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Absolutely loved playing Rhole this adventure but...
On average she would need to make 7 ish diplomacy checks to make her 2 at DC 15+ (since it's very unlikely that she's making the check rather than aiding someone else) Without being tossed the spotlight as a player there is no way I am interjecting my +0 diplomacy into the spotlight time of characters with +12's and +10 diplomacy scores THAT often. She either needs a rank in diplomacy, a trait for being more helpful to aid somene elses diplomacy, or the spotlight turned her way to be given an opportunity to settle things with not violence.
most of those are during the boss fight, and she's a little busy then...
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I found the airship captain to be an excellent opportunity to turn the spotlight on Rhyol. My team chose Nix, who I played as absolutely amazed that a thoqqua could even speak. So during the trip, I had a brief scene where she asked what possessed the elemental to take up this path. The player biffed the roll, but it was an opportunity.
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I found the airship captain to be an excellent opportunity to turn the spotlight on Rhyol. My team chose Nix, who I played as absolutely amazed that a thoqqua could even speak. So during the trip, I had a brief scene where she asked what possessed the elemental to take up this path. The player biffed the roll, but it was an opportunity.
It was, but she needs 2 DC 15 successes, which means she needs about 7 opportunities to make it 50% of the time i think.
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I hope that went I run this someone is willing to play up Zephyr's background. "I'm sorry Jamila, I can't say I'm familiar with this dire bat creature you speak of but perhaps if you tell me this creature's features I know of something mechanically identical but completely different in appearance. Oh, a large winged creature with darkvision. Yes I do know something like that."
Druid from a strange completely undetailed planet feels like an opportunity that could easily be lost on a player too hung up on mechanics.
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Getting ready to run this again tonight and I'm trying to figure out the A Encounter mechanics again... Last time went pretty well but I realized I made several mistakes.
How can they be thrown into the ship when they are being thrown out of the ship? What's the trigger for this damage taking place?
I also know that the three hazards (other than the wreckage) start off in a random arbitrary direction and are all within 100 feet of each other at the start of the encounter? How much do they move during each round? "at the start of the encounter" seems to give me pause that they should be moving is well, making this a substantially more dynamic encounter.
When I ran this at GenCon, it went pretty much without combat so not a lot of this came up. There are folks that are signed up to play it tonight that are very much never interested in taking the diplomatic route (as players), so I'm expecting combat from the beginning.
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I ran the damage as occurring as they were thrown from the ship, hitting the railing/rigging/whatever part that was in the way as they went out.
The hazards are stationary due to not having subjective gravity. The only distances you need to track are how far each item and PC have moved.
I hope Targos doesn't die, then. 3d6 is pretty rough versus its 6 HP, but a +13 Fly check almost assures that it will negate the damage.
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Getting ready to run this again tonight and I'm trying to figure out the A Encounter mechanics again... Last time went pretty well but I realized I made several mistakes.
** spoiler omitted **
When I ran this at GenCon, it went pretty much without combat so not a lot of this came up. There are folks that are signed up to play it tonight that are very much never interested in taking the diplomatic route (as players), so I'm expecting combat from the beginning.
Not to be a wet blanket, but you're running this as part of a con, right. Because, as I posted upthread 7-99 will be limited to 4-5 Star GM's (VO's are not exempt from this requirement, but get a bonus to their stars) and is restricted to Tier 4+ conventions (cons with at least 26 tables).
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The Seldon Plan wrote:Not to be a wet blanket, but you're running this as part of a con, right. Because, as I posted upthread 7-99 will be limited to 4-5 Star GM's (VO's are not exempt from this requirement, but get a bonus to their stars) and is restricted to Tier 4+ conventions (cons with at least 26 tables).Getting ready to run this again tonight and I'm trying to figure out the A Encounter mechanics again... Last time went pretty well but I realized I made several mistakes.
** spoiler omitted **
When I ran this at GenCon, it went pretty much without combat so not a lot of this came up. There are folks that are signed up to play it tonight that are very much never interested in taking the diplomatic route (as players), so I'm expecting combat from the beginning.
Is there a thing out for convention tiers?
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The Seldon Plan wrote:Not to be a wet blanket, but you're running this as part of a con, right. Because, as I posted upthread 7-99 will be limited to 4-5 Star GM's (VO's are not exempt from this requirement, but get a bonus to their stars) and is restricted to Tier 4+ conventions (cons with at least 26 tables).Getting ready to run this again tonight and I'm trying to figure out the A Encounter mechanics again... Last time went pretty well but I realized I made several mistakes.
** spoiler omitted **
When I ran this at GenCon, it went pretty much without combat so not a lot of this came up. There are folks that are signed up to play it tonight that are very much never interested in taking the diplomatic route (as players), so I'm expecting combat from the beginning.
Safe call, but yeah, it was run during a local convention.
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Getting ready to run this again tonight and I'm trying to figure out the A Encounter mechanics again... Last time went pretty well but I realized I made several mistakes.
** spoiler omitted **
When I ran this at GenCon, it went pretty much without combat so not a lot of this came up. There are folks that are signed up to play it tonight that are very much never interested in taking the diplomatic route (as players), so I'm expecting combat from the beginning.
Yeah I had to read it several times as well to realize that the airship wreckage is not from your own airship, and that you own airship is not damaged in the attack.
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I assumed that Rhyol has some way of accessing and using gear, otherwise she wouldn't have any. :-|
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I ran this at a local con a week ago, and had a great time. Four players, including one walk-up. They had a good time deciding which captain to go with, and did decent roleplay with it.
Encounter A was a blast! It took a LONG time, but was well worth it. I placed the cards for the hazards on the corners of my blank map, and the PC's ship in the center. I noted the 3-D nature of the setup and that each hazard was closer together than they appeared. Then as each character moved around, I put them near the hazard (or ship) they were closest to, with an indicator written in dry-erase of distance to it and other nearby characters. Everyone seemed pretty clear on the setup and it went smoothly, just long. (Poor Jamila couldn't make the check to orient her gravity, and her poor fly speed took a long time to make up for her velocity!)
One thing that came up in the final encounter: The pocket dimension has that "wrap-around" feature, but how are sight-lines? Is the edge of the dimension dark, and you pop from one end to the other, or do you actually see the islands and yourself repeating into the "distance"? I like the chaotic, disconcerting visual of the latter, but it also allows for ranged attacks and spells to get line of sight that way.
Maybe either Mike or Linda could pop in with how they envisioned it?
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When I ran it, it was Ryhol who got hit with the electrical attack. I had her sense motive to tell that it wa trying to communicate through the electrical shocks, much like she does by releasing steam. This went a long way to diffusing the situation.
Other sense motives would be appropriate based on the target, but this worked really well with my group.
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The description of comozants in the Bestiary is abbreviated. If you want to learn more about them, check out AP #57: Tempest Rising, which has two pages about these wonderful little creatures. Here's a snippet that answers your question.
Comozant wyrds rarely speak even to those fluent in Auran, preferring to communicate in a more primal way, using their illuminating flames. Those who have “conversed” with a wyrd in this way describe an alien mode of communication that is as much raw emotion and image as it is concept and word, and a mysterious mixture of knowledge and ignorance. For instance, when first encountered, a wyrd apparently does not understand how different from itself mortals are, or how dangerous storms are to mortal creatures. Overlying everything is an unsettlingly alien but somehow childlike inquisitiveness, mixed with rage or fear if the wyrd feels threatened.
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One thing that came up in the final encounter: The pocket dimension has that "wrap-around" feature, but how are sight-lines? Is the edge of the dimension dark, and you pop from one end to the other, or do you actually see the islands and yourself repeating into the "distance"? I like the chaotic, disconcerting visual of the latter, but it also allows for ranged attacks and spells to get line of sight that way.
I'd like to leave it up to individual GMs to decide what they feel comfortable running, since the latter option is certainly more complicated, but it allows more flexibility for the PCs. If you go with the latter option, you may consider treating PCs who attack through the "loop" as if their opponents had concealment, to account for the disorienting visual.
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There's another fine moment in Paizo editing in this scenario. When describing how to disable the crystals that are part of the haunt on area B, it says, "A PC can disable an adjacent crystal as a standard action with a successful DC Knowledge (arcana) or DC 25 Use Magic Device check."
What is the DC of the Knowledge check, and would it kill Paizo to proofread their scenarios a bit more?
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Ran it for the first time tonight.
The Good:
Great story Linda! I like how it gives a taste of the Raginori, hope I spelled that right, storyline especially since we are running 8-00 tomorrow.
Captains. Awesome role playing encounters. My group chose the djinn with the fancy airship.
The Bad:
The only thing I really had a problem with was the airship encounters with the Wyrds. Trying to track 8 different things at once withsubjectional Gravity was a nightmare especially with the distances in the hundreds of feet. I used three d10s to get the distances right and even then it fell short.
The Funny:
One PC was playing the aristocrat. She gave the wyrd her dagger and said because it was from her that it was a noble dagger, making the wyrd noble. It failed it's sense motive check. There is now a wyrd flying around on the plane of air thinking that it's a noble.
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Pregen specials work a bit differently than playing a pregen in a normal scenario. The chronicle can be applied to any character in tier for the special. As such, you can apply credit to a character that is higher level than the elemental pregens, and if you apply credit to a character that is below tier, it would apply at the lowest possible level.
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There's only two Affinity boons besides the one on 7-99 so far.
I expect that the multi-part scenarios will have them, and basically any scenario that mentions the elemental planes from now on.
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Looking for a bit of help with the physical prep of this scenario. Specifically any Pathfinder Pawns that match the Pregens.
The Avalance = ???
The Genie = ???
The Torrent = ???
The Storm = ???
The Volcano = Bestiary 2 Box Thoqqua
The Chronicler = Bestiary 5 Box Pyrausta
Thanks in advance to anyone who knows where to find the others :-)
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Looking for a bit of help with the physical prep of this scenario. Specifically any Pathfinder Pawns that match the Pregens.
** spoiler omitted **
Thanks in advance to anyone who knows where to find the others :-)
I don't think pawns exist for any of the others.
Avalanche: Player Companion: Bastards of Golarion p 28
Genie: Ultimate Campaign p 68
Torrent: Module W3: Flight of the Red Raven p 27
Storm: Advanced Race Guide p 158
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I'm not Linda, but I think I can answer this question correctly.
Core and Standard are separate campaigns, so nothing crosses that barrier (except characters played in core who transfer over to standard).
Boons and chronicles earned in Core don't apply to Standard, and vice versa.
You can play Through Maelstrom Rift in Core and then elemental affinity boons earned in Core apply to that character.
I would think that GM star replays of scenarios with elemental affinity boons would count for their appropriate campaign.
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I'm not Linda, but I think I can answer this question correctly.
Core and Standard are separate campaigns, so nothing crosses that barrier (except characters played in core who transfer over to standard).
Boons and chronicles earned in Core don't apply to Standard, and vice versa.
You can play Through Maelstrom Rift in Core and then elemental affinity boons earned in Core apply to that character.
I would think that GM star replays of scenarios with elemental affinity boons would count for their appropriate campaign.
Thanks very much, that all sounds perfectly reasonable. What about when I have both played and GM'd a scenario in Standard (or Core) and so have two copies of the same chronicle in the same mode?
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The Elemental Awakening boon references Affinity boons that you earn after applying the Chronicle sheet for 7-99. When applying this boon, the character with the boon can also gain credit from affinity boons on chronicle sheets from any previous scenarios on any of your characters.
That certainly implies that you can attach a copy of both a GM chronicle and a player chronicle.
IMO the normal prohibition against applying the same chronicle twice to the same character doesn't hold here. You are applying the Through Maelstrom Rift chronicle, and attaching copies of the other chronicles to that. You aren't actually applying the other chronicles to the character.