4-21 Way of the Kirin


GM Discussion

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Paizo Employee Developer

Brian Lefebvre wrote:
Alecak wrote:

@ Michael Brock

Do we get the XP and gold for crediting this to a higher lvl character?

We are starting the Retirement arc soon and my cleric needs 2 more XP. Can i credit this to him and play one more to hit 12 or would i need to play 2 more games before retirement? Im ok with getting less gold if we can.

You gain xp, prestige and gold as normal for GM credit. The only thing different about GM credit for #4-21 Way of the Kirin is that you can apply it to characters over the level cap of 3-7. If you apply the GM credit to a level 11 character they would get the standard rewards from tier 6-7.

Quoted for emphasis. This is the correct way to handle this if you are applying GM credit to a PC above 7th level. A PC playing through the scenario must still be level 3–7. Whenever you apply a Chronicle sheet to a PC, that PC always gets the gold/XP listed on that scenario.

Lantern Lodge 2/5

Thank you for the Clarification.

3/5

Michael Brock wrote:
If someone GMs the scenario, they may apply the a chronicle to any character they have to receive the boom, even if out of tier, for this scenario and Rivalry's End. This is in effect until August 14, 2013.

Does "out of tier" apply to lower level character as well?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

You've always been able to hold credit for lower level characters, so yes.

1/5

I would imagine yes. You hold the chronicle as normal until you hit level 3. That's how I see it working anyway.

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

Shame I've always intended Mayim to become Taldor (right now 'technically' she's a blob of protoplasm and GM credit sicne she's never been played). :-)

More seriously, I'm hoping to run this before I run it at Origins, (would have this past weekend if not for these damned migraines) so I can 'try it out' on local players I know, rather than players I don't know.

I do expect a rush of First Steps II prior to August 14th :-)

Grand Lodge 1/5

5 people marked this as a favorite.

So, I'm trying to sum up everything regarding the chronicle sheet, boons, and switching factions. It’s a bit complicated, so If we can get it all in there and accurate, I think it'll be a great help to both GMs and players. So, with that in mind…

Playing 4-21 Way of the Kirin

  • If you play your own 3rd-7th level character, you apply the chronicle sheet and the appropriate boon(s) normally, based on your faction and whether or not you've played First Steps Pt. II.
  • If you play a pre-gen (4th or 7th, depending on the subtier), you may apply the credit as explained on p. 6 of the Guide to Organized Play (either to an existing character once it reaches the level of your pre-gen, or immediately to a newly created character with gp reduced to 500). The current ruling from the developers/staff indicates that the Lantern Lodge boon would not be applied to the PC, regardless of the faction of that PC, since the pre-gen is playing as a member of the Grand Lodge faction.

Switching your faction from Lantern Lodge

Lantern Lodge ceases to be a legal faction on August 14th. Lantern Lodge PCs can switch to a new faction without penalty (no loss of Prestige Points or Prestige Awards, traits and titles still apply). If you have a Lantern Lodge PC that is out of tier for 4-21 Way of the Kirin, they will also be able to switch their faction without penalty.

GMing 4-21 Way of the Kirin

How this works depends on the level of the PC you will be applying the chronicle sheet to:

  • Level 1-2: Hold the chronicle sheet until your PC reaches 3rd level, then apply it at subtier 3-4. The chronicle sheet would have to be applied by August 14th in order for that PC to get the Lantern Lodge boon (based on Mike Brock's comment here).
  • Level 3-7: Apply the chronicle sheet and boons as explained in the Guide to Organized Play (subtier 3-4 if your PC is level 3-5, subtier 6-7 if your PC is level 6-7)
  • Level 8+: Apply the chronicle sheet to your character, using subtier 6-7 for items and gp gained

This is my understanding. So what’s wrong and needs to be corrected? What should be added?

The Exchange 3/5

The one thing that I'm not sure was clearly answered was how a GM could apply credit to one of their Lantern Lodge PCs currently level 1 or 2. It appears that you must change factions before playing after the deadline passes, but you can't do it with the triumph boon benefit unless you make it to level 3 before the deadline.

Considering that the scenario just came out, holding the chronicle doesn't appear that it will do you much good if your local group doesn't play often enough to gain you a level or two in the next 10 weeks. If you only play one scenario each month, you might not get there in time. The time frame will be even shorter for Shadow Lodgers when Rivalry's End is released.

Unless you can hold the chronicle past August 14th and apply it at some future time before next playing that character. Is it enough to GM a session before the deadline, or must you be able to apply it by then? I have heard some say that having it in hand (from a dated session) is enough.

The answer will determine how hard I'll need to scramble to schedule in another session or two beyond what we've already planned.

At this point I'm presuming that everything must be done by the deadline - that you can't come back in September or October with a bunch of GM chronicles all giving credit to the Lantern Lodge character and corresponding credit to the defunct faction. But that leads to another question - must the reporting for Lantern Lodge all be done by the deadline, or will there be any grace period for sessions that occurred just prior to the deadline? Will someone "flip the switch" so that Lantern Lodge no longer appears as a reporting option on Aug 14?

1/5

I would imagine that as long as you GM the session before the deadline, you should be able to apply it after. We'll have to see what Mike says though.

Grand Lodge 1/5

Robert A Matthews wrote:
I would imagine that as long as you GM the session before the deadline, you should be able to apply it after. We'll have to see what Mike says though.

I took a strict interpretation of his post...

"If someone GMs the scenario, they may apply the a chronicle to any character they have to receive the boom, even if out of tier, for this scenario and Rivalry's End. This is in effect until August 14, 2013." (emphasis mine)

...to mean that applying the character had to happen by August 14th, since the Lantern Lodge boon would have expired with the faction itself on that date. But I agree we could use some clarification, just to be sure.

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

Everything has to be completed by Aug. 14. After that, the "switch will be flipped" and LL or SL can not be reported.

Grand Lodge 5/5

Presumably, for GMs who run 4-12 before Aug. 15th and who take credit for a level 1-2 character, the session will be reported before Aug. 15th, so it will be in the system.

But the Chronicle will not be in the character's stack until they reach level 3. If this does not happen before Aug 15th, it seems they would not get the boon because the character must change factions before Aug. 15th and thus, when adding the 4-21 Chronicle sheet to that character's stack after Aug. 14th that character will no longer be Lantern Lodge and thus no longer eligible for the LL boon.

I advise those GMs to play and run a lot of Tier 1-5, 1-7 games in order to get their level 1-2 character up to level 3 before Aug. 15th.

What I'm curious about:

For those games run close to the deadline, will they need to be reported before Aug 15th? Will the system allow characters that played the adventure as Lantern Lodge to report their character as Lantern Lodge online for that session if the session is reported after Aug. 14th?

There are many organizers who do not get around to reporting events until a week or two afterwards, if not longer.

2/5 *

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Matthew Pittard wrote:

I played in a 4 player game of this yesterday, I am more of concern with the chronicle sheet.

3 of the other players spent the prestige points to switch to Lantern Lodge for this scenario for essentially the +1 ability point. After successfully completing the scenario (3-4) , the former Loyal Lantern Lodge members picked the Shadow Lodge as their next port of call ( in anticipation of the retirement scenario for the Shadow Lodge).

My question is: THere is nothing stopping this is there?

It's embarrassing when players game the system like this. This is exactly why Paizo can't do anything nice for us, it's because cheaters ruin it for everyone else.

I hope Paizo puts a clause into these boons. For example,
1) Only the Lantern Lodge or Shadow Lodge boon can apply.
2) The boons can only be applied to PCs that were LL or SL on May 1st or earlier.

Hope Paizo responds and I hope local GMs discourage this.

The Exchange 5/5 RPG Superstar 2010 Top 16

You know, if you're going to pay out 3 x level in prestige, and risk not having the resources necessary to bring yourself back from the dead ... ("He lived his life for Taldor, but he died a member of the Lantern Lodge!") and give up the cool not-LL boon, all for half a 4000 gp belt or headband, go for it.

I wish the Lodge's faction missions were delivered in Tien.

2/5 *

Chris Mortika wrote:
You know, if you're going to pay out 3 x level in prestige, and risk not having the resources necessary to bring yourself back from the dead ... ("He lived his life for Taldor, but he died a member of the Lantern Lodge!") and give up the cool not-LL boon, all for half a 4000 gp belt or headband, go for it.

It's actually more like the equivalent to a Manual of Bodily Health/Quickness of Action/Gainful Exercise (+1 Con/Dex/Str respectively), which all cost 27,500 gold.

Plus, this isn't an inherent bonus, making it slightly better than 27,500 gold.

Worth 9 prestige imo.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Jason S wrote:
Chris Mortika wrote:
You know, if you're going to pay out 3 x level in prestige, and risk not having the resources necessary to bring yourself back from the dead ... ("He lived his life for Taldor, but he died a member of the Lantern Lodge!") and give up the cool not-LL boon, all for half a 4000 gp belt or headband, go for it.

It's actually more like the equivalent to a Manual of Bodily Health/Quickness of Action/Gainful Exercise (+1 Con/Dex/Str respectively), which all cost 27,500 gold.

Plus, this isn't an inherent bonus, making it slightly better than 27,500 gold.

Worth 9 prestige imo.

Question on that. If it raised my int to a new modifier (11 to 12), how do skill points work out? Do I get one per hit die, like with a headband? Do I not get any?

2/5

Pathfinder Roleplaying Game Superscriber
thistledown wrote:
Jason S wrote:
Chris Mortika wrote:
You know, if you're going to pay out 3 x level in prestige, and risk not having the resources necessary to bring yourself back from the dead ... ("He lived his life for Taldor, but he died a member of the Lantern Lodge!") and give up the cool not-LL boon, all for half a 4000 gp belt or headband, go for it.

It's actually more like the equivalent to a Manual of Bodily Health/Quickness of Action/Gainful Exercise (+1 Con/Dex/Str respectively), which all cost 27,500 gold.

Plus, this isn't an inherent bonus, making it slightly better than 27,500 gold.

Worth 9 prestige imo.

Question on that. If it raised my int to a new modifier (11 to 12), how do skill points work out? Do I get one per hit die, like with a headband? Do I not get any?

From what I've read, all bonuses due to stats are retroactive; therefore, you would get 1 additional SP per level based on your example.

The Exchange 3/5

Michael Brock wrote:
Everything has to be completed by Aug. 14. After that, the "switch will be flipped" and LL or SL can not be reported.

Thanks for clarifying. Looks like I'll be planning at least one more session.

I love the boon and the scenario, plenty of encouragement to work in more PFS play.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Gullyble Dwarf - Lvl 7 DM wrote:
thistledown wrote:
Jason S wrote:
Chris Mortika wrote:
You know, if you're going to pay out 3 x level in prestige, and risk not having the resources necessary to bring yourself back from the dead ... ("He lived his life for Taldor, but he died a member of the Lantern Lodge!") and give up the cool not-LL boon, all for half a 4000 gp belt or headband, go for it.

It's actually more like the equivalent to a Manual of Bodily Health/Quickness of Action/Gainful Exercise (+1 Con/Dex/Str respectively), which all cost 27,500 gold.

Plus, this isn't an inherent bonus, making it slightly better than 27,500 gold.

Worth 9 prestige imo.

Question on that. If it raised my int to a new modifier (11 to 12), how do skill points work out? Do I get one per hit die, like with a headband? Do I not get any?
From what I've read, all bonuses due to stats are retroactive; therefore, you would get 1 additional SP per level based on your example.

That's what I was hoping was the case. Can I get a second on it?

The Exchange 4/5 5/5

thistledown wrote:
Gullyble Dwarf - Lvl 7 DM wrote:
thistledown wrote:
Question on that. If it raised my int to a new modifier (11 to 12), how do skill points work out? Do I get one per hit die, like with a headband? Do I not get any?
From what I've read, all bonuses due to stats are retroactive; therefore, you would get 1 additional SP per level based on your example.
That's what I was hoping was the case. Can I get a second on it?

Here's the second and a link to the PRD for an official "Yes."

Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

And no, I don't know of any way an ability bonus gained from leveling can be removed. That part of the rule is intended for other permanent bonuses.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Cool, thanks

Grand Lodge 1/5

OK, so, I actually do have a couple of questions about the scenario itself... ;)

1) Am I correct in piecing together the fact that Hinojai is the name of Iko Tsuneo's childhood home / Way of the Kirin meeting place, recently purchased by the Lantern Lodge? It seemed to be implied rather than explicitly stated.

2) Defense points apply only to the catapult and long-range area effect spells and effects, correct? All other defenses instead provide tactical advantages while in combat, I take it.

3) In the Six Against Many sidebar (p. 11) it says that "operating the catapult requires 3 people working for 3 full round actions to load and fire it" and "at the end of the 4th round of ranged combat, the army has dispersed enough that it is no longer vulnerable to ranged and area attacks". To me, this means that the catapult can only be fired twice (1st round and 4th round). Does this fit others' understanding?

4) I didn't see the rusty bear traps (from Lighthouse Storage A4) mentioned in terms of how they could be used, what skill would be required to set them up, etc. Has anyone else already pieced together how you will rule their use and effects?

5) In the saboteur stat block (p. 13) it suggests they use smoke bombs and smokesticks to cover their escape, but it doesn't seem that they have smoke bomb as an alchemist discovery.

Thanks!

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

bear traps:
Source: Advanced Player's Guide
Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.

Type mechanical; Perception DC 15; Disable Device DC 20

Trigger location; Reset manual

Effects Sharp jaws (atk +10 melee 2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

I had brought two to the island, and then we found the two there. We placed them inside some of the windows that hadn't gotten barricaded. Ruled that our characters could straddle them as difficult terrain because we knew about them, but invaders would set them off. For us, those particular windows never got breached, but it could happen. We also thought about putting one on the trail up, but that was before our guest arrived and we didn't want him to set it off, so we moved it elsewhere. We just required the str(20) check to place them.

Shadow Lodge 3/5

Doug Maynard wrote:
3) In the Six Against Many sidebar (p. 11) it says that "operating the catapult requires 3 people working for 3 full round actions to load and fire it" and "at the end of the 4th round of ranged combat, the army has dispersed enough that it is no longer vulnerable to ranged and area attacks". To me, this means that the catapult can only be fired twice (1st round and 4th round). Does this fit others' understanding?

I think it intends to mean that all 3 people operating it have to take full round actions each round to keep operating it. Not that it takes 3 rounds to use it. But I could be wrong.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

I would say it takes one full round to ready, one to load, and one to fire. Maybe a little unrealistic, but it gives you a variable depending on how many people are available. Three means it fires every round, two means every other round, and one means every three rounds.

Sovereign Court 4/5

I was confused as to the catapult as well. It seemed to fit that it would take 3 full round actions to reset it to be ready to fire. The inclusion of three people taking three full round actions made it a little off. However I will confess that I am going just off what's in the scenario and not the siege engine rules, so don't know if that would help clear things up or anything.

Lantern Lodge 3/5

Hi! I just played Way of the Kirin and notice that there seems to be a mistake in one of the items found on the chronicle sheet.

Subtier 6-7:
The +1 brawling leather lamellar is listed at 8210gp.

However, the cost of a +1 brawling leather lamellar should be 4210gp, 4000gp for the price of a +2 armor enchantment and 210gp for a masterwork leather lamellar.

The next level of a magical armor would be 9k gp.

Is this a mix up of magical armor and weapon costs?

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

Doug Maynard wrote:

OK, so, I actually do have a couple of questions about the scenario itself... ;)

1) Am I correct in piecing together the fact that Hinojai is the name of Iko Tsuneo's childhood home / Way of the Kirin meeting place, recently purchased by the Lantern Lodge? It seemed to be implied rather than explicitly stated.

I don't believe Iko ever lived at Hinoja

Quote:
2) Defense points apply only to the catapult and long-range area effect spells and effects, correct? All other defenses instead provide tactical advantages while in combat, I take it.

Yes.

Quote:
3) In the Six Against Many sidebar (p. 11) it says that "operating the catapult requires 3 people working for 3 full round actions to load and fire it" and "at the end of the 4th round of ranged combat, the army has dispersed enough that it is no longer vulnerable to ranged and area attacks". To me, this means that the catapult can only be fired twice (1st round and 4th round). Does this fit others' understanding?

The catapult wording is pulled out of the siege weapon chapter in Ultimate Equipment so it's best to look there if you aren't certain how it works. I was scratching my head over that wording myself. My understanding is it takes 3 people 3 full rounds to fire the catapult, so they get a shot off, the army starts to scatter and they have the chance to get a second shot off before it's pretty much pointless.

Quote:
4) I didn't see the rusty bear traps (from Lighthouse Storage A4) mentioned in terms of how they could be used, what skill would be required to set them up, etc. Has anyone else already pieced together how you will rule their use and effects?

Specifics for the bear traps are in Ultimate Equipment or in the Adventurer's armory. They can use them to cover entrances or stairways.

Quote:
5) In the saboteur stat block (p. 13) it suggests they use smoke bombs and smokesticks to cover their escape, but it doesn't seem that they have smoke bomb as an alchemist discovery.

They just use smoke sticks.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Dennis Baker wrote:
The catapult wording is pulled out of the siege weapon chapter in Ultimate Equipment so it's best to look there if you aren't certain how it works. I was scratching my head over that wording myself. My understanding is it takes 3 people 3 full rounds to fire the catapult, so they get a shot off, the army starts to scatter and they have the chance to get a second shot off before it's pretty much pointless.

Thanks Dennis, I see my earlier statement was in error. I take it that the maximum points able to be earned by this is four, if the PCs are lucky enough to manage two natural 20s.

Shadow Lodge 2/5

Wait so do I need to play way of the Kirin or the shadow lodge based missions in order to actually switch factions after august 14th without penalty or is what was said in the blog post about a month or 2 ago still in effect? In other words do I need to put both of my characters through these scenarios in order to make the switch come august without penalty?

Grand Lodge 1/5

doc the grey wrote:
Wait so do I need to play way of the Kirin or the shadow lodge based missions in order to actually switch factions after august 14th without penalty or is what was said in the blog post about a month or 2 ago still in effect? In other words do I need to put both of my characters through these scenarios in order to make the switch come august without penalty?

My understanding is that any faction members of Lantern Lodge or Shadow Lodge will be able to transfer their character's prestige etc. over to a new faction without penalty, regardless of whether you play in these finale scenarios.

Grand Lodge 1/5

Dennis Baker wrote:
Doug Maynard wrote:

OK, so, I actually do have a couple of questions about the scenario itself... ;)

1) Am I correct in piecing together the fact that Hinojai is the name of Iko Tsuneo's childhood home / Way of the Kirin meeting place, recently purchased by the Lantern Lodge? It seemed to be implied rather than explicitly stated.

I don't believe Iko ever lived at Hinoja

OK, I see from the Season 3 scenario that Hinojai is a house in Minkai, while this scenario takes place in Minata.

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

TriOmegaZero wrote:
Dennis Baker wrote:
The catapult wording is pulled out of the siege weapon chapter in Ultimate Equipment so it's best to look there if you aren't certain how it works. I was scratching my head over that wording myself. My understanding is it takes 3 people 3 full rounds to fire the catapult, so they get a shot off, the army starts to scatter and they have the chance to get a second shot off before it's pretty much pointless.
Thanks Dennis, I see my earlier statement was in error. I take it that the maximum points able to be earned by this is four, if the PCs are lucky enough to manage two natural 20s.

The benefits of the points taper off quickly, particularly if you are playing low tier or with a small table. The points reduce the CR of later encounters and there is only so much play in them without making them completely pointless. I think even with a full at the high tier, once you get past 4 points, there is no payoff.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

One of my PCs had the 'Momentary Savant' boon, so he used it to automatically score a hit with the catapult. :) (The boon allows you to 'automatically succeed' on a skill check for a skill you have no ranks in.)

Party was 5 3rd level characters with a 7th level Sorcerer who spammed Magic Missile, and finished Mikogu off with an empowered Lightning Bolt.

5/5

spoiler:
Ran this tonight and had the following happen. Had 5 PC's with an APL of 5 that decided to play up. They did not have very good skills for adding to defences and basically barricaded windows placed the bear traps inside the house and used the oil to make a square that they ignited with a necklace of fireballs that trapped 2 mooks for a couple rounds till it burned down then just waited till the attacking force showed up.

PCs split themselves up between the floors and once combat started the Grapple fighter moved through the second floor unblocked windows as the mooks moved to the lower floor. The grapple fighters caught 2 caster PC's upstairs and grappled both. As the rest of the party defended downstairs one of the castors upstairs was pinned and carried over the water and dropped and the other was pinned and tied up. So now it's 3 pc vs 9 NPC's and it just went downhill. The PC who was dropped outside had a bad swim and climb and basically gave up and waled along the bottom till he finally found a place to walk ashore. the rest of the PC's were able to finish off the conscripts but eventually were all grappled pinned and tied up and that was the first wave...

So ended up calling the game at that point. It will be reported as a failure but the scenario did not really have any description of what happens if the whole group is captured so I ruled the following:
-The PC's did not hold on long enough for the Kirin's to arrive and aid them in battle.
-Tsuneo was captured an beheaded ruining any chance for the society to make the alliance.
-Amara Li was captured with the PC's tormented and tortured for her role in the attack on Shadow Orchid (from Fabric of Reality) leaving her permanently crippled.
-The PC were roughed up and questioned but since nothing was written as for cost or consequences they were released with only a beating and the shame of failure and what happened to the venture captain the were suppose to be protecting hanging over their head.

Looking forward to running this again and making it to the second wave!

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

Kolby Sample wrote:

** spoiler omitted **

Looking...

The assumption is that the Kirin will rescue Iko and Amara regardless of the success or failure of the PCs. I guess it could be more explicit, but this is one scenario where the PCs ultimately don't affect the outcome. Success for the PCs is about the prestige of persevering to the end where they could impress Iko and Amara.

Silver Crusade 5/5

Kolby Sample wrote:
Ran this tonight and had the following happen. Had 5 PC's with an APL of 5 that decided to play up. They did not have very good skills for adding to defences and basically barricaded windows placed the bear traps inside the house and used the oil to make a square that they ignited with a necklace of fireballs that trapped 2 mooks for a couple rounds till it burned down then just waited till the attacking force showed up.

Uhm, why were they allowed to play up? An APL of 5 is required to play at tier 5-6, there is no choice. The only time there's a choice is when they are in the middle (that is, APL 7 for a 5-9 scenario).

Grand Lodge 1/5

Because the subtiers here are 3-4 and 6-7, so an APL of 5 is in the middle.

5/5

What I read Dennis it said that the Kirin appear after the PC's confront the Final encounter regardless if they are unable to defeat him. Since the PC never made it out of the first encounter no Kirin to save them.

Ok so did I make a mistake? I have not reported the session yet and can make changes to chronicles. I'm not trying to screw players but if the kirin save the day no matter what is no way to fail the mission?

*edit that last part could come off a bit confrontational and that's not my intent*

Grand Lodge 1/5

Some thoughts and questions on Ramparassad as I prepare for tomorrow's game.

It seems that the presence of the Golden League might easily slip by the group, especially if they don't have members of the Sczarni or Shadow Lodge factions. If so, I'm thinking of allowing PCs a Perception check to catch a glimpse of a tattooed individual watching their movements.

The Sczarni faction mission suggests that Karela is going to just "liberate" someone else's fireworks in Varisia, but the paragraph on Samorn Nhean makes it sound as though Karela has actually placed an order and the goal is to have Nhean prioritize that order.

For the Shadow Lodge faction, it escaped my attention at first that the man speaking with Som Kesor is probably a Xun enforcer. I think it's important to play up the fact that he is heavily tattooed so the PCs can potentially connect the dots.

5/5 **

Pathfinder Adventure Path, Rulebook Subscriber

Teleport question:

Who teleports the group to and from the island? Should I just have an unnamed associate send them there and then have a ship dispatched by the Kirin pick them up?

Grand Lodge 1/5

I just discovered an issue with the max gold for this scenario, at least for subtier 3-4. There are four places/events in which PCs can earn gold - finding the Iko family crest (210 gp), defeating the conscripts (280 gp), defeating the saboteurs (309 gp), and defeating Mikogu (710 gp). This adds up to 1,509 gp, but the max gold is listed on the chronicle sheet as 1,299. This happens to be the total without the first event (find the crest). My thought is to go with the 1,299, and not give PCs any gp for finding the crest. What have others done?

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

3 people marked this as a favorite.
Doug Maynard wrote:

The Sczarni faction mission suggests that Karela is going to just "liberate" someone else's fireworks in Varisia, but the paragraph on Samorn Nhean makes it sound as though Karela has actually placed an order and the goal is to have Nhean prioritize that order.

For the Shadow Lodge faction, it escaped my attention at first that the man speaking with Som Kesor is probably a Xun enforcer. I think it's important to play up the fact that he is heavily tattooed so the PCs can potentially connect the dots.

I know it's my own anti-Sczarni biases, but the thought of the following amuses me.

Family member: *drops bag of holding at boss' feet.* I gots you the fireworks, boss.

Sczarni Boss: You told her to expedite my order?

FM: What? No boss I stole them! All nice and quiet like. MAde the 'business arrangement' good.

SB: *smacks FM* You idiot! We had a business arrangement! An actual Business arrangement you son of a Shoanti Shepherd! Not stealing from our partners!,

Shadow Lodge 3/5

Doug Maynard wrote:
I just discovered an issue with the max gold for this scenario, at least for subtier 3-4. There are four places/events in which PCs can earn gold - finding the Iko family crest (210 gp), defeating the conscripts (280 gp), defeating the saboteurs (309 gp), and defeating Mikogu (710 gp). This adds up to 1,509 gp, but the max gold is listed on the chronicle sheet as 1,299. This happens to be the total without the first event (find the crest). My thought is to go with the 1,299, and not give PCs any gp for finding the crest. What have others done?

You're forgetting about all of the items and gear carried by the enemies. Then it all gets divided and the final outcome is what is on the chronicle. The crest should also already be included in that number.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Doug Maynard wrote:
My thought is to go with the 1,299, and not give PCs any gp for finding the crest. What have others done?

The listed amount is the maximum the PCs can earn.

Grand Lodge 1/5

TriOmegaZero wrote:
Doug Maynard wrote:
My thought is to go with the 1,299, and not give PCs any gp for finding the crest. What have others done?
The listed amount is the maximum the PCs can earn.

So add up the gp for all the events they earn gold for, and they get that much, but if their amount is higher than that listed on the chronicle sheet, then they get the listed max instead. Do I have that right?

Dark Archive 4/5

I enjoyed this scenario immensely, although I will be sure to be better prepared next time.

Spoiler:
I had a party of five with a wide range of levels: two level 3 melee characters, an inquisitor and samurai/paladin; a level 5 rogue knifemaster; a level 6 bard with very little combat ability; and a level 7 half-orc barbarian whose best trick was Rage Power Attack Vital Strike.

The barbarian player said he didn't mind playing down, and the group at APL 5 went for the 3-4 subtier. I'm very glad they did.

They set a few traps. They found the rusty bear traps, and a thorough search of the lighthouse storage revealed the catapult. The bard's untrained Craft check was enough to start fabricating replacement parts, and the Knowledge (Engineering) checks were just far too low for a bard's single skill rank + taking 10. The bard also sawed the master bedroom's floor to create a pit trap there. Strangely enough, they didn't bar the front door, and merely stacked rubbish in front of some of the windows.

The catapult managed to net them a single defence point (should it have been two if they managed to fire it fast enough?), which made it a lot easier on them. The mooks were surprisingly competent, and I loved that they had been given flasks of alchemist's fire for when the PCs bunched up. I had a tactics fail when I forgot to have some of them climb up to the second story; I'll improve on that next time.

The second wave was amazing, and I love alchemists. Because they had spider climb, I tried to have them constantly on a wall or ceiling, and I really appreciated the high Acrobatics they had for tumbling. The poison didn't work, and I had forgotten to look up fuse grenades, so I stuck with explosive and frost bombs, which I knew how to use. This encounter was where the bear traps and master bedroom trap was triggered; while the alchemist saved against the pit, the bear trap killed another one when he was unable to move away from the barbarian. They took a minute to heal up before the explosions from outside started and the seagull came in with Amara's message.

That optional encounter was ROUGH. Because of their disguise, I played up how nervous they acted, and the party bought it. "Don't come any closer! I don't want to have to use this on you!" After a bit of negotiation, one of the oni tried to charm the barbarian. Against all odds, the barbarian saved, and he attacked the one in the back that had charmed him. Thanks for having Combat Reflexes guys! Unfortunately, the one that was knocked down was unable to flee for a few rounds, being surrounded, and was coup'd shortly after being knocked down again. Still, the narrow pathway plus Cleave made them fear this more than the final encounter.

The final encounter was a bit of a let-down, but we were short on time by then anyway. An oracle 6 cannot stand against a barbarian 7, and he was brought down in the second round. I had the alchemist surrender, and the Kirin appear shortly after.

Pros:
- Great fights with a good mix of multi-enemy encounters and tough enemy encounters.
- The sandbox nature of the preparing the defence was a very good callback to Quest for Perfection III.
- The tea ceremony gave the players some time to describe what their character's philosophy on the Pathfinder Society was — some described it as for the greater good, and others described it as a 'just following orders' arrangement.

Cons:
- Final enemy goes down like a sack of potatoes. He has far too few hit points and defensive abilities to be able to handle melee well, and his cohorts aren't enough of a distraction to block.
- Some of the suggested traps are very complicated, and I was unsure whether I should be suggesting things as the PCs explored, or they were expected to make the connection of mixing an alchemist fire-like mixture in the kitchen.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Doug Maynard wrote:
So add up the gp for all the events they earn gold for, and they get that much, but if their amount is higher than that listed on the chronicle sheet, then they get the listed max instead. Do I have that right?

That is what I understand. In this case, missing some of the rewards does not mean they can't earn the total, as there are more rewards in the scenario than actually given on the chronicle.

Silver Crusade 5/5

Doug Maynard wrote:
Because the subtiers here are 3-4 and 6-7, so an APL of 5 is in the middle.

Duh! I was thinking Hall of Dwarven Lore. Still, I don't know about in your area, but in mine they've learned not to play up in Season 4!

Grand Lodge 4/5

3 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

My group has learned that there is no choice about playing up in Season 4. You play down or you die. :)

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