Barbarian

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Has anyone had PCs who thought of using Create Water? How do you handle that?


Blindsyde wrote:
Othniel wrote:
My PCs just got out of Phaender and we're about to start Part 2. Question for those who have got past that or at least read ahead: How are you handling all the potential encounters in Part 2, roll for them or something else? Also trying to figure out when to start up the Militia system for them. Any pointers would be grand.

My PCs have just started to explore The South Chernasardo Forest, I let them pick a direction and go. They found the Wasp Orchard first and set up a temporary camp there. It will become very clear to them soon that it won't be safe there for long.

A few good things to do, make sure you read all of the events, some of them give a general idea of when they should happens. Then start to map them out on a rough timeline.

For instance: Bridge Explosion > Night 1 > Edran E1 > Explorations > Day 3 Mutilated body ECT...

I am showing my players a totally blank map of the woods so it really doesn't matter where I choose to put the encounters as long as you make it logical. I did limit them to 8 miles a day, with 4 miles if they look for food.

I did something similar to this - created a timeline and slotted in events. If the party "bunkers down" on a day, they might miss that day's event.


You're forgetting the refugees.

Regardless of what choices you've made, you have at least a handful of people to assist you. Even if the Smithy is the 1st place you go after the inciting event, you'll be packing 5 refugees at least.

The AP specifically states that these refugees are to be viewed as helpful tools for the PCs to use when they need to. I think this is a perfect opportunity for that!

Also, the door can be broken. In the game I'm running for my family, the monk broke the door on his first attempt. I know that's not super easy (DC 20 for standard door) but it's easier than 25.

But I really think they intended for you to make use of the refugees if you don't have magic to assist (Create Water).

grandpoobah wrote:

Concern on Encounter B1 & B2 (the burning Smithy).

The math on this one seems flawed:

The PCs have 7 rounds to fight three hobgoblins and either put out the fire or open the door and get the people out.

Putting out the fire seems impossible. On Round 1 it is in 1 square with a 50% chance each round to spread. It takes 12 gallons to put out (create water is 2 gallons per casting at level 1). The nearby water is four 3-gallon buckets, that probably take at least three move actions to use. So the fire will spread during the first 1-3 rounds as the PCs deal with the combat, and then be impossible to stop (it would take an entire 4-person party two rounds to put out one square, best-case).

The door is a DC 25 strength check. No one is opening that one on the first round. You need to have someone roll a Natural 18-20 with at least two assists, and you only have 2-3 rounds to try it.

Seems like everyone in this place is murdered by the math of the encounter and the action economy of pathfinder.

Unless I missed something...