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I got to ask, because no one anywhere mentions them:

What about the Krooths?

As a GM, did any of your players have difficulty with them? It killed one of my players, and would have clearly been a TPK if I hadn’t let the rest of the party run away.

How did your players survive? Mine ended up having the 3 Krooths one next to the other, getting bitten nearly to death and without an easy way to escape from the tail AOOs. (Of all 3 at this point)

The party was the following: a fighter, a monk, a sorcerer (divine) and a witch (occult). Normally, there’s also an alchemist, but the player couldn’t be there.

I’d like fellow GMs opinion, and possibly stories of their own against those creatures.

Thanks!


I need my colleague GMs’ opinions:

Towards the end, the PCs find Uri’s notes about his sister, Mengkare, etc.

However, I dislike this part because it doesn’t explicitly say what you should or shouldn’t reveal. I believe - I might be wrong - that it’s the first time Mengkare’s name is mentioned to the PCs, and I don’t know how much knowledge I should give to my players about the whole Scarlet Triad operations, Mengkare’s story, etc.

What are your thoughts? Any suggestions? I’m currently doing the prep for that book and its the only part I have left to do.

Thanks!


6 people marked this as a favorite.

This is exactly what we needed!

Can you make the following books available? They’re almost impossible (or impossible) to find:

- All Council of Thieves
- All Skulls & Shackles
- All Wrath of the Righteous (Especially #6, City of Locus)


Captain Morgan wrote:
How many flying creatures have 3 action activities to perform though? I don't think there are very many.

Well, there are still a couple of them. All of the Angels (I believe) have Heal, which does have a three action version. A succubus has a special 3 action activity. Spellcasting dragons have Heal, Blade Barrier, and perhaps other spells. Some flying creatures have Obscuring Mist, Wind Wall… I think there are enough possibilities to ask the question.

Also, does it mean you can’t fly while casting a spell with a longer casting time? (Like 1 minute) Or what happens in the Plane of Air?

One way or another, it would be interesting to know the answer from Paizo.


Ravingdork wrote:

You might want to edit your thread title to say "minor AoA spoiler" so that people know in ADVANCE what risks being spoiled. Readers can't really make an informed choice without all the information. By the time they've clicked the thread and seen what adventure spoiler is even FOR, you've already gone and spoiled it.

I had my vrocks land before beginning dance of ruin. Though, had someone pointed out to me the dance in flight verbiage, I would happily have kept them aloft despite having taken a three action activity.

In a general sense, it is NOT a mistake. It is one if the primary balancing factors of flight in 2e. In the specific case of a vrock's dance if ruin though, it may well have been.

Thank you for your suggestions. It was my first post ever on this forum and didn't quite know how to do it correctly. It seems I cannot Edit my post, however. (I looked everywhere and couldn't find the Edit button anymore... Maybe because the thread was answered?)

Thank you as well for your opinion on the matter. I do understand the need for balance. However, wouldn't it seem strange that all flying creatures can never perform 3 action activities unless they are on the ground? A creature with a natural flight, for example an angel, should be able to perform such activities.

Hopefully, Paizo can give us an official answer on the subject.

Thanks again for your help!


I currently DM a game of Age of Ashes for my group of friends and I noticed a little problem with:

Spoiler:
the Vrock in Book 2:

According to the rules, a creature must spend one action every turn to Fly or they'll fall on the ground: "If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.". (https://2e.aonprd.com/Actions.aspx?ID=94)

However, the Vrock's Dance of Ruin (https://2e.aonprd.com/Monsters.aspx?ID=100) takes three actions every turn, which prevents the creature from using an action to Fly. Unfortunately, there are no mentions, in the ability, that it compensates somehow for the missing Fly action, except to say that it "dances in flight".

I imagine this could be a recurring issue with any flying creature that have 3 actions abilities (even more so casters that are flying), but potentially also a similar problem with swimming creatures.

Is that a voluntary situation, or something no one thought about?

Shouldn't staying 'steady' (same square/cube) be at least a free action? This would fix all problems.

Hopefully you can help me with this situation.

Thanks,
Wallemest