#8-00 The Cosmic Captive


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The Exchange 4/5 5/5

Steven Schopmeyer wrote:
So do the adjusted ranges on ranged attacks also include gunslinger touch ranges? Because my slot zero ended up with a 100ft touch range on the gunslinger's pistol most of the time.

Anyone who uses a firearm (which usually equates to "Gunslinger"). The scenario says that

Cosmic Captive page 10 wrote:
...and projectiles have their range categories quintupled.

And the specific text for early firearms is:

Ultimate Combat wrote:
Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim.

The range increment quintuples so if your pistol did have a 20' increment you now have a 100' increment. And can target touch in the first such increment.

I call this scenario "Gunslinger's Delight."

Bear in mind, though, that gravity returns to normal in Part 3. And the high-gravity regions are not fun for gunslingers at all.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

I am having a lot of trouble wrapping my head around that last map. The orb is 20 foot diameter, and centered on 5 concentric rings. Is it supposed to be centered on the glowing sphere in the upper right hand area of the map?

I am really disappointed with the maps in this. I understand the desire to reuse flip maps, but a lot of them just don't have flavor that matches the descriptive text. Desert for the outside of an asteroid? which then turns into a grassy path?

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

We had the orb be the center of the stairs. I dont remember the size of the orb mentioned anywhere.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Tineke Bolleman wrote:
We had the orb be the center of the stairs. I dont remember the size of the orb mentioned anywhere.

Spoiler:

A heavily worn set of stairs leads from claustrophobic tunnels
into an eroded cavern studded with sand-scoured crystals that
emit cool, faint light. The jagged foundations are all that’s left
of metal walls—the fragments of which now jut from the wall
like throwing knives. An immense, intricate, thousand-sided
polyhedron made of sky metals floats within a tight series of
binding circles.

The metal walls here are demolished; what appear
as such on the map are in fact the lowest several inches
that remain from the walls, resulting in a mostly open
cavern. Near its center floats the 20-foot-diameter faceted
orb inside which is locked the Untouchable Opal, which
hovers within a series of concentric arcane circles, each a
rune-carved solid ring of gemstone inlaid in the ground.

Pretty clearly the party enters from the stairs.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

They can enter from the stairs off the side of the map.

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

I found the final map to be so different from the description that it ended up being one of the few maps I actually drew myself. I drew the puzzle orb as a 20ft radius sphere surrounded by another 20 ft. of circles. Apart from that, the cave is pretty wide open (I didn't bother drawing all the small ridges that were "all that's left of the walls").

Having a clear map there is important, especially on high tier, because you'll be running a lot of large and huge monsters on it.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Yeah. I think I will take a look at replacing that map then too.

I already rebuilt the first one. Snippit, because some of the images I composited it from are not royalty free.

Now it has "broad rocky stripes crisscross the landscape, displaying
countless stratigraphic layers." As well as a clear portal back to Golarion for the PCs to defend. (And if I am lucky, the PCS will go "Oh, there is a wall on 3 sides, we only have to defend 1" and they will get a very nasty surprise...)

(stratigraphic reference pictures.)

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Need to be tweeked. Not really happy with the colors yet. But it is a start:

Orb replacing stairs

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

Nice work. But remember to actually remove all those walls. They're gone (according to the description), and that room to fight in is really important. Plus, the map showing stuff that you have to tell the players to ignore is just confusing, and you need your players focused on the real puzzle :P

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Lau Bannenberg wrote:
Nice work. But remember to actually remove all those walls. They're gone (according to the description), and that room to fight in is really important. Plus, the map showing stuff that you have to tell the players to ignore is just confusing, and you need your players focused on the real puzzle :P

I could do that. But that would take a lot of time I would rather spend on getting the river and the green out the two hills maps.

The orb one is actually all basic Gimp manipulations and one royalty free image. that just sits as a layer on top of the existing map. Would people be interested in having me upload it to the pfsprep site?

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

It's your game, but I prefer functional correctness over style correctness. The other flipmats aren't perfect but they're not confusing.

5/5 *****

I am running this at the weekend, loads of useful information here. I have a hopefully simple question about movement.

Does it cost time to move from Area A to the first exploration location?

When moving between locations do you have to go between intervening locations? Say you want to go from the Crater (B) to the Ice Reservoir (E). Do you have to:

1. Travel to A then D then E
2. Travel to D then E
3. Travel directly to E

As I am running the 10-11 table buff durations are going to be an issue.

Grand Lodge 4/5

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Pathfinder Adventure, Rulebook Subscriber

Really wish the Syrinscape pack had better titles for the options than page numbers.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Hello Hivemind,

I am necromancing this thread because I am trying to figure out something as Overseer. How do the clues work in Part Three? I am reading pages 42-43 of Cosmic Captive and I am baffled.

So I have some tables that have found clues. Are those clues a starter number towards the overall successes the teams need to make in solving the orb?

When you say successes equal to 6 times the number of tables in Part III, does that number of successes include non-clue successes from Part II, or only Clue Successes from Part II plus Successes in Part III?

If it is the latter.... Then we'll need all the CC tables to earn successes in Part 3, minus the few clues the got in Part II? Is this correct?

Help me! I'm confused!

Hmm

4/5 5/5 ***

Hilary Moon Murphy wrote:
So I have some tables that have found clues. Are those clues a starter number towards the overall successes the teams need to make in solving the orb?

Yes! Clues from part 2 count as starting successes for part 3. Gaining allies and information makes solving the puzzle orb easier.

Quote:
When you say successes equal to 6 times the number of tables in Part III, does that number of successes include non-clue successes from Part II, or only Clue Successes from Part II plus Successes in Part III?

Successes from part 2 do not carry forward. Between part 2 and 3 you should start a clean sheet. After the first encounter of part 3, GMs report their clues and start the tally for part 3. So, only p2 clues and p3 successes count.

Quote:
If it is the latter.... Then we'll need all the CC tables to earn successes in Part 3, minus the few clues the got in Part II? Is this correct?

Yes, but it is probably easier to add than to subtract. The goal is 6x tables. Start with the number of clues, then start adding p3 successes until you reach the goal.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

OKay, that makes sense. So I need 150 successes, including the clues from Part II.

Thanks!
Hmm

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