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David knott 242 |
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my copy came through with chapter 3 printed twice :( not had a chance to check it against the pdf yet, to see if i am missing anything as a result.
anyone else had this?
Did you check the page numbers? If anything is missing from your book, there will be missing page numbers. The last page number before the OGL should be page 63.
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2 people marked this as a favorite. |
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Seems like a good mod. We've seen the plot before - locals are trying to drive off colonists, PCs can fight the locals or try to make peace.
But it has a hexploration map!!!! Great coastal/jungle/river area, nothing like the Kingmaker maps. I would LOVE it if Paizo would put out a hexploration map pack some day - desert, mountain, forest, coastal w/ islands. But until then, I think this map is going to get reused several times.
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So people who have gotten this, what it is like?
I really want to get it for lizardfolks and hexploration map it apparently has, but I don't really get chances to run stuff outside PFS much and I don't have that much money to get stuff I might not use for months :'D
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roysier |
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I really, really like the set-up for this one, but the resolution leaves me a little flat for some reason. Haven't figured out why yet; I just know I love it all up until the final location, and then I'm meh.
I agree with this statement. I would rate the whole thing as excellent until the party gets to the lower level of the Temple and it just seemed pretty blah. I think running into weak cultists over and over had a big part too do with it. If I ran this in a home game (not PFS), I would add something that could dish out more damage in the final encounter. Maybe a couple of strengthened cultists.
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Joana wrote:I really, really like the set-up for this one, but the resolution leaves me a little flat for some reason. Haven't figured out why yet; I just know I love it all up until the final location, and then I'm meh.I agree with this statement. I would rate the whole thing as excellent until the party gets to the lower level of the Temple and it just seemed pretty blah. I think running into weak cultists over and over had a big part too do with it. If I ran this in a home game (not PFS), I would add something that could dish out more damage in the final encounter. Maybe a couple of strengthened cultists.
Some thoughts...
The same goes for the rest of the temple's interior. I included a lot of variety creatures (slush cube, wraith, inquisitor) that I thought would throw PCs for a loop; especially if resting wasn't readily available. One of those 'needs to be reasonable for non-optimized groups' problems that makes designing encounters using the CR system a lot more difficult than it might appear.
Regardless, thanks for the feedback on this. I'll endeavor to make future climactic encounters include a bit more 'oomph' to the damage potential of foes! :)
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roysier |
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The Slush cube encounter was great. But after that it seemed it seemed to drag down. The party did get a chuckle out of the Ice creature in the area of the dungeon it was placed.
I'm still not sure how the cultists got past the ghouls on the lower level or how they got downstairs at all when one of the keys to get downstairs was in a unused area upstairs.
My players asked me how did the storm callers get downstairs without unlocking the door and I just said they got down another way. (even though I did not know what the other way was.)
The high AC and healing abilities in the final encounter made it drag on too long for our group. But it could be that we just played the entire module over 3 consecutive days and we were just tired with little patience at the end.
The rest of the module was great, I really enjoyed all the personalities in Pridon's hearth. And there were lots of unique encounters and areas throughout
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So uh, I like this module and am currently running it(having second session today), buuuut I feel like some stuff are just missing and I only now realized I could ask about it here ._.
But thing I'm more bothered about is the Reszavass encounter... I mean, its told she is on top of flood barricade, but there isn't any info on how tall those are or map for encounter. So basically I have to make up how high they are since I have no clue how high makeshift barricades for floods are :p
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FYI played this at a con PFS sanctioned. We played six five hour slots and still only got as far as the first combat on the lower level (the ice room). The adventure quickly got difficult as some of us started at 1st level and the level bumps did not go fast enough for us, the further we got the harder it got. We started with 7 players, and one player (bard) had to leave after part 1. Then lost a PC permanently though death midway through part 2 and he decided not to continue with a new guy. We had an unbalanced party, three fighters, cleric, oracle/sorc(enchanter), swashbuckler/paladin/oracle. We were hurt having no rogue, wizard or druid with us. The number of skill points we had between us was likely pathetic. We had a number of quests we skipped as well, I could have seen this go another four slots (if we survived that long). My experience with multi-slot mods at cons has been finishing early in the past, but there is a lot more content in this one. If you are playing it PFS style I would recommend using a lvl 2 player to start so he is at least 4th going into the final part. Also make sure not to dally or you will not get to the end.
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taks |
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Huh, well, tomorrow we're going to start this with only 3 PCs. It's my son and his friend playing while our other Giantslayer player is out for a month.
They get 25 points, 3 traits, max gold, and an extra skill point per level. I'm also giving them a wand of CLW. I'm recommending no core classes, and all should have some magic ability. I'm playing the third, likely the "fill the gap" character. My guess is warpriest, magus, and maybe an investigator that I'll play.
I've written up my notes for the first chapter (mostly) and only one event stands out as problematic, IMO. I guess we'll see.
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taks |
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We ended up with a magus (bladebound, hexcrafter), hunter, and an investigator (empiricist, played by me). I managed to get my investigator killed in Fort Breakthrough by the
Even with the overpowered team we now have with 4 players (25 pt. builds, 3 traits, +2 skill points per level), it's still not a cakewalk. Based on comments above, I'm screwing with the final BBEGs (advancing, extra class levels, etc.) which should make it interesting.
So far, we've been enjoying this a lot, though due to spring break, we aren't playing this week or next (the players are my son and a couple of his friends).
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jonesy076 |
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How about a map suggestion for the Reszavass fight please. Or a better description of the area and I'll try to brew one up. What does the barricade look like? What are they barricading from? Wood won't stop water but the elementals are angry about blocking up the river flow? Dikes aren't made of wood. A wind break? Still doesn't effect the river flow to anger elementals. Thurston?
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How about a map suggestion for the Reszavass fight please. Or a better description of the area and I'll try to brew one up. What does the barricade look like? What are they barricading from? Wood won't stop water but the elementals are angry about blocking up the river flow? Dikes aren't made of wood. A wind break? Still doesn't effect the river flow to anger elementals. Thurston?
My original turnover included a small map intended to be a tactical flip-map for this very encounter. It ended up getting cut (rightfully so) because we were able to fit in the exploration map and a shot of Pridon's Hearth, that turned out to be pretty amazing. Honestly, I'm always a fan of getting more regional/macro level maps in my poster maps, but I can understand the confusion around running these encounters sans-map.
For what it's worth, the encounter map I'd done up took place between the back of two buildings, with a hodgepodge heap of carriages/barrels/carts being used as temporary break against the water from the rising storm. The citizens never encountered a storm of this intensity, so this was their best solution. There were some also stone formations alongside these.
Hopefully that historical tidbit helps! Honestly, I'd just run this on a map that makes sense and is appropriate to your PCs strengths. :)