S07-23 Abducted in Aether (GM prep, discussion, clarification)


GM Discussion

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5/5 ⦵⦵⦵

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Getting the kinks out for gencon with a run at the flgs last night.

the party wanted to know how they were going to get back

The other bidders didn't seem to come up and there were enough other NPC's that they felt superfluous.

Ran longish role playing (also started later than normal late)

Needed a visual reference for xil and phase spider handier than somewhere on the tablet

party popping out of the ethereal plane= free surprise round on the Maenids or the statue?

Party has no sense motive.

Party sorcereress offered dragon in to her lizard breeding program/collection....

VEYr fun scenario. Lots of interesting npcs's to interact with/be.

Scarab Sages Venture-Lieutenant, Indiana—Fort Wayne

On the pfs-prep site it states that she ignores the penalties to attack while blinking. I am not sure how she does this. Any ideas?

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

I'm guessing it refers to her constant true seeing, meaning she can see a target on the ethereal plane and reduce the miss chance. I don't see any evidence of her being able to strike ethereal creatures, nor any way for her to negate the miss chance for her own attacks. The prep document is probably in error, or at least unclearly written.

Scarab Sages Venture-Lieutenant, Indiana—Fort Wayne

Steven Schopmeyer wrote:
I'm guessing it refers to her constant true seeing, meaning she can see a target on the ethereal plane and reduce the miss chance. I don't see any evidence of her being able to strike ethereal creatures, nor any way for her to negate the miss chance for her own attacks. The prep document is probably in error, or at least unclearly written.

Thanks, That is the best I could find too is to reduce the miss chance to 20% against other blinking characters (which I know I will have). Ill run it with her 20% miss for attacks and spells unless stated otherwise.

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Matt Shurboff wrote:
Steven Schopmeyer wrote:
I'm guessing it refers to her constant true seeing, meaning she can see a target on the ethereal plane and reduce the miss chance. I don't see any evidence of her being able to strike ethereal creatures, nor any way for her to negate the miss chance for her own attacks. The prep document is probably in error, or at least unclearly written.

Thanks, That is the best I could find too is to reduce the miss chance to 20% against other blinking characters (which I know I will have). Ill run it with her 20% miss for attacks and spells unless stated otherwise.

Sorry, I'm going to guess you're asking about my document. I suppose I should clean up the wording, but even as written the text is essentially correct.

Muzthari is a Pakalchi, a type of Sahkil. Sahkils don't have any abilities defined in their subtype listing, but they do seem to count as Psychopomps for most purposes. Psychopomps have the Spirit Touch ability (as noted, but not defined, in the pakalchi stat block), which states that all of their attacks count as ghost touch--so not only can she see into the Ethereal, but all of her natural attacks, or weapons she wields, can strike into the ethereal plane from the material, and vice versa. Combined, the effects negate blink... but probably only for her natural attacks. I would argue that it also affects some other things such as her entangling train and her thorns. However, it wouldn't affect her spellcasting, hence why I used the word "attacks".

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

I've updated the high-tier cheat sheet document. Remember that while that document is only intended to help with the high-tier version, what we're talking about is still true for her in low tier since the base pakalchi does come with 3/day blink.

Sovereign Court 3/5

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

The Sakhil subtype in the Bestiary 5 Creature Subtype appendix does include Spirit Touch.

Sakhil Subtype:

Sahkils are neutral evil outsiders native
to the Ethereal Plane. They have the following traits (unless
otherwise noted in a creature’s entry).
• Darkvision 60 ft. and low-light vision.
• Immunity to death effects, fear effects, disease, and
poison.
• Resistance to cold 10, electricity 10, and sonic 10.
• Most sahkils are resistant to magic. Such a sahkil has SR
equal to 11 + its CR.
• Except where otherwise noted, sahkils speak Abyssal,
Celestial, and Infernal.
• Telepathy.
Easy to Call (Ex): Sahkils count as having 4 fewer Hit Dice
(minimum 2) for purposes of spells or effects that call
outsiders, such as planar binding. However, they receive
a racial bonus equal to 1/2 their Hit Dice on Charisma
checks to break free of planar binding spells and similar
effects, and their spell resistance counts as if it were
5 higher for the purpose of breaking free of planar binding
spells and similar effects.
Emotional Focus (Ex): Whenever a sahkil casts a spell or
uses a spell-like ability or effect with the emotionUM or
fear descriptors that allows a saving throw, the DC is
increased by 2.
Look of Fear (Su): All sahkils have a gaze attack that instills
dread in those they look upon. This gaze attack has a
range of 30 feet (though when a sahkil is on the Ethereal
Plane, it functions against creatures on the Material Plane
that can see ethereal creatures), and can be negated by a
Will save—the exact effects caused by a particular sahkil’s
look of fear depend on the type of sahkil. All sahkils
are immune to their own look of fear and that of other
sahkils. This is a mind-affecting fear effect. The save DC
is Charisma-based and includes the +2 bonus from the
sahkil’s emotional focus ability.
Skip Between (Su): Many sahkils can shift between the Ethereal
Plane and the Material Plane as a move action. This ability is
otherwise identical to ethereal jaunt (CL 15th).
Spirit Touch (Ex): A sahkil’s natural weapons, as well as any
weapon it wields, are treated as though they had the ghost
touch weapon special ability.

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

KingOfAnything wrote:

The Sakhil subtype in the Bestiary 5 Creature Subtype appendix does include Spirit Touch.

** spoiler omitted **...

Good to know, thanks.

Scarab Sages Venture-Lieutenant, Indiana—Fort Wayne

Terminalmancer wrote:
KingOfAnything wrote:

The Sakhil subtype in the Bestiary 5 Creature Subtype appendix does include Spirit Touch.

** spoiler omitted **...

Good to know, thanks.

From what I have been reading Ghost Touch does not work against Ethereal creatures, as such it would not work against blinking. I could not find any official FAQ though.

http://paizo.com/threads/rzs2r645?Blink-with-Ghost-Touch.

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

Blink calls out anything able to strike ethereal creatures as well as see them suffers no miss chance. Unfortunately, I'm unaware of anything that lets you strike ethereal creatures.

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

Huh? Oh, bugger. That's a pretty significant change from 3 that I never realized they made. Grumble grumble.

5/5 ⦵⦵⦵

Steven Schopmeyer wrote:
Blink calls out anything able to strike ethereal creatures as well as see them suffers no miss chance. Unfortunately, I'm unaware of anything that lets you strike ethereal creatures.

Ethereal Plane

The Ethereal Plane is a ghostly realm that exists as a buffer between the Material Plane and the Shadow Plane, overlapping each. A traveler in the Ethereal plane experiences the real world as if the world were an insubstantial ghost, and can move through solid objects without being seen in the real world. Strange creatures dwell in the Ethereal Plane, as well as ghosts and dreams, many of which can sometimes extend their influence into the real world in mysterious and terrifying ways. Powerful spellcasters utilize the Ethereal Plane with spells like blink, etherealness, and ethereal jaunt.

you could easily count getting a ghoststriking sword to the liver as an experience...

Shadow Lodge 5/5

If I wasn't stuck to run as written, yes. Nothing there says that Material Plane creatures are incorporeal to Ethereal Plane creatures.

5/5 ⦵⦵⦵

TOZ wrote:
If I wasn't stuck to run as written, yes. Nothing there says that Material Plane creatures are incorporeal to Ethereal Plane creatures.

You experience it as a ghost. Ghosts are incorporeal. I think the pretty clear intent is that she's using her blinking to synergize with her other abilities to get the benefits without the drawbacks.

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

Intent doesn't change the fact that Material Plane creatures are not incorporeal.

I also see no evidence of this intent in the scenario, as it is only mentioned in Terminalmancer's prep document.

5/5 ⦵⦵⦵

Steven Schopmeyer wrote:
Intent doesn't change the fact that Material Plane creatures are not incorporeal.

ghost touch goes both ways, it lets incorporeal things hit corporeal ones. The ethereal plane description uses like a ghost repeatedly, so that's the ruleset that I think applies.

(not that i can actually roll a miss chance for any of the attacks.. stupid polyhedral gods hate my monsters grumble grumble....)

4/5

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook Subscriber

all this talk about Blink seems moot since a) the party likely will be in the material plane by then (due to the Forbiddance) and b) won't the Forbiddance effect Blink since it prevents shifting planes? (her special ability not withstanding I would probably not allow Blink in a Forbiddance effect)

5/5 ⦵⦵⦵

Shannon Clark wrote:

all this talk about Blink seems moot since a) the party likely will be in the material plane by then (due to the Forbiddance) and b) won't the Forbiddance effect Blink since it prevents shifting planes? (her special ability not withstanding I would probably not allow Blink in a Forbiddance effect)

grumble.. did we get another critter where they obviated their own tactics?

though Muzthari’s long familiarity with the
effect and her mastery of the Ethereal Plane allows her to
bypass this limitation for 1 round if she succeeds at a DC
20 Knowledge (planes) check as a swift action.

which she can't miss on high tier and needs a 7 to hit on low tier.

I forgot that forbidance hurt in addition to keeping people out...

4/5

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook Subscriber

she can't miss it - but since it takes a swift action I don't think it allows for an ongoing effect to be present.

(I used that however for her ability to SHIFT to the Ethereal Plane which she used to escape the battle when it was clear she wasn't going to win)

5/5 ⦵⦵⦵

Shannon Clark wrote:

she can't miss it - but since it takes a swift action I don't think it allows for an ongoing effect to be present.

Not sure what you mean here.

Sovereign Court 3/5

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

blink is only called out in her low-tier tactics. If she makes the initial check, I'd rule that it is active, but suppressed on any round she doesn't make the check. If she fails the initial check, the spell fails.

This does allow for her to attack without miss chance if she makes the check at the end of her turn. At the beginning of her turn, blink is suppressed again, and she can attack (and be attacked) normally.

I ran this high tier, so she had blur active instead of blink. Gotta save those swift actions to stare at people.

5/5 ⦵⦵⦵

KingOfAnything wrote:

blink is only called out in her low-tier tactics. If she makes the initial check, I'd rule that it is active, but suppressed on any round she doesn't make the check. If she fails the initial check, the spell fails.

This does allow for her to attack without miss chance if she makes the check at the end of her turn. At the beginning of her turn, blink is suppressed again, and she can attack (and be attacked) normally.

or alternately she blinks over to the other dimension from where she started and stays there for that round....There's a dozen different ways to resolve that.

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

BigNorseWolf wrote:
Steven Schopmeyer wrote:
Intent doesn't change the fact that Material Plane creatures are not incorporeal.

ghost touch goes both ways, it lets incorporeal things hit corporeal ones. The ethereal plane description uses like a ghost repeatedly, so that's the ruleset that I think applies.

(not that i can actually roll a miss chance for any of the attacks.. stupid polyhedral gods hate my monsters grumble grumble....)

So what happened is that in D&D, incorporeal things were by definition (or almost by definition?) in the ethereal plane. There may be some edge cases, but for the most part, the incorporeal state and your existence on the ethereal plane were the exact same thing.

In Pathfinder, they seem to have changed that. Ghosts, for example, were once ethereal but are no longer meant to exist on the ethereal plane. Likewise, Ghost Touch once affected anything on the ethereal plane, but now only works against incorporeal things. Blink used to treat the two as indistinguishable (and ghost touch would let you hit things under the influence of blink) but since incorporealness and etherealness are no longer one and the same, that connection is broken.

It's something I had no idea had happened until TOZ mentioned it. It would have been easier to spot if they hadn't have left legacy text floating all over, but oh well. Grumble again.

I haven't had a chance to update the cheat sheet but will when I get a chance later this week.

4/5

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook Subscriber
BigNorseWolf wrote:
Shannon Clark wrote:

she can't miss it - but since it takes a swift action I don't think it allows for an ongoing effect to be present.

Not sure what you mean here.

Forbiddance seals the area against planar travel. Blink IS a form of (temporary but ever shifting) planar travel. Hence I would typically rule that you can't cast it when inside of the effect of Forbiddance. I know that it is called out in her tactics (at low tier - I ran it at high tier) and she has a special ability that allows her ON HER TURN to use planar travel inside of the effect - however it isn't clear to me that using her swift action on her turn to cast Blink or to maintain blink would keep that effect running on other turns (which is largely the point of Blink). I think it is an unfortunate intersection of fairly complex rules and a scenario's special exceptions.

(not the only issue I have with this scenario - I think it is largely a missed opportunity for something which could have been really really good)

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

Terminalmancer wrote:
So what happened is that in D&D, incorporeal things were by definition (or almost by definition?) in the ethereal plane. There may be some edge cases, but for the most part, the incorporeal state and your existence on the ethereal plane were the exact same thing.

The loss of the etherealness definition is a sad thing. It looks like it was entirely separate from incorporeal and not affected by ghost touch even then.

5/5 ⦵⦵⦵

Shannon Clark wrote:
Hence I would typically rule that you can't cast it when inside of the effect of Forbiddance.

That seems very thin logic for her not being able to do the thing she's explicitly said to be doing

5/5 ⦵⦵⦵

I played one of the scenarios with Asyln in it and even got the acquainted with asyln boon (for interactive with a venture captain turned demon body experiment) but have NO memmory of her at all. Was she a background character watching on a crystal ball or something?

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

3 people marked this as a favorite.

She was on Thurl's Facebook wall, then a shadowy image in 322's dream realm.

5/5

Shannon Clark wrote:
Forbiddance seals the area against planar travel. Blink IS a form of (temporary but ever shifting) planar travel. Hence I would typically rule that you can't cast it when inside of the effect of Forbiddance. I know that it is called out in her tactics (at low tier - I ran it at high tier) and she has a special ability that allows her ON HER TURN to use planar travel inside of the effect - however it isn't clear to me that using her swift action on her turn to cast Blink or to maintain blink would keep that effect running on other turns (which is largely the point of Blink). I think it is an unfortunate intersection of fairly complex rules and a scenario's special exceptions.

Her special ability to bypass the Forbiddance lasts for a round, not just her turn.

I played this at high tier at Paizocon UK and ran it yesterday at low tier. Overall pretty pleased with this one. My play through wasn't too difficult as we had a group of pretty effective characters. Getting the samples looks like it could be tough but I possessed one of the critters which made the whole thing a bit simpler. Our GM hadn't planned to run the scenario so the end boss fight ended up being rather easier than it should have been and we skipped the Golem for time reasons.

When I ran it things went fairly smoothly. I had 5 players, all level 7 or 8, including a Kineticist, Wizard, Witch, Swashbuckler and Samurai.

I like the Bazaar but it would have been nice to have some imagery to use for it to help set the feel of the place. I made extensive use of Tic although the party didn't really trust him. The other bidders didn't really come up, I am honestly not sure why they are there as they add very little. I think it might have been better to have the PC's able to trade with them to get them out of the race rather than with the shopkeepers.

I did enjoy playing the various traders, the PC's were suitably nervous about dealing with both Mr Null and the Caulborn. The failed utterly to get the Xill on side and so lost their second PP.

Then we got to the end part. They scouted the place ethereally with their Halfling kineticist and her +19 stealth, avoiding detection. They identified the Golem and the Maenads and decided they would drop out of ethereal in the corridor outside the big bads room. They discussed dispelling the Forbiddance but I reminded them it only had a chance if their caster level was greater than the caster level of the Forbiddance. She heard them on arrival and we went into initiative.

The party wizard dropped Haste on the group and then moved back into the Foyer which activated the Golem (ironic as he was the one who identified it). With the Maenads joining in on round 3 this looked bad. The Swashbuckler and Samurai went after the boss, both failed the reflex save against the vines and the fort save and were poisoned. Neither managed to shrug it off over the course of the fight. The Samurai's boar mount failed the gaze save and fled back through the forbiddance taking damage a second time.

The fight took about 6 rounds of pretty tense battle. They got lucky by sticking a glitterdust on her shutting off the gaze attack which had also caused the Kineticist problems. The little plants poisons were also causing the samurai issues. She failed her check for the Blink a couple of times and couldn't save against the Glitterdust until near the end but the Golem was a real threat to the party as it followed the Wizard into the main room.

When the Maenads turned up things started looking very ropey. Fortunately they just managed to get the boss into her morale condition and she fled (losing another secondary success option), they killed one Maenad causing the second to flee and then ran away.

They came back the next day to flatten the golem, sticking it in a pit while a flying Kineticist demolished it.

This probably should have been a near TPK as I completely forgot about the forbiddance at the end which would have prevented the wizard dimension dooring away the unconscious kineticisit and would have finished off the swashbuckler (on 5HP) who dragged off the unconscious samurai (on -4HP) out through the hedge. Only the witch would have survived although she did have the stone so that would have been 1PP.


The latest version of the PFS prep document for Muzthari reads:

Quote:
Handle gaze attack (Remember, this goes from Ethereal→Material but not vice versa)

All gaze attacks naturally go from Material → Ethereal:

Universal Monster Abilities wrote:
Gaze attacks can affect ethereal opponents.

That means that when they first encounter her while on the ethereal plane, they are immediately subjected to her gaze attack. At the very least, that will affect Stealth checks.

Also, the tactics for the Maenads state that one of them targets as many PCs as possible with Mad Hallucination. However, this is a single target spell.

5/5 ⦵⦵⦵

Does she have a gaze attack or just her mesmerist gaze ability?


She has the Look of Fear ability, a gaze attack possessed by most types of Sakhil.

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

jmclaus wrote:
The latest version of the PFS prep document for Muzthari reads:
Quote:
Handle gaze attack (Remember, this goes from Ethereal→Material but not vice versa)

All gaze attacks naturally go from Material → Ethereal:

Universal Monster Abilities wrote:
Gaze attacks can affect ethereal opponents.

That means that when they first encounter her while on the ethereal plane, they are immediately subjected to her gaze attack. At the very least, that will affect Stealth checks.

Also, the tactics for the Maenads state that one of them targets as many PCs as possible with Mad Hallucination. However, this is a single target spell.

Thanks!

I got all of my free time stolen by work, just about--so I haven't had a chance to update the doc yet. I've got a project in the last stages of being wrapped up, so I should be able to this thing updated in the next couple of days. Sorry for the delay.

(I tried to upload my source file so other folks could update it if they wanted, but as it turns out you can't upload ODT to the shared prep site. I guess I should make a request for that.)

Steven Schopmeyer wrote:
Terminalmancer wrote:
So what happened is that in D&D, incorporeal things were by definition (or almost by definition?) in the ethereal plane. There may be some edge cases, but for the most part, the incorporeal state and your existence on the ethereal plane were the exact same thing.
The loss of the etherealness definition is a sad thing. It looks like it was entirely separate from incorporeal and not affected by ghost touch even then.

You're right, of course, but my misperception didn't come out of the blue. I could have sworn I saw it somewhere, so I did

some rules archaeology:

Etherealness, Ethereal, Incorporeal, etc. were basically the same thing in 2nd edition as far as I can tell, and they did get separated in 3.0. It wasn't a clean break. My confusion probably came from the Blink spell:

Blink wrote:
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

http://www.d20srd.org/srd/spells/blink.htm

but it wasn't the only place that had this false equivalence. Skip Williams apparently had a take on it himself: http://archive.wizards.com/default.asp?x=dnd/rg/20041012a that notes that the two are used interchangeably in a lot of places.

JJ has this to say on the topic:
http://paizo.com/threads/rzs2l7ns&page=425?Ask-James-Jacobs-ALL-your-Qu estions-Here#21211

Now maybe I'll actually understand this stuff the next time it comes up.

Shadow Lodge 5/5 ⦵⦵ Venture-Lieutenant, California—San Francisco Bay Area North & East aka thistledown

Hmm. Glitterdust creates physical glitter as it's a conjuration spell. When you become incorporeal / ethereal from blink, wouldn't it all fall through you and end the glitterdust effect?

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

James Anderson wrote:
Hmm. Glitterdust creates physical glitter as it's a conjuration spell. When you become incorporeal / ethereal from blink, wouldn't it all fall through you and end the glitterdust effect?

Unless the glitter is drawn to creatures by electrostatic forces or some other force that an incorporeal being is still subject to? If the spell doesn't directly say the glitter fails to interact with incorporeal creatures, I'm inclined not to hamstring it in a way the players don't necessarily expect it to be hamstrung.

(There's another hypothetical to worry about... Even in the event that glitter does stick to an incorporeal creature, what happens if that creature dives into a wall? Does it all come off? Hmmm. But these questions aren't limited to glitterdust. You could ask the same for acid arrow, acid spray, and a host of other spells with non-instantaneous durations.)

Shadow Lodge 5/5 ⦵⦵ Venture-Lieutenant, California—San Francisco Bay Area North & East aka thistledown

Finally ran this last night.

There was a problem with the guides that people had posted. They said that projectiles fired into the forbiddance fail, but I can't find anything in the spell to indicate that. If it was true, the fight would go VERY differently.

Mission report::
4 players: level 7 occultist, investigator, and archer, and a level 11 original summoner with smashy pet (who'd already run it and had to play dumb)

Had a fun time at the bazaar, but they didn't ask to meet Aslynn the first time they met 322, so had to improvise a bit at the second meeting. The elementals ejected the summoner, and I was disappointed that didn't poof the eidolon (apparently the can get 10,000 feet away before poofing). Also, the degenerate template for the 4-player reduction is HARSH!

Everyone else kept rolling really well on their fort saves vs tk, so the elementals didn't really do much. And their slam attacks are just pathetic, so it was mostly keeping time until they got their syringes done.

Skipped the golem. They did some good scouting of the house, but got spotted by the boss so she got her buffs up. They did a good job of preparing. Investigator and summoner combined knew everything about the boss, and they were afraid she'd just go back ethereal and leave. So the occultist started putting Phase Locking on their weapons. With him and the archer both shooting, pretty much guaranteed that someone would succeed at locking her down, which also shuts down blink.

The summoner meanwhile put a mass stoneskin on the party. Which shuts her down pretty hard as she can do at best 12 damage on two of her attacks, and those 2 don't have the riders on them. But the party failed to actually count this buff the first few turns. The investigator opened the door, took a volley of thorns to the face, and lost 5 wisdom. Then went and hid in the corner (I had the store manager being a wonderful voice of paranoia in the player's head). He made his save on the gaze at least.

From then on, everyone was averting their gaze.

The eidolon is the only thing that actually went in the room, taking a whole 8 damage, woo-hoo... Somehow the poison got on him too though, which presented a bit of a dilema. The Eidolon no longer recognized the summoner as boss, so it just kept attacking things in the room (not a problem, that's what we wanted anyways). But because of the Forbidance, the summoner couldn't actually dismiss it. Nor were they willing to go into the room to fix it.

So, you've got a blind eidolon flailing about trying to hit her, and two archers alternating on who's making saves and calling where she is while shooting. And she is utterly useless because she can't pierce the DR. The bush is useless too.

Round 3 the maenad opens the door while dancing, but the door's blocked by a huge eidolon, and nobody can see her anyways. So she starts going around to the hallway. She gets to the party about the same time they finish off the boss, and half of them fall to confusion (then died). Now the investigator had a wand of Unbreakable Heart just to get rid of confusions, but wasn't about to share it while paranoid. So the summoner had to disarm him of it (succeeded) and then the investigator finally ran away. Which was good as the 2 archers managed to trigger each other as their confusion targets. The main archer dropped the ocultist archer before they got the unbreakable heart to stick, but in the end they all survived.

So, long fights with not much happening, but good story and people had fun, so a success.

4/5 Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

Ran this earlier, only now really questioning the Zey's Gratitude boon: Do you select from the spell-likes available to you when you played the scenario, or from the spell-likes available to you from your current level/subtier you're playing? So, if a level 7 played this scenario in subtier 7-8, but decides to use it when he's level 11, can he select Chain Lightning? Since the boon specifically states subtier, I'm leaning towards the spell-likes from the tier you played at.

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