1 - Crownfall (GM Reference)


War for the Crown

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Souls At War wrote:
seenar wrote:

My group worked forward during Stavin's speech because they were super paranoid. When the moment came, two of them made acrobatics rolls to leap into action. The Brawler tackled Stavian on front of the Senate. The Rouge fell flat in his face to have a guard crit for 33 pts damage. I rules the contingency kicked in and he only took 1d4. All this was clouded by a flare by the Hunter.

Lord Kalbio lived

HOLY [REDACTED]! That's awesome.

Yes. I am saying the Lions Blades got him out. Going to have to work him into the story.

Maybe he will really fall in with the Prince


A question of mechanics I suppose.

Taldor Noble Scion Feat
https://aonprd.com/FeatDisplay.aspx?ItemName=Noble%20Scion%20(Taldor%20Vari ant)

Varima: Whenever you use Diplomacy to influence a crowd or a room (but not individuals), you can roll twice and use the better result.

Why does there appear a feat specifically designed for use in influencing a room instead of a person and yet the Exaltation Gala scene has no rooms where this skill is useful?

I understand and even applaud the way the campaign uses other skills in this scene so that everyone isn't just rolling Diplomacy at every juncture, but it seems a bit of a bait and switch to create a Feat so clearly tied to this setting, and make it one which MUST be taken at First level and then not grant it any opportunities for use in what seems to be a crucial scene tailor made for it.

There is a caveat of "If the GM feels appropriate" for using other skills, but that just falls back into the trap of Diplomacy almost always being "appropriate" for influencing people. Am I missing something in the AP where it discusses this?


It comes up again in book 2 and 3, etc. Basically, as a GM, if a player has this feat I'd let him/her use diplomacy whenever a group needs to be influenced (as opposed to a specific, single NPC).

This AP has several sections that will require GM adjudication, flexibility, and judgement. I would not advise new or inexperienced GMs for this AP, as they may try to abide too much by the letter of the rule; this AP is very much meant to be used with the 'spirit' of the rules, and not a rigid, inflexible exercise in rules enforcement.


Pathfinder Rulebook Subscriber

What's a good start date for this campaign? I'd like to keep a calaner for it but I'm not sure what to beyond it being 4718 AR.


Captain Morgan wrote:
What's a good start date for this campaign? I'd like to keep a calaner for it but I'm not sure what to beyond it being 4718 AR.

I did late summer 4719 so that book two is in a harvest time in the fall.


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Am I the only one bothered by the fact that Dagio's stats in no way take his immortality into effect? No fast healing, no regeneration, no special abilities with rejuvenate characteristics...nothing. In fact, he is just a dire rat with three character levels. We are left to assume that his immortality is merely a plot device that is completely irrelevant to the battle. My assumption is that the extent of his "immortality" is that he doesn't age, but can still be killed by violent means. Therefore, he is "ageless", not "immortal".

I decided to give him Regeneration 1/Magic. Magic created him and therefore magic must destroy him.


Aristodeimos wrote:

Am I the only one bothered by the fact that Dagio's stats in no way take his immortality into effect? No fast healing, no regeneration, no special abilities with rejuvenate characteristics...nothing. In fact, he is just a dire rat with three character levels. We are left to assume that his immortality is merely a plot device that is completely irrelevant to the battle. My assumption is that the extent of his "immortality" is that he doesn't age, but can still be killed by violent means. Therefore, he is "ageless", not "immortal".

I decided to give him Regeneration 1/Magic. Magic created him and therefore magic must destroy him.

I think that is fine. A bit of an edge to him. My group just killed him without doing a body destruction. Despite there being 8 of them, with two pets, they needed the win.

I did not understand how a alchemist from underdark would set up a shop down there. Selling to whom after the PCs leave?

Silver Crusade

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Pathfinder Adventure, Adventure Path, Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I have no explanation for the poor kobold, but I turned the alchemist into a recurring character who would set up shop with slightly overpriced consumables in dungeons throughout the adventure path. A little bit of a timeworn trope, especially if you've played too many JRPGs, but Mimips has turned out to be really popular anyway!

I made Dagio quite a bit more powerful but didn't really play around with the immortality bit. It seemed way too difficult to really communicate to the players, and the circle bit was probably the more important bit for them to latch onto.


Terminalmancer wrote:

I have no explanation for the poor kobold, but I turned the alchemist into a recurring character who would set up shop with slightly overpriced consumables in dungeons throughout the adventure path. A little bit of a timeworn trope, especially if you've played too many JRPGs, but Mimips has turned out to be really popular anyway!

I made Dagio quite a bit more powerful but didn't really play around with the immortality bit. It seemed way too difficult to really communicate to the players, and the circle bit was probably the more important bit for them to latch onto.

I love him showing up. Wish I had thought of that.


Has anyone tried running this without the social combat mechanics? If so, I'd love to hear your perspective & opinions on that...


I have mixed feelings on the Social Mechanic. So, it would seem to the writers, because it gets dropped. If I had it to do over, I'd drop it and just have role play and Diplomacy or other rolls.


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Trichotome wrote:

I did a bit of tweaking to the gala rules to make it fit in my game that also helped clarify a few of the bits mentioned in the last two comments. Here's what I did in case it helps.

I treat social combat much like regular combat in terms of action economy. That is to say everyone gets a turn with 1 standard action, 1 move action, and 1 swift action. Actions at the gala are as follows:

Discovery Check (Move action): (etc)

I used this, and found it worked very well, and was clearer than the as written version. Thanks for that!

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