DM Azure_Zero wrote:
I completely understand why the playtest turned you off. Lot of half-baked ideas in it. I don't understand limiting 2e to the first two hardcover books, since everything is online, and fellow GMs would understand if a GM is unclear on a concept, and would offer to help a fellow GM improve. I know with some other groups I'm in (majority face-to-face) discussions can ensue -- as long as everyone agrees to Rule 0.
GM Mokmurian wrote:
I don't have any of these (actually, I have the hard copy of Fall of Plaguestone), but, I'd certainly be willing to purchase one of them (Troubles in Otari, preferably) to participate with others who would take the helm on running the other four. I understand the limitations that Azure Zero put on 1e. I would assume there would be some similar limitations on 2e. I would suggest that standard PFS-style builds would be required (especially for 1st level). But, then, open up the restrictions on Uncommon and Rare items/feats/abilities at 2nd level. Crown of the Kobold King doesn't have a Chronicle sheet. I would suggest running Malevolence instead. It is designed for 2e, while Crown of the Kobold King isn't. Then, Troubles in Otari could be run at 2nd level. For 4th level, there is The Enmity Cycle To recap:
Macros Scenario 1-10 Slides
Haohji strikes the Beast with a sling bullet, and, upon a heroic effort, Benkost burns the Beast to death. Combat Over After slaying the Beast (later identified as a Lesser Giant Short-Faced Bear), you carefully cross the ice to its lair. You find two race officials. You are able to one of them, and you carry the other back to the finish line. Two tall, wooden linnorm statues mark the finish line to the harrowing Balgirdtrek. Crossing the line, the gathered crowd of spectators and participants cheers and applauds. Racers are met with blankets, soup, and medical supplies almost as soon as they are within the village of Frostgarten, where spectators are gathered to celebrate the competition and those who completed it. The remaining race officials give their thanks to you for defeating the deadly threat to competitors in the Balgirdtrek. In gratitude they reward you with a scroll of Snowball. Additionally, they invite you to return again next year. As one last formality, your team is tasked with helping to prepare the feast and medical supplies for the remaining racers. Once the last of the teams cross the finish line, the festivities begin. A massive feast is prepared, and your team is given a place of honor at the banquet table.
Macros Scenario 1-10 Slides
Haohji stands up, does some first aid, and moves just out of range of the Beast. The Veiled Lady heals Haohji. Benkost sends another fiery blast into the environment. The Beast will attack Seelah: 1d20 + 12 ⇒ (6) + 12 = 18. Its claws scrape along her armor. It will attack Seelah again: 1d20 + 12 - 4 ⇒ (3) + 12 - 4 = 11 Howling in frustration, it will begin moving away. Not wanting to go out onto the ice, Seelah will drop her sword, and get her shortbow out. She will shoot twice: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 - 5 ⇒ (6) + 4 - 5 = 5 ❖❖❖❖❖❖❖❖❖❖
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Macros Scenario 1-10 Slides
Yeah, 4 damage on the regular hit, and 22 on the crit. I didn't intend the pregen to steal the show here. The new Grab mechanic says "If used after a Strike, the monster attempts to Grapple..." So, it could easily be interpreted to require the attempt rather than make it automatic. I suppose I should be using the new rules right now, but I don't have the remaster books yet. My opinion is that unless a Grab attempt includes some kind of bonus to the attempt, they have nerfed the Grab mechanic more than the mechanic was overpowered. For instance, this Beast only is +12 to Athletics, so it would have gone from autograbbing to needing a flat 7 to grab Haohji.
Macros Scenario 1-10 Slides
The Veiled Lady protects Seelah. As Haohji strides up to the beast, the beast takes a mighty swing with its claws. Claw: 1d20 + 12 ⇒ (15) + 12 = 27for: 1d12 + 4 ⇒ (3) + 4 = 7 slashing damage. Haohji counterstrikes the beast and sets it off balance. Focusing on Haohji, the beast strikes at Haohji: 1d20 + 12 ⇒ (12) + 12 = 24for: 1d12 + 4 ⇒ (8) + 4 = 12 slashing damage and grabs Haohji. Seelah makes a retributive strike (gives Haohji Resistance 3 to damage) against the Beast: 1d20 + 6 ⇒ (19) + 6 = 25for: 1d8 + 3 ⇒ (4) + 3 = 7 slashing damage. The Beast then throws Haohi 20 feet ripping Haohji for: 1d12 + 4 ⇒ (6) + 4 = 10 slashing damage. Seelah will make two attacks and raise her shield.
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Macros Scenario 1-10 Slides
As Benkost moves onto the ice, they must make an Acrobatics check to maintain their footing. Even if Benkost maintains their footing, Benkost's fiery blast misses the beast. I meant to move the beast to Benkost, but, I must have been really tired when I wrote the prior message. Oh, well. Even beasts can make mistakes <<grin>> Seelah will take a five-foot step to the edge of the island, and Strikes at the beast: 1d20 + 6 ⇒ (9) + 6 = 15, then she will raise her shield. ❖❖❖❖❖❖❖❖❖❖
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Macros Scenario 1-10 Slides
Haohji's sling bullet misses the beast, and bounces harmlessly across the ice. The Veiled Lady can recall nothing about such a beast, grows thorns, and raises their shield. Benkost burns the beast. The beast reacts strongly to the fire, and moves towards the Veiled Lady. It strikes with its claws: 1d20 + 12 ⇒ (4) + 12 = 16, and takes a damage from the thorns. It strikes again: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27, takes another damage, andtears the Veiled Lady for: 1d12 + 4 ⇒ (1) + 4 = 5 slashing damage. The shield prevents 3 damage, but 2 damage are dealt to the shield and to the Veiled Lady. Shield HP 12-2=10 ❖❖❖❖❖❖❖❖❖❖
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Macros Scenario 1-10 Slides
Seelah and the Veiled Lady investigate the small island, while Benkost and Haohji wait on the other side of the bridge. Among the debris from a prior attack are two minor healing potions. On the far side of the island, some weapons and broken skis are in a snow bank. While looking at that site, a large, bear-like beast rises up from the nearby island in the ice-covered lake, and gets ready to strike. GM:
Haohji, Scout: 1d20 + 7 ⇒ (14) + 7 = 21 Veiled Lady, Defend: 1d20 + 9 ⇒ (17) + 9 = 26 Benkost, Defend: 1d20 + 7 ⇒ (19) + 7 = 26 Seelah: 1d20 + 3 ⇒ (10) + 3 = 13 1d20 ⇒ 3 Slide 10 ❖❖❖❖❖❖❖❖❖❖
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Macros Scenario 1-10 Slides
GM:
1d20 ⇒ 11d21 ⇒ 31d20 ⇒ 11 Only Without Trace or Fail seems to be keeping up with you, although even they are far behind you. Every other team can't even be seen. A broken sled lies in the snow at the edge of the path beside an old bridge. Fresh blood marks are clearly visible against the white snow as large, crimson swaths. Equipment is scattered across the snow and onto the frozen surface of the lake. See lower left of Slide 10
Macros Scenario 1-10 Slides
The race officials congratulate your team for successfully retrieving the ribbon. Some of the other teams are struggling, and at least one team is being forced to stay longer at the checkpoint since more than one of their team has fallen into the bitterly cold water. Haohji gets a Hero Point After the ribbon checkpoint, you will need to move on to the finish of the race. Characters in ➤ BOLD must choose a skill appropriate to your method of travel for the day. For instance, Athletics to power through, Nature or Survival to know the best way, or perhaps an appropriate lore skill. You can be creative to explain why your skill *is* appropriate (for example, Performance to make everyone happy and productive).
Macros Scenario 1-10 Slides
Although Benkost cannot affect the ice with their impulse, Benkost can easily heat up one of the pitons held by Haohji. Haohji can then use the heated piton to melt the ice around the ribbon. Then, it is a simple matter to remove the ice-encrusted ribbon from the frozen lake surface. Now that Haohji has the ribbon (probably in a backpack or pocket), Haohji can attempt to get back to shore. Please choose a route to shore (doesn't necessarily have to be a straight line) and give me two Acrobatics checks.
Macros Scenario 1-10 Slides
Haohji PFS wrote: After the revised Core came out, at least the Aid DC is typically 15 now... Is there any way that I can throw a rope out to someone to pull them out to the center to help them get to the center? I figure Haohji may crawl out past the ribbon and pull them out to the center? If you have a rope, then attaching something to it to throw it 25 feet is reasonable. I might still require an Acrobatics check (or three) from them, but, if they are on their butt or belly, I would certainly give them a decent bonus.
Macros Scenario 1-10 Slides
Recap: The ribbon is frozen into the ice. The task is to retrieve the ribbon without damaging the ribbon at all. Standard methods are using Thievery to retrieve it, rogue-style or using Nature to make an ice-lens to concentrate sunlight to melt the ice around the ribbon. Still, any method that cannot damage the ribbon is allowed. From the lake shore you could Aid Another to help Haohji's check. You do not need to be next to him, unless your method absolutely requires it. For instance, Benkost is +6 to nature. Benkost could tell Haohji how to make the lens, roll to Aid, and if successful, would add to Haohji's check. To help you,
Except for Seelah, everyone is fairly decent in acrobatics, and has a good chance of getting to the ribbon. You might consider getting someone with a better Nature or Thievery plus out there. Of course, if you roll like Haohji has, there will be more cracked ice and more danger of falling into the freezing lake.
Macros Scenario 1-10 Slides
I assume that Haohji will make a running start then go on their belly at the edge of the ice. If that is what Haohji is attempting, please make (1) an Acrobatics check to 'land' on the ice properly, (2) a Reflex save to place the stopping device properly, (3) an Athletics check to hit the ice with the stopping device to attempt to not break the ice at that point, and (4) an Acrobatics check to effectively stop at the ribbon. If this seems overly complicated, Haohji could just make two Acrobatics checks to balance their way across the ice. I remind you that Haohji has a Hero Point in reserve.
Macros Scenario 1-10 Slides
Many of the other teams have had a lot of trouble with this trial. Only Bluetongue's Brawlers, Without Trace or Fail, and Fangs of the Remhoraz seem to be keeping up with you. The next day's trial takes place on the open ice in a valley between stands of trees. Among the tall drifts and dunes of snow and ice, a small hollow reveals signs of life. A large fire pit is encircled by tents and snow shelters as officials stand near the warmth of the blazing fire. Beyond the camp, a large sheet of exposed ice is marked by race banners. In the middle of the ice, a delicate ribbon lies partially frozen in the sheet. One of the race officials tell you, "This trial recounts the tale of Balgird’s brave survival on the open ice. While camping in the tundra, Balgird lost some precious equipment to the wind in the night. The following morning, he followed a trail of gear to discover one of his scrolls frozen in the ice. With great care, he moved across the thin sheet to where his scroll lay trapped. Balgird created a lens from a piece of the ice itself, focusing the sunlight on the ice to slowly melt it away from his scroll until he was able to free it." GM:
Haohji's Perception (E): 1d20 + 6 ⇒ (6) + 6 = 12 Veiled Lady's Perception (T): 1d20 + 8 ⇒ (18) + 8 = 26 Benkost's Perception (T): 1d20 + 6 ⇒ (17) + 6 = 23 Seelah's Perception: 1d20 + 3 ⇒ (13) + 3 = 16 When it is your turn to collect the ribbon, The Veiled Lady notices that someone has recently cast water over the ice, polishing the surface to a smooth, glossy finish. Moving across the ice would make balancing on the ice more difficult. Using a rope and pitons or some similar method to increase traction and stability can negate this penalty. It will take multiple Acrobatics checks to balance on the ice. Each such check allows the PC to move half their speed. Once at the ribbon, it will require a Nature or Thievery check to release the ribbon without damaging it. Who would like to try?
Macros Scenario 1-10 Slides
Veiled Lady Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25 The Veiled Lady, holding onto the rope, gingerly takes ahold of the pole again. And, seems to glide over the river with ease. The following is assuming I have Seelah's proper pregen Athletics for Seelah: 1d20 + 6 ⇒ (12) + 6 = 18 Seelah is not nearly as graceful as the Veiled Lady, but makes it across without touching the water. Everyone is cheering for Haohji to make it across...
Macros Scenario 1-10 Slides
Haohji attempts the vault, but is unable to swing across, instead coming back down on the same side. The Veiled Lady notices something peculiar. She notices that the pole provided to the team has had the plate on the bottom loosened. That would certainly make it more difficult to do the vault. Vaulting requires either an Athletics check or an Acrobatics check.
Macros Scenario 1-10 Slides
The snow and cold truly hinder your team, and some of the other teams are getting to the next checkpoint ahead of you. The third day of the Balgirdtrek begins as the competitors approach the Whitegold River. As you near the Whitegold River, steam and spray from the Whitegold River hangs in the air as the checkpoint draws near. The wet air carries a cold sting. The snow on the trees drips, plopping heavily to the ground and the snow and frost seem to be clinging only in shadowed nooks and slick patches, despite the frigid air. Race officials prepare fish caught from the banks of the river near the camp. South of the campsite, another official stands near the riverbank. Several long poles lean against a mossy rock. Across the river, the course stretches away from the river and through the thinning trees into the snow-dusted hills beyond. The officials at the checkpoint as you arrive are visibly shaken and tell you that one of their patrols was attacked in the night and they barely escaped with their lives. Some of the other teams have seen signs of the creature and some of them are positing their own ideas as to what it could be. The officials tell you that this trial is particularly important to the Balgirdtrek. After spotting the tarn linnorm, Balgird gave chase to the beast. The linnorm slipped through the trees and made its way across the Whitegold River to evade Balgird. The rushing river was frigid and cold, and as Balgird approached he could see the tarn linnorm lurking in the trees on the other side, waiting to pluck his exhausted body from the shore if he swam across. Balgird felled a tall sapling from the riverside and vaulted across the river with as much of his gear as he could carry, foiling the linnorm and chasing it further into the wild. Please refer to Slide 8 Area C1 is the campsite. Area C3 is where it is expected you will attempt to cross the river. It is possible to swim across, but the water is extremely cold and the river if flowing swiftly southward. The river is 15 feet deep. The preferred method for crossing the river is to use large poles on hand for the trial. Each 15-foot pole has a small plate affixed to the base just below the tip to prevent the pole from simply sinking into the mud of the river. The goal of this trial is for each member of the party to cross the river, preferably using the poles to vault across the river. Please give me perception checks.
Macros Scenario 1-10 Slides
GM: 1d20 - 1 ⇒ (18) - 1 = 171d20 + 0 ⇒ (7) + 0 = 7 None of the other teams seem willing to speak about animals, a couple of them even go so far as to suggest that if you are afraid of a beast, you should quit the race. But, one of the race officials mentions that something has been stalking the officials. But, no one has actually seen anything. GM: 1d20 ⇒ 81d21 ⇒ 91d20 ⇒ 131d20 ⇒ 171d20 ⇒ 9 The next day, the next leg of the race begins. Snow is falling, it's bitterly cold, and visibility is limited. ──────────
Macros Scenario 1-10 Slides
The Veiled Lady examines the corpse. From what she can gather, the large claw marks came from an animal of immense size and strength. You present the bell to the race officials, and they congratulate you. When you mention your discovery about the caribou corpse, the race official mentions that some of the officials have been stalked by a 15-foot tall beast, and they have concerns. You may speak with other teams or race officials. Otherwise you may rest up for the next day.
Macros Scenario 1-10 Slides
Haohji tries to listen for the bells, but, while being cautious to keep downwind, gets distracted by some birds in a nearby birds nest. The Veiled Lady meanwhile seems to preternaturally sense a the quiet jangling of a bell. She opens her eyes and can now clearly tell which closest bell there is. It is on caribou #4. Cautiously, the Veiled Lady walks close to the caribou, and, as it is eating some small plant from the ground, the Veiled Lady is able to retrieve the bell. To the south, the Veiled lady sees a dead caribou. The body is mutilated and nearly frozen in the cold air. Now that you have retrieved a bell, do any of you want to examine the caribou corpse? You may examine the body with a Nature or Medicine check.
Macros Scenario 1-10 Slides
The tampered equipment makes you have a late start, but, still you arrive almost alongside of teams Without Trace or Fail and Fangs of the Remorhaz. A small, frigid stream runs between the dense pines, opening onto a frozen pond. To the east, a few small columns of smoke rise above the trees from several small campfires. To the north, a dozen caribou walk along the surface of the ice, snuffling and pawing at the thin grasses poking up from the snowy shoreline. As a race official watches over the small herd, the wind carries the gentle sound of bells. "This trial is meant to recreate the events surrounding the loss of Balgird's beloved pack horse. When the steed was lost in a terrible blizzard, Balgird tracked a herd of caribou across the tundra, and watched their behavior from a distance, looking for one he might be able to tame. He spent more than a week trying to get close to the herd, and narrowly escaped death by hundreds of stampeding hooves before he finally managed to sling his saddle bags over the animal's back and lead his new 'companion' out of the herd and into the taiga." See slide 7 "Caribou Herd" "Four of these caribou on the frozen pond have small bells tied into their antlers. Your goal is to retrieve a set of bells without disturbing the caribou." Hints
Macros Scenario 1-10 Slides
GM Dice:
Haohji's Perception (E): 1d20 + 6 ⇒ (17) + 6 = 23 Veiled Lady's Perception (T): 1d20 + 8 ⇒ (15) + 8 = 23 Benkost's Perception (T): 1d20 + 6 ⇒ (4) + 6 = 10 Ghul's Perception (T): 1d20 + 7 ⇒ (3) + 7 = 10 Unifax's Perception (T): 1d20 + 6 ⇒ (1) + 6 = 7 1d20 ⇒ 1 1d20 ⇒ 16 1d21 ⇒ 2 1d20 ⇒ 18 1d20 ⇒ 20 The next morning is chilly and foggy. While looking at your equipment in the morning, Haohji and the Veiled Lady notice that some of your equipment appears to have been tampered with. Before you can continue the race, you may attempt to fix it with an Engineering Lore or Thievery check. Then, after dealing with that, you can leave the campsite to go to the next checkpoint. ──────────
Macros Scenario 1-10 Slides
You are free to interact with any of the other teams (or with the officials) before turning in for the night. GM dice: Haohji's Perception (E): 1d20 + 6 ⇒ (7) + 6 = 13 Veiled Lady's Perception (T): 1d20 + 8 ⇒ (11) + 8 = 19 Benkost's Perception (T): 1d20 + 6 ⇒ (13) + 6 = 19 Player 4's Perception (): 1d20 ⇒ 2 Player 5's Perception (): 1d20 ⇒ 13 Ghul's Perception (T): 1d20 + 7 ⇒ (2) + 7 = 9 Unifax's Perception (T): 1d20 + 6 ⇒ (20) + 6 = 26
Macros Scenario 1-10 Slides
Haohji climbs up the tree. His initial attempt is faulty, but, he doesn't fall, nor does he set the tree swaying enough to 'crash' the egg. His second attempt is successful. At the top of the tree, he attempts to cradle the egg in an improvised cradle. The egg almost slips out while he is fashioning it, crashing to the ground below, but, at the last moment Haohji redesigns the cradle to be much safer. Haohji lowers the egg to the ground successfully. Afterwards, the other teams arrive, and some of them are successful, but, not all.
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Just note that alignment 'may' be important.
Philo Pharynx wrote: Sorry, forgot to ask about it. Pineys get access to it automatically, but it's not limited to them. I figure that he came up from a field burned as part of the incursion. I will probably add fire later, or start with fire if there are plenty of melee characters. I've added a second alternate build after this. Ah, I see. AoN says "Access Pine leshies have access to this feat" But, in Adventure Path 176, it is more clear. "AP 176 wrote: Pine leshys have access to all the usual ancestry feats available to leshys. They also have access to the following new feats, some of which can be selected by other types of leshys as well. Emphasis added
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