#3-05: Tide in Twilight [Spoilers]


GM Discussion

Scarab Sages 3/5

So, when the party makes it to the final map, the encounter in the middle. (The one with the fey that does the 3D6 AOE) How does a lower level party survive that? Even it's moral says to use it multiple times. With an average of 9, how does a small first level party survive long enough to take it out. I was just wondering what other people's opinions on it was.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

It's pretty brutal, but then again it's also only one fae against 4-6 players, so it shouldn't actually be surviving long enough to use it three times.

Also keep in mind that due to the layout of the map, it might not be easy to catch many PCs in the AoE. And any one of them that have cover from all the hedges should get the +4 bonus on reflex saves that entails.

But yeah, it's not very elegant scaling down to the low tier.

Silver Crusade 4/5 ***

The party I just ran it for had a similar question.

gameplay spoiler:
In our case it was 3 players (all levels 1-2 if I recall) and a pregen Kyra. The fight with the Atomie had just ended, the Twigjack had been following them around from the sounds of the first combat using his bramble jumps. When he had a chance to move up and attack, he was able to get 3 characters in his 3d6 spray zone. I think everyone saved. By the time he could attack again they had dispersed somewhat but still managed to get 1 or 2 with his next two sprays. I know it did take a rerolled save to save one PC from death. As Lau mentioned once they could get some attacks going (and reason that he was vulnerable to fire) the combat was over.

The party quickly healed and raced to the druid circle. (I had been playing up the chanting sounds and such.) After a nasty combat that dropped Kyra to an AOO, and two other PCs (including one to a simultaneous knockout at 0 hp), the party rogue survived. When he grabbed the splinter from the electric field, the resulting jolt brought him down to 1 hp. Talk about skin of your teeth.

But yes, essentially 9d6 (reflex saves for half) is brutal for a party of potential level 1s, even with incremental healing.

Also, as mentioned in other threads, the secondary success condition of saving the garden from the spreading fire is nearly impossible to attain.

Grand Lodge 4/5

As the optional encounter, I have very rarely seen the twigjack used. Most often, it gets caught after bramble jumping (acts as dimension door, no actions after use) and gets beat down hard. Action economy of one creature versus 4+ PCs means it doesn't get the chance to AoE multiple times.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Steven Schopmeyer wrote:
Most often, it gets caught after bramble jumping (acts as dimension door, no actions after use)

That's an interesting find that looks RAW-correct, although I have my doubts that what the writer of the twigjack had in mind;

Trigjack wrote:
Bramble Jump (Su) A twigjack can travel short distances between brambles, shrubs, or thickets as if via dimension door as part of a move action. The twigjack must begin and end this movement while in an area of at least light undergrowth. The twigjack can travel in this manner up to 60 feet per day. This movement must be used in 10-foot increments and does not provoke attacks of opportunity.

I suspect the author of the twigjack intended the 'jack to keep moving after the jump. But RAW, ouch.

Steven Schopmeyer wrote:
and gets beat down hard. Action economy of one creature versus 4+ PCs means it doesn't get the chance to AoE multiple times.

That, and the cover mechanics;

PRD > Combat > Cover wrote:
Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus.

It's only a +2 bonus, but all the untyped bonuses do add up. Certainly after the first splinter spray, the PCs have a chance to try to get out of the way for the second one.

Understanding the cover rules will save your life. They're the most useful "obscure rule" to learn, because they apply so very often.

Shadow Lodge 4/5

1 person marked this as a favorite.

I agree with everything this Venture Agent says. :)

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