Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
Ross Byers RPG Superstar 2008 Top 32 |
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
Mark Moreland Director of Brand Strategy |
Dennis Baker Contributor, RPG Superstar 2010 Top 16 |
ZomB |
I am prepping to GM this and spotted the following possible errata (avoiding names to minimize spoilers):
Act 2/Encounter 2/subtier 10-11/page 15: The stat block only shows one "pet" - I think it needs 3 pets at this level for the stated CR.
Act 4/encounter 2/subtier 7-8/page 21: Only one of the lower CR creatures is listed in the stat block - it says 2 in the text at the bottom of page 19. I think 2 are needed for the overall encounter CR.
Act 4/encounter 2/subtier 10-11/page 22: The lower CR creatures don't have any tactics listed.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
I am prepping to GM this and spotted the following possible errata (avoiding names to minimize spoilers):
Act 2/Encounter 2/subtier 10-11/page 15: The stat block only shows one "pet" - I think it needs 3 pets at this level for the stated CR.
Act 4/encounter 2/subtier 7-8/page 21: Only one of the lower CR creatures is listed in the stat block - it says 2 in the text at the bottom of page 19. I think 2 are needed for the overall encounter CR.
Act 4/encounter 2/subtier 10-11/page 22: The lower CR creatures don't have any tactics listed.
I haven't seen the finished product yet (still waiting on my contributor copy), but I went back and compared the developed document with my turnover and notes, and here's what I've got:
Act 2/Encounter 2/subtier 10-11/page 15: It looks like the (2) got dropped somewhere along the line, but yeah, there should be two pets. I also notice that the first monster is listed as CR 8 at this tier, which is wrong (that's it's CR for the lower tier), it should be CR 11. That's probably why your calculations are giving you three pets.
Act 4/encounter 2/subtier 7-8/page 21: Again, it looks like the (2) was dropped. There should be two of these things.
Act 4/encounter 2/subtier 10-11/page 22: This one is my bad, it looks like I didn't include any tactics for them in my turnover.
Hope that helps!
ZomB |
Act 2/Encounter 2/subtier 10-11/page 15: It looks like the (2) got dropped somewhere along the line, but yeah, there should be two pets. I also notice that the first monster is listed as CR 8 at this tier, which is wrong (that's it's CR for the lower tier), it should be CR 11. That's probably why your calculations are giving you three pets.
Thanks. So 3 pets would have been a bad assumption at least for the players...
Hope that helps!
Yes. Thanks.
A few more questions/observations:
Is the camp set in a particular place in the mountains - or is it just a generic point in the mountains? as I would like to use the map from Vision of Betrayal
I note the travel times listed in Vision of Betrayal to get to/from the foothills - are they in line with your thinking? Though PCs of this level usually have very fast transport available.
I also note the lack of any trade routes mentioned in Vision of Betrayal which might lead to a backstory continuity error/conflict.
Do we know the
Can you have a
ZomB |
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I feels like the players don’t have enough context at the start of this scenario with the setup as described. It feels very old school and the players seem to have to “go with the flow” to make the scenario work with little motivation provided by the introduction.
I felt that there are also several potential issues that the GM needs to address:
Natasha comes off as being dishonourable at the start as she appears to be already breaking the terms of her agreement. So there is little incentive for the PCs to be honourable either, and I can see some parties coming up with “degenerate” solutions because of that.
The mission time limit is imposed on the basis of making a boat trip at the end. At this level they may well be able to circumvent the boat trip completely giving themselves several weeks of leeway. So there needs to be something about the boat trip that is important of itself, or simpler do away with the boat trip deadline and impose a teleport deadline instead.
The hinted at artificial teleport restriction within the mountains will be grating to many as it is limiting a hard earned capability. And is only usable on return journeys anyway as you cannot teleport to somewhere you do not know.
As the scenario doesn’t have a standard VC style introduction, I wrote the following intro to try to address the issues I foresee by providing a deeper context to the players without changing anything in the scenario.
Master of Spells Aram Zey invites you into his office and closes the door behind you.
Do you know how little we know of the Kortos mountains just a few miles away? There are secrets there waiting to be discovered. Secrets we could uncover if only we had a foothold there.
If any of you have been paying attention to local events here in Absalom, you will know that a particularly nasty conflict between traders and centaurs in the foothills of the Kortos mountains has recently been brought to a peaceful conclusion.
Aram Zey looks at each of the assembled pathfinders, shakes his head forlornly, and then continues:
What is not common knowledge is that the Decimvirate brokered this truce.
One of the terms of this truce requires that centaur warrior princess Nashota Bloodhoof, represents the Pathfinder Society at the upcoming Ruby Phoenix tournament in Goka. The qualifiers start in ten days time.
Your primary mission is to visit her camp in the foothills of the Kortos mountains and ensure that she lives up to her end of the bargain. Get her here within ten days and I will teleport her directly to Goka.
Now the more astute of you may have realised that we wouldn’t normally send senior field agents on such an apparently simple mission. There is of course a catch.
The terms of her participation are contingent on her tribe being safe and secure. Therefore you will need to take care of any local difficulties, and importantly you must do so without undermining her position in the tribe, which is likely fragile after the recent hostilities. It must look like she is calling the shots and you may need to swallow your pride on occasion.
This will be a real test of all the attributes we expect from senior field agents. It will require direct action, gentle persuasion, supporting Natosha’s position and gaining her tribes trust.
We need this foothold in the Kortos mountains. Don’t let the Decimvirate down!
Vic Wertz Chief Technical Officer |
Mark Moreland Director of Brand Strategy |
Jadeite wrote:They're available for sale, just not for PFS play.Dennis Baker wrote:It's in the top sellers list so someone is playing it.Well, Scenarios 5 and 6 are in the top sellers list and they aren't even available.
Huh? Both Scenarios 3-05 and 3-06 are legal for play. I'm so confused.
Vic Wertz Chief Technical Officer |
Vic Wertz wrote:Huh? Both Scenarios 3-05 and 3-06 are legal for play. I'm so confused.Jadeite wrote:They're available for sale, just not for PFS play.Dennis Baker wrote:It's in the top sellers list so someone is playing it.Well, Scenarios 5 and 6 are in the top sellers list and they aren't even available.
I think I was the confused one. Ignore me!
Matt Goodall Contributor, RPG Superstar 2010 |
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I played this recently and really enjoyed it. Ben, it doesn't deserve the ratings its got. I found it fun and interesting.
I did pre-emptively deafen the rest of my low will save party with blindness/deafness so negotiations with the harpy queen went downhill really quickly because no one could hear what she was saying.
As for roleplaying, we did manage to convince the bandits to leave, (peaceably) after our sexy Scarni rogue promised to 'hook up' with the bandit leader later on in Absalom.
Also the surly Chelish Hellknight was able to quickly assess just how good the Nashota (the centaur princess) was at fighting, round 1: grapple, round 2: pin, round 3: stomp a hoofprint in hellknight armor, all to the laughter and applause of the tribe (and PCs) :-).
The minotaurs were fun as well, we plowed through them, but we did get to use that classic LotR quote: "They brought a rock/cave troll! :-)"
The minotaur diabolist elder was interesting with his maze. Being able to go one on one with a single PC is a scary ability, but given he's a negative energy cleric, it does mean he can't really heal himself.
The only thing I found a bit jarring was having:
Props to my GM and fellow players for this session. However the fact that I can remember all of this when I played 10 sessions at the con, shows that this scenario has some good stuff going on.