snake posion is only 6 rounds and has already expired, she is not longer posioned.

Core Rulebook pag 458 wrote:
An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.


Sorry for the doble post, I don't know why but I can't edit my last post.

Reading chapter 4, it says that the succubus surrenders if reduced to less that 30 hp and tries to negotiate with the party to let her go. Is there something preventing her to use her 5th level dimension door to escape?

Also if she is killed, does Cavnakash's profane gift dissapear? And if it does, does Cavnakash notice?


Thank you for very much for your answers.

Another question, what did you do for Halock's Erran Tower layout overview?

We are playing in a vt so I could just show the pdf map but I am thinking about drawing the whole map with paint in order to simulate that is Hancocks who is handrawing it while he explains and to avoid showing the Xulgath's modifications to the tower.


A little nitpicking question that has been around my head for a while.

How the acts done by Nemmia and the rest of the druids of the Hermitage not considered anathema? They include: summoning demons, attacking and stealing other faith sacred items, manipulating animals to kill people and corrupting animals using abyssal energies to transform them into demons.

There is even a part in chapter 3 where Gozreh itself ask the party to kill all the corrupted druids left. So, why are they still able to cast primal spells?

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BigNorseWolf wrote:
If I made a roll 20 adventure of a paizo scenario I can't give it to roll 20 because its still paizos scenario.

If I understand the previous post correctly you can totally do that.

Roll20 has an agreement with Paizo in wich they can adapt and sell all their content. If you give a prepared scenario to roll20 they could upload it to their store and their program will link it to the equivalent product in paizo store, as with the rest of paizo roll20 products.

In fantasy grounds someone is converting pathfinder society scenarios and they are selling them at their store, don't know if is part of fantasy grounds team though:

Fantasy Grounds Pathfinder Society Conversion


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In the map of the "Where in Golarion?" section Xin Edasseril is marked in the location of Xin Shalast. Specially funny because Edasseril is a port city located in an island an Shalast is in the middle of the mountains.