2-21 Dalsine Affair *Possible Spoilers*


GM Discussion

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Dark Archive 4/5

I had 4 tables run this mod at our last game day. Pretty disappointing results. I believe every table either had a near TPK or a character death. At tier 1-2, the magus is going to hit, and his shocking grasp is going to kill a non-tank character in one hit. At tier 6-7 (what I ran) the empowered fireball would have brought my table of five down to a table of two (paladin and fighter) and then it would have been a one shot against the other two.

i have read on this board numerous times how the magus class can 'nova' in an encounter to do a lot of damage. selecting a magus as the end boss gives a skewed version of the class to new potential players. they will think they can be this powerful in every encounter. not only that, but this choice of having a class that can do this combined with being 2-4 levels above the lowest level party member had two of my longest running players (both have been with my group 10+ years) walk away from PFS as they were angered at the turn of where scenarios seem to be headed.

this class-CR combination is deadly and I would warn against doing something similar in future scenarios.

The Exchange 5/5 RPG Superstar 2010 Top 16

(Todd: the danger at my table was serious, but nobody died, and there wasn't any real risk of TPK. As I mentioned in another thread, The _Hanged_Man's strategy of grapple/pin was the winning move.)

To your main point, Todd, I agree. Dalsine makes a better "dangerous threat" than he does "an example of how cool you can be with a magus".

Sovereign Court 1/5

We ran two tables of 3-4 a couple of weeks ago and had a few dropped to negs at both tables but no deaths. But I think both tables had 6 or 7 pcs.

3/5

Todd Morgan wrote:
I had 4 tables run this mod at our last game day. Pretty disappointing results. I believe every table either had a near TPK or a character death. At tier 1-2, the magus is going to hit, and his shocking grasp is going to kill a non-tank character in one hit. At tier 6-7 (what I ran) the empowered fireball would have brought my table of five down to a table of two (paladin and fighter) and then it would have been a one shot against the other two.

How did the tables end up faring? What about the 6-7 one? What was the party makeup of the 6-7 table?

The reason I ask is because our table looked like:

-Rogue7
-Greataxe Bard2/Barbarian3
-Archery Ranger5
-Fighter4
-Cleric3/Fighter1
-pregen Cleric7

and nobody died from the opening salvo, or died at all. It was touch-and-go for awhile there, but it was an excellent module and final encounter for our 6-7 group.

What was so different about your 6-7 group? You mentioned what "would have" happened, so what did happen?

-Matt

Dark Archive 4/5

Mattastrophic wrote:
Todd Morgan wrote:
I had 4 tables run this mod at our last game day. Pretty disappointing results. I believe every table either had a near TPK or a character death. At tier 1-2, the magus is going to hit, and his shocking grasp is going to kill a non-tank character in one hit. At tier 6-7 (what I ran) the empowered fireball would have brought my table of five down to a table of two (paladin and fighter) and then it would have been a one shot against the other two.

How did the tables end up faring? What about the 6-7 one? What was the party makeup of the 6-7 table?

The reason I ask is because our table looked like:

-Rogue7
-Greataxe Bard2/Barbarian3
-Archery Ranger5
-Fighter4
-Cleric3/Fighter1
-pregen Cleric7

and nobody died from the opening salvo, or died at all. It was touch-and-go for awhile there, but it was an excellent module and final encounter for our 6-7 group.

What was so different about your 6-7 group? You mentioned what "would have" happened, so what did happen?

-Matt

Level 6 TH Fighter

Level 6 Druid
Level 6 Cleric of Sarenrae (healing)
Level 5 Paladin
Level 5 Ranger

As expected (and almost built into the mod) were that the Paladin and Fighter move to engage the image on the stairs. The druid enters and stays inside the doorway and the other two haven't entered. Invisible magus steps up and hits the druid with 3 attacks (one crit) and a shocking grasp spellstrike. concentration checks all made. druid drops to neg 8.

Ranger steps up to protect druid, cleric comes in to stabalize. fighter and paladin are still 10 ft away after a double move back. magus hits the ranger on all attacks, as expected(crit on spell strike with shocking grasp). ranger drops to -9.

At this point the paladin and fighter make it up to engage. magus takes on less armored TH fighter, all attacks hit, vampiric touch gets back some HP.

paladin and fighter aren't hitting regularly due to extremely high AC. fighter is down, so I move on to paladin. spend an arcana point, get back shocking grasp, and start taking him down.

due to some lucky rolls on the paladins part, and the fighter getting back up from the cleric, they barely made it out alive.

I can't speak for the other tables (two low tier, one mid tier) but I know that there was a first round character death at a low tier table. i'm not sure on the other two but one had a player storm off in the middle of the encounter.

2/5 *

Mattastrophic wrote:

The reason I ask is because our table looked like:

-Rogue7
-Greataxe Bard2/Barbarian3
-Archery Ranger5
-Fighter4
-Cleric3/Fighter1
-pregen Cleric7

Maybe your GM was being nice. Did he use an empowered fireball on your low level characters as the opener?

3/5

Jason S wrote:


Maybe your GM was being nice. Did he use an empowered fireball on your low level characters as the opener?

The opening salvo went off on everyone who stepped into the room, which was the Rogue, the Bardbarian, the Fighter, and I am unsure about the Cleric7. The room was too large to have tagged everyone.

Nice to hear that your 6-7 table had a similar touch-and-go experience as ours, Todd.

-Matt

Sovereign Court 1/5

I really enjoyed this scenario, and getting to play it at Alex's table was a highlight of PaizoCon for both me and my husband. Granted, I'm a bit partial to any scenario that lets me break out my "I am the Lady Scatha, an Overdutchess of Taldor!" card, but even without that advantage it would have been a memorable scenario.

We were playing a very mixed range table and elected to play mid-tier, so it was only my barbarian who took an empowered schocking grasp to the face (well, rear, as she was in fact facing an illusion of Chalfon) rather than the whole group facing a fireball. The magus was a challenge, but nothing a power-attacking barbarian with Step Up couldn't handle. A tripping wolf was handy to have around too. It was a real pleasure to take down that smirking scumball.

Sczarni 1/5

I was at the Table with Todd (lev 6 Fighter) Luckly he rolled badly on one attack and did not do Max damage (Bad Rolls) Or my Fighter would have died.

The Lev 6 Druid is having Seconds thought's of wanting to go to Gen Con with me Now.

Sczarni 1/5

chris szymanski wrote:

I was at the Table with Todd (lev 6 Fighter) Luckly he rolled badly on one attack and did not do Max damage (Bad Rolls) Or my Fighter would have died.

The Lev 6 Druid is having Seconds thought's of wanting to go to Gen Con with me Now.

I hope no one took this the wrong way.

I have played with Todd a few times and had him GM for me a few times.
I have always felt treated fairly even at his table during this past session.

Die rolls are die rolls…

I have been talking to my son. He is still going to Gen con

Death to a 13 year old still stinks. Well shoot I think at my age I would still be sad 

Liberty's Edge 4/5

Elora wrote:

I really enjoyed this scenario, and getting to play it at Alex's table was a highlight of PaizoCon for both me and my husband. Granted, I'm a bit partial to any scenario that lets me break out my "I am the Lady Scatha, an Overdutchess of Taldor!" card, but even without that advantage it would have been a memorable scenario.

We were playing a very mixed range table and elected to play mid-tier, so it was only my barbarian who took an empowered schocking grasp to the face (well, rear, as she was in fact facing an illusion of Chalfon) rather than the whole group facing a fireball. The magus was a challenge, but nothing a power-attacking barbarian with Step Up couldn't handle. A tripping wolf was handy to have around too. It was a real pleasure to take down that smirking scumball.

And what level was your Barbarian?

Sovereign Court 4/5

SPOILERS (as per):

I played in this as a Taldor nationality character and I found it great at the time, but the more I thought back on it, the less plausible it seemed.

The first point is Akkuret revealing his boss’s history is so hugely unlikely. It’s even worse than James Bond being told Goldfinger’s evil plot. Why would the cohort of Chalfon tell the party this information? What was his motivation? He’s buying time, sure. Why doesn’t he tell us something that wouldn’t compromise his boss and his plan?

If this was to be edited, I’d have Akkuret carry an intriguing diary that a pickpocketing character can remove from his person if the party becomes suspicious. Or you could detail another NPC that reports seeing Akkuret do something suspicious, and has a history with Chalfon Dalsine who has an actual interest in relating Chalfon’s backstory.

Is Chalfon hard? Yes. I was 1-hit KO’ed in the surprise round and spent most of the boss battle bleeding. Glorious!
This is a dude who has just orchestrated the assassination of a highly protected national leader. He SHOULD be nastily hard. There’s no shame in getting dropped by this sort of villain.

Overall, the plot aspects of the mission were great and should be encouraged. It’s just the plot devices are clunky and awkward.

Oh, and the secondary Prestige mission for the Taldor forces was pretty unclear. It was written as if to seem like you would be chilling out with someone AFTER the mission, not something you needed to do straight away.

Grand Lodge 4/5 *

Question on the Chronicle sheet:

Spoiler:
Is there a reason that the Tier 3-4 and Tier 6-7 Chalfon's magic rapier isn't on the Chronicle sheet? At Tier 3-4 he has a +3 rapier, and at Tier 6-7 it's a +4 rapier.

3/5

Lamplighter wrote:
Question on the Chronicle sheet:

This one I can field:

Spoiler:
The reason it's not on the Chronicle sheet is because it's not actually a +3/+4 rapier, it's just a +1 rapier enhanced by Arcane Pool.

-Matt

Grand Lodge 4/5 *

Thanks, Matt - need to re-read the Magus abilities. Given the unlimited nature of the PDFs, I'm surprised this info isn't spelled out in the mod, since Ultimate Magic isn't part of the core assumption.

Paizo Employee Director of Brand Strategy

Lamplighter wrote:
Thanks, Matt - need to re-read the Magus abilities. Given the unlimited nature of the PDFs, I'm surprised this info isn't spelled out in the mod, since Ultimate Magic isn't part of the core assumption.

Because reprinting an entire class is unrealistic within an adventure, we included what abilities we needed to fully explain under Special Abilities in the statblock, while others were explained in the context of other areas. In this case, you'll find the effects of the Arcane Pool class feature in Chalfon's tactics.

Tier 6-7 Before Combat section wrote:
During the following 3 rounds of the spell’s duration, he casts haste, cat’s grace and shield before engaging the PCs under the cover of invisibility, expending an arcane pool point as a swift action to grant a +3 enhancement bonus to his rapier for 1 minute that stacks with its existing enhancement bonus. These effects are all included in Chalfon’s stats.

We're always looking for the right balance of including non-core material in Pathfinder Society adventures without bogging the flow of the adventure down with huge chunks of reprinted rules. I think we did a good job with a class as complicated as the magus, but perhaps I should reexamine it if we use one in a future scenario, based on some of the feedback.

Grand Lodge 4/5 *

Thanks, Mark - I know you can't reproduce the whole class in a PFS module for obvious reasons. The tactcis do spell things out to some degree, assuming everything goes along on-script. I'm making up packages to have at the ready in case our tabels need to be split spur of the moment, maybe this one isn't the best scenario to have for that purpose.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I am running this Saturday and I am having an issue with at least 1 Faction mission.

Second Qadira Faction Mission Text

I must also ask you a personal favor, however. I am told that my youngest sister, Khismia, has joined up with these Dawnflower Blossoms, and I fear for her safety amid the recent crackdown on Sarenite activity. Find her, and bring her to the harbor—lie if you must to get her there, but I want her on the next ship back to Qadira. I will meet you there and escort her home myself.

It tell you to bring her sister there and Escort her to Pasha Muhlia Al-Jakri, but to get the faction mission point you are supposed to send the dead body with the cultist. Knowing my group the Faction mission says to do it themselves so they will not let the body get to the ship without them and that kind of gets in the way of the Script scene between the 2 VCs.

Any Suggestions or anyone else have this problem?

The Exchange 5/5

Dragnmoon wrote:

I am running this Saturday and I am having an issue with at least 1 Faction mission.

Second Qadira Faction Mission Text

I must also ask you a personal favor, however. I am told that my youngest sister, Khismia, has joined up with these Dawnflower Blossoms, and I fear for her safety amid the recent crackdown on Sarenite activity. Find her, and bring her to the harbor—lie if you must to get her there, but I want her on the next ship back to Qadira. I will meet you there and escort her home myself.

It tell you to bring her sister there and Escort her to Pasha Muhlia Al-Jakri, but to get the faction mission point you are supposed to send the dead body with the cultist. Knowing my group the Faction mission says to do it themselves so they will not let the body get to the ship without them and that kind of gets in the way of the Script scene between the 2 VCs.

Any Suggestions or anyone else have this problem?

If the Qadirans won't allow the cultists to take the body to the ship themselves, then when they reach the ship have the crew explain the Pasha had just left before them after receiving word that Baron Jacquo was seen visiting his cousin's home.

If the rest of the party won't divert with the Qadirans and go to the ship, then they'll have to split the party. You can delay the non-Qadirans at the front gate, dealing with the standoff between the bodyguards. Hopefully this will allow the Qadiran PCs time to catch up so they won't miss getting slaughtered by Chalfon Dalsine.

The Exchange 5/5 5/55/5 *

Doug Miles wrote:
If the rest of the party won't divert with the Qadirans and go to the ship, then they'll have to split the party. You can delay the non-Qadirans at the front gate, dealing with the standoff between the bodyguards. Hopefully this will allow the Qadiran PCs time to catch up so they won't miss getting slaughtered by Chalfon Dalsine.

And if the timing of the split party could be an issue, you can just 'have things work out' such that both parties arrive at the Dalsine manor at the same time.

Easy enough to justify - the group traveling directly there had to wind thru a significant amount of the sewer to get there. The group that diverted to the docks spent a shorter time in the sewers, then had a mostly unobstructed trip to the Dalsine manor following in the Pasah's path.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Doug Miles wrote:


If the Qadirans won't allow the cultists to take the body to the ship themselves, then when they reach the ship have the crew explain the Pasha had just left before them after receiving word that Baron Jacquo was seen visiting his cousin's home.

If the rest of the party won't divert with the Qadirans and go to the ship, then they'll have to split the party. You can delay the non-Qadirans at the front gate, dealing with the standoff between the bodyguards. Hopefully this will allow the Qadiran PCs time to catch up so they won't miss getting slaughtered by Chalfon Dalsine.

one problem, the main reason she goes after the Dalsine's is because her sister was killed, which she does not know until the body gets to her at the ship, so why would she go after them for revenge before she even knew that her sis was dead?

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

This is the most likely outcome with my Group.

After then find out Pasha Muhlia Al-Jakri's sister is dead, they will insist on escorting the cultist *Most likely any Andorans will insist on this to* to the Docs with the Pasha's Sister.

This is an idea I just came up with. Once Pasha Discovers that her sister is dead se will insist on going to the Dalsine's Manor to confront the Baron's Cousin. She can tell them her guards will distract the Manors guards while they sneak in. She will go through the front while the group goes through the back. By the time the group finds the Dalsine's Pasha Muhlia Al-Jakri has already done so and the scene can continue as written.

That may work.

The Exchange 5/5

You could also say that a survivor from the warehouse slaughter who saw Khismia killed by Chalfon had made it to the ship earlier and informed the Pasha of what had occurred.

Sczarni 4/5

Doug Miles wrote:
You could also say that a survivor from the warehouse slaughter who saw Khismia killed by Chalfon had made it to the ship earlier and informed the Pasha of what had occurred.

Or that the cultists had left a message in an agreed upon location, for the Qadirans to find when they landed, and this detailed the death.

The Exchange 5/5

Pathfinder Rulebook Subscriber

+1 pc death ( permanent )

Stone oracle 6,
gnome Sorc 5
rogue 5,
Rogue 2 / Sor 1/ Cleric 1,
Cleric 4/Fighter
Barbarian 4

here's how it went, and it was rough:

Spoiler:

yeah that was rough.

they had enough people to help get captives out, and enough bluff and assists to stall them a few rounds, that the guards couldn't break down the door ( some bad rolls )
and escaped into the catacombs.

a map for the spider attack woulda been nice, just went with a 20 ' corridor and the spider attacking out of a side passage.
their fortitude saves were pitiful. even after they killed the spider, one guy kept failing the saves and went down to 0 dex, another went down from 17 to 10 dex, and the riding dog of one guy went down to 2 dex.

a load of lesser restorations later they made it to the temple.
dunno if they were just out of it, but they didn't care about moving on to the next point. they stayed stalled there and rested overnight.
when they finally tried to leave in the morning, they were rested for the fight with akkutar / akkutesh whatever.
even so i had the other two faceless hide in the shocked crowd, and then shank a guy when they thought it was all over.
( that's when marty went unconscious )

( at least one person went unconcsious each fight )

they got past that, and becalmed the bickering people at the gate.
the advanced wargs were ROUGH, and drained a lot of those rested resources. two people went unconscious , and the barbarian just had to keep attacking from the floor.
most of them just couldn't get up, so the wargs effectively had a +13 to hit, huge bonus.

they get to the manse, the dead body, the teleporting head of house, it was very harry potter ( j/k ) ( rowling ) ( no just kidding )
they didn't immediately interact with the laughing man. but buffed for a round then moved in and cast a rain of stone, and then realized it was an illusion.
so i popped the fireball. unfortunately they were all really in fireball formation still. ganked the 4th level fighter/cleric (?) at this point. he failed his save, took 56hp. went from 39 to -17 and had a 10 con. second time in as many games that he's died i heard, so he only had 3 prestige left, and just abandoned the character, left him at dead.
the rest of the fight wasn't that great either. with a 28 AC, these 4th / 5th level characters and the one 6th level character who survived could barely land a hit. it was rough.

i realized later that he had more attacks to take too when he was spell/fighting, and i was only taking 2, not including the haste and his iterative.
it woulda been a tpk. two more people went down during the fight, and were revived with some careful channelling. but 9th level , fully decked out with most of the gp from the mod... rough. is there a guideline that you can't funnel gold into one encounter to make it rough?

looking at the characters... i take issue with the pfs guideline to count this party as apl 6. they're a 4.5 apl , which should state in the guidebook that if its a .5 number, round down or something. b/c then it'd have been 4, + 1 for full table and they would have been 5, with the choice to play up or down. next time i'm going to take that into consideration and not push it to the higher tier.

2/5 *

Seraphimpunk wrote:
Stuff

Well, they were APL 6, they have four level 5s (which is APL 5 by themselves), plus add in two level 4s (which is debatablely another +1, maybe +0.5). So APL 5.5?

To my knowledge, if they are level 4-5, the GM doesn't have to force them to play up to subtier 6-7, even if their APL is 6.

The mod is just really deadly, and GMs just have to be aware of these deadly scenarios and strongly advise players to play down in these cases.

Sczarni 4/5

Jason S wrote:
Seraphimpunk wrote:
Stuff

Well, they were APL 6, they have four level 5s (which is APL 5 by themselves), plus add in two level 4s (which is debatablely another +1, maybe +0.5). So APL 5.5?

To my knowledge, if they are level 4-5, the GM doesn't have to force them to play up to subtier 6-7, even if their APL is 6.

The mod is just really deadly, and GMs just have to be aware of these deadly scenarios and strongly advise players to play down in these cases.

4+4+5+5+5+5/6=4.66 rounds up to 5 and then APL +1 for having six players = APL 6

The Exchange

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Running his adventure was great fun at PaizoconUK recently. Word got out at breakfast to the players my hotel that this was dangerous. I was meant to be running 4th/5th level PCs (probably tier 6-7) but luckily things changed and they were a solid 3-4.

Throughout the adventure every NPC who could played up how dangerous the final bag guy was. When he suddenly appeared as a PC was blasted from her feet, the atmosphere went cold and tense. Gods did I have fun with my false french accent and bad insults as the BBEG ran round creating havoc.
The highlight was the cavalier player visibly shaking as he rolled his dice to hit. That kind of danger is rare.

Anyway I just wanted to say with care this adventure is a blast to run. Thanks all concerned.

Cheers

Liberty's Edge

This is purely a "No $h1|, there I was" story, so take enjoyment in the pain of others, and mind the spoiler!

Spoiler:

So I sat at a table at Origins run by Cactus-Jack to play this adventure. My first time at a Con, and I had just introduced two friends to Pathfinder a few weeks before. All three of us had squeaky clean LVL 1 characters, and had no clue whatsoever about how fun/difficult this was going to be. Three more joined out table, but their lowest registered characters were in the 3-4 range. Cactus-Jack gave us the option - play the first tier and make a cake walk, or play the second tier for "more of a challenge".

If you haven't visibly winced by now or at least started snickering, you need to read some of the previous postings. Yup, we took the upper tier! Imagine this as you first introduction to PFS?!?

Everything was going rather well in the beginning. The cultists made it down to the vault, we took care of the henchman, and dispatched the dogs using non-lethal means. We then witnessed the opening to Act 3, and were left confronting the Magus. That's when things went... well, horrible!

Our beef (two level 1 Fighters, played by my newbie friends) were backed up by a LVL 3 Monk. My LVL 1 Cleric, a LVL 3 Gunslinger and a LVL 4 Cleric (archer specialist) rounded things out. The first round produced the first kill - one fighter took it in the face and was down! Not even common-cold dead, but dead dead! Second verse, same as the first - second fighter down (but 1 point from perma-kill). What followed was a series of terrified joint healing blasts until we both ran out of juice, trying desperately to keep everyone standing (never did get enough to get the fighter back up). There were two instances where someone dropped, only to rise again from the channel energy, and in the end I was standing behind the monk casting bloody Guidance (I could only hit on a natural 20) while everyone else kept out of touch range an plinked away! Gods bless the Monk Chun-Lo for finally landing a crit that made the Magus retreat - AND THEN DRINK A HEALING POTION! <sigh> However, that was when the tide turned in our favor. Throwing a fusillade of acid/alchemists flame, we finally dropped him!

The moral of this story: "Ray, when someone asks you if you're a god, or if you want to play the easier tier, SAY YES!"

Thanks again to Cactus-Jack and the rest of our table for an absolutely great game!

Dark Archive 4/5 5/55/55/5 Venture-Agent, Indiana—Lafayette

Odzmye wrote:

This is purely a "No $h1|, there I was" story, so take enjoyment in the pain of others, and mind the spoiler!

** spoiler omitted **...

Thanks again to Cactus-Jack and the rest of our table for an absolutely great game!

Glad you had a good time and a challenging adventure. I always prefer to run a scenario that challenges the players, granite 'challenge' here may be an understatement.

Although I feel for the first fighter dropped, at least it was a pregen instead of a leveled character.

Happy Gaming!!

1/5

So, I ran The Dalsine Affair today. The party consisted of rog4, clr3, ftr2, and mag2 (APL 2.75). They chose to play subtier 3-4, which makes sense. And I warned them that it's going to be tough. But what happened was surprising.

While they were smuggling the Dawnflowers in the middle of Act 1 the guards got suspicious. They took out their portable ram, and knocked down the door on first try (natural 20). The Pathfinders drew their weapons, the guards dropped their saps, and chaos ensued.

When the fight was finally over, there was a single guard left who hadn't fled, and a bunch of unconscious Pathfinders. By a streak of bad rolls from the players, and lots of extremely lucky rolls from the undersigned, the PCs were defeated in a scene that's not meant to be a fight scene.

But, hey, these things happen. I'm more interested in Muesello. Why didn't the Venture Captain do anything during the fight? And what happens to him, and to the Pathfinder Lodge in Oppara after the mission was botched? I'm writing an epilogue to the players, and I'd like to give them something to tell about. They sure didn't save the Society today, but did their actions lead to an ex-VC, or a shut down lodge? Heck, the characters were filing reports trying to get Muesello executed after this catastrophe. The players want nothing more than someone to pay for their torture, even if it's Muesello.

Any ideas?

1/5

Well, I wrote the epilogue. Oppara doesn't have Pathfinder presence anymore.

But the critique towards that particular encounter. Why has it been written so that combat can happen, with a sor5/exp3 present who doesn't do anything? That makes no sense.

Scarab Sages

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Pathfinder Lost Omens Subscriber
Samuli wrote:
But the critique towards that particular encounter. Why has it been written so that combat can happen, with a sor5/exp3 present who doesn't do anything? That makes no sense.

Well, you could say that Muesello is terrified of getting the Society thrown out of Taldor and therefore will not actively attack law enforcement.

Sovereign Court 3/5

Since the last fight can be so dangerous, I want to make sure I get everything right, so my players get a fair shake. This'll likely be Tier 6-7.

Questions:

1) What is the order/timing in which events occur? Is Chalfon busy buffing while Pasha makes her exit, or does he start right after?

2) What's the Perception check to hear Chalfon casting his buffs? To try to find him if they start actively looking?

3) When the party likely tries to attack the fake Chalfon, how is he supposed to handle it? For example, if a PC shoots an arrow at the image, does it simply pass right through while the illusion keeps laughing (making it pretty obvious something's up), or can Chalfon have the illusion act like it dodges/gets hurt (while still laughing)?

Thanks!

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

1) As I recall (don't have the scenario in front of me), he buffs before the Pasha gets there? If it's a short duration buff, you could certainly cast it while the Pasha is leaving.

2) The perception DC isn't strictly listed, but I'd make it out to be about 20-30, given the distractions and the lack of a visible person.

3) He would still progress, going to the closest PC and attacking, dropping the invisibility.

I strongly recommend ignoring a crit, if he crit threats - that's a very, very unsatisfying death.

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Actually, since he's running it at 6-7, the first thing that happens is an empowered fireball, so the really unsatisfying death really doesn't happen at that tier. (I mean, sure there's still 15-20 crit threats on a rapier + shocking grasp, but unlike lower tiers, he'll be visible by that point.)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Iammars wrote:
Actually, since he's running it at 6-7, the first thing that happens is an empowered fireball, so the really unsatisfying death really doesn't happen at that tier. (I mean, sure there's still 15-20 crit threats on a rapier + shocking grasp, but unlike lower tiers, he'll be visible by that point.)

Oh, I completely glossed over that. Yeah, go for the gusto.

3/5

Netopalis wrote:
I strongly recommend ignoring a crit, if he crit threats - that's a very, very unsatisfying death.

Or in other words."I strongly recommend cheating for the players, I like to give chronicles away because players should not earn them."

Grand Lodge 4/5

On 1, IIRC (Been a bit since I prepped it), he is already Invis, but casts a specific set of buffs and actions after the Pasha leaves, while the PCs are trying to interact with the illusion upstairs.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Finlanderboy wrote:
Netopalis wrote:
I strongly recommend ignoring a crit, if he crit threats - that's a very, very unsatisfying death.
Or in other words."I strongly recommend cheating for the players, I like to give chronicles away because players should not earn them."

No, I don't feel it appropriate for an invisible creature that the party has no way of noticing to crit on an 18-20 against a level 1 PC and deal 10d6+4 damage with no save and no reason for the party member to expect something is about to happen. This scenario illustrates the problems that were inherent in the 1-7 scenarios. I really believe that it should be revised to remove Tier 1-2.

The Exchange 5/5 RPG Superstar 2010 Top 16

Netopalis,

That's a perfectly reasonable position to take.

But you're still not free to screw around with the game rules. The character in question has a weapon specifically chosen for its critical hits. Deciding that this particular weapon never threatens a critical hit reduced the encounter's danger with no compensation.

If you don't think that the encounter is fair, don't run the scenario.

(For my part, the last time I ran this adventure, I had that character notorious for being dangerous. Everybody talks about him as if he's capable of killing Venture Captains. That way, when the PCs run in, there's a healthy sense of paranoia and dread. That evens up the encounter a lot.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Chris Mortika wrote:

Netopalis,

That's a perfectly reasonable position to take.

But you're still not free to screw around with the game rules. The character in question has a weapon specifically chosen for its critical hits. Deciding that this particular weapon never threatens a critical hit reduced the encounter's danger with no compensation.

If you don't think that the encounter is fair, don't run the scenario.

My reading of the rules says that I don't have to take the crit if I don't want. Yours says otherwise. I don't feel that either position is specifically negated in the GtOP. It's an argument that I've had a ridiculous number of times over the last few weeks, and frankly, it's not one that I really wish to delve into again here. The short version is that the rules say that they do not "advocate" fudging dice, but do not say "do not fudge dice." To me, that says that it is allowable in only the most extreme of circumstances. This is largely to prevent unscrupulous GMs from killing off characters at whim. In the end, I feel that my reading of the Guide is supportable and valid, and unless that passage is changed within the next Guide, I will continue to do so in those rare, rare circumstances where it is necessary.


Netto, how about you just don't run scenarios you think are improperly balanced. That way you won't reward Paizo for doing something you think is wrong.

Pretty simple solution.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Tim Vincent wrote:

Netto, how about you just don't run scenarios you think are improperly balanced. That way you won't reward Paizo for doing something you think is wrong.

Pretty simple solution.

I've only ran this once, at the request of my group. I didn't particularly care for it. Luckily, there was no crit threat when I ran it. That being said, given how much I've GMmed, there's not much I can do about scenario choice - I've ran the majority of the 1-5s and 1-7s.


Pretty brazen to admit you broke the PFSOP rules on the message boards. No crit range? Getouttahere!

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Tim Vincent wrote:
Pretty brazen to admit you broke the PFSOP rules on the message boards. No crit range? Getouttahere!

I have not broken the rules. The rules say that they do not advocate fudging rolls. That doesn't mean that you can't do it. I don't advocate eating 142 swiss cake rolls in the span of an hour, then washing them down with a litre of tequila, but you're free to do it.

3/5

I would never want a DM that cheats. If they cheat for some people because they do not agree with something, what is to stop them from cheating against you if they do not agree with you?

Along the the lines of you can trust someone that is always honest, but you never know when you can trust someone that you know is dishonest.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

Finlanderboy wrote:

I would never want a DM that cheats. If they cheat for some people because they do not agree with something, what is to stop them from cheating against you if they do not agree with you?

Along the the lines of you can trust someone that is always honest, but you never know when you can trust someone that you know is dishonest.

Ok, first of all, Paizo staff has said repeatedly that this is not cheating, that it should not be characterized as cheating and that calling it cheating can lead to your post being removed.

Second, the Guide doesn't support using it to kill PCs, it supports it to help low level characters survive. The "we do not advocate" language is contained within in a section that deals with the question in that context.

Finally, I am not being dishonest in the slightest. It is well within my prerogative to not take a crit threat as a GM. I have not lied in any way, shape, or form by not communicating the threat to the player.

3/5

A definition of cheat: to elude; deprive of something expected:. So I am sorry that fills that definition.

You are not staff and your threat o have my post removed means nothing. If asked by staff or presented information from staff then I will follow that. Honestly threatening people for expressing their opinions with fictuous threats is more likely to be removed. That is like me saying "Mike brock will delete your characters if you do not agree with me". It is the same poison ayou are spouting.

For the 6-7 tier the person was asking abotu they are hardly low level. But your lawyer interpretation maybe be different.

It also says this in the guide that you refuse to acknowledge

"Given the dangers characters face once they have made
the choice to become Pathfinders, character death is a very
real possibility (and a necessary one to maintain a sense of
risk and danger in the game)."

Also what happened to run scenarios as written. I have seen that many many many times.

You should just have events where you read the scneraio to people, leave their dice at home, and then sign the chronicle for them when you finish reading it.

I think you are dishonest in my opinion. The people you cheated through adventures were thought to believe they earned the adventure, and it was given to them

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