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I dont see why not.
From the PRD:
Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any non-sorcerer/wizard spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.
Duplicate any sorcerer/wizard spell of 7th level or lower, even if it belongs to one of your opposition schools.
Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools
Replicate the Animate Dead spell (Level 4 Wiz) and you have yourself a fresh new undead zombie. A Glabrezu easily has the Caster level/ HD to control said Zombie into attacking the party.
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Is it fair game for the Glabrezu at 10-11 to use the wish (with a party member) to change a dead PC requiring a Raise Dead into a dead PC requiring a Resurrection by reviving that PC as undead and then the party having to kill them?
A glabrezu can't use a wish for itself, only to fulfil the wish of a mortal humanoid. If one of the party (who is not a tiefling or a standard aasimar) is silly enough to ask the glabrezu to raise the dead PC, that would allow it.
edit(2): It might as well use create undead instead to turn the PC into a ghast, or create greater undead to turn him into a shadow, whichever seems more likely to cause difficulties for the group. Someone might roll a 1 on a save and make it actually contribute to the encounter, from the demon's point of view.
Not for how Wish the spell works, but for the intended CR of that encounter?
The glabrezu's CR takes account of its abilities. The GM should follow its tactics, if any, which also reflect the designer's intended difficulty of the encounter.
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From the scenario:
"Bedecked in a dazzling array of fine jewelry, these
massive demons are known around Mendev for their
displays of “charity” in combat. To these demons such
charity takes the form of slaying one of its opponents’
allies and offering to wish that ally back to life—only to
animate the fallen as a new foe."
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Starglim: I think the character kill count from Unicon's running of Siege of the Diamond City was quite high :)
We had 30 players seated across 6 tables. I was expecting 6 tables of 5 players each, but the way character levels fell across sub-tiers, we had some 4-player tables and some 6-player tables.
3 out of 6 tables fell in Nerosyan Melbourne - the Seeker table was the first to fall, TPK versus a Mythic creature - there may have been character deaths at the other fallen tables, but I believe most escaped with their lives.
Meanwhile, the remaining three tables fought it out until the end, and while I'm sure there were desperate moments, they stood up to the challenge and pulled through.
It's worth noting that encounters in Siege of the Diamond City DO NOT have sidebars for reducing the challenge for 4-player tables. I think the assumption is that Specials are held at large events where every seat at every table is booked, so why provide scaling down sidebars for 4-player tables?
If I recall correctly, the three tables that fell last weekend were each 4-player tables. Coincidence? I don't think so. The clear message for other regions to take away from our experience is, fill every seat at your tables, make sure you seat six players per table - four-player tables are much more likely to fall defending their city.
We barely avoided "Near Defeat", and stumbled over the line with two last-minute victory points to achieve "Admirable Defence", a valiant effort with only half our crusaders still able to stand and hold a sword. Every character who defended Nerosyan Melbourne last weekend emerged a hero, though regrettably, some post-humously.
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A more technical question:
I am going to be prepping this shortly for an event and I am having trouble extracting the map of Thurl's Lodge. It looks like someone at Paizo overlayed the entire thing with a completely transparent image for some reason.
Was anyone able to get this custom map out or should I just recreate it in maptool?
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A more technical question:
I am going to be prepping this shortly for an event and I am having trouble extracting the map of Thurl's Lodge. It looks like someone at Paizo overlayed the entire thing with a completely transparent image for some reason.
Was anyone able to get this custom map out or should I just recreate it in maptool?
I think that's more a function of your PDF viewer than the PDF - I was able to get it out fine with Adobe Reader.
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Saint Caleth wrote:I think that's more a function of your PDF viewer than the PDF - I was able to get it out fine with Adobe Reader.A more technical question:
I am going to be prepping this shortly for an event and I am having trouble extracting the map of Thurl's Lodge. It looks like someone at Paizo overlayed the entire thing with a completely transparent image for some reason.
Was anyone able to get this custom map out or should I just recreate it in maptool?
I'm using Adobe reader and when I cut/paste that particular map it just gives me a plain black image which is the color that transparent parts of an image are filled with when pasting from Adobe reader into Photoshop. I got all the other maps out pretty well but not that one. I suspect that it is just an irregularity in how the PDF was made.
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I'm using Adobe reader and when I cut/paste that particular map it just gives me a plain black image which is the color that transparent parts of an image are filled with when pasting from Adobe reader into Photoshop. I got all the other maps out pretty well but not that one. I suspect that it is just an irregularity in how the PDF was made.
Nevermind - I'm an idiot. I tried the other scenario with a map for Thurl's lodge. I'm getting the same error you are when I actually look at the Siege of the Diamond City map...
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The city is roughly 20,000 feet across from Woundward to Egelsee. I'd eyeball the north-south distance as maybe 30,000 feet. Assuming a party moving 30 feet a round and taking standard actions for healing or other things, I estimate nearly an hour to get from district to district at the worst. High level PCs may be moving much quicker than that.
When I ran it, it was mostly assumed that minute per level buffs expired and wand healing could be performed between encounters.
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A *very* important note for all GMs - make sure you double check the stats in the scenario with the stats listed on any "GM helper" documents.
At WYC we caught something at the 10-11 tier where the scenario had a certain demon at ~168hp but the "GM helper" had that same one (same tier) listed at over 200hp (and almost had a PC death as a result of just that one thing).
Even though those GM helper docs are *very* helpful - make sure you check the scenario too! :)
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Ran the 12-13 table last night. Still a little PFS hungover:
PARTY
L13 Arcane Archer
L13 Cleric (Healing/Fire domains)
L12 Rogue (w/ flank buddy air elemental familiar)
L12 Monk (Qiggong)
L11 Life Oracle
The Archer and Cleric had just completed Eyes of the Ten the week before and the Rogue, Monk and Oracle just completed the Ruby Phoenix Tournament, also the week before, so everyone was battle-tested going into this scenario. Everyone was very smart, tactical players.
BASIC STRATEGY:
Whichever divine caster went first threw up a Blessing of Divine Fervor and the other would toss out a secondary buff. The Monk and Rogue frontlined and had ACs in the mid-to-upper 30s when they had buffs up and spent ki points or triggered Offensive Defense. The monk was a high-STR Dragon style flurry monkey and the Rogue, who brought his own flanking familiar, pretty much got Sneak every round, so they were the primary DPS as well--the Arcane Archer was a high +hit, low damage non-optimized archer (when he would tell me his damage, I would double check to make sure he added everything correctly...it was that low).
TRAITOR'S RUN:
I randomly rolled their toughest and longest encounter to start Act 2. The Rogue and Monk moved ahead to engage Kalavakus and the dancing Vrocks (which they did not ID) while the Archer, Cleric and Oracle stayed behind. At the end of the round, the False Crusaders attacked, surprising the secondliners.
The Archer did the 5' step dance to avoid AOOs from the Crusaders so he could pump arrows into the demons downrange and help the Rogue and Monk burn through them, while the Cleric and Oracle used healing resources to take off the crusader damage they were taking in the back line.
The Monk and Rogue dropped Kalavakus and started in on the Vrocks, but not before they completed their dance and blasted everyone, including the crusaders, for 15d6 electrical. Both the Cleric and Oracle took full damage as the rest of the party had evasion/improved evasion.
The Monk and Rogue finished the Vrocks and the Arcane Archer turned his fury on the now-weakened crusaders.
Not so surprisingly, the ambush set up that split the party cause the casters to burn up healing resources much earlier than they had planned. Also, because this fight took a long-ish time to resolve, it delayed the first wave of aid tokens to go out.
For the rest of the game, whenever an NPC would ask for aid, the party would all sense motives ;)
DEVIL IN THE DETAILS:
The high diplomacy Cleric and Oracle convinced the crusaders everything was kosher and the Cleric with his fire resist scouted the building to make sure it was truly empty and no nefarious goings on were...uh...going on.
WOUNDWARD VIGIL:
Can't remember much about this, so I'm assuming it was a walkover combat.
RALLYING CRY:
Again, the PCs had high enough face skills to easily rally the different sets of troops to the fight.
BESIEGED OUTPOST:
More Vrocks and Nafalshanee. The Monk and Rogue advanced halfway to the enemies. The Archer, Oracle and Cleric stood behind the barricades to long range support. The Vrocks dancing. The Nafalshanee teleported into the midst of the backliners. The Cleric alignment-channeled to soften it up.
The Monk and Rogue committed to trying to stop the Vrocks from dancing. The Archer cleared out of the Nafalshanee's reach and began firing at it. The Oracle hauled booty away from the Nafalshanee. The Nafalshanee full attacked and almost dropped the Cleric. The Cleric, consigned to his death if he didn't end the fight, stood tall and dropped a channel smite and quick alignment channel--taking the Nafalshanee to -2. Cue table cheers.
The Vrocks finished their dance and sent out a 15d6 burst of electricity. Again, the evasion-type people were fine and the party wrapped up the fight handily.
I'm still surprised I managed to get not one, but two three-round Vrock dances off in the same game.
OPPORTUNITY STRIKES:
The party spied the illusionary demons. The Arcane Archer sent a illusionary devil to instigate a fight while the Rogue scouted ahead. The party figured out they were fakes and ambushed the looters, taking them almost all of them out via ambush almost immediately.
SOVEREIGN OF PILGRIM'S REST:
The party had a good time as I ran this on initiative and used their various skills to flatter, cajole and wheedle with the Sovereign. Never has the BS been so thick.
I believe they had one more encounter, but I can't recall what it was.
The party did a quick vote and a majority decided to take on the Cavorting Court.
CAVORTING COURT
The Oracle was immediately taken out of the combat by a Confusion and the backliners were softened up by an unholy blight. The Air Walking Monk fired off a Scorching Ray from midfield, but could not beat the SR.
The Monk and Rogue closed to melee in round 2 and, amazingly, the Monk stunning-fisted one of the Glabrezus (nat 1 fort save). The Rogue and Arcane Archer focus fired and dropped it.
The next round the Glabrezus attacked the usually nigh-unhittable Monk and dropped him past -CON. The Cleric reach BoL'd him back to life. The Archer and Rogue combined to take out another Glabrezu.
One of the low-tier tables got a siege weapon shot off and stunned the remaining Glabrezu, ending the combat for all intents and purposes.
I told the party that they could now see the Whispering Valkyrie on the field and it was leading the demonic assault. I reminded them they didn't have to fight it and could fight one of the other targets.
They went after the Valkyrie.
THE WHISPERING VALKYRIE
They healed themselves and began traversing the battlefield to their foe.
As the surprise round, I just had the Valkyrie teleport into their midst.
She went first in the Initiative (mythic point for nat 20 on init roll). She power attacked (mythic point for no penalties to hit). I randomly rolled her target and it was the Oracle.
Hit. Big Damage. Mythic point for 1 round of touch of chaos. Free Steal Combat Maneuver: Cloak of Resistance.
Hit. Big Damage. Free Steal Combat Maneuver: Amulet of (something).
Hit. Big Damage. Dead.
I had just killed the Oracle that I had killed in the previous week :(
The Monk full attacked. He couldn't hit the AC 40.
The Rogue full attacked. He couldn't hit the AC 40.
The Arcane Archer moved away and cast True Strike when he saw everyone missign.
The Cleric moved away and cast a buff.
THE LOW TABLE FIRED A SIEGE WEAPON! THE VALKYRIE WAS STAGGERED FOR ONE ROUND! THE HIGH TABLE CHEERED THE LOW TABLE NEXT TO THEM!
The staggered Valkyrie took one swing at the Monk, used a Mythic Surge for an extra 1d10 on the hit roll. Hit. Big damage. Mythic point for 1 round of touch of chaos. Free Steal Maneuver: Cloak of Resistance.
The Monk full attacked. He couldn't hit the AC 40.
The Rogue full attacked. He couldn't hit the AC 40.
The Archer moved and fired one arrow for 10 points of damage after DR.
The Cleric cast a reach healing spell on the Monk.
It was at this time, the party decided to run away.
The Valkyrie full attacked the Monk, only hitting twice (stealing his Amulet of Natural Armor). The party withdrew/ran/flew away in various manners. The Valkyrie would get one parting Feeblemind at the Arcane Archer, but he made his save.
The high table had handled every challenge well, even with the few missteps early on, but the mythic encounter with their specific class/party makeup proved to be a hurdle too high.
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I just played this one a few hours ago, and I had a few questions about the awarded boon on it.
It says any time you're in Mendev or the Worldwound, you get a gold discount on magic items made with spells with the "good" descriptor and Prestige Award purchases are reduced by a certain number. It does not say to cross this boon off when you use it, so does this discount have infinite uses?
I heard through basically a game of telephone that the reduced prestige price cannot reduce the cost of a prestige purchase to less than 1. It doesn't say this on the actual boon, but completely makes sense (otherwise everyone who plays this mod would suddenly have a wand of every 1st-level spell). I just wanted to verify this (or a similar ruling).
If I want to utilize this boon, does it need to be during/after a scenario that takes place in Mendev? Or since there's an indefinite amount of time between scenarios, can we just say that our characters go all the way to Mendev to do some shopping?
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It says any time you're in Mendev or the Worldwound, you get a gold discount on magic items made with spells with the "good" descriptor and Prestige Award purchases are reduced by a certain number .. I heard through basically a game of telephone that the reduced prestige price cannot reduce the cost of a prestige purchase to less than 1. It doesn't say this on the actual boon, but completely makes sense (otherwise everyone who plays this mod would suddenly have a wand of every 1st-level spell). I just wanted to verify this (or a similar ruling).
I hope it's clear what the boon does. When you're not in a settlement of 5,000 or more residents, Prestige purchases cost an extra 5 PP. The boon reduces this additional cost by up to 4 points, so the telephone was right in a way - it won't reduce the extra cost to less than 1 PP.
It does not say to cross this boon off when you use it, so does this discount have infinite uses?
These two parts of the boon aren't crossed off when used.
If I want to utilize this boon, does it need to be during/after a scenario that takes place in Mendev? Or since there's an indefinite amount of time between scenarios, can we just say that our characters go all the way to Mendev to do some shopping?
The reduction in cost for Prestige purchases outside a settlement only operates in Mendev or (more likely) the Worldwound. As far as I can see, the discount on magic items works anywhere.
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We're going to be running this in about a month in Bloomington, and we've obtained a projector and a means to put the map of Nerosyan on the wall - but I can't seem to find a map with layers on it that we can use.
Is there one out there, or should I just pull the map from the .pdf and stick it into photoshop with different colored layers to click on/off as needed?
Thanks!