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Scarab Sages

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If played as written it isn't so bad. It's certainly not easy and I've usually had someone go down during the fight. But no TPKs.

Quote:
The dragon doesn’t try to catch all the heroes with this attack, but focuses on just the nearest opponent. Once the dragon uses the breath weapon ability, they can’t use it again for 1d4 rounds or until they get a critical hit on a Strike.

The dragon can't use draconic frenzy and the breath weapon in the same round. So more likely it will breath weapon and blast one PC then strike, possibly recharging the breath weapon. The second round it could repeat or do draconic frenzy.

I have the dragon using all its abilities, so I tend to fit in a draconic frenzy rather than just repeatedly breath weapon. It will make three attacks, at best at +14, +7, +6 or thereabouts. Using all its abilities seems intended, meaning the breath weapon will be available every other round.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

Have you read the scenario? In the Pathfinder world, a buso is a tree-dwelling one-eyed flesh eater and the scenario has buso void zombies, i.e., buso corpses infected by akata larvae. 'Busoborn' is pretty clearly an akata that matured inside a buso corpse.

The art looks like a combination of a buso and an akata. But that merging of creature characteristics isn't something in the Bestiary entry. So I'm wondering why the busoborn akata is different than any other akata.

I've only done my initial skim of the scenario, so I may have missed some explanation that buso somehow mutate the akata. Or maybe the author took some liberties to amp up the cosmic horror angle. I just wouldn't be surprised if my players see the art and ask what is going on.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

This is sort of an aside but I've never seen reference to a [whatever]-born akata. Is the akata taking on the form of the buso a thing they've made up in this scenario? Or is this a standard thing for the creature?

Scarab Sages

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This only contains what is in Bestiary 1, 2, and 3.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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To add to the thread for anyone running this in the future: I ran this yesterday and we had to cut it off at 6 hours. They climbed the tower and triggered the midges, which meant there were 5 combat encounters throughout the scenario.

I tried the 1 gp per NPC approach and likely won't do it again. A few issues:

- They went through all the gold and were consuming a lot of their own.
- They frequently had to hire no one, or hire less than 3. There's no allowance for that in the results for their downtime rolls. I pro-rated the results based on how many people work engaged on a given activity but it seemed overly complicated. (You earn 1/2 day progress!)
- The tight gold led to a lot of lengthy conversations about who works on what and how many NPCs they should hire for each activity.

While they seemed to enjoy it, it took a long time. I know others will disagree but I can't believe "accounting challenge" was intended to be a fun part of this scenario. I'm going to go with 3 gp/day for as many NPCs as they need in the future. That ensures there's gold left over for their last 3 treasure bundles and makes this more a standard series of skill checks.

I think that will also move it along faster. This is important because at low tier it's very unlikely anyone is an expert in Crafting. Multiple activities that unlock other activities require the stonemason, so there will be bottlenecks when only some of the PCs will be able to work on anything.

I missed the line "The PCs cannot participate in downtime activities that aren’t directly related to repairing the fort during this time (such as Craft or Earn Income)." Does that include the Whispering Lilies and Talking to the Locals? I had one PC that spent most of the time Talking to the Locals and so that also slowed down progress on the repairs. I'm not sure if the intent there was to keep people working on the fort and then move to the other downtime activities once they're finished.

They also spent a little too long on what traps to place where. Given that these only have a narrative impact and no mechanical effect, it's probably worth it to tell them if affects the overall battle but that they don't need to micro-manage the placement of their traps. And be prepared to describe how the enemies get to them. The players are going to want to strategically position themselves and will be behind the gates, so I had them scaling the walls in the first wave and then battering at the gate while the PCs treated wounds.

Anyway, people had fun but I suspect I could never get this into a 4 hour slot without really pushing the group from place to place. FWIW, I typically complete scenarios within our 4 hour slot, so I'm not particularly slow, but this would have taken 6 1/2 to 7. If we cut the midges and the geckos and just repaired the fort, I think we could have had a pretty epic final battle across the 3 waves of enemies.

Lastly, for our 5 player, 16 challenge point group, the skeletons were BRUTAL. A couple people were taken out by all the exploding skeletons, and one nearly died when they were downed by a corporal and then the skeleton soldiers were fought over/next to their unconscious body. If a couple people hadn't bought an expensive game or two at the store they might have all died. They were saved by the Heroic tier of the Retail Incentive Program.

I do love this scenario as the finale does feel like it's happening in the midst of a huge battle.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

I don't know the technical details. It's something Maglok deals with.

Scarab Sages

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xcmt wrote:
The flood was triggered, so after Laslunn went down I had Barushak escape again and jump into the water and get flushed down into the main central chamber, hoping to use the shadow giant and drowning captives to buy himself more time.

If I recall correctly, Laslunn kicked off the water flow and the sorcerer cast wall of stone to seal off the flooding—and Laslunn. He drowned before we could smash through the wall or disable the water spouts. Pathfinder suffocation rules can be brutal.

Scarab Sages

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Star-Lord1532 wrote:
Good day everyone. My PCs are going to Tanessen tower and will likely encounter Barushak this week. They did defeat the gelugon after a well timed natural 1 save vs paralyze..so they're feeling a bit tough at the moment.

Did 1 round make that big a difference?

Quote:
My question is: has anyone had Barushak escape and actually join Laslunn at the mine? Her, plus the velstrac and trap already seems like a pretty challenging encounter. Adding him to the mix seems (on paper) to be overkill. But this seems in line with the intent of the AP, and what he would likely do given the situation.

It can be a tough fight. Barushak didn't survive in my game; waiting until he's below 25 hp to try and escape is cutting it pretty close, so he's likely to not live through it. If he did, there's any number of things Laslunn could assign him to do. He doesn't have to be standing next to Laslunn when they arrive.

Scarab Sages

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So the teleportation circle from the Mead Hall to the Testing Grounds sends them there with the sigil "challenger" on their forehead. And "victor" when they return.

I don't see anything that otherwise changes how these teleportation circles work. Is there anything to prevent the PC from using the circle to travel to the Testing Grounds and immediately return? The change of the sigil implies that maybe they need to actually prevail in the Testing Grounds, and the circle is described as "charred" but the text doesn't say that this end is broken.

As far as I can see, there is nothing to keep them in the Testing Grounds if they just want to bail out. Did anyone handle this differently?

Scarab Sages

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I think I started my group in the middle of the southern edge.

I don't think it really matters. I'd probably still start them at the bottom right corner if they went overland but you could start them anywhere on the eastern edge. Just be aware that the encounters get harder as they move north, and they may miss out on more loot if they end up bypassing the southern half of the map.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

We're looking at options to continue development. For the moment we're still stuck.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

Watery Soup wrote:
Am I correct in understanding that there will be no rebuild boon for Player Core 2, so I either rebuild them by 12/31 (before the alchemist becomes remastered), or I need to buy a rebuild boon after Core 2 comes out?

Your free rebuild is available until 12/31/2024.

Scarab Sages

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I hope we see you at one of the games. You can sign up for local PFS at Warhorn. There's also a link to the community Facebook page and Discord there.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

I'm also confused by the development at the end of the Alystair fight. It says

Page 9 wrote:
The horde pounding at the wards falls to the ground

Did I miss something? Where do they first mention this horde pounding at something?

Scarab Sages

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MithraMax wrote:
Do they have an image of the color cover on the inside (as an extra, not just the ghosted-out image on the title page)?

I haven't received my Core books yet but none of the previous special editions had a reproduction of the full color cover inside. Early special editions had no image, and recent special editions had the ghost image on the title page.

Scarab Sages

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As mentioned above, there are ongoing games twice a week. There are 15 wide open tables being run this weekend at Kumoricon. And PFS presence at other cons, especially GameStorm.

And there are plenty of players, if you want to run games on the east side.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

During this transition, how should GMs apply those champion abilities though? Many of their additional bonuses are good damage. We can translate to holy damage but it seems like unholy will be less common than evil was for foes. It feels like a champion's damage should apply to things it always has until they get remastered but I'm not sure that would be the case if we treated it as holy.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

The stats are in the scenario. There's just no description of ancestry, just the "humanoid" trait. So someone decided on human for Foundry, but that's not in the scenario.

My assumption is that they left an ancestry tag off so they can be represented by any humanoid the GM has handy.

Scarab Sages

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I didn't encounter this. I'm assuming you're having problems with the map of areas B-K, where they are all combined on a single page. Even with those, when I increased the size they were fuzzy but not illegible.

Having you extracted the actual map, or are you working with screenshots? I find it easiest to open the AP book (I really find the interactive maps useless for my purposes) in Adobe Reader. You'll be able to select and copy the image in the PDF. There are also a number of tools that will break the PDF down into all the component images if you're having trouble copying. But at least on my Mac, I can CMD-C on the image in the PDF, and CMD-N in Preview to create a new image from the clipboard.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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This scenario has an encounter with "Goldmongers" but there's no description or art. The traits tell me they're medium humanoids. Are they just a collection of foes of any medium humanoid ancestry?

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

There are a number of scenarios missing right now.

Unfortunately, the internet being what it is, someone started trying to hack the admin panel for the database.[Editing in some corrections] External database access was disabled. Then it was necessary to upgrade the server, and that broke some things.

We'll get back to it once we get access.

Scarab Sages

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Megistone wrote:
You can, at the considerable cost of one action. With two weapon ikons you can use that action from something productive instead.

Which is why I said "as long as you don't need to use your third action for anything else."

Scarab Sages

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Maybe I misunderstand because I thought you could do that already, as long as you don't need to use your third action for anything else. Can't you do Weapon Transcend for 2 actions, and then Shift Immanence to put the spark back in the weapon? Or Shift Immanence as your first action, then do the Transcend? Or is it just that you want to attack with the second weapon as well?

Scarab Sages

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rojoky113 wrote:
The second thing is I feel like the additional ikon feat is a little unclear or awkward. My assumption based on my reading is that any feat or epithet granting an imminence or transcendence ability applies only to a single chosen ikon (not to all ikons of that type or when the feat prereqs are being met), so if you gain an additional ikon you need to chose to give it abilities from feats before it has something other than its default ones.

Yes, I am not sure I understand this feat. The only purpose I can think of is to be able to Spark Transcendence and keep the current Immanence. E.g., my worn ikon is active because I want to provide an aura to allies. If I Spark Transcendence the divine spark has to move to another ikon. If I had an additional worn ikon I could Spark Transcendence and have the spark move to the other worn ikon, maintaining the aura.

Scarab Sages

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One thing about the champion—moving is often a good action to force the enemy to use an action to get in range but the champion also needs to be cognizant of where their allies are. They need to keep their position within 15' of both the enemy and their allies.

The champion reaction is fantastic. In heavy melee, they should be using it virtually every round. The monk and champion splitting up is a mistake. The champion's Achilles heel is they can't use their reaction for themselves, only for allies. So entering melee in a way that the champion is the only available target of the enemy in range of the reaction means you're guaranteeing the reaction isn't going to get used.

A lot of people have given great advice here. So I'll just agree with the general idea—tactics are more important than DPR.

Scarab Sages

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You’d probably get faster and very comprehensive responses in the PF2e channel on the Foundry Discord. They are super helpful.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

I've never seen anything that suggests the resistances change as a general rule, although I think there are some creatures that might specify that. I would have ruled the same way as you.

The swallow whole ability says the rupture damage frees the "engulfed creature" when discussing being able to attack while inside. I wouldn't let multiple creatures get out, or treat it as a permanent hole.

The thaumaturge seems like a gray area but I'd rule it the same as you. The exploit vulnerability mortal weakness doesn't change the damage type, so I'd consider it all slashing.

Yes, in the abilities section of the Bestiary, the parenthetical indicates associated traits.

Scarab Sages

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This is also explicitly covered on page 51 of the Beginner's Box GM Guide. It explains that +1 weapons are different than +1 striking weapons.

Scarab Sages

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It will. But it looks like it's only 18 minis. So I'm uncertain if Paizo will be shipping collated bricks, or a collated case with way more dupes than normal. Or maybe there are more in this set that haven't been announced on the Wizkids site.

Scarab Sages

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WanderingVoidWolf wrote:
With the rules in this book being updated for the upcoming Core series, does the new barbarian elemental instinct need some alterations to play with the PHB rules right out the gate? Or is it simple enough to not really need any changes?

With few exceptions, the upcoming rules changes don't have a lot of impact. I don't see anything in the new Instinct that isn't compatible with the current version of the Core Rulebook.

Scarab Sages

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Thanks!

Scarab Sages

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That makes sense. And if Lifelink was chosen, does that just make a link between the ally and the familiar? I'm assuming when Familiar Mascot is used, it replaces whatever role the master has with the ally.

(My player thought they'd get to establish a lifelink between their PC and an ally to help the ally, but I think this just lets the master move the lifelink to a sturdier player to take the familiar damage.)

Scarab Sages

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How is familiar mascot supposed to work? Is it sharing the ability, or giving the ability to someone else? A couple examples:

With Extra Reagents, is the familiar now growing reagents for the ally, or are the familiar master and the ally both getting extra reagents.

With Lifelink, does the alchemist/familiar master create a lifelink with the ally? Or does the familiar mascot ability cause the lifelink with the familiar to be transferred to the ally?

Scarab Sages

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They're not going to release a book with no license. The OGL will be replaced by the ORC license. The final version of the ORC license wasn't announced until the end of last month, long after this book went to print.

Scarab Sages

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7 will be difficult. I'd find ways to add minions.

Spoiler:
Some of the final chapter combats, like the blood ooze, are really tough. Applying elite will boost AC and be frustrating and possibly deadly. Hallod is really the only completely solo encounter. It wouldn't be particularly weird to add some minions there.

And every time I've run this, the party has charged Hallod and someone has gotten downed, or nearly so, by that trap. I'd add extra combatants in almost every case.

Scarab Sages

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Voz is already gone. So it doesn't really matter if they check out the shop first. I wasn't trying to imply there's time urgency that drives the vault exploration.

I was responding to the notion that the "party could skip the vaults entirely and it wouldn't matter" to the story. I disagree—it's part of what they were hired to do. If my group had ignored the vaults, the town would be pretty unhappy that they decided to drop the job halfway through.

Scarab Sages

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The whole point is that they're investigating on behalf of Warbal to help the goblins, who have been chased out of their basement home. The AP reasonably assumes that the PCs will help ensure the goblins are safe and the basement is neutralized before returning to town, since that's what they were hired to do in the first place.

(My group became friends with Pib and Zarf. They appeared in the group portrait I commissioned for my players, and they who were the ones firing the ballista during the attack on the Citadel in Book 6.)

Scarab Sages

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DM DoctorEvil wrote:
Does anyone know how to take a Night's Rest in HLO? I see there may be a button, but I can't find any documentation of where that is.

On the Play tab, it's in the very first box, Profile, below your ability scores.

Scarab Sages

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I used the Arena Flip-Mat, along with some desert themed flip-mats, tiles, and map packs.

Scarab Sages

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Controlling non-mindless creatures is pretty awful. Finger of Death doesn't have the evil descriptor and is just powerful necromancy. It's not any more wicked to me than a fireball or shocking grasp, just more powerful. So I didn't have a problem with the mask's powers and I've kept them very similar in my 2e conversion.

Scarab Sages

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The digital download shows last updated as January 2023 and downloads the 4th printing for me.

Scarab Sages

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DeathQuaker wrote:
I'd chalk any other lack of mention up to Hasbro shenanigans.

Did they even mention WotC? I noticed in the main end credits, the film was "Based on Hasbro's Dungeons & Dragons."

Scarab Sages

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That's deeply weird. Someone wanted to train Diplomacy or Deception so no one can have a Charisma-based character? Only one character can wear heavy armor?

"You're using a sword?! But I'm using a sword! My character concept is ruined!"

Scarab Sages

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I saw an announcement today that Paizo has partnered with KublaCon to hold a "PaizoCon at KublaCon" event parallel to the online PaizoCon. So it looks like there will be online and in-person options this year. And it gives me an excuse to visit San Francisco!

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

Yes, as designed, the buttons on the reportable screen are hard-coded filters, not dynamic filters generated by the data. The season 6 selection will have to wait until Maglok can edit the code.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

You're welcome. Maglok is still the wizard behind the curtain. A couple of us help update the data but Maglok keeps everything running.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

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I added March of the Dead and recent PFS and SFS scenarios.

Scarab Sages 2/5 ** Venture-Lieutenant, Oregon—Portland

I'll try and scenarios this week, if I have time.

Scarab Sages

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I really enjoyed it. It didn't go overboard on the humor, for me, and I loved the depictions of so many classic monsters. A lot of Forgotten Realms references probably went over my head but I recognized some of them from just being around the hobby.

Scarab Sages

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These skeletons are also using one of the variant abilities at the start of the skeleton section. For Foundry, you'll need to select the skeleton guard, select the elite button, and then find and add the "screaming skull" action to the creature.

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