The issue at the heart of this is "What is an instance of damage". You seem to be thinking that the fire damage is the same instance of damage as the slashing, but I don't think that holds up.
The example on page 408 has an attack with multiple types of damage exactly like the fire and slashing damage you mention here. In the case of the example cold iron and slashing rather than Fire and Slashing as you mentioned. The example specifically states that in these circumstances only the highest applies.
Cold iron isn't a distinct damage type from the slashing. It's a modifier to it. See the rules for precious materials: https://2e.aonprd.com/Rules.aspx?ID=2308
This has interesting implications for Thaumaturges. Let's say the thaumaturge used Personal Antithesis to grant a creature weakness 5 to it's strikes. If the strike is doing multiple damage types, which damage type does it apply the damage to? The Personal Antithesis feature doesn't specify, just that they have weakness to your strikes. RAW, I would think this means that the weakness gets applied to each damage type separately, given that we are treating them as distinct damage instances.
I would say from the rules that for the purposes of weaknesses (and resistances) you can only apply the extra damage from one weakness. So in this example you would be applying the highest value of weakness that applies. For example: if you have succeeded in applying Personal Antithesis with an attack that also does slashing and fire damage, the extra damage applied would be the highest of Personal Antithesis, Weakness to Slashing Weapons or weakness to Fire.
** spoiler omitted **
The issue at the heart of this is "What is an instance of damage". You seem to be thinking that the fire damage is the same instance of damage as the slashing, but I don't think that holds up. What about spells that do multiple damage types, like Cataclysm: https://2e.aonprd.com/Spells.aspx?ID=1460
All those damages are applied from the same save. Are they the same instance of damage? If not, why is this different from strikes with multiple damage types?
Let's say you have a rogue using a flaming shortsword, and he does a sneak attack. After hitting, he does his damage rolls and does 5 piercing, 4 fire and 3 precision damage. Are these damage types treated as separate instances in regards to immunities, weaknesses and resistances? Or are they combined into a single damage instance with multiple damage types, meaning one damage instance of 12 piercing/fire/precision damage?
The former seems to make a lot more sense, but I don't see it explicitly called out anywhere in the books. The only thing I can find that implies multiple damage types should be treated independently is in the Resistances section:
"It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."
Now, if we treat it as a combined damage instance, this means that if the rogue is attacking an enemy with precision immunity, the attack would deal 0 damage, since the instance has the precision type.
This has interesting implications for Thaumaturges. Let's say the thaumaturge used Personal Antithesis to grant a creature weakness 5 to it's strikes. If the strike is doing multiple damage types, which damage type does it apply the damage to? The Personal Antithesis feature doesn't specify, just that they have weakness to your strikes. RAW, I would think this means that the weakness gets applied to each damage type separately, given that we are treating them as distinct damage instances.
There are also interesting implications for Double Slice when using weapons with different damage types. How can they be combined if they are different types?
Reading the first part of the book, it's not really clear how far outside of town the players are supposed to start. Given that the section talks about events that happen at different times of day, it sounds like they are supposed to be a significant distance from town, but it's pretty vague. The only thing we know is that we are somewhere east of the river, but it's not clear how far east.
Influence points are accumulated on an NPC, not on individual PCs; this way an entire party can work together to influence an NPC. Thus, when the Ren Mei Li's Influence points reach 4, and if none of the PCs involved in the encounter can succeed at the DC 24 Diplomacy check, that's when she casts outcast curse on a random PC.
Ok, that makes sense. It's just that the way it's worded in the stat block is confusing. What is the effect of this phrase: "failure at the Diplomacy check results in her casting outcast’s curse on the attempted diplomat instead." It was unclear if failure here meant an individual failure, or a group failure. Especially the 'instead' part, which makes it sound like it is a distinct outcome from the preceding line. If this whole line were to be omitted, then your explanation above would be the clearly communicated intent.
Also, I am assuming that the Caster DC for outcast's curse is 34, per the jorogumo stat block. This is an incredibly hard DC for the level, and most player's are going to at least fail, if not crit fail, meaning the effect's are permanent. What options do the players have for removing this? Assuming there is a caster with access to the spell in the party, they still need to hit the 34 DC to counteract, which is still incredibly hard. A level 8 caster can have at most a +16 (8 from level, 4 from expert and 4 from attribute), meaning they have to roll an 18 or higher. There is no one in town who could cast the spell at a higher level, and even Shinzo doesn't have the spell in their stat block.
The best chance the player's have to remove it is to buy a 5th rank dispel magic scroll from Shinzo for 150 gp, as that will still counteract a 4th rank spell on a failure. Of course, if the player's roll a crit fail (7 or lower), they still fail to counteract and lose the scroll.
I am not sure how to parse this part of Ren Mei Li's influence stat block
Influence 4 Lady Ren becomes annoyed that the PCs
are ruining her game by being so influential. Each PC
should attempt a DC 24 Diplomacy check. If no one
succeeds, she casts outcast’s curse on a random PC;
failure at the Diplomacy check results in her casting
outcast’s curse on the attempted diplomat instead.
If the PCs attack in response, proceed with “Parting
Ways” (page 42).
What happens if 1 player succeeds and the rest fail? Does she cast the spell 3 times? It seems like this is a worse outcome than having everyone fail, in which case she just picks one target at random.
I am creating a wiki in the strengthofthousands subreddit to act as a reference guide for GMs running the adventure path. I am wondering what I would be allowed to add to the wiki from the adventure path that would fall within the fair use guidelines. I am mostly wondering about things like character portraits and other images from the PDFs.
Trying to filter my digital content by Single File download type returns a seemingly random selection of files, including both the Single File and File Per Chapter versions of about half of my content.
Its a fun scenario for beginners. While they might not be up to speed to the full story behind Datch, they dont need it for these missions.
There is a lot of different flavor in each, focusing on different skills/aspects of the game.
Not using starship combat but a fun chase was extra welcome. While new players will need to learn an extra ruleset for it, it feels less cumbersome then introducing them to starship combat. And everyone gets to meaningfully contribute during the chase, making for better engagement.
An impressive, roleplay heavy repeatable, which will also keep it fresh. Even if you get into the same encounter, playing it with a different character will defenitely change how you experience and roleplay it.
The final encounter is probably not that evergreen, but its still a nice challenge so it should be OK?
The idea behind this scenario is really cool. Infiltrate a collossus. Im fine with the colossi staying mysterious. But it could have been...more?
You easily get in and out, but the other DCs are pretty steep. The flavor inside is cool and I like that its one big endurance race. But the flavor could have been upped (like the creatures inside being the immuun system?)
Word count is of course a thing, and you need the set up to actually get to the collossus (because without a good plan, what are you going to do?), but a bit more could have been spend on the actual part inside the colussus.
Pretty good.
There are some weird areas where thing happen that cant (sounds and smells in a vacuum), which is weird, but ok.
A few encounters arent as smooth. Certain creature types can be hard to deal with on low levels (altough in this case, most pregens would do well as they DO have the equipment to deal).
The little roleplay enounter is nice. I hope the reporting of this scenarios will have real consequences down the road.
Overland travel scenarios might not appeal to everyone but it has a great mix of challenges (skills and combat), interesting ways to try and speed up your journey, and lots of room for cool creative ways to solve it.
The fights are also a great example of the nastyness Numeria can throw at you.
I had an absolute blast (pun intended, I blew up a few times).
This was an ex-fil worthy of Shadowrun. Our team was suitably paranoid, and it helped that our GM had run it before so had a good grasp of all the things that might/could happen.
I can imagine with it being quite a sandbox, players can really surprise you.
Playing online with dynamic lightning really added to the atmosphere as well!
I had a very enjoyable playtrough with my party. Scenario is a bit short, and a few of the transitions are a bit wonkey, but that is the nature of a repeatable I fear.
I had a lot of fun as an envoy playing this. I played up and never felt like I was in any trouble.
The story is amazing. The story would be a solid five stars.
The scenario is however too easy combat wise, and there are a few small mistakes, like misaligned maps.
We played this last-minute as our other table fell trough.
We were all in the high tier, with one character being out of subtier.
We had a mystic and a technomancer, and I dual wielded Iseph and Navasi.
All in all we had a pretty good time. It wasnt easy, but with some clever planning with who would do what, and aiding together, we made it trough in the end.
The combat in the middle was a good bit of relief and it was fun that the combat had effect on the second part.
There is so much going on in this scenario! The encounters were a lot of fun and we nearly got all killed (nearly dying is fun!).
I just felt there were so many things, I probably missed some plot points here and there. I think this scenario will benefit from being run in a longer timeslot in a quiet enviroment, so that its easier to understand all the things going on.
A nice dungeoncrawler that lets you get some payback on the nasties that kicked you out of the scoured stars.
There are a lot of fun rooms to explore. The end fight is pretty cool too.
It is of course very hard to make a true infiltration mission when taking into account the random parties you get in Organised Play. So making it an exploration dungeoncrawl works well.
I just feel more could have been done with some of the encounters.
A very interesting scenario, that turns a lot of assumptions up on its head. You'll have a lot more fun if you enter this with an open mind. Murderhobos will not have a good time.
A very thematic scenario. Who wouldnt be exited to go to a planet full of dragons, to work with a dragon VC?!?!?!?!
The only issue I have with the scenario is that if you fail some skill checks, the transitions between some scenes can be a bit weird, but nothing a GM cant work with.
The fights can be pretty tough and the take on the starship combat is very cool!
The difficulty defenitly ramps up in this scenario, which was a welcome change for us.
The NPCs are all very interesting and cool. The investigation portion could have been fleshed out a lot more however.
Interesting set up leading to the scoured stars.
If you play this once, its a memorable space combat, you have great roleplay with what you discover on the planets, and have fun exploring. The combats are on the easy side, but it makes a great intro scenario for new players. As a scenario it would be a solid 4 stars.
As a repeatable however, it gets boring real quickly. The enemies change, a little bit, as do the creatures and their reasons. But the rest is pretty much the same. If you've seen it once, youve pretty much seen it all. The method of making the scenarios is pretty fun with the random tables, but its just not enough to keep it interesting for more then once.
As a repeatable its only a 3 star scenario.