Legacy of the Stonelords Discussion Thread [EPIC SPOILERS!!]


GM Discussion

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Silver Crusade 4/5

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DO NOT READ THIS THREAD UNLESS YOU PLAN TO GM THE ADVENTURE!

I REPEAT THIS THREAD HAS EPIC SPOILERS! DO NOT READ!!!

Ok, now that we got that out of the way, place questions and awesome cheat sheets to help out below!

Lady O's Question:
So this episode looks pretty awesome except for the epic maps you are going to make me draw. (CURSE YOU MIKE SHEL!)

However:

What in the heck is with that chronicle sheet?!!! Is that a glitch or is that supposed to be blank? Cause that is something else.

Grand Lodge 4/5

Today's release was a 'get it out the door so GMs can read it'. They will update the layout errors on Monday, to include the missing chronicle information.

Dev comment.

Silver Crusade 4/5

OH! Well that is good. :)

I pass the remainder of my time to the other GM's who are in need of guidance.

Grand Lodge 4/5

I concur on the maps.

Contributor

Lady Ophelia wrote:

DO NOT READ THIS THREAD UNLESS YOU PLAN TO GM THE ADVENTURE!

I REPEAT THIS THREAD HAS EPIC SPOILERS! DO NOT READ!!!

Ok, now that we got that out of the way, place questions and awesome cheat sheets to help out below!

** spoiler omitted **

Spoiler:
Yes, if you had to draw the entire map of some encounters you would be right to damn me. However, I had conceived of players viewing the full map of the Grand Cathedral and selecting where they would be positioned for the briefing (and therefore the subsequent combat encounters, which are actually influenced by PC location); the PCs also choose their location in the Throne Room. The GM would then draw only that area of the map for players. I haven't had a chance to read over John's developed text yet, but I'm assuming he retained this notion. Unless, of course, he wanted me to be lynched by a gang of angry GMs.
Liberty's Edge 4/5 *

Mike Shel wrote:
Unless, of course, he wanted me to be lynched by a gang of angry GMs.

Not having read it all yet, I reserve judgment on what his attitude might be. ;-)

My first question: In the introduction you specify that we should "pick an NPC that suits their particular role-playing style, or indeed, to use a suitable alternative." Does that mean we can do like last year and run the intro as our own Seeker characters? Because Venture-Captain The Great Rinaldo would LOVE to be giving guidance to a group of young pathfinders in this event ... ;-)

Grand Lodge 4/5

Oh man, I can't wait to run Kurik for whoever shows up at my table.

Grand Lodge 4/5 Global Organized Play Coordinator

Also, GMs that are running this at Gen Con please take notice. This is only 2/3 of the final special that will debut at Gen Con. We will likely be adding another 15-20 pages to add yet another act after the point where this one concludes. So, if you prep this for PaizoCon, you will need to make sure to download the update several weeks later so you can prep the awesome twist and ending we have in store.

Grand Lodge 4/5 Global Organized Play Coordinator

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Tony Lindman wrote:
Mike Shel wrote:
Unless, of course, he wanted me to be lynched by a gang of angry GMs.

Not having read it all yet, I reserve judgment on what his attitude might be. ;-)

My first question: In the introduction you specify that we should "pick an NPC that suits their particular role-playing style, or indeed, to use a suitable alternative." Does that mean we can do like last year and run the intro as our own Seeker characters? Because Venture-Captain The Great Rinaldo would LOVE to be giving guidance to a group of young pathfinders in this event ... ;-)

Yes, you may use your own seeker if you like since the scenario advises, "....or indeed, to use a suitable alternative."

5/5

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Michael Brock wrote:
Also, GMs that are running this at Gen Con please take notice. This is only 2/3 of the final special that will debut at Gen Con. We will likely be adding another 15-20 pages to add yet another act after the point where this one concludes. So, if you prep this for PaizoCon, you will need to make sure to download the update several weeks later so you can prep the awesome twist and ending we have in store.

my predictions for the big twist ending:

Spoiler:

Drandle Dreng is really an android.

Drandle Dreng is really Grandmaster Torch.

Drandle Dreng is really Aroden.

Drandle Dreng is really the tarrasque.

Drandle Dreng is really Drendle Drang.

Drandle Dreng dies.

The PCs are confronted with undeniable evidence that they are all imaginary constructs in the minds of other beings and therefor do not suffer any real consequences for their own actions. Chaos ensues.

Drandle Dreng is really a catfolk.

Jormurdun is really a spaceship and the Pathfinder Society boldly goes on a five year mission.

Drandle Dreng is really Ralzeros the Overwatched.

Drandle Dreng is a demon lord.

Jormurdun is really a spaceship and Drandle Dreng decides to use it to send parties of Pathfinder Agents on delivery missions with little to no regard for their personal safety.

The Aspis Consortium purchases the Pathfinder Society. Drandle Dreng is blamed.

All of the above.

Liberty's Edge 4/5 *

Matthew Starch wrote:

my predictions for the big twist ending:

** spoiler omitted **

Brilliant!

5/5

one more prediction.

Spoiler:

Drangle Dreng takes over as head of the Grand Lodge faction. Membership plummets.

:)

Liberty's Edge 4/5 *

Questions and comments after my first read through:

1. The document references but does not include the map of the entire citadel. I am assuming it will be projected on the wall like the Diamond City was, with areas being revealed as the results of encounters call for. Would it be possible to get a copy of the map for GM reference?

2. Page 11 says "Unless otherwise noted, the encounter locations in Jormurdun are illuminated. The PCs must provide their own light sources, though those without can acquire torches free of charge from a Society quartermaster." Should that have been "not illuminated"?

3. Map A1 calls out something called "Garuff". What is that?

4. Encounter A2 does not have a heading, making it appear to be a followup to A1. Since all of the other areas have two separate encounters, I assume that is an editing error.

5. The haunt in area C1 has a weakness in subtier 1-2 and 3-4, but not in higher tiers. Is that intended?

6. The text of the hazard in D1 is printed twice.

7. The vapors in D2 are not marked as a poison effect, but are written up as one. Should characters with resistance/immunity to poison get it here?

8. Area E1 is a bit unclear. There are two sets of iron doors and two sets of recumbant hounds. After a lot of work, I figured out that the trap is between the hounds in area c, but the adamantine bar is over the door in the south hall of area b. The DC 15 Strength check must be to open the doors between areas b and c, as it makes no sense for that to open the doors in the south given the adamantine bars. Another editing pass might be helpful to clean that up before GenCon.

9. The map for E2 is labelled F2. It's also strange to have it in the same graphic as area G, the Throne room, especially before the text of area F. Is there some reason for this?

10. For any parties that don't make it to area F during Act 3, some sort of transition text from the overseer may be in order before starting Act 4. Just a sentence or two would do, something to let those players realize they are being moved forward to a particular room with the rest of the house.

11. The paragraph at the end of area F has a sentence cut off. It is not clear whether the introduction text in area G is for the Overseer or the table GM to read.

12. How much (if any) time should the party get to regroup and heal between waves during Act 4?

13. Since Act 4 is a mass melee like Act 2, should any remaining Aid tokens be usable here?

I really like the event! My next step is to get stat blocks printed up, so I may have additional questions as I work through those.

Liberty's Edge 4/5 *

TriOmegaZero wrote:

Today's release was a 'get it out the door so GMs can read it'. They will update the layout errors on Monday, to include the missing chronicle information.

Dev comment.

Thanks for the link, TOZ. I hadn't checked there, so it's good to see John's comment.

Liberty's Edge 4/5 *

Made it through all of the Duergars and found two things:

The level 2 Duergar cleric shows his mace as 1d4+1 instead of 1d8+1.

The Level 2 Rogue has both blood enmity and invisibility. I suspect he was intended to keep the invisibility.

4/5 *

I will see if i can dundjinni up the throne room for sharing in the next day or so...

Shadow Lodge 5/5

am I correct in assuming there will be an update before wednesday to address the knowledge skills and some of the wierd Text issues ?

Liberty's Edge 4/5 *

Wraith235 wrote:
am I correct in assuming there will be an update before wednesday to address the knowledge skills and some of the wierd Text issues ?

That is what John's post in the thread TOZ linked stated.

Liberty's Edge 4/5 *

One more question, and I'm done (for now):

Subtier 3-4 of encounter F1 includes "Dretch Demons" without a number. How many should there be? Is the plural a mistake, or should there be two (or more)?

4/5 *

Map for throne room, PDf for printing on legal-size paper. Sorry, it's a bit messy, but should work.

Shadow Lodge 5/5

with the product page not showing PaizoCon Releases ... will there be a Forum announcement when the formatting update comes through ?

Grand Lodge 4/5 Global Organized Play Coordinator

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So I finally finished reading the playtest of 6-00: Legacy of the Stonelords, cover to cover. I'm excited because I think it is going to be a very good special event.

However, it is only about 2/3 of the final adventure that will debut at Gen Con and be available across the world for global play for a year. In that first 2/3, there is so much awesome that it could stand by itself as a special. HOWEVER.....

I'm even more excited because I know what comes next in the final 1/3 of the adventure. It is a twist that very few will see. It is going to be a fantastic experience. I can't wait to see the reaction in the Sagamore when the room thinks the special is over and it is just ramping up to start the epic conclusion.

This is going to be fun and I am going to explode not being able to talk about the true ending for a full 6 weeks.

Play and GM and thoroughly enjoy this playtest folks. It is going to be a very fun time. But, just wait until you finally get to see the last 1/3 of the adventure. I think you are going to truly enjoy what more is coming!

Shadow Lodge 4/5

1 person marked this as a favorite.

So when do we get the completed playtest update? :)

Silver Crusade 4/5

TOZ wrote:
So when do we get the completed playtest update? :)

What he said? I am holding off printing till the update is complete and I would like to get it done. :)

Grand Lodge 4/5 Global Organized Play Coordinator

TOZ wrote:
So when do we get the completed playtest update? :)

Sometime after PaizoCon and before Gen Con ;-)

Grand Lodge 4/5

Well, I'm certainly not going to be able to print the chronicles for PaizoCon then!

Grand Lodge 4/5 Global Organized Play Coordinator

I will have Chronicles for every player and GM at PaizoCon, no worries.

As for the playtest, last year we learned that the high level tables blew through the BBEGs at the top tier and we added mythic levels. That seemed to do the trick. We may find that the same holds true this year. Hence, why no final date is given for when the final version will be released. We want to make sure the true ending is fully developed as best as it can be, while at the same time making sure any quality changes in what is currently there are made accordingly.

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

GM Lamplighter wrote:
Map for throne room, PDf for printing on legal-size paper. Sorry, it's a bit messy, but should work.

That is SUPER amazing, and I thank you for your time creating it, but with there being no margin on the bottom of each panel, how does one print it?

Silver Crusade 4/5

No I mean the PaizoCon Version. It's still got a lot of errors in which Master Compton said needed to be fixed.

Shadow Lodge 5/5

Lady Ophelia wrote:
No I mean the PaizoCon Version. It's still got a lot of errors in which Master Compton said needed to be fixed.

+1 This

I still need to print it out (prepped it and all) but I don't want to print out a flawed copy (Referring to Knowledge skills and formatting of the Document)

Grand Lodge 4/5

I'll be using my iPad for this one rather than printing it, since it isn't finalized anyway.

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

An error regarding the Hateful Spirits for Subtiers 1-2 and 3-4:
The base AC of a Poltergeist is 12 (+1 Dex, +1 Cha).

The Advanced Poltergeists have an AC of 18 (+3 Dex, +3 Cha, +2 Natural).

But...

PRD wrote:
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

Should we lower the AC to 16 or run as written?

Sovereign Court 5/5

printed mine figure id edit errors when its update is released

Liberty's Edge 4/5 *

Still hoping to get a response on my questions from a few days ago. I have a couple more now:

14. In the throne room antechamber, what happens if the players actually agree to put on the manacles? (I don't expect it, but players can sometimes surprise you...)

15. Since there is no 4 player adjustment, does APL 9 play up, down, or party's choice?

Sovereign Court 5/5

apl of 9 shouldnt happen if tables are managed right. u should not see more than 1-2 out of tier per table for specials

Grand Lodge 4/5

IF an APL 9 table occurs, you use the number of players at the table to determine which tier they play. Since there is no adjustment, no adjustment is made. If the APL is 9.5, the table may choose.

I do not expect the mustering crew to allow such a table to exist. 9th level characters will be shunted to tables of 7/8th or 10th/11th level characters, not an entire table of 9ths.

5/5

Tony Lindman wrote:

Still hoping to get a response on my questions from a few days ago. I have a couple more now:

14. In the throne room antechamber, what happens if the players actually agree to put on the manacles? (I don't expect it, but players can sometimes surprise you...)

15. Since there is no 4 player adjustment, does APL 9 play up, down, or party's choice?

My guess is that if the PCs really agree to put on the manacles, be disarmed (I don't have the scenario in front of me, but I think that was part of the request as well), and be taken to the demon king of Jormurdun as requested by the lesser demon, then their fate is pretty clear. At least they probably won't need to pay the PP for a recovery team to get their bodies back.

I'd certainly ask them a number of times if that's really what they wanted to do.

4/5

On the throneroom map, what's the rise between each "step"?

There are stairs to each layer, so I'm guessing it's probably 10 feet, but it could easily be higher. (The side view doesn't have any scale on it, and it's not the same size as the top view so...not assuming anything.)

I'd like to get it clarified because we have several leaping characters in our area (blame Tony for that one)...

Contributor

Dorothy Lindman wrote:

On the throneroom map, what's the rise between each "step"?

There are stairs to each layer, so I'm guessing it's probably 10 feet, but it could easily be higher. (The side view doesn't have any scale on it, and it's not the same size as the top view so...not assuming anything.)

I'd like to get it clarified because we have several leaping characters in our area (blame Tony for that one)...

Five feet.

4/5

Mike Shel wrote:
Dorothy Lindman wrote:

On the throneroom map, what's the rise between each "step"?

There are stairs to each layer, so I'm guessing it's probably 10 feet, but it could easily be higher. (The side view doesn't have any scale on it, and it's not the same size as the top view so...not assuming anything.)

I'd like to get it clarified because we have several leaping characters in our area (blame Tony for that one)...

Five feet.

Ah, ok. That makes more sense. The description mentioned "step pyramid", and my brain went straight to "Chichen Itza."

Liberty's Edge 4/5 *

Dorothy Lindman wrote:
I'd like to get it clarified because we have several leaping characters in our area (blame Tony for that one)...

*blinks*

*Thinks about his stable: flowing monk who leapt over the burning garden ... magus/rogue who parkour'ed up the side of a building to get at the sorcerer ... rogue/barbarian dancer who brachiated then leapt from a tree to attack the plant monster ...*

OK, maybe it is my fault ... ;-)

4/5

In Temple District, B2, there's a note: "Cold iron magic weapons deal an additional 2 points of damage to duergar."

Is this in general, or just those weapons that were blessed by Torag in this encounter?

5/5

Dorothy Lindman wrote:

In Temple District, B2, there's a note: "Cold iron magic weapons deal an additional 2 points of damage to duergar."

Is this in general, or just those weapons that were blessed by Torag in this encounter?

it's just for the weapons blessed if the PCs take that action in that encounter. it's essentially a three step "if (not)/then" statement dependent on what weapon a PC is wielding.

Silver Crusade 4/5 5/55/55/55/5 *****

Is it known if Bestiary 4 will be put on the PRD prior to GenCon? The special references said text, but I don't own it (nor do several local GMs who I think are running the special at GenCon). Thanks!

Contributor

I'm very much looking forward to details re: the playtesting of the special on Friday night. Come on, guys! Spill the beans! Success? Fun? Wondering about the twist come GenCon?

Shadow Lodge 4/5

2 people marked this as a favorite.

*curls into a ball, rocking softly*

Contributor

3 people marked this as a favorite.
TOZ wrote:
*curls into a ball, rocking softly*

That 5th star comes at a cost...muhuhahahaha

The Exchange 5/5

This looks like it is going to be fun to run!

I have a question on one of the GM toys...

I can't wait to run these:
Does Clockwork Mage SR count against its own wand magic? In other words, can the Evocation version include itself in a Fireball area and count on its own SR to potentially protect it?

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

the throne room - work in progress - still needs edging, painting and the bottom level and columns adding

https://flic.kr/p/ocY7Q5

https://flic.kr/p/nXvAgu

https://flic.kr/p/ocY7RY

https://flic.kr/p/ogM4Pa

https://flic.kr/p/of1b3a

Grand Lodge 4/5

Mike Shel wrote:
I'm very much looking forward to details re: the playtesting of the special on Friday night. Come on, guys! Spill the beans! Success? Fun? Wondering about the twist come GenCon?

Mike, as I told my table after John announced victory, I have no idea what more there could be after the throne room battle. While only having five PCs played a big part in it, the party was still drained of most of their resources. (10-11 Sub-tier) I shudder to think of what else they would have to face at the limits of their power.

This isn't to say they were frustrated or had a poor time. I felt this scenario did a lot better at pushing the party to expend resources than Siege of the Diamond City did. The gnome alchemist was having to actually conserve his bombs as they made their way through the Monument district.

I didn't have much luck against them with Yealek, but I blame the dice failing me when he lost initiative to every one of them. He got surrounded and murder-hoboed pretty quick. (If I hadn't ruled that he was not flat-footed at the start of the combat despite the new initiative roll, they would have finished him off just before success was announced.)

The mix of intelligent puzzle traps, evocative haunts, and subterranean battles really allowed each PC a chance to shine. The carnivorous blob was appropriately terrifying, and my wife's Winter Witch was able to deal with it and the magma elemental. The two barbarians soaked up the duergar and clockwork attacks thanks to massive amounts of HP. (Although the clockwork golems had my VL's barbarian Mathishard down to 11 HP by the end of the clockwork gate fight.) I think the most evil part of the scenario for me was the pit/falling block trap.

The barbarian proceeded to leap across the pit without setting off the trap while holding the end of the rope. Unfortunately, the other barbarian stepped to the edge while holding the other end. That triggered that side of the trap, sending her falling. A feather fall spell from the witch solved that, but then I rolled randomly to see if my VL's barbarian would step to the other edge to help pull her up. (Does the trap trigger both or only one side?) Another feather fall spell left them both at the bottom of the pit. Then the alchemist activated his wings to fly up and send them a rope. I ruled that he then tripped the wires of the other part of the trap. (Maybe clarify where the wires are?) The alchemist makes the reflex save, the barbarians don't, lots of d6s of damage, and I am cracking up at the chain of events.

I'll try to think of some more feedback and post it when I do.

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