3-04 The Kortos Envoy *Possible Spoilers*


GM Discussion

Grand Lodge 4/5 5/55/5 ***

Does Act 4 (part 2) use a custom map for the Shrine of Baphomet or is in a MapPack? I cannot locate it.

Shadow Lodge 1/5 Contributor, RPG Superstar 2010 Top 8

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Bob Jonquet wrote:
Does Act 4 (part 2) use a custom map for the Shrine of Baphomet or is in a MapPack? I cannot locate it.

Act 4 (part 2): Shrine to Baphomet should use the custom map from that section (the one with the statue in the flaming pit and the statues along the sides).

Act 4 (part 1): The Half Finished Hall should use this map, IIRC, (at least that was the one I suggested, I haven't seen my contributor copy to know if its the one they used).

Grand Lodge 4/5 5/55/5 ***

Nothing like a response from the author to confirm suspicions. Thanks.

Shadow Lodge 1/5 Contributor, RPG Superstar 2010 Top 8

PS - If you need a map for Act 1, I would use this one.

Liberty's Edge 5/5

Bob Jonquet wrote:
Nothing like a response from the author to confirm suspicions. Thanks.

Definitely cool. I played this at Neoncon and enjoyed it a lot. I'm looking forward to running it soon.

Will from Fresno

Shadow Lodge 1/5 Contributor, RPG Superstar 2010 Top 8

Sarta wrote:
Bob Jonquet wrote:
Nothing like a response from the author to confirm suspicions. Thanks.

Definitely cool. I played this at Neoncon and enjoyed it a lot. I'm looking forward to running it soon.

Will from Fresno

Awesome! Glad to hear you got a kick out of it Will!

3/5

I played this yesterday; this was a tactically interesting module; on the whole, an excellent use of terrain against the unprepared or thoughtless player. Especially the fight in the cave on the cliff. We had the good luck of a very versatile party.

I was grateful for the improved mobility... and saves... that come with playing a monk. Most of the villains had very little chance to do their neat tricks on account of a combination of being grappled by a monk, neutralized by a wizard, or chopped up by a barbarian. But they had promise... and style! (alas, no time for significant character development).

I did not find any particular reason for my character to become especially engrossed in the villains or allies of the module, but I could imagine some of the role-playing possibilities that could exist had our group had a bit more time. Watching the Taldoran's completing their faction mission was particularly amusing.

Scarab Sages 2/5

Quick question on this scenario. Is there supposed to be two dragons or one when playing up?

The Exchange 5/5

The CRs are all messed up for tier 10-11, but if that's supposed to be a CR 13 fight then there should be 2 advanced frost drakes.

The Exchange 5/5

Benchak the Nightstalker wrote:
Bob Jonquet wrote:
Does Act 4 (part 2) use a custom map for the Shrine of Baphomet or is in a MapPack? I cannot locate it.

Act 4 (part 2): Shrine to Baphomet should use the custom map from that section (the one with the statue in the flaming pit and the statues along the sides).

Act 4 (part 1): The Half Finished Hall should use this map, IIRC, (at least that was the one I suggested, I haven't seen my contributor copy to know if its the one they used).

Unfortunately I didn't read the beginning of this thread prior to running The Kortos Envoy for the first time on Saturday. The Unfinished Hall's description says it is 25 feet wide (length not specified). The map Benchak suggested is 40 feet wide. That makes a big difference. At the high tier there is one Huge creature and eight Large creatures (5 minotaurs and 3 centaurs). Combine that with the PCs and it's one big traffic jam. The monsters in the back can't move anywhere. My players had great fun dropping fireballs and walls of fire into the gridlock.

The Shrine to Baphomet was very nice to draw, there are some great details to bring out. However, it again suffers from scale for different reasons. Dahroon the elder(ly) minotaur has a 20 foot movement speed. It can take him 2 rounds of double-moving to get to where he can actually attack when the PCs enter. The poor old goat took it on the chin before he actually had a chance to swing at someone. It was my misfortune to have a table of fireball-happy casters... Should I even mention what happened to Jerevyx's frost drakes?

Anyway, I'm crying over spilled milk. This scenario was released two years ago; this is just food for thought if anyone reads this before learning the hard way.

Scarab Sages 5/5

I have a few questions:

1. Is Rokka (axebeak) supposed to have evasion?

2. Is the Harpy Raider song DC supposed to be 2 higher? It seems to not add in the ability focus.

3. How is powerful charge calculated? In between the minotaurs (2d6+6), the minotaur cultists (4d8+24), and Dahruun (L 4d6+10/H 4d6+12). The numbers dont seem to add up.

Grand Lodge 4/5

Dahruun's tactics says he enters the maze and fights the affected PC one on one. Can he actually do that? Is it an elder minotaur ability?

Edit: Nevermind, found it in the 7-8 Subtier stat block.

Pretty fun scenario, despite the naysayers. Have to find time to GM it.

Sczarni 5/5 5/55/5 ***

Kristen Gipson wrote:
3. How is powerful charge calculated? In between the minotaurs (2d6+6), the minotaur cultists (4d8+24), and Dahruun (L 4d6+10/H 4d6+12). The numbers dont seem to add up.

Running this tonight, and I just noticed this as well.

I *think* the cultists are supposed to be (gore +15, 2d8+10) when they do a Powerful Charge, and (gore +12, 2d8+19) if they also Power Attack.

Low tier Dahruun should be (gore +22, 2d8+14) or (gore +18, 2d8+26) with Power Attack.

Upper tier Dahruun should be (gore +25, 2d8+16) or (gore +20, 2d8+31) with Power Attack.

Can I get any confirmation? Or were they supposed to be overpowered?

Scarab Sages 5/5

Nefreet wrote:
Kristen Gipson wrote:
3. How is powerful charge calculated? In between the minotaurs (2d6+6), the minotaur cultists (4d8+24), and Dahruun (L 4d6+10/H 4d6+12). The numbers dont seem to add up.

Running this tonight, and I just noticed this as well.

I *think* the cultists are supposed to be (gore +15, 2d8+10) when they do a Powerful Charge, and (gore +12, 2d8+19) if they also Power Attack.

Low tier Dahruun should be (gore +22, 2d8+14) or (gore +18, 2d8+26) with Power Attack.

Upper tier Dahruun should be (gore +25, 2d8+16) or (gore +20, 2d8+31) with Power Attack.

Can I get any confirmation? Or were they supposed to be overpowered?

I ran it as is. None of it was particularly overpowered. Keep in mind it is a 7-11.

3/5

I'm running this Sunday. In the first encounter, the thugs (both low tier and high tier) has this tactic:

Before Combat If combat looks imminent, the scouts hiding in the trees drink their potions of feather fall.
During Combat The scouts concentrate ranged fire on flatfooted PCs during the first few rounds of combat. If no flat-footed targets remain, they switch to their short swords and move to flank the PCs.

^ Since this is a potion, it is caster level 1, which means the effects of the potion will last for 1 round. It seems to me the tactics of the thugs is to snipe from the safety of the trees, and the authors intent is either 1) to prevent them from being knocked out of the trees and taking falling damage, or 2) the tactics is to take a single shot from the trees and then have a quick way of getting down to then close in with melee. But that doesn't seem to work with the potions - regardless of either tactic for the most part (unless I'm missing something). Oh and the thugs are supposed to be stealthed/hiding in the trees in hopes of getting a surprise round. For example:

Intent #1, completely fails unless they get knocked out of the trees as soon as combat starts.

Intent #2: They get a surprise round. Step 1. Just before the surprise round, they drink their potion. Step 2. Surprise round: fire arrows at flat-footed people. End Surprise Round. Potion wears off. Potion wasted. I guess they could technically take a 5 foot step out of the tree and start falling at that point. That might work-ish.

Or let's say they don't get a surprise round. Drinking the potion is a standard action - so either they fire, or they drink the potion. Or they fire, don't move, and then next turn drink the potion and then jump out of the tree.

Course what happens if they think combat is imminent and then 6 seconds goes by? Wasted a potion.

Anyway, I guess my point is, the potions seem pointless. Or am I missing something? How have others ran this?

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