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I was planning on canceling my subscriptions after I got book 6 of Tyrant's Grasp. But since it looks like its coming out with all the other stuff, not on its own - I thought it would be the only July AP release and then the 2nd ed books would be August - how can I still cancel my subs but still get book 6 of Tyrant's Grasp? Thanks for the help!


Adam Daigle wrote:

Hmmm... Not sure how that didn't end up there in the final. The lighter blue areas are 5 feet deep, and the darker blue area is 10 feet deep.

Sorry about that!

Thanks for the reply Adam! I really like that you guys came up with a way to show the different depths of the areas, I think it would really help me if I were to ever run it. I guess the goblins snuck into the office and altered the maps, right? Pesky goblins.

Thanks again!


Hey all! I have a question about the Shellcracker Caves map. On pg. 30, it says that the map on pg. 29 notes the different depths of the water. It gives an example of -5 meaning the area is 5ft underwater. But neither the map on pg. 29 nor the map in the pdf map file have anything on it to indicate the water dept. It just says F1, F2, F3, etc for the different rooms of the caves.

Thoughts? Was this something accidentally left off the map? Thanks!

EDIT: I meant to mention that this is in book 1, "The Lost Outpost"


xrayregime wrote:
How did your group do? Mine will start on Valor's Fastness at our next session in a month or so.

Overall, I'd say it went good. They decided to attack at night (wise decision) but then realized that most of the group couldn't climb the wall, including the antipaladin. They did come up with the idea to have the arcanist use his dimensional slide exploit to teleport to the top of the wall and tie a rope off there, but then for some reason dismissed that idea. Instead, they tried a frontal assault on the main gate. The group used the Discord Bottle from earlier in the adventure, figuring the gasses could reach the guards in the guard towers that flanked the gate. All the guards rolled their Fort save. :/ A few other hi-jinks and miscommunications happened and the (pyro)kineticist decided to fire blast the gates down.

The guards let loose their arrows and the party's wizard began to summon a whole bunch of lemure demons into both towers. After smashing down the gate, finally, they all charged into the courtyard, only to be met by Exemplar. The kineticist was the only one affected by the dog's howl and fled for 7 rounds (the rest of the fight). The arcanist took a bite from the dog and decided it would be wiser to withdraw, so he did. The antipaladin tried to fight the dog and the wizard failed his Knowledge check to figure out what Exemplar really was. The summoned devils took on the guards in the towers.

Eventually the wizard decided to retreat but the antipaladin wanted to still fight the dog. After taking a critical bite, the antipaladin was down to a Wis of 3 (after all the Wisdom damage) and withdrew as well. They fled back into the night.

The group was rather disappointed - I think they thought they could make it farther into Valor's Fastness - but I told them no PC character died, they learned some valuable intel, and they whittled away at the defenders of the temple. They might have to do a few more hit and runs before they can make it further inside.


Two Headed Snake wrote:
Has anyone run the final assault on Valor's Fastness? It's coming up quick, maybe even next session and I'm a bit concerned.

My group starts on it tonight! Start listening for the death cries of villainous PCs around 6:30pm CST!

The group, consisting of a human Insinuator Antipaladin, human Infernal Binder Wizard, human Arcanist, and an ifrit Pyrokineticist, and they're all pretty scared to take on Valor's Fastness. I *think* they can handle it, but I'm a worried about it too. This group has already had 2 near-TPK's (only the wizard has lived through both) and they're not set up to use the typical kick-down-the-door style tactics.


Thanks Taks and Captain Yesterday! I didn't know that shipping thread existed; now I know where to look for the future.


captain yesterday wrote:
Thursday or Friday.

That's what I've been hoping for as well.


Has anyone got their subscription billing notice (not shipping notice) for this AP yet? Usually I get the "we're going to charge your card" notice within the first few days of the month; here it is the 8th and I haven't gotten anything yet. Just curious to see if anyone else has gotten there's; I'm really excited to get the first two books of this AP!!!


KM-Calidrea wrote:
Currently in this book. I'm very excited because our first two books flew by quickly as the party ran through everything.

Lucky you for that. I run for a group of 4 players and we're almost ready for the final part of book 2 and they've had two almost TPKs so far. The party's wizard is the only one who survived both TPKs, since the player wasn't there for either session and I think it's kind of jerky to kill a character when the player isn't there. First TPK was at the end of book 1 and the 2nd one was at Heardship's Hearth in book 2. Hound Archons are the bane of this group.

I think the plot works well if Fex is 100% serious about the group succeeding, even though he's plotting their deaths. Makes it more believable for the characters and very fitting for Fex's character.


Anyone have any idea how to pronounce Phlegmatic Talisman? I'm thinking it's Fleg-matic, as the combo "Ph" is usually an "F" sound. Any one else pronounce it like that?


Freakin' fantastic!


jedi8187 wrote:

I'll be doing that fight in our next session, judging by how my players have gone so far it's bound to be interesting. THey triggered Abbie, Lousik and Archie all at once the first time through the first encounter, and that became a total party whipeout. It wasn't helped by me rolling so well that I think my lowest roll was a 13. Caggan did a number during the bar fight, knocking the wizard to 0 hit points and knocking the ivestigator to about half health before the wizard color sprayed him.

The group is a Human Warpriest, Elven Wizard, Dhampir Mesmerist, Human Investigator, and Human Unchained Monk.

Good luck jedi! I'm interested to hear how it went. Sounds like you've got a neat group; my group realized that they needed to be a bit smarter than usual and try new ways of handling situations, since with a Magus as the only warrior-type, they can't just kick down a door like normal.

Caggan is a tough fight; seeing the look of dismay on the faces of my players when they realized they had nothing to overcome his DR was great; but they pulled together and won in the end.


Rob McCreary wrote:
Samy wrote:
Jesus. I have no idea how you guys remember to take all of those little caveats into account.
The struggle is real. :) Fortunately, things like Hero Lab help us out as well.

Very true. DM's Familiar as well. Both of those programs have really helped to improve my ability to run the game.


I ran Event 2: Caggan's Revenge last night. The set up was pretty much as the book suggested, except for the wizard had drug a chair out of the jail, sat right behind Caggan, and placed his scorpion familiar on Caggan's back to sting him and poison him. Having the wizard that close was a perfect setup for me when Caggan broke free.

Group:
Dhampire Sanguine-Blooded Sorcerer
Human Infernal Binder Wizard
Tiefling Herald Caller Cleric of Zon-Kuthon
Tiefling Hexcrafter Magus

Caggan in his wereform is a tough fight, especially since my group only has the Magus as a warrior-type. Caggan gored and took out the wizard on round 1, took the sorcerer down to 1hp on round 2; the players were getting pretty scared by this point. A few summoned creatures and the Magus's ability to take a couple of hits kept them on their feet. The sorcerer, revived wizard, and magus used ray of frost and acid splash to nickle and dime Caggan to death.

It was a great fight! They loved the transformed Caggan artwork and thought he was a great opponent.


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Got the PG this morning and it was everything I was hoping for! Thanks to Adam and Rob for making it awesome! Told my players to go get it, finalize their characters this weekend, then next Thursday (3/3/16) we're going to do some evil.


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Rob McCreary wrote:
SerGalahad wrote:

Any suggestion for the date for when the raid on Louslik Tannery begins? Or a date, besides 4715 AR, for when the Glorious Reclamation takes over Citadel Dinyar? Or is it intentionally left vague? I'm okay with vague - I'm going to start running this next week and since I've only got the one volume, don't know if the dates matter much in later books.

It's intentionally left vague, so GMs can set their campaigns whenever they want. Generally speaking, we assume that adventures in the APs begin at about the Golarion equivalent to real-world time. Since "The Hellfire Compact" came out in February 2016, the assumed start date in Golarion of the adventure would be Calistril 4716 AR. However, it's complicated by the fact that Hell's Vengeance takes place at the same time as Hell's Rebels, which could bring the start date back to Arodus 4715 AR.

tl;dr You can set it whenever you want! :)

Thanks Rob! I appreciate the answer! I'm planning on starting next week and both my players and I are really excited. I thought that I had remembered that the "usual" start date is the corresponding time in Golarion, but I wasn't for sure. Sometimes the Golarion start date is important, sometimes its not.

Now I just need to figure out what late winter/early fall is like in the Longacre region of Cheliax. :)

Great work on this adventure path! My players and I are super excited for this path and it's off to a great start!


Any suggestion for the date for when the raid on Louslik Tannery begins? Or a date, besides 4715 AR, for when the Glorious Reclamation takes over Citadel Dinyar? Or is it intentionally left vague? I'm okay with vague - I'm going to start running this next week and since I've only got the one volume, don't know if the dates matter much in later books.


I'm running my group through Demon's Heresy, book 3, and although they won't face Scorizscar for a few weeks yet, I'm getting all my prep done now. I've been running level advancement as suggested in the book and the group is still 9th level, 3rd tier and they're supposed to level up before beginning part 3.

For those of you who have ran it, did you level your party up to 10th level, 3rd tier before or after they fought the woundwyrm? How did the fight turn out? Any suggestions?

I plan to run the encounter like a fight with a dragon should be and I'm only going to modify Scorizscar slightly with an increase of +25%-50% hit points.

I'm using mythic rules, modified slightly as suggested in "Mythic Hero's Handbook" published by Legendary Games/Dreamscarred Press/Rogue Genius Games. The party is as follows:

Aldiar - male elf wizard 9/archmage 3
Carruth - male catfolk paladin of Iomedae 9/champion 3
Gilhead - male human warpriest of Iomedae 9/hierophant 3
Orianna - female halfling rogue 5/halfling opportunist 4/trickster 3
Sabella - female aasimar purifier oracle 9/guardian 3
Scatha - male ratfolk ranger 7 (NPC and cohort of Gilhead)


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After reading through some advice here on the forums and from someone’s re-worked stat blocks, as well as judging my player’s play style and abilities, I decided to advance Staunton to Champion tier 4. I was worried this may be overdoing it a bit, but I really wanted the fight with Staunton to be a knock down drag out fight. Here’s what happened:

PCs infiltrated Drezen through the tower/Soltengrebbe’s Den area. They fought the thoxes and half-fiend minotaurs, but then decided to clear out that wing of the fortress first. They fought Joran Vhane and the babaus (with an extra summoned babau in there) and that fight was going in the player’s favor. Joran tried suggestion on the oracle purifier, which didn’t work, but then blinded her. The flowing monk took the offense to Joran, who fought defensively the whole time. I was really playing up Joran’s reluctance and crisis of faith. The monk was determined to kill him, though. Once the babaus were reduced to 2, I had the half-fiend minotaur bodyguards of Stauton charge into the room, breaking down the door, then the Main-Dwarf himself entered.

The closest PC was unfortunately the witch, who died beneath Staunton’s glaive. Irabeth was the next to die as Staunton crited on her – I had given him a mythic power where his crit modifier is changed, so he has a x4 modifier now and Irabeth, even at full health, just couldn’t take that kind of a hit. The flowing monk put down Joran (just to 0 hps though) and then moved to engage Staunton, but was cut down by the dwarf as well, but just to negatives. While the remaining babaus and the solitary half-fiend minotaur aiding the fight, Staunton easily cut put the oracle purifier, warpriest, and halfling rogue into negatives as well.

This was my first somewhat TPK, even though 4/5 were still alive, and I had to cancel the next week’s session to give myself time to prepare. I asked the group if everyone was still okay with continuing (I was afraid that moral might have suffered) and everyone gave me a resounding YES!

This past week we got to play out the prison seen, with two new characters joining the group (replacements for the dead witch and the player who was playing the flowing monk asked if he could have a new character) and it was one of the best role-playing sessions I’ve ever run in my GMing life. They’re now out of prison and trying to make their way back upstairs to the armory, where all their stuff is. Joran Vhane has been convinced to aid them, as he’s had a major crisis of faith and Droskar will no longer grant him spells. I’m really excited to see how that turns out!

My point – the increase that I made to Staunton Vhane made him a terrifying foe. While I still think that I did overdo the increase, I wouldn’t trade it because of the amazing role-playing opportunity we had.

My advice – Staunton is supposed to be the main villain (at least the one the characters know about) for this book and you should try to make him as villainous as possible. I echo everyone else’s comments about not involving kids and agree with NobodysHome comments about how using children as a human shield seems to be pretty cowardly for Staunton to do. He’s pretty much a supervillain, so play him like that.


Thanks Alagard! This is awesome! I won't be getting to the fight with Soltengrebbe for a good few more weeks, maybe a month, but this is perfect for that battle. My players will love it.

Thanks again.


I'm playing a Conjurer Wizard in a Rise of the Runelords campaign who worships Nethys and when I saw this item, I immediately emailed my GM and said this is the next item that I'm making.

What's even better, it's not counted as a magical staff, but as a magic weapon. Meaning, it only needs craft magic arms & armor to craft, which is awesome since I'm only 6th level. Woot woot!!


I'm going to start running this next Monday the 9th and this is pretty close to the final lineup of characters:

- Aasimar Monk (Flowing Monk)
- Aasimar Oracle (Purifier)
- Human Paladin of Iomedae
- Halfling Rogue
- Tiefling Cleric/Wizard (eventually Mystic Theurge)

I think its a neat group of characters.


If you're still sending out copies, I'd love to have a look at it.

I was thinking of placing it in the far north of Ustalav, north, north-east of Lepidstadt.

Thank you in advance

galahad3791@gmail.com