4-01 Rise of the Goblin Guild *Extras* (Spoilers)


GM Discussion

3/5 Contributor, RPG Superstar 2010

8 people marked this as a favorite.

For those of you preparing to GM this, here are a few extras.

Picture of Yarak

Picture of Versevosh

These awesome pictures were done by Andrei Buters (aka KesslerGunner on the boards.)

PDF of the young and advanced monsters in the scenario.
(I'm not a big fan of scaling monsters on the fly.)

Hope that helps and hope you enjoy it.

Liberty's Edge 4/5

Cool beans. Would print pics to show cept printer just ran out of ink printing the new guide.


Pathfinder Lost Omens, Rulebook Subscriber

Cannot see the pictures. Defaults to Google Chrome.

Dark Archive 5/5 5/55/5 *

Thanks Matt - added these top my scenario file & will make use of them when the time comes.

Grand Lodge 4/5

Awesome artwork, Matt! Great job!

Grand Lodge 4/5

The real question is when are you going to run this Chamber of Horrors in Melbourne, Matt? Mmm?

3/5 Contributor, RPG Superstar 2010

For those who can't view the pics, here they are on photobucket.

Versevosh

Yarak

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Wow, this is really cool. You are upping the bar Matt Goodall.

Shakes fist

1/5

Thank you, I agree great art work...

3/5 Contributor, RPG Superstar 2010

2 people marked this as a favorite.
Dennis Baker wrote:
Wow, this is really cool. You are upping the bar Matt Goodall.

Thanks mate,

The bar is already pretty high. :-)

I'm always cheering when one of the 2010 RPG Superstar team does well, and you have been really hitting it.

Spoiler:
I hope Paizo notices this and gives you a module to write.

2/5

Here's a couple game aids: attitude tracker for Ekkie, and chase scene action cheat sheet for the players.

Fold the sheet in half, propping it up so that everybody can see the chase side during the chase, then fold it flat for yourself to track Ekkie later!

4-01 Goblin guild GM aid

1/5

FlorianF wrote:

Here's a couple game aids: attitude tracker for Ekkie, and chase scene action cheat sheet for the players.

4-01 Goblin guild GM aid

Is that chase aid accurate?

For instance, the middle section says "Move one square freely. Then pass one of the chase checks on your square to move another square"

And the little drawing makes it look like a player can progress two squares in one turn.

This makes it seem like, for example, a player beginning in "House Upstairs" could use a move action to enter "Manor Outer Wall" and then use a Standard action to attempt either "Squeeze through a break" or "Up and Over" which, on a successful check, would deposit the player in Busy Street.

This doesn't fit with how I understand chases, either from the section in the PRD (here) or the page 8 sidebar. The way I read that is it takes a move action to move 'though' (but not out of) a square, then a standard to exit that square.

This means, for the example above, for a player starting in "House Upstairs" a move action would move them through the upstairs, but they cannot move their miniature out of that square until they succeed in either "Drop, Tumble and Roll" or "Scramble Down the Wall" as a standard action.

For the full-round action, the sidebar says "effectively bypassing the second square and moving straight into the third from his starting position" so if a player begins in House Upstairs, they take a full-round action, and pass the checks for both "Drop, Tumble and roll" and "Scramble Down the Wall" then they would move past Manor Outer Wall and end up in Busy Street. The chase aid looks like they would skip two squares and end up in Rearing Horse.

I have not run a chase before so I could be completely wrong.

2/5

Thanks for this correction. I am working on a fix. I must say the rules are a bit weird in that for clarity sake the tokens ought to be placed not on the square but on the borders.

2/5

Corrected the file above. Thanks Steg for checking this out.

I did simpify by not mentionning move actions, as you're either required to use one, or you typically lose it (unless there's no obstacle).

Btw the PRD's last paragraph is slightly odd. It says that you can't move when making a FRA, but you cannot move either when making a SA - unless the square has no obstacle.

1/5

FlorianF wrote:
Btw the PRD's last paragraph is slightly odd. It says that you can't move when making a FRA, but you cannot move either when making a SA - unless the square has no obstacle.

I think what that means is if you perform a non-chase full-round action that you can't also move through the card.

For example, if last round a player moved through Busy Street, then as a standard action Shoved people Aside, he would be at the beginning of Rearing Horse. This turn, if he summoned a monster or something, he would not be able to also move through Rearing Horse. This means next turn he still has to take a move action before he has the chance to use a standard action to Dart or Grab.

Here's a question: In order to attempt a skill check, you must first move through the card. Does this also apply to someone who wants to attempt both skill checks as a full-round action (hoping to move three spaces)?

For example, if a player entered Busy Street last round, and has not yet taken a move action to move through it, can he take a full-round action to attempt both "Shove People Aside" and "Out of my Way!" or does he need to move through Busy Street first?

If you don't need to be at the 'far side' of the card in order to do the full-round action, then I'm not sure what relevance the move actions have (other than drawing weapons and stuff).

I would greatly appreciate it if someone would chime in and let me know if I'm way off base, here.

3/5 Contributor, RPG Superstar 2010

Very nice work Florian!

I think the differences you are noticing with the chase rules are changes between what is written in the GMG and the chase cards deck.

Grand Lodge 1/5

Cool, Thank You :)

Grand Lodge 4/5

Pathfinder LO Special Edition, PF Special Edition Subscriber

Additional art is always useful! Thanks, Matt!

Liberty's Edge 4/5 *

Thanks for the art, I always print out the pictures of the NPCs and monsters from the PDF to show the players, and this is a great supplement!

And "Ekkie's Secret Diary" is awesome! I was working on figuring out how to track her opinion of everyone seperately, and this is perfect.

I love you guys! *group hug*

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

1 person marked this as a favorite.

Ok, I think I'm running this on the 22nd, so thank you very much for the additional material.

So... When do we get an Ekkie Plushie?

Sczarni 3/5 5/55/5

I will be running this at Game Con the end of this month and would like to give a big thank you for the helpful tips, discussion and images/aids.

Shadow Lodge 3/5

I ran this on the weekend (subtier 1-2) and they failed the chase scene, leaving Ekkie out of the whole scenario. I didn't expect this, and as a result, the rest of the scenario played out like a pretty stock-standard dungeon run. The DCs on the skill checks don't change between subtiers.

Not sure if I made any mistakes; is that what's supposed to happen or are they supposed to find Ekkie somewhere in there? I couldn't see anything in the book about this.

Not having any experience with Ekkie seems to be their "punishment" for failing that chase scene, but I felt it really took away a lot of roleplay substance from the scenario!

3/5 Contributor, RPG Superstar 2010

That's regrettable, but it hopefully teaches the PCs to invest in skills. Without a chance of failure, there can be no real success. You can have Ekkie waste her actions doing 'goblin things' during the chase if you think the PCs are going to struggle with catching her.

The DCs on the chase don't change, but the higher tier Ekkie is more likely to get through the chase quicker too.

The 'punishment' is that without Ekkie to guide them through the sewers, the PCs may be stuck searching for the guild's HQ for a long time and have to make Fort saves from the bad air and stench.

Ekkie does reappear during the optional encounter to demand the return of her brother's skull. This is written so that the Silver Crusade faction members still have a chance to do their faction mission, but you can certainly have her reappear then (given faction missions are optional now).

Scarab Sages 5/5 5/5 **** Venture-Captain, Washington—Spokane

Avatar-1 wrote:

I ran this on the weekend (subtier 1-2) and they failed the chase scene, leaving Ekkie out of the whole scenario. I didn't expect this, and as a result, the rest of the scenario played out like a pretty stock-standard dungeon run. The DCs on the skill checks don't change between subtiers.

Not sure if I made any mistakes; is that what's supposed to happen or are they supposed to find Ekkie somewhere in there? I couldn't see anything in the book about this.

Not having any experience with Ekkie seems to be their "punishment" for failing that chase scene, but I felt it really took away a lot of roleplay substance from the scenario!

Check this to find where they encounter Ekkie if they lose her in the chase:

Ekkie Reunion:
Area A6

Shadow Lodge 3/5

Argh I completely missed the paragraph saying that she returns in that area because I skipped the optional!

Thanks for the tips gentlemen. Next time!

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