7-29 All for Immortality Part 3: Serpents Fall


GM Discussion

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4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Your grim pleasure, indeed, John. I love it and am terrified by it.

There appear to be some minor calculation issues in the 12-13 subtier version of Suliji - 32 AC when the mods listed show 31 (though that could include the deflection bonus from Shield Other), +16 Will Save instead of what I'm seeing should be +17 (10 base + 4 resistance + 2 Heroism + 1 WIS mod).

Re: +5 Mithral Breastplate of Speed - I'm not seeing a mod for "of Speed" for armor in any of my sources. Are we intended to use the weapon quality on the armor?

For GMs using Hero Lab, I've uploaded the portfolios for both tiers of Suliji to the PFS Prep site. This NPC is remarkably complex, so I thought this would be a good priority, but it will still require a lot of prep to understand the whole encounter. I won't be able to run this soon due to poor timing, but I intend to get notes up to PFS Prep to help out the Gen Con GMs.

Paizo Employee 5/5 Pathfinder Society Lead Developer

Answer regarding armor abilities:
The +5 mithral breastplate of speed has the same powers as mithral full plate of speed from the Core Rulebook.

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ahh, caught up by the specific armor abilities! Thanks John.

Shadow Lodge 5/5

Pathfinder Adventure Path, Rulebook Subscriber

Okay I ran this bad boy on Saturday.

Pretty straightforward stuff overall that I won't get into yet. If you're planning on running, these are the areas that required some "work" to play out correctly.

Working through the obstacles is a bit tough. I missed the "you have to make one of each check" on the 3-4 option when I read it, so you may wish to read it again and make sure you have it right.

Make sure you're on top of tracking your awareness and obstacles. I messed up one once and it screwed everything up. I have a tracker for this I'll put on PFS Prep once I get the chance to update it to correct my errors and make it clear how it works.

The "final" encounter can be a complete slog. Her sheer power makes it tough to prep for and tough to run. We wound up calling it upon lack of time (the group had the upper hand). It took me nearly 2 hours of rules review to become familiar enough with the rules I felt comfortable running her. Even then, on the table, there are a lot of options available, which makes this fight potentially very long (that's what happened to my group).

Overall the encounters were fairly fun - though you could tell that the certain builds of two opponents made the gunslinger with the +1 (+5 equivalent) weapon cry.

5/5

Pathfinder Adventure Path, Starfinder Society Subscriber
MisterSlanky wrote:
Overall the encounters were fairly fun - though you could tell that the certain builds of two opponents made the gunslinger with the +1 (+5 equivalent) weapon cry.

An interesting sentiment. I ran this at Gen Con with a gunslinger at the table, and though Mr. Khayn was certainly frustrating for the gunslinger, I'm not sure what in the last encounter (other than fickle winds, which is bypassed by the Cyclonic weapon enchantment) was going to slow down said gunslinger? What did I miss?

I plan to submit a full review of all three this weekend, but I did want to chime in and ask this because I noticed the gunslinger was barely impeded by the encounters in Part III, a distinct difference from Parts I (pre-Cyclonic enchant, and the impetus for him purchasing it in the first place) and II (lost LoS and the immunity to bludgeoning).

5/5

The cyclonic effect gets around wind based impediments, such as the penalty to attack rolls or inability to make ranged attacks in very high strength wind. Fickle Winds is a spell effect and I don't believe cyclonic does anything to get round it.

4/5

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
andreww wrote:
The cyclonic effect gets around wind based impediments, such as the penalty to attack rolls or inability to make ranged attacks in very high strength wind. Fickle Winds is a spell effect and I don't believe cyclonic does anything to get round it.

I've heard experienced players make the claim that Seeking (a +1 enchant) should bypass Fickle Winds because it's a miss chance. Cyclonic (a +2 enchant) had better do exactly what it says on the tin and go through without incident. In my mind, Cyclonic clarifies that Seeking is insufficient to bypass Fickle Winds and Wind Wall.

5/5

Pathfinder Adventure Path, Starfinder Society Subscriber
Serisan wrote:
andreww wrote:
The cyclonic effect gets around wind based impediments, such as the penalty to attack rolls or inability to make ranged attacks in very high strength wind. Fickle Winds is a spell effect and I don't believe cyclonic does anything to get round it.
I've heard experienced players make the claim that Seeking (a +1 enchant) should bypass Fickle Winds because it's a miss chance. Cyclonic (a +2 enchant) had better do exactly what it says on the tin and go through without incident. In my mind, Cyclonic clarifies that Seeking is insufficient to bypass Fickle Winds and Wind Wall.

Interesting - based on my understanding of the rules, Cyclonic flat bypasses fickle winds while Seeking does not (unless applied to a gun, in which case fickle winds is just a 30% miss chance and Seeking does bypass it).

Also, spoke to MisterSlanky and I get what he was saying. Lots and lots of sunder (which I did not miss, I just couldn't execute due to good party tactics).

Sovereign Court 5/5 Venture-Captain, North Carolina—Central Region aka Kyrand

Ahh, poor Mr. Khayn. Ate an archery full-attack and died (outright) within 1 round of combat starting both times I've run it. (First a ranger, then an Erastilian warpriest.)

Shadow Lodge 5/5

Pathfinder Adventure Path, Rulebook Subscriber
Landon Hatfield wrote:
Ahh, poor Mr. Khayn. Ate an archery full-attack and died (outright) within 1 round of combat starting both times I've run it. (First a ranger, then an Erastilian warpriest.)

That more-or-less happened at my table too. Except the group was like "oh crap!" and then they used three BoL/gloves of healing shots to bring him up. Then he sundered something. They regretted that choice.

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ryan Blomquist wrote:
Serisan wrote:
andreww wrote:
The cyclonic effect gets around wind based impediments, such as the penalty to attack rolls or inability to make ranged attacks in very high strength wind. Fickle Winds is a spell effect and I don't believe cyclonic does anything to get round it.
I've heard experienced players make the claim that Seeking (a +1 enchant) should bypass Fickle Winds because it's a miss chance. Cyclonic (a +2 enchant) had better do exactly what it says on the tin and go through without incident. In my mind, Cyclonic clarifies that Seeking is insufficient to bypass Fickle Winds and Wind Wall.

Interesting - based on my understanding of the rules, Cyclonic flat bypasses fickle winds while Seeking does not (unless applied to a gun, in which case fickle winds is just a 30% miss chance and Seeking does bypass it).

Re-reading it all, RAW tends in that direction. There's a degree to which wind wall was insufficiently future-proofed and doesn't account for the role that we see the several-hardcovers-later firearms taking in high-level content.

#SeekingSlingsVSwindwall
#bullets

Shadow Lodge

Interestingly enough, my copy of the CRB says

Wind Wall Entry, CRB 4th Ed. Pg. 370 wrote:
Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance.

(Emphasis mine.)

Which seems to be pretty clear cut, at least in terms of RAW. Bullets are not arrows or bolts, therefore they fall under the category of "any other" and are therefore only subject to a 30% miss chance.

As the Gunslinger in-question at Ryan's table, it sucks to know I could have saved myself about 10k, but oh well.

Given how utterly combat warping high-level guns are, I would be strongly in favor of a clarification that says Wind Wall effects bullets as if they were arrows or bolts.

Shadow Lodge 5/5

Pathfinder Adventure Path, Rulebook Subscriber
Disk Elemental wrote:
Given how utterly combat warping high-level guns are, I would be strongly in favor of a clarification that says Wind Wall effects bullets as if they were arrows or bolts.

I would get behind that. Part I started my spiral into utterly hating having a gunslinger at the table, Part III solidified that into a "I will not play with a gunslinger at high level again".

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Disk Elemental wrote:


As the Gunslinger in-question at Ryan's table, it sucks to know I could have saved myself about 10k, but oh well.

At least you can fire underwater without penalty?

Shadow Lodge 5/5

Pathfinder Adventure Path, Rulebook Subscriber

Kinda scares me that the only commentary are coming from a number of MN posters.

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
MisterSlanky wrote:
Kinda scares me that the only commentary are coming from a number of MN posters.

We've boldly gone where no one has gone before.

Shadow Lodge

Serisan wrote:
At least you can fire underwater without penalty?

Heh.

Nine levels later, and I'm finally ready for Sniper in the Deep.

5/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Disk - the error was mine, and it was pointed out to me by Jack Brown after the fact. For the record, it made exactly zero difference in how quickly your party ROFLstomped every encounter without resistance or remorse.

EDIT: That is not meant to be a jab - the party in question was extremely well-prepared and efficient, they came in with their A-game, and the reward was a (nearly) complete success.

Shadow Lodge

Ryan Blomquist wrote:
Disk - the error was mine, and it was pointed out to me by Jack Brown after the fact.

No worries. I would have picked up the Cyclonic anyway, there's no need to abuse poor wording when another option is available.

5/5

I am prepping part three to run later this month and have a question about area D.

Spoiler:
The Hard Mode adjustment says that the Pasha's are authorised to provide wishes at Mr Khayns behest but they already have that ability in any event as part of their stat block. Is the intention to limit when they can use wishes or to provide additional ways in which they can employ them?

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My impression is either that the pashas wouldn't use their wishes as a reaction to Mr. Khayn's situation or that they wouldn't use them at all without the Hard Mode adjustment.

Speaking of Mr. Khayn, for the purposes of his Martial Flexibility, is he restricted to legal feats as indicated in the Additional Resources?

Shadow Lodge

Serisan wrote:
Speaking of Mr. Khayn, for the purposes of his Martial Flexibility, is he restricted to legal feats as indicated in the Additional Resources?

I don't believe NPCs have ever been bound by the additional resources.

Liberty's Edge 5/5

Pathfinder Adventure Path Subscriber
Disk Elemental wrote:
Serisan wrote:
Speaking of Mr. Khayn, for the purposes of his Martial Flexibility, is he restricted to legal feats as indicated in the Additional Resources?
I don't believe NPCs have ever been bound by the additional resources.

That is only of they are specifically written with otherwise banned things. GMso should not go out of thier way to choose banned feats.

Paizo Employee 5/5 Developer

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andreww wrote:

I am prepping part three to run later this month and have a question about area D.

** spoiler omitted **

Area D:
They do not use their [/i] wishes[i] during this encounter unless the players chose Hard Mode.
Paizo Employee 5/5 Developer

Andrew Christian wrote:
Disk Elemental wrote:
Serisan wrote:
Speaking of Mr. Khayn, for the purposes of his Martial Flexibility, is he restricted to legal feats as indicated in the Additional Resources?
I don't believe NPCs have ever been bound by the additional resources.
That is only of they are specifically written with otherwise banned things. GMso should not go out of thier way to choose banned feats.

Stick to what's legal in Additional Resources. When scenarios stray outside of AR, it is a deliberate choice, one that we and the authors make sparingly.

5/5

I have a question about one of the boons.

Spoiler:
Incredible protégé says that you receive 1 free rank in the skill per character level. Does this grow as the character gains levels or is this a one off bonus? The boon can I think be read either way.

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, here's a silly: what happens if the PCs decide that they want to kill both Suliji and the Patrons? i.e. they get the Patrons' locations from Suliji by bluffing her, then kill her. It's not likely at my table, but it seems like it could happen and I don't see a development section preventing it.

Shadow Lodge

If they kill the patrons and Suliji, I'd just give them Beheading the Serpent.

If they capture the patrons and kill Suliji, then I'd give them both.

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

tl;dr: Don't run hard mode at a store. You will likely run out of time.

So I finally got to run the scenario tonight. Subtier 14-15, hard mode.

Official start: 6:30pm
Actual start: ~7pm
OH GOD THEY DECIDED TO FIGHT ALEXAYN
Leave the Mausoleum: 9:30pm
Traversing: 10pm-ish
Mr. Khayn killed: 12am
Start the Suliji fight (much deliberation) 12:35am
Store closed and Suliji escapes: 1am

Party make-up:
Paladin/Holy Vindicator
Inquisitor
Evoker Wizard
Mystic Theurge
Cavalier/Battle Herald
Rogue of 1 million non-lethal damage sneak attacks

At each stage of the scenario, there was a surprising amount of deliberation. This was particularly true with Alexayn - some memebers of the party were totally ok with leaving him alone and then things suddenly turned around after ~30 minutes and they decided to attack. Mr. Khayn was very reasonable with them, but firm, so they decided to attack after about 10 minutes. Suliji chatted with them for ~20 minutes, as well.

Time soaks:

  • Condition removal
  • Deliberation (which was really good, but took a LOT of time)
  • Some table talk
  • The only person with Ghost Bane was the rogue.

Alexayn fight notes:
11 combatant fight. Alexayn was not the problem - he was bullied quite effectively by the party and his nat 20 parry attempt was defeated by the nat 20 charging cavalier, who beat his attempt by 3 (49 vs 52) and skewered him. The spirits simply took a long time to kill and didn't do a whole lot but drain resources. I did manage to knock the inquisitor unconscious with a final poison DC of 30 due to multiple hits. I was glad that I double checked how Sneak Attack + ghost touch worked vs incorporeal so that we could get past the terrible situation that this could have been. After combat, the mystic theurge uses Planar Ally and ends up with a Leonal Agathion (caller's feather to boost up the cap).

Teams:
The players had devised a generally useful care package of consumables and each contributed gold to fund them. The inquisitor's player was very upset about the shadowbound corruption on Janira, though acknowledged that it was a danger of the prior mission. The players opted to go through the shipping entrance, increasing the Traversing stage to 4 obstacles. Full successes, 2 of which were resounding.

Mr. Khayn:
There was a lot of creative walling in this encounter - one to break line of effect from a nemhain vs the inquisitor, one from a Pasha to keep the rogue away from Mr. Khayn, one to keep Mr. Khayn away from the inquisitor...we had some strange geometry in here.

Mr. Khayn did lose out on a charge due to the Leonal getting a grapple off mid-charge. It was a sad day for him in that regard. He was then nearly killed, wished back up, and he sundered a TON of the inquisitor's stuff while prone. He was eventually taken out by Icy Prison, which I didn't feel that bad about given how much trouble he had already caused. Limited Wish was blown to repair the inquisitor's sword. One of the Pashas was killed by the paladin's vorpal sword. We continued to mock the purchase of said sword after the fact as he had sold off a bunch of gear to get it.

Suliji:
This fight didn't really get off the ground. The MT got a spell bounced back at him, but he was immune to the effect. Suliji uses Greater Invis and flys out of his Echolocation area. A good number of the party have See Invisibility active and get very frustrated that it's not working (though this gets explained and they get it during the chronicle fill-out period). Corrupted Avenger fails to dispel with a terrible roll, golems start goleming at a light pace, and Suliji disintegrate-kills the inquisitor. The rogue sees the beam, does stupid rogue tricks, and intimidates Suliji for longer than reasonable.

We get midway into round 2 and have to pack up. Given positioning and the situation, Suliji simply escapes (she could have killed the wizard, too, but it was time to go).

I misplayed some things in the players' favor throughout the scenario. Still, combats were challenging and the players had some tough decisions to make tactically. I enjoyed running it, but I really wish I had the time to do the Suliji fight properly.

5/5

Spoiler:
Incredible protégé says that you receive 1 free rank in the skill per character level. Does this grow as the character gains levels or is this a one off bonus? The boon can I think be read either way.

I am running this tomorrow so it would be helpful to have an answer to this question.

Also I noticed one small wrinkle while going over my prep notes.

Spoiler:
High tier Suliji can add 4 points of weapon abilities using her legacy weapon ability but her weapon is already +7 equivalent meaning she cannot use more than 3 of them as per THIS FAQ. This makes me a little sad as I had intended to drop brilliant energy on it and go all sith lord on some luckless heavy armour types.

Shadow Lodge 5/5

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I think Sierra nearly became a fallen oracle and yes I am aware that is impossible.

Liberty's Edge 4/5 Venture-Agent, Australia—ACT—Canberra aka Arcaian

Hey - thank you to everyone involved in this trilogy. I just finished the first run in Australia (as far as I know) yesterday, and it was a really good time. We had 2 paladins, and so there were a lot of tough decisions one how to proceed - in the end they cut of the Serpent's Head, however. Was very awesome - they were a little upset by the tease at the end with the Decemvirate member only alluding to having one of them promoted, not actually happening :P

Question on the boon, however. I've applied the GM credit for this to my level 3 Fighter (Mutation Warrior)(Eldritch Guardian). He clearly doesn't get the rewards from this until level 12, but there was mention at the table that the boons that don't apply to the specific character (say the destroying the Aspis boon, or the Protege boon) can be benefited from now. Anyone got advice on that one? :)

The Exchange

You need to have a character who can receive the rewards of the chronicle before you get the boons. So when you get this character to 12 another character can get the protege boon.

Liberty's Edge 4/5 Venture-Agent, Australia—ACT—Canberra aka Arcaian

Ragoz wrote:
You need to have a character who can receive the rewards of the chronicle before you get the boons. So when you get this character to 12 another character can get the protege boon.

That is indeed what I thought :) Our VC wasn't sure about the Aspis one though :)

5/5

I ran this yesterday for a group of 5 including TOZ. Our composition was:

Sierra Heartward, level 15 life oracle, lots of spells, decent DC's, much healing
Silaqui, level 15 archer cleric, a decent archer but the players first character and so had a bit of split focus. Needed some buff time to get truly dangerous.
Baron Dark Mast, level 15 caster Cleric, could also do melee. Prayer beads and orange ioun stone meant CL20 magic vestment/greater magic weapon along with a variety of other buffs. Again needed buffing time to really be dangerous in melee but was using mid 20's DC offensive spells.
The Shadow, level 15 Warlock Vigilante, flying, invisible, spellcasting vigilante with 7 ranged touch attacks per round, hits very hard but any amount of energy resistance is a real problem.
Iuri, level 12 Winter Witch, the lowbie of the group, buffs, cold damage and the usual hexes.

This was the same group which I ran part 2 for. They had a lot of trouble with Mr Cuddles so Dark Mask decided they needed more tanking assistance and employed greater planar ally, I gave them a Monadic Deva. He proved quite useful at soaking up various attacks and by the end of it he was the best equipped deva going with a +6 str belt, +6 cha headband and +4 chain shirt. His lesser globe aura was at times a blessing and a curse to the group.

The Mausoleum:
They headed here first and met with Alexayn. There was a fairly lengthy discussion and their deva friend was unclear why they were not simply destroying the abomination. It was touch and go but they eventually agreed as a party to leave him alone and accept his deal. This was probably just as well as the session lasted nearly 7 hours as it was. I may have played up Alexayns megalomania as he demanded they erect a 50' high flaming illusion of him towering over the Aspis HQ bellowing REMEMBER ME! I may possibly have been inspired by an old Futurama episode.

Meeting the teams:
Meeting up with their teams the group reviewed their options. They made the requisite knowledge check and so had all four options available to them. They resolved to use the sewer themselves fairly quickly but their was quite a bit of discussion about how to employ the teams or even whether to use them at all. Eventually the consensus was that they shouldn't use them and instead just keep them safe doing stuff away from aspis HQ. This definitely had an impact as it meant they did not reduce their awareness pool at all.

The Sewers:
I do like this encounter but on normal mode he has a hideous glaring weakness. Several of the group failed to spot him, he breathed on the lot of them at the outset and then his flaw was hit. He could have swallowed the angel who he grappled on an opportunity attack but a natural 1 put paid to that. Being so limited in actions he never really had a chance and mass touch attacks did for him.

Traversing the stronghold:
Having got Alexayns intelligence and using the sewer they only had to deal with 1 obstacle to reach the next stage. I threw a patrol at them and The Shadow managed to bluff their way past with the rest of the group also managing to make their respective checks. I gave them the patrons plans and then gave them the chance to continue to plunder the aspis HQ or make their way upstairs. Being proper pathfinders they plundered their way through facing the gallery (several only saved by the skin of their teeth, that wayfinder clause is nasty), defeated the guards and wards (started off looking very dicey with 2 fails) and navigated the barriers (again 2 fails before pushing through to success). It was nice to see some challenging DC's for this tier, even the perception monkey failed that check. They did part of Alexayns mission here speaking with the guards and leaving various notes about.

Mr Kayn:
Having hoovered up all of the loot they pushed upstairs, buffed themselves to extremes and met with Mr Khayn. I played him up as a reasonable, polite and affable man and they spent quite a bit of time trying to talk him around, nabbing themselves an extra awareness point (for a total of 6). Sadly he never got a chance to act. He took a single arrow from Silanqui and then was dropped to -1 by The Shadow. He has some decent offence but his defences are weak which, coupled with a very low initiative modifier, makes it unlikely he will do much. He also has no means of flying, something which every member of my group could do, making him effectively a non threat at this level.

His friend was, as expected, the far more dangerous element of the encounter. After two players had taken double digit con drain they unleashed everything they had on her. She took a heal and then a hail of arrows which put her down. She should have lasted an extra round but I forgot that reach heal requires a ranged touch attack which Sierra was very unlikely to make.

They got 3 Shaitans but they didn't really manage to do much. One got hit with greater bestow curse for -12 con and was dead shortly thereafter, one was forcibly planeshifted home and the last one ran away. I considered cutting the room up with walls of stone but given everyone was flying or air walking it was little more than a minor delay.

End game:
The group met up with Suliji and fairly quickly agreed to work with her with almost no prompting needed. They enquired about making sure the patrons couldn't come back and she provided them with a pair of soul trapping gems. The deva objected to this and warned them it would breach his agreement with Dark. The group persisted and he departed, wanting nothing to do with soul trapping magic.

They moved to face the Patron with 6 awareness points. This had a significant effect on the encounter at first. The wind effect would have been a real issue but it was supressed by a calm winds from The Shadow (this effect needs a CL, I assumed 20 based on the other things there) as well as suppressing one of their key buffs. This encounter took quite some time as they are powerful opponents, they had a variety of buffs and Dark Mask threw a greater dispel at the Patron first. This caused him to lose most of his key buffs and made him very vulnerable. The dragons dealt significant damage but again grapple doesn't work well at this level due to the ubiquity of freedom of movement. Things looked dicey for a bit but Silaqui eventually got buffed up and they went down.

Overall I was very pleased with this instalment. I only really have one complaint. I would have liked to see more information about Aspis HQ. We aren't given much to work with as description and I had expected a more unusual interior given it is their equivalent of Slkyreach/The Grand Lodge.

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

I rolled a 35 on the ranged touch, and was holding my reroll in reserve for it. :P

5/5

Steven Schopmeyer wrote:
I rolled a 35 on the ranged touch, and was holding my reroll in reserve for it. :P

Aah, apparently I didn't miss it, my mind just blocked it out!

5/5 ⦵⦵

I played this and ran it both sessions took about 4.5 hours. (Playing high tier, with 6 players). Both groups skipped the optional encounter and did not fight the mummy. But both groups wanted to go back and destroy the mummy at the end of the scenario. Being in game stores there was not enough time to go back and do this.

I liked the scenario but found the end to be a bit of a railroad. At least as it was presented to me. The railroad was having to Choose between Peshar or the Aspis leadership to ally with. Both groups of players I gamed with wanted to destroy both sides.

When I played it the GM told us we needed to choose a side. That influenced the way I GMed it and I did the same thing. Which in hindsight I think was a mistake. I should have let them kill everyone in the Hall of Blades and tell the players the other Aspis Leaders could not be found. And crossed both boons off the chronicle sheets. Maybe a paragraph from the author within the scenario addressing this option that the players could take and the results of such action would have helped avoid the railroad feeling presented by some GM's.

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

I believe the better option would be to allow them to fight both fights and mark Beheading the Serpent boon on their chronicle.

4/5

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, the way I read the scenario is that, as you mentioned, completing one encounter gives sufficient warning and time for the other one to escape. It's less about "who do I ally with?" and more about "who is my priority target?"

5/5

Serisan wrote:
So, the way I read the scenario is that, as you mentioned, completing one encounter gives sufficient warning and time for the other one to escape. It's less about "who do I ally with?" and more about "who is my priority target?"

This is how I presented it. On my last run when the group had driven off Peshar I made it clear many Aspis were beginning to return and their welcome was fast running out.

Dark Archive

andreww wrote:
End Game

Spoiler:
I specifically requested a Bit of Luck from Silaqui just for that Calm Air, so as to make those caster level checks; if I hadn't shut that down, we would have been boned, big time. There's no way we would have had the damage output we needed without our archer, especially with them resisting most of my stuff.
5/5 Venture-Lieutenant, Michigan—Detroit

Question about assigning teams to tasks

Spoiler:
The PCs send a team looking for Three Rings?

I'm going with the idea that they find out about Alexayn's previous moniker, but don't link it to Suliji Peshar. I'm assuming that the only time she used Three Rings was with the Pathfinder Society, so people in Ostenso wouldn't know about her, but that's just an assumption.

By the time they report back, it'll be a moot point anyway, but I'm curious.

Grand Lodge 3/5 Venture-Agent, Washington—Bellevue aka Divvox2

I'd like to call out the brawler using Snake Style in this mod while I was playing. He came up and triggered an AoO from my brawler using Snake Style. He used his snake style, swung at me and triggered my snake style, and I punched him anyway.

All in all it was a hilarious encounter for me, and I loved running into my own mechanic. Immediately followed by oh-my-god fight with that ghost thing, but myself and the Eldritch Dimensional Dervish Knight managed to take it out (barely) while the rest of the party dealt with the monk things. It was a terrifying fight. I'm curious on this part for when I eventually run it...

The One-Two Punch:
...how many people ran that ghost with a combo of casting harm then con-drain touch attack to 1-round most melee attackers? Our GM thought it was too crazy, particularly depending on what kind of builds were at the table and the fact that we couldn't see the touch attacks coming, but I was torn over it (though glad in my own game)

The final fight was strange. We were starting to run over and didn't want to deal with her sass. So the EK and I won initiative, DimDoor'ed in mid-monologue, and I full round wriggity-wrecked her, followed by a barbarian charge attack that finished her off before she got to activate all her shenanigans.

A+ for the trilogy, it was a blast.

5/5

Sam King wrote:
The final fight was strange. We were starting to run over and didn't want to deal with her sass. So the EK and I won initiative, DimDoor'ed in mid-monologue, and I full round wriggity-wrecked her, followed by a barbarian charge attack that finished her off before she got to activate all her shenanigans.

That should totally trigger at least one of her shenanigans. Also finishing her off should just trigger another buff.

Grand Lodge 3/5 Venture-Agent, Washington—Bellevue aka Divvox2

andreww wrote:
Sam King wrote:
The final fight was strange. We were starting to run over and didn't want to deal with her sass. So the EK and I won initiative, DimDoor'ed in mid-monologue, and I full round wriggity-wrecked her, followed by a barbarian charge attack that finished her off before she got to activate all her shenanigans.
That should totally trigger at least one of her shenanigans. Also finishing her off should just trigger another buff.

RE: The buff:
I think I triggered it in my initial attack, or I might have forgotten one other front-liner or mage who did damage before me (the game was in October last year). The barbarian had pounce mechanics and easily mopped up the rest of her HP. I had forgotten about that effect since it had very little impact on the opening round.

Things that... spawned:
I believe our GM handwaved them due to time limitations, but we were all in full form and health, buffed to the gills, and the big boss was already down. IIRC we may have dropped one before it even got to go as several of our party hadn't acted and were ahead of them. Looking at their stats we would have easily rolled them in a round or two, even playing up. With the exception of that ghost which took 4 friggen rounds of nail biting fighting, most things went down in a round or two, even the boss of part 2 ate it in 3 rounds.

Paizo Employee 5/5 Pathfinder Society Lead Developer

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Sam King wrote:

I'd like to call out the brawler using Snake Style in this mod while I was playing. He came up and triggered an AoO from my brawler using Snake Style. He used his snake style, swung at me and triggered my snake style, and I punched him anyway.

All in all it was a hilarious encounter for me, and I loved running into my own mechanic. Immediately followed by oh-my-god fight with that ghost thing, but myself and the Eldritch Dimensional Dervish Knight managed to take it out (barely) while the rest of the party dealt with the monk things. It was a terrifying fight. I'm curious on this part for when I eventually run it...

** spoiler omitted **

The final fight was strange. We were starting to run over and didn't want to deal with her sass. So the EK and I won initiative, DimDoor'ed in mid-monologue, and I full round wriggity-wrecked her, followed by a barbarian charge attack that finished her off before she got to activate all her shenanigans.

A+ for the trilogy, it was a blast.

Because seeker-level content is still under-explored ground for us as a campaign and as developers, writing reviews for the scenarios is appreciated.

Liberty's Edge 5/5 ⦵⦵ Venture-Agent, Virginia—Hampton Roads aka Darius Silverbolt

Reading the reviews and getting the encounters into Roll20 and I have one question.

How does one reduce the awareness if you start at 3 but have charts that suggest you can have 0-2?

Should we be starting at 0 instead? This seems like a glaring edit error when you read secondary success conditions.

5/5

Using the teams can reduce awareness.

Liberty's Edge 5/5 ⦵⦵ Venture-Agent, Virginia—Hampton Roads aka Darius Silverbolt

andreww wrote:
Using the teams can reduce awareness.

Ah I see it now in the "CALCULATING THE RESULTS" section.

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