pf2 1-14 Lions of Katapesh


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

Tengryn Strognyrsk wrote:

I have a question about the reporting notes.

It says, "If the goblins complete the bridge, check box A. If the PCs defeat the primary antagonist, check box B."

In what situation would you check one box but not the other box? My understanding is that the bridge is only completed once the primary antagonist is defeated.

Quote:


Morale: The goblins lose 1 Morale Point for each
goblin that is killed. If the goblins’ Morale Points are ever
reduced to 0, the goblins abandon the bridge site in order
to protect their own lives; if the PCs cannot immediately
find and defeat the primary antagonist (such as by
tracking them to their lair), the scenario ends in defeat.

The PCs could stick around for a few more days and try tracking again, succeed, and beat up the villain.

They won't get any fame or rep for it, and the bridge won't get built. But they might get some visceral satisfaction, and some treasure bundles.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

I just completed running this for the second time and just now thought to ask the hive mind. How are your players communicating with Keff the lion? I know he is "awakened" but how does he communicate. He has no languages in his stat block and the Speak with Animals spell is level 2, so no tier 1-2 could cast.

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

Druid Wild Empathy would get you part way there. It's a tier 1-4, so there are likely to be 3-4 level PCs at some tables too.

5/5 *****

I havent run using Keff yet but given he casts spells I am going to go ahead and assume he can speak common.

As far as the tracking goes I tell my playetrs that they can track on the day they arrive but warn them that if they fail to find the lions then they still need to stand guard duty and will therefore be fatigued during th night.

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

Zachary Davis wrote:

I just completed running this for the second time and just now thought to ask the hive mind. How are your players communicating with Keff the lion? I know he is "awakened" but how does he communicate. He has no languages in his stat block and the Speak with Animals spell is level 2, so no tier 1-2 could cast.

I think they just forgot his languages, but he clearly can talk:

scenario, p. 6 wrote:

Keff the Lion: The bandits came upon Keff’s feline

minions and were completely overcome. The few who
survived pledged fealty to Keff. While the newer bandit
recruits don’t know their true leader, the more senior
members of their band know that the ‘bandit king’ who
actually calls the shots and takes a percentage of their cut
is a talking lion named Keff.

4/5 ***** Venture-Lieutenant, Maryland—Hagerstown

Lau Bannenberg wrote:
Zachary Davis wrote:

I just completed running this for the second time and just now thought to ask the hive mind. How are your players communicating with Keff the lion? I know he is "awakened" but how does he communicate. He has no languages in his stat block and the Speak with Animals spell is level 2, so no tier 1-2 could cast.

I think they just forgot his languages, but he clearly can talk:

scenario, p. 6 wrote:

Keff the Lion: The bandits came upon Keff’s feline

minions and were completely overcome. The few who
survived pledged fealty to Keff. While the newer bandit
recruits don’t know their true leader, the more senior
members of their band know that the ‘bandit king’ who
actually calls the shots and takes a percentage of their cut
is a talking lion named Keff.

Wow. I either looked over or completely forgot about that blurb. Thanks.

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

I was alert to it because the question had been asked here, otherwise I'd have missed it too.

Liberty's Edge 4/5 5/55/55/5 ****

andreww wrote:
I havent run using Keff yet but given he casts spells I am going to go ahead and assume he can speak common.

Why must a spellcasting speak common to cast spells?

5/5 ***

Pathfinder Maps Subscriber

I am assuming that the Track the Felines with a DC 20 is an activity that can be done before the first night of attack and as Daytime activities. The second DC 15 is if the Lions of just attacked and the players are actively tracking them back to the lair. At least that is how I read it.

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

We know from the Kef/Bandits section that Kef speaks a language. Because they spoke with him to make plans. So it would be easy to just look in the bandit statblock and see what language that is. Oh.... the bandit statblocks also don't have a language listed. The kobolds do however.

So since we already have one clear clerical error in the bandits, it's reasonable to conclude that the "talking lion" also speaks a language.

It might be common, might be something else. Since the scenario assumes that the PCs can talk with him though, and since lots and lots of monsters speak common, it's a reasonable guess.

Scarab Sages 1/5 *** Venture-Lieutenant, Virginia—Richmond

I’m running this in a few days and I request clarifications ASAP on a discrepancy in the scenario concerning

spoiler:
the DC of the Survival check to Track the lions to their layer.

Scenario spoiler:
page 10 wrote:
Track the Felines: A PC can attempt a DC 20 Survival check to Track the felines to their lair. If the felines have attacked and killed at least one goblin, the PCs gain a +2 circumstance bonus to this check and can do so untrained, as the fresh blood dragged across the desert is easy to follow.

Scenario spoiler:
page 12 wrote:
First, a PC who succeeds at a DC 15 Survival check to Track can follow the leopards or lions to their lair. The PC gains a +1 circumstance bonus to this check if the felines have killed a goblin and escaped with its body, or a +2 circumstance bonus if a member of the party succeeded at a Nature check to Recall Knowledge regarding where the felines might be hiding.

Which is accurate and why the difference?

5/5 *****

I took it that the first check is following older tracks which are harder to make out. The secind check is much fresher as it follows the events of the night attack and the DC is therefore lower.

Dark Archive **

In the ambush I don't see an AC for the wagons. I'll just use the wagon listed in the Game Mastery Guide which has an AC of 11 unless someone says otherwise.

Is the splash damage from the Alchemist's Fires enough to catch a wagon on fire? If so, those bandits or kobolds are going to start chucking as soon as they are within 100 ft.

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

Jed Roach wrote:


Is the splash damage from the Alchemist's Fires enough to catch a wagon on fire? If so, those bandits or kobolds are going to start chucking as soon as they are within 100 ft.

I would say the damage from a splash weapon would decrease the wagons hit points, but would not set it on fire.

That said, even the single point of add on fire damage from a cinder wolf's jaws will set the wagon on fire, so...

5/5 *****

Splash damage is combined with the base damage of the bomb, it is not a separate instance so you are still only starting at level 1 fire. They could start throwing from 100' away but that will eb at -10 and a critical miss means you deal no splash damage at all.

Dark Archive **

I don't see anything about separate instances increasing the level of fire, only elapsed rounds increase the fire level.

The fifth range increment is a -8 penalty with maybe one more for lesser cover if there is a creature in the way. The high tier kobold scouts will only crit fail on a 1.

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

I would say read the table. If they seem like (or say) they would like a harder challenge, go for it. If it is a bunch of newer players, or the party just doesn't seem well composed (3-4 healers, no front line fighters) cut them a break and stick with just hits starting fires.

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