Winteraven |
This was a module I ran a couple of weeks ago and never quite got to posting this question. During Act 3, the players are jumped by Puddlejumpers. These are listed in the stat block as having 18hp (2d6+4) for Tier 4-5
Such is a mathematical impossibility however; did I miss an errata or commentary on this somewhere?
Louis Agresta Contributor |
This was a module I ran a couple of weeks ago and never quite got to posting this question. During Act 3, the players are jumped by Puddlejumpers. These are listed in the stat block as having 18hp (2d6+4) for Tier 4-5
Such is a mathematical impossibility however; did I miss an errata or commentary on this somewhere?
What?! 12+4 doesn't = 18? Next you'll tell me 1+1 doesn't = 3! And there goes any chance of convincing my wife a menage at trois is kosher. :(
You caught a goof. My goof, to be precise. While I'm not the final word, my reread says you're right and it should be 16 hp.
On the good side, though, when accumulating that many CR 2 critters to get an EL7 encounter, the 18 hp makes it more balanced than not, so I think its ultimately ok to have gone with either 16 or 18 hp.
Louis Agresta Contributor |
Deussu wrote:Actually since they follow NPC hp system, 2d6+4 should be 11. </nitpick>Technically it could also be 6+4+3=13. Max hit dice at 1st level, plus con, plus average for 2nd level. It's not so huge of an error that it warrants correction, though.
I should have just made them CR 3, dammit!
Turin the Mad |
Joshua J. Frost wrote:I should have just made them CR 3, dammit!Deussu wrote:Actually since they follow NPC hp system, 2d6+4 should be 11. </nitpick>Technically it could also be 6+4+3=13. Max hit dice at 1st level, plus con, plus average for 2nd level. It's not so huge of an error that it warrants correction, though.
Ah, blessed, convenient errors.
GM: "Editing mistake in my favor." ^_^
Darius Silverbolt |
Winteraven wrote:This was a module I ran a couple of weeks ago and never quite got to posting this question. During Act 3, the players are jumped by Puddlejumpers. These are listed in the stat block as having 18hp (2d6+4) for Tier 4-5
Such is a mathematical impossibility however; did I miss an errata or commentary on this somewhere?
What?! 12+4 doesn't = 18? Next you'll tell me 1+1 doesn't = 3! And there goes any chance of convincing my wife a menage at trois is kosher. :(
You caught a goof. My goof, to be precise. While I'm not the final word, my reread says you're right and it should be 16 hp.
On the good side, though, when accumulating that many CR 2 critters to get an EL7 encounter, the 18 hp makes it more balanced than not, so I think its ultimately ok to have gone with either 16 or 18 hp.
Just like to say I loved this adventure. I am a Cleric and Sarenrae and a member of the Andorion Faction. You should have seen the DM's face, the other 2 members of my faction, and the rest of the players when I went into the slave market and bought me a slave.
I did it to "fit in" the rest of the party was on the anti-slavery theme and advertised it and for some reason we had a hard time getting in to the slave market. So I roleplayed it some.
Appearntly I role-played a butt head slave owner so well I "stunned" the DM and got some useful info out of the place and we got to the next act.
Just to keep up with the I have lost my mind theme I took my newly purchased 1/2 Orc slave and left the party for a while and released him in privite. THen when I got back to the party in the slave market I annouced the slave wasn't good enough and killed him it.
None of the players at the table knew what I wrote to the DM in the note....
I really didn't mean to cause the Chaos but man it was just a blast.
Louis Agresta Contributor |
Louis Agresta wrote:Winteraven wrote:This was a module I ran a couple of weeks ago and never quite got to posting this question. During Act 3, the players are jumped by Puddlejumpers. These are listed in the stat block as having 18hp (2d6+4) for Tier 4-5
Such is a mathematical impossibility however; did I miss an errata or commentary on this somewhere?
What?! 12+4 doesn't = 18? Next you'll tell me 1+1 doesn't = 3! And there goes any chance of convincing my wife a menage at trois is kosher. :(
You caught a goof. My goof, to be precise. While I'm not the final word, my reread says you're right and it should be 16 hp.
On the good side, though, when accumulating that many CR 2 critters to get an EL7 encounter, the 18 hp makes it more balanced than not, so I think its ultimately ok to have gone with either 16 or 18 hp.
Just like to say I loved this adventure. I am a Cleric and Sarenrae and a member of the Andorion Faction. You should have seen the DM's face, the other 2 members of my faction, and the rest of the players when I went into the slave market and bought me a slave.
I did it to "fit in" the rest of the party was on the anti-slavery theme and advertised it and for some reason we had a hard time getting in to the slave market. So I roleplayed it some.
Appearntly I role-played a butt head slave owner so well I "stunned" the DM and got some useful info out of the place and we got to the next act.
Just to keep up with the I have lost my mind theme I took my newly purchased 1/2 Orc slave and left the party for a while and released him in privite. THen when I got back to the party in the slave market I annouced the slave wasn't good enough and killed him it.
None of the players at the table knew what I wrote to the DM in the note....
I really didn't mean to cause the Chaos but man it was just a blast.
NICE! So good to hear it! Bringing the fun is what it's all about, after all. That's exactly the kind of thing I was hoping for when the faction missions play out. Thanks for sharing. It warms my heart. Kudos to Josh Frost too, as he had a strong influence on the piece.
trellian |
Does anyone have stats (or idea for stats) for Grit? I know BoVD is not OGL, so it must be an unofficial version..
The reason I'm asking, is that one of the characters has expressed interest in playing a character with a drug addiction (part of his plot is to overcome the addiction), and when he asked if I knew of any Absalom-specific drug, I remembered Grit from this module.
Louis Agresta Contributor |
Tangaroa |
If this mod get's a rewrite:
Can the Captain Gnarl be toned down a couple of notches? As a 'solo' encounter he is very overbuilt - even though he only works out to CL 6 (5 levels + 2 HD).
The problem is the two-handed, power attacking dedicated fighter build. If you convert it to PF rules, it just gets worse. Your doing at least 40-50 points or more on a full attack... insta-death to many 4th level PC's, even front liners.
I've run this twice now and every time I've played his tactics incredibly stupid to give the PC's a chance to kill him before he acts - squeezing through the hold, busting through the floor instead of just full attacking, etc. The second time the party missed taking him down by 10 hit points and so I got my full attack off. And what do you know? First attack is a crit doing over 80 points of damage, taking the front line 44 hp, 14 con, 22 AC character to dead in one blow. However, I rolled it in secret, so I fudged the damage dice rolls to give the party another round to save the PC in question and kill Gnarl.
A friend of mine ran this mod. He doesn't pull punches and nearly wiped out the whole party; he ruled that the downed were sold into slavery and stripped of their gear instead of killed outright (some of whom lacked enough gold or PA or raise their 4th or 5th level characters who they had invested 40+ hours, realtime, in.)
Either give him a less powerful weapon, give him warrior levels; make him *somehow* less effective.
Joshua Archer |
If this mod get's a rewrite:
Can the Captain Gnarl be toned down a couple of notches? As a 'solo' encounter he is very overbuilt - even though he only works out to CL 6 (5 levels + 2 HD).
The problem is the two-handed, power attacking dedicated fighter build. If you convert it to PF rules, it just gets worse. Your doing at least 40-50 points or more on a full attack... insta-death to many 4th level PC's, even front liners.
I've run this twice now and every time I've played his tactics incredibly stupid to give the PC's a chance to kill him before he acts - squeezing through the hold, busting through the floor instead of just full attacking, etc. The second time the party missed taking him down by 10 hit points and so I got my full attack off. And what do you know? First attack is a crit doing over 80 points of damage, taking the front line 44 hp, 14 con, 22 AC character to dead in one blow. However, I rolled it in secret, so I fudged the damage dice rolls to give the party another round to save the PC in question and kill Gnarl.
A friend of mine ran this mod. He doesn't pull punches and nearly wiped out the whole party; he ruled that the downed were sold into slavery and stripped of their gear instead of killed outright (some of whom lacked enough gold or PA or raise their 4th or 5th level characters who they had invested 40+ hours, realtime, in.)
Either give him a less powerful weapon, give him warrior levels; make him *somehow* less effective.
Yeah, just last night I ran this on low tier for the first time and nearly TPK'd the party when both gnolls ganged up on them in the hold. Between whip trips and strikes when prone, it took the burly front-line half-orc barbarian out pretty quickly. Way too powerful for a 1st level party.
kitenerd |
Yeah, just last night I ran this on low tier for the first time and nearly TPK'd the party when both gnolls ganged up on them in the hold. Between whip trips and strikes when prone, it took the burly front-line half-orc barbarian out pretty quickly. Way too powerful for a 1st level party.
Ahhh yes, but the plucky halfling rogue managed to save the day and Lady Anilah!!! As long as one character survives, it is a win for the Pathfinders!
Had so much fun when Josh ran this that a year later i am running it for our weekly game group as we take a pause in our 3yr long campaign.
Thanks Josh - You da man!
Starglim |
Casting Animate Dead on this thread...
Is it permissible to substitute Eliza Petulengro for Alissa Moldreserva as the Venture-Captain for this?
Extracting the relevant part from a particularly spoilerful location:
Eliza Petulengro and Alissa Moldraserva were supposed to be the same person but someone somewhere thought Alissa Moldraserva's name was silly and just changed it without checking to see if she'd appeared previously. That's why Eliza changed from being a Varisian to a Taldan with red hair midway through her continuity.
Chronologically it should work.