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Steven Schopmeyer wrote:I was more miffed that I missed the option to raise the dead Pathfinder.I certainly would have allowed you to pursue that option had you brought it up; however, in hindsight, perhaps I should have explicitly asked if you wanted to do so.
I think we just rushed the mission briefings and debriefings a bit too much. I look forward to taking a little more time on that part when I run this in the future.
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So, I guess my question as I'm planning on running it at con this Memorial Day:
What would you prioritize in terms of time for this scenario?
This is a difficult question and strongly depends on how well you know the players and characters, as well as the typical combat tactics. As such, here are my loose recommendations:
Farabellus intro: 5-10 minutes
Emir Intro to incident notification: 5-10 minutes
Initial scene investigation: 2-3 minutes
Combat 1: 45-75 minutes (so many combatants!)
Post-fight: 5-10 minutes (my players used a Speak With Dead here on Imlathre and the limited info available from Harkas and Rosham make them quick)
Leadership: 15-20 minutes
Combat 2 + clean-up: 30-45 minutes
Combat 3: 15-75 minutes
SOE arguments: 5-10 minutes
Scenario clean-up: 10-20 minutes
Total estimate: Between 2.25 hours and 4.75 hours. Adjust estimates for table-talk tax by adding about an hour and you're looking at 3.25-5.75 hours. Note that some of that table talk should be getting to know the character capabilities for use during combats 2 and 3. While Loaralis didn't have the full dossiers, she clearly should have been informed of some basics of the party (mounted lancer, 2 wizards, look out for X tactic, etc. level info).
My table pushed past upper limits on RP sections and had a bit more table talk, particularly as one of the players forgot her character sheet and had to have it delivered. As such, that pushed me up to 6.5 hours.
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So, I guess my question as I'm planning on running it at con this Memorial Day:
What would you prioritize in terms of time for this scenario?
I cut time on all the box text. Be prepared to punt on fight 1, fight 2 goes quickly unless they have horrible saves or no dispels. Fight 3 and the leadership portion is really where you should focus time.
The hardest part about the leadership portion was getting it across that they had to do the briefing and such and spend money outside their own sheet. I asked them all kinds of questions as the teams.
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The players at my table conveniently realized, with no prompting, that they could hand Imlathre's equipment off. This neither soaks them for gold on the chronicle nor takes items from their characters. In either subtier, the armor, ring, and headband will cover the players for the +4 equipment bonus.
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I played this yesterday and am currently prepping to run it in a couple of weeks.
A few queries/comments about the stat blocks:
High tier Imlathre's caster level and therefore concentration are using the low tier level, they should be 2 higher
What deity does Imlathre worship for spiritual weapon/guardian? I assume yog
Also worth noting for people that Wings is a swift action possibly letting him do something else that round as well. Note if you follow his tactics and fly around 100' up he is out of range of quite a few of his spells, including one in his tactics
How we did
Encounter 1: Shamblers are identified in the surprise round by my lore oracle, everyone has freedom of movement by the start of the 2nd round. Both oracles started with it, the paladin had a ring, the cleric cast it on himself and I dropped it on the remaining two. No-one was going anywhere. This creates problems later on. Imlathere is forced to engage, persistent chains of light shuts him up. He tries to weird us as its an SLA but fails the concentration and then ends up unconscious as the melee and archers batter him.
Encounter 2: I open with Prismatic spray, fighter is a statue, cleric is banished to another plane, dismisses himself back, doesn't roll under 20, GM decides he returns to same spot. Fighter crumbles triggering wishcraft, cleric goes down very fast to melee and archers.
Encounter 3: Dragon with extremely high saves! And apparently massive AC. We disable columns, GM decides they take 1 round, the hellknight can beat the DC with ease and keeps running around doing so. My that's a lot of damage it can pump out but we have about 20 heal spells amongst the group. We pound it with greater dispels. Dragon runs away after all columns disabled.
There were some issues.
In general the save DC's for the opposition are not really up to snuff. I can understand not wanting high DC's on stuff which can take people out of the fight for lengthy periods of time but at this tier there are options to remove most if not all conditions without too much issue.
Do we really need round by round tactics at this sort of tier? We aren't dealing with novice players here and GM's running this sort of content really don't need that level of hand holding, especially when they end up being fairly poor tactics like hanging about doing nothing hoping someone fails a fairly low DC will save.
Can we also please give NPC's some more reasonable defences, there is really no reason for an oracle of that level not to have freedom of movement up. The tactics for both major casters also missed some quite useful longer duration buffs they could have had up as well as rather obvious stuff like Imlathere dropping blessing of fervour on the shamblers before they leave. Its not as if they are going to miss level 1-4 spell slots.
Finally if we are going to have a hard mode can we please make it actually hard. While we didn't play hard mode (we had an understandably nervous 12) it would have made no difference. With only one change, and to the weakest encounter, it doesn't strike me like it provides much challenge. Frankly the fighter in that encounter is unlikely to be able to do anything due to her terrible defences (I turned her to stone, a full BaB good fort save NPC) that her ally has little chance.
Those comments might suggest that I didn't enjoy the scenario but that is far from true, it was thoroughly enjoyable I just think there were some adjustments which could have made it much more enjoyable.
There is one exception. The Boon...
I can only hope that sticking with the mission has a similarly impressive payoff at the end.
Finally one amusing note
We took about 4.5 hours to complete, including engaging in a fair bit of RP with the various teams who all succeeded in their missions. We lost one member of the Axes. Our group may however have been atypical.
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Just a note on this:
It would have gone longer, but the 15th level wizard (everyone else was level 12) hit Imlathre with a persistent chains of light with a DC 29 save, and that was that
All of Imlatheres revelations are Su or Sp and so work even while paralysed which leaves him with some options. It would have been nice if he had silent as well as still at high tier as still spell really isn't doing anything for him on its own.
I really don't understand giving him abundant revelations, it's one extra use of a decidedly OK'ish revelation when he is far better off throwing a spell. Likewise maximise and empower really are redundant together, at least give him a bit of flexibility instead rather than wasting his feats.
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So I was the GM for andreww, and he did a good job of summarizing the mission (while I was writing the summary myself!) - but I'll add a couple things.
In the introduction, one detail to add is to have the Emir ask the PCs to introduce themselves, only to have Saabira cut in and name everybody and then add "I've been studying up on them for the past hour. I don't need introductions." It's slightly off-putting and helps set up both the dossiers of the 3 groups and why Saabira is so prepared for them later.
The timing of 4.5 hours is right, but would've been slightly shorter had I been a bit more familiar with blink. Also I'll be finishing up my prep and putting that up - I was constantly looking up things on my iPad while I was running. We'll of course see how long it takes the 2nd time I run it.
Encounters that depend on something bad happening to the PCs are a big no-no. The first encounter depends on someone going to the astral plane, which is not great. I'm fine with how I resolved the situation in retrospect, but it felt like a hack at the time.
(Also, the party was never aware that there was anything on the astral plane, which led to the Kernaug group asking "Wait, so we're supposed to check to see if there's any extraplanar activity on ANY plane around there? What are you, nuts?")
I actually liked the round-by-round tactics - high level characters have lots of possibilities, but the encounter needs to feel a certain way, and this helped focus me on getting the feel of the encounter through, even if I didn't follow those tactics exactly for 2/3 of the encounters.
There's a LOT in this scenario that's negated by freedom of movement, and the encounters all happen within a short time of each other. 2 of the combats want to grapple the pcs, and the third depends on repulsion and anti-life shell. I realize that freedom of movement negates a lot, but it would've been nice to see an encounter that didn't just get run over by that.
Super excited to run this again and to see the rest of the series!
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Something to bear in mind about Imlathre that occurred to me as I was prepping this.
One query on planar adventures. Its a DC15 Planes check to recognise your current plane, what sort of check would it be to identify the planar traits? If you don't now what those traits are can you take advantage of them?
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I have two hopefully final questions, one about the adventure and one which impacts on the next two.
For the next two parts, do the bonuses from True to the Mission stack? I imagine a lot of people will run this series with the same group which could lead to a very large bonus in subsequent parts if everyone has it.
And finally a last comment now that I have finished my prep.
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@andreww - not quoting everything because I'd have to pull it out of spoiler tags. Shouldn't really need them in the GM thread, mind you.
Imlathre: I was similarly dismayed by the lack of Freedom of Movement and other buffs. Similar to your play experience, my table didn't get pulled in, so he quickened Plane Shift to arrive, then threw out a persistent Feeblemind before turning into a popsicle.
Return to Pashow: Treat that as a failure of the stealth check, IMO. That's the best I can guess.
Leadership bits: I treated the items like one would sundered loot or consumed potions - they're still there for the chronicle and don't detract from the gold. As I posted above, the headband, armor, and ring cover the +4 version of the bonus for each team.
re: boon - one of the most important aspects to bear in mind is "who finds the portable hole?" For most tables, this will have a significant impact on the RP that follows. Did the LG inquisitor find it? What about the CN sticky-fingers rogue? At my table, an Iomedaean inquisitor found it, announced what was found, and wouldn't let the rest of the party near the vials, more or less.
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Thursty and Jon get an A+ for content on this one. Great story and worthy of a group of Seekers. I am very much excited to get into the meat of it.
Due to time constraints, we are running everything through the initial interaction with The Emir through e-mail, so when we gather on Saturday we can jump right into the first encounter.
Based on commentary sneaking out through the players I'm discovering the following, which can be of concern for GMs with particularly suspicious groups:
So what I'm doing, even if it's subtle enough, is to get a name of somebody "in power" associated with each of the six primary convoys. In other words, spread the potential mole to everybody in the room so the players aren't instantly pointing at one. Instead suspicious groups start questioning everybody involved (or become less suspicious in everybody if they are really trusting). Here are my associations:
The Faithful Procession: Clearly called out as being suggested/offered by Kaarim.
Inquisition of Inevitables: High conjurer Farhaana the conjurer that is doing all the teleportation magic.
Pashow's Parade Caravan: Saabira Taheri suggested the military contingent (since a good contingent would come from her guard).
Pathfinder Delivery: After being approached, Marcos Farabellus suggests this one.
Lord Lightfoot: The Citadel of the Alchemist itself suggested Lord Lightfoot due to work he has done with them in the past.
Sable Company Envoys: The Emir, who has contacts in Korvosa offered up this contract.
I have no idea if this will work, or even if it will help keep players on-task, but they seem to be picking up on it.
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Leadership bits: I treated the items like one would sundered loot or consumed potions - they're still there for the chronicle and don't detract from the gold. As I posted above, the headband, armor, and ring cover the +4 version of the bonus for each team.
Honestly, I'm not sure about this. I feel as though the PCs should be giving up, well, something for those bonuses. Maybe I'm reading too much into it, but this doesn't sit fully right with me.
Now, if the PCs just gave away found consumables, then, yes, I'd think of it as if they used it themselves during the game.
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Thursty and Jon get an A+ for content on this one. Great story and worthy of a group of Seekers. I am very much excited to get into the meat of it.
Due to time constraints, we are running everything through the initial interaction with The Emir through e-mail, so when we gather on Saturday we can jump right into the first encounter.
Based on commentary sneaking out through the players I'm discovering the following, which can be of concern for GMs with particularly suspicious groups:
** spoiler omitted **...
Good points on that. My table was actually more suspicious of the faithful procession due to a fantastic Kn: Arcana on the Juggernaut and determining that someone could likely walk up to it with a holy symbol and just take the SOE.
One thing I specifically did to mitigate some concern was assure the PCs that the caravans themselves all thought they had the real thing. I also detailed several caravans coming in to deliver the elixir in the exact same manner as the real ones and the vials looking exactly the same.
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I was more put off by the fact that the Emir was telling all of us about these caravans as lackeys were running in and out of the tent. No mention of scrying protections either.
In and out of the tent? The briefing and discussions are supposed to be occuring in the Emir's house with minimal involvement of anybody not "inside" the plan. At least I read the latter due to the location of the former.
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First off, awesome scenario. I'll try to consolidate more thoughts as I dig into things.
Even though it's high level, and it involves high level combats, the real linchpin to this entire story are the social encounters. Without them it's "just combat". So when you're running it, make sure the players are relaying the story back to you. What I've found works is to ask the players to describe what they think is going on to their superiors, or to the Emir, or to the team's they're coordinating. It consolidates the storyline in their head and turns it into more than just block text.
More importantly is the "You be a VC" section of the story. This can be run very well, but it's very easy to screw up (I tended more towards the later). Trying to give the PCs the ammunition they need to become the Venture Captains without letting them hang themselves with mechanics is key. In other words, even though it's easy to give yourself more time for combats at the expense of this section - don't. Provide sufficient time. Having them be venture captains is key, because without it, this scenario is just fighting.
It starts by providing large note cards & post-its.
On the post-its, include "ideas for kinds of missions you could send the team on". These should be elevator pitches, not information about "I suspect this will happen with this group," and more a "your objective is". More blank ones can be provided for them to create their own missions of their own choice with their own elevator pitches. The idea is to get the group thinking of what they want their Pathfinders to do.
Then, once they have their post-it notes in hand, hand out the descriptions of the teams, and a note card for each team with the team name at the top. Have the group assign the teams by putting the post-it with the mission description on the card. What this is doing is eliminating the confusion of "I intended to say". Trust me, it's easy for things to go awry at that point, especially as players start talking over each other and start suggesting "variants" of the core missions.
Next, have the player bullet point out items that will go into their mission briefing to the pathfinder team. Tell them to be creative in what they want them to investigate, who they're looking for, and what information they chose to provide.
Then say, "I'm going to hit up the restroom, get a drink, and be back in 15 minutes. After I'm back you need to give me a note card of a team with a post-it for a mission elevator pitch, and three bullet points items of what you're planning on telling your Pathfinders.
At this point figure out appropriate skills based on the post-it of the mission (most will probably come from the scenario, but if they're very creative there could be lots of options). Then determine the base bonus each team gets based on their skills and the player rolls for the knowledge skills.
Next based on the knowledge skills, be creative and tweak out their descriptions a bit (nothing too serious, but name places and/or people that their characters know about) and hand the post it back. At this time the players should be ready to actually give a briefing, and hopefully with little confusion.
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I ran this tonight at the low tier. I was initially supposed to have six players but one dropped out due to technical difficulties. I had a level 12 barbarian, life oracle, magus/lore warden and paladin/cavalier along with a level 13 wizard.
The whole thing took a little over 5 hours to complete once we factored out breaks. This was largely made up of difficulties with the first encounter.
This fight on its own took about two hours to complete. For most of the battle none of the PC's were able to reduce their miss chance and that played a huge role in the fight. I did manage to abduct one PC after about 5 rounds of trying which unfortunately was the lance using cavalier who became effectively useless off his mount stuck in the astral. He did kill the shamble that brought him there so at least he didn't die.
As others have mentioned having a situation where you need someone abducted to get the next breadcrumb in the trail is a bad idea, at least unless there is also some other way of finding he same information. It is very easy to miss as the chance of anyone being abducted is quite low.
I did nearly feeblemind one of our local VC's but he saved after misfortuning into a 1 then using his shirt reroll. Thinking back on it the rerolls should have also been affected by persistent.
When I played the fighter got petrified. When I ran it tonight she got possessed. I triggered the wishbod on possession although it is unclear to me still if I should have.
I did quite like the addition of the extra prep stuff for them although the fighters benefits could have been rather more substantial with little real risk. The limit to the conditions she can gain save bonuses to was too narrow for a high tier adventure. Honestly you could give her all three benefits and it wouldn't make much difference.
If I had one concern about the fight it would be the nature of the four player adjustment. It removes a pre cast buff which might not well have any relevance at all and she doesn't use one of her more minor class abilities. I do think a group of four would really struggle, if I had been running with one fewer player I strongly suspect the end fight would have been a TPK.
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I ran this again today, this time a high tier table with the four player adjustment. This run took around 6 hours ignoring breaks, more like 6.5 including them. It was significantly more difficult than the first run and the group failed both primary and secondary missions.
I had a level 15 caster orientated cleric/hellknight signifier with many tricks, a level 14 sword and board samurai, a level 14 fighter/bloodrager who didn't like to rage and a level 12 witch.
This encounter took ages with the culprit again being blink. It is pretty difficult for martial characters to get any sort of see invisibility effect so eating a 50% miss chance each time slows things down a lot.
I had to give some fairly heavy handed hints to get them to the astral and had Farhaana offer hers to get them back.
My group contained no archers so her lost buff had zero impact. Slowing down the pillar demolishment made no difference, the group still dispelled one of them. Removing the class ability is of almost no effect whatsoever, she isn't that much at risk from full attacks anyway given her very high AC.
The group realised mid way through that they wouldn't be able to take her. After about four rounds she had taken no damage, had saved against everything they had done, the bloodrager was unconscious (and could easily have ended up dead) and the rest were heavily damaged. They bugged out with teleport and word of recall.
While they had dispelled one of the pillars she destroyed it out of spite and left with the loot costing the group all of their prestige.
It was not 100% clear to me whether or not the group should get the True to the Mission boon. It requires them not to steal the elixir but also talks about having returned it. Al of my groups teams succeeded so I gave them it as a bit of a consolation prize.
Finally I just want to highlight how very bad the 4p adjust is for the last encounter. It makes very little difference to the danger presented by the enemy, nothing at all compared to having two fewer PC's at the table. It felt really very unfair to the players, especially given both the primary and secondary success hinge on it.
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The first encounter did not go at all as planned. The group never made it to the astral plane and didn't actually suspect it much at all. The problem is the following: easy to grapple characters like to fly, hard to grapple characters like to be on the ground, the bad guys can't fly. I can see this happening again and again. Trying to both grapple and maintain the grapple is REALLY difficult. The entire combat just happened in the desert.
Just one note, I don't think the shamblers actually need to maintain in order to use their shift power. Nothing in the ability says they do, frankly it seems to have been written without really considering how grapple works.
What I did is have them shift the round after grabbing, if a person made their save the shambler went leaving the person behind and now not grappled.
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I spent a lot of time on those because I felt that it was easier to cut other areas. My favorite line was from the Axe-Fixers: "So, you want us to get the people back into their houses in no more than 2 pieces. Got it, boss."
Each time I have run this so far I have had the axe fixers ask the group to buy them a merciful greataxe, after all it would save any unfortunate "accidents" and there's no harm starting your bidding at a high point.
Both times I have run the group have dropped an enormous amount of cash on the teams. Today they dropped 5k on the axe fixers and 9k on the kernaug lot. The scroll seekers got nothing but free passage on one of the PC's ships if they needed it.
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Sin, you have some amazing autocorrect or text-to-speech going on in that post.
@andreww - I would attribute your high-tier table's issues to party composition and the relatively small impact of the 4-player adjustment. That table doesn't immediately strike me as being up to the challenge in the first place, but depending on spells prepped and build choices, it should have been possible. I definitely agree that the 4-player adjustment is tiny, though.
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** spoiler omitted **
You may want to talk to your GM. There is no way to 'fail' that encounter. Tactics as written do not allow it to occur, and you will meet the encounter's BBEG. You may not receive all the background information for...
...but you absolutely should 'finish' the encounter.
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Played last night and this ranks as my second favorite scenario after Eyes Part I. The role playing for the non-combat encounter and the entire set-up was fantastic. We were on low tier with a bunch of archers, mostly for damage, so until we got a successful dispel off the last encounter was looking like it could have been really ugly.
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Sat on the other side of the screen for this last night as a local VO was preparing to run this at Gen Con. This is kind of a minor complaint re: editing and positioning, but for the Loaralis fight, the dispel DC is multiple pages away from the disable device bit (pg 23 vs 25-26). If there are hazards like this in future scenarios, I would strongly suggest putting all of this information in a single sidebar.
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I understand that Abadar is a LN god and that he can have Clerics of LE alignment, but I'm having trouble understanding how Kaarim's actions haven't resulted in him losing his powers.
He's personally committed theft, and his actions have directly led to the destabilization of Pashow, the interruption of lawful commerce, and have in general harmed the community. Clerics may not have quite the behavior restrictions that paladins do, but this does seem to qualify as a gross violation of Abadar's code of conduct.
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Before I run it again, I will be creating a set of cheat sheets with all of the DCs, special rules, etc., so that they are (hopefully) easy to use.
Not 100% sure what that will look like.
One thing I did, that I got positive feedback on, was when the group had the option of drinking the Sun Orchid Elixer, I went to a different room, and asked each the question individually. Felt that kept the potential problems at the table down to a minimum, since when I played it, we didn't realize it was an individual choice.
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One thing I did, that I got positive feedback on, was when the group had the option of drinking the Sun Orchid Elixer, I went to a different room, and asked each the question individually. Felt that kept the potential problems at the table down to a minimum, since when I played it, we didn't realize it was an individual choice.
Not a bad idea - it also keeps individual pissing and moaning to a minimum when somebody does decide to do it. "I stop you" isn't an acceptable answer, even though players could easily think it is.
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I understand that Abadar is a LN god and that he can have Clerics of LE alignment, but I'm having trouble understanding how Kaarim's actions haven't resulted in him losing his powers.
He's personally committed theft, and his actions have directly led to the destabilization of Pashow, the interruption of lawful commerce, and have in general harmed the community. Clerics may not have quite the behavior restrictions that paladins do, but this does seem to qualify as a gross violation of Abadar's code of conduct.
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Jack Brown wrote:Not a bad idea - it also keeps individual pissing and moaning to a minimum when somebody does decide to do it. "I stop you" isn't an acceptable answer, even though players could easily think it is.One thing I did, that I got positive feedback on, was when the group had the option of drinking the Sun Orchid Elixer, I went to a different room, and asked each the question individually. Felt that kept the potential problems at the table down to a minimum, since when I played it, we didn't realize it was an individual choice.
It also mirrors the way I and others handle a certain deal with the devil in another Season 7 scenario.
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Jeffrey Reed wrote:** spoiler omitted **I understand that Abadar is a LN god and that he can have Clerics of LE alignment, but I'm having trouble understanding how Kaarim's actions haven't resulted in him losing his powers.
He's personally committed theft, and his actions have directly led to the destabilization of Pashow, the interruption of lawful commerce, and have in general harmed the community. Clerics may not have quite the behavior restrictions that paladins do, but this does seem to qualify as a gross violation of Abadar's code of conduct.
Thanks, that works for me and fits quite well with his LE alignment.
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MisterSlanky wrote:It also mirrors the way I and others handle a certain deal with the devil in another Season 7 scenario.Jack Brown wrote:Not a bad idea - it also keeps individual pissing and moaning to a minimum when somebody does decide to do it. "I stop you" isn't an acceptable answer, even though players could easily think it is.One thing I did, that I got positive feedback on, was when the group had the option of drinking the Sun Orchid Elixer, I went to a different room, and asked each the question individually. Felt that kept the potential problems at the table down to a minimum, since when I played it, we didn't realize it was an individual choice.
In general, I liked this (I was at Jack's table). I agree that individual answers should matter. The one problem I have is if a specific PC locates the portable hole and says they want to Sleight of Hand or otherwise obfuscate the objective. It's possible (though unlikely) that a PC could succeed at the Sense Motive, locate the portable hole, and teleport (however ill-advised) to the Emir without allowing the other agents the opportunity to take actions. Similarly, you could see some impressive Bluff checks that, indeed, the fireball broke the vials on the dragon's neck and the SOEs are destroyed, then Sleight of Hand the vials out of the portable hole before telling the party about your discovery.
There's also the hilarious possibility that a player tries to stuff the portable hole (with all its loot) inside their haversack.
It's a pretty big break from realism to allow individual choices to matter. I think it's right and justified, but I can imagine a number of characters who would be built and have personalities conducive to the above solutions where the players would feel robbed of character development opportunities.
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Just played this. 5 players, high tier, Core.
Enjoyed it a lot even though the final encounter was WAY more than we could handle (we fled from it). Core does substantially reduce options, even for casters. Looking at this thread, all the groups who found the scenario easy used things unavailable to us poor Core mortals :-)
But I wanted to REALLY disagree with the following that John Compton wrote about motivations
Kaarim might have been on the way to losing his powers, but he's no doubt justified undermining Pashow based on his belief that Emir Guldis has led the city-state to near-ruin. Only by tipping Pashow closer to disaster can he help instigate its annexation by a more competent neighbor: Aspenthar. Indeed, Kaarim may even share Prince Zinlo's aspirations of empire, seeing that as a greater tribute to Abadar than a middling principality that can't guard a caravan over a 50-mile trip.
In my opinion there is absolutely NO way a cleric of Abadar is just on the way to losing his power. Abadar is all about contracts, doing what is right for a city, etc. In any home game I've ever been in a PC cleric would have lost his powers LONG before getting that far.
This single betrayal should very significantly affect the entire religion of Abadar across Golarion as it shows that its priests can NOT be trusted
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Questions...
EDIT: Added spoiler tags just in case.