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This sounds like a fun little romp. More goblins... I don't mind, but they're kind of being levered in everywhere. It doesn't feel very organic. Still, Dragbog seems fun and it's nice to see Dolok Darkfur and Nelket again! The centaur chieftain seems to really love kohl. Probably helps with the glare.
I have one request for authors or Paizo staff, even though they're the same in this case: could you pretty please list the tile IDs when you're using maps made out of map tiles? It would be really amazingly helpful, and the whole point of having those IDs on the tiles is so that you can list them in the adventure and save the players from digging through all 84 of their tiles to find the right ones. :)
For the record, it looks like we're using:
F00/05B ... F00/01B ... F01/04B
F00/31B ... F00/02B ... F01/01B
F00/17A ... F00/13A ... F00/40A
Separately, we have yet another different mechanic for putting out fires... previous users of create water may be disappointed that they can't just use that spell to put out a square. At least this one saves us the hassle of tracking squares and spreading flames! Seems solid, but the inconsistency with past fires will probably confuse some players.
All in all, I'm looking forward to it. It looks like this might run a bit short?

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The 4 player scaling on the centaur encampment also seems to be wrong. It references traps which do not exist. I assume this was changed in devleopment. Are we supposed to instead reduce the DC of the hazard saving throw?
Also, are all PCs in the camp exposed to the hazard or just those who choose to try and help fight the fire?
Also, there doesnt appear to be any scaling for the Mishkar portion.
How long does the trip through the forest actually take? The scenario says it would be 2 days in ideal conditions, which these certainly are not.
The druid rescue portion seems to have no penlaty for failure, making it not much of a challenge. There is only one DC for the last stage.

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I have one request for authors or Paizo staff, even though they're the same in this case: could you pretty please list the tile IDs when you're using maps made out of map tiles?
Huh, I thought those were going to be tagged in the PDF. I'll review and post them in the product thread so they're at least in a reasonably obvious location. I'll follow up with the rest of the team too, just in case the issue is that they don't fit well appended to the map; might be something we just need to call out in the body text.
Is the dragonspine burn the 1d8 in its stat block or the 1d6 in its burn ability description?
It looks like they were both notched back a step from where I had them initially (where the dragonskulls had 1d6 burn and the dragonspines had 1d8) so it should be the 1d6.
The 4 player scaling on the centaur encampment also seems to be wrong. It references traps which do not exist. I assume this was changed in devleopment. Are we supposed to instead reduce the DC of the hazard saving throw?
Ran this by Linda, her response was that the effect should instead target 1d2 PCs fighting the fire in the lower subtier and 1d3 PCs in the higher subtier.
Also, are all PCs in the camp exposed to the hazard or just those who choose to try and help fight the fire?
Only those helping fight the fire (which is why it uses the "Select 1d3 PCs fighting the fire" verbiage).

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Played this yesterday and it was fairly quick. It took about 3 hours (online game).
I also quite enjoyed the scenario. Actually rewarded NOT being a murder hobo for once :-).
Paizo is REALLY trying to change our perceptions of goblins, aren't they? :-)
Separately, we have yet another different mechanic for putting out fires... previous users of create water may be disappointed that they can't just use that spell to put out a square. At least this one saves us the hassle of tracking squares and spreading flames! Seems solid, but the inconsistency with past fires will probably confuse some players.
I think most players by this point are used to the fact that Paizo pretty routinely changes things in its scenarios and constantly ignores its own rules system when its system gets in the way of the story they're trying to tell (In combat diplomacy with the Centaurs is pretty much clearly against the way the rules say that diplomacy works).
We've learned to live with, what, 10+ different ways to run chase scenes. I think we can live with the 5+ different ways to handle fire :-) :-).

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Pretty decent scenario, nice quick run. (About 2 hours thanks to talking out the first fight rather than rolling it.) I look forward to digging in a little more and having a good run with our Scourge of the Farheavens team. I did forget to grab extra alchemical items on my chiurgeon however and ended up pretty useless for anything besides healing.

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Encounter B (burning woods) mentions 'calming the wolverines' but no specifics about how this might be done - any suggestions here?
(is it referring to handle animal or a druid's wild empathy?)