
Curaigh |

Yes, that's the danger my group soon realized. So they took 0 risks with the dens and the random events. The bird stealing the necklace was their least favorite, but having just a lone enemy made it easy to focus down even with Ingdani and a team member confused and being controlled by it.
You've also got massive amounts of treasure around that give an unfair advantage to the pcs if they happen to come across it, 500gp per feather won, and shrines which is in my player's opinion useless, but they quickly changed their tunes when they found the boats and could cross rivers more easily.
I don't feel that the tone is wrong to make the tournament fun, but that's your call as a DM. This contest is voluntary and Tino's team represents that element of it that Syndara is trying to ruin....
Tone is entirely on me as the GM, I didn't mean to imply it was written that way. My group is just that suspicious as players, and I have not been able to run 'world champions showcase' because of their playstyles. I don't want to discount their playstyles, it is their fun, I just wish I could add more as a GM.
My players totally wanted to skip everything but the matches. Fortunately, they got their butts handed to them on the second and third match and I was able to simply say: you need to level up.

Curaigh |

My players, called the Six Tails (an all kitsune team), have reached 10 feathers before noon on Day 2. The bard (now) has a seventh level spell called magnificent mansion. They have hiked to the top of Mount Haminabu and plan to cast it and wait for dawn of Day 3 ie sit out a chunk of the adventure.
At 10 feathers they are not allowed to challenge another team, but how often can someone else challenge them? Any thoughts on how to bring challengers in without 'picking on' my team?
With just the Events (Ahmoza Sisters, Gomwai, Hannah's Hundreds, etc.) there are 14 feathers. Anyone else, find 10 feathers early?

UpliftedBearBramble |

My players, called the Six Tails (an all kitsune team), have reached 10 feathers before noon on Day 2. The bard (now) has a seventh level spell called magnificent mansion. They have hiked to the top of Mount Haminabu and plan to cast it and wait for dawn of Day 3 ie sit out a chunk of the adventure.
At 10 feathers they are not allowed to challenge another team, but how often can someone else challenge them? Any thoughts on how to bring challengers in without 'picking on' my team?
With just the Events (Ahmoza Sisters, Gomwai, Hannah's Hundreds, etc.) there are 14 feathers. Anyone else, find 10 feathers early?
That group name is perfect!
That's odd, Ingdani didn't tell them to return to their base after non combat hours? I interpreted the rules for teams to be in their base by non combat hours or risk disqualification.
Well they are in a bad spot regardless, since adjacent to the palace on day 3 will be all the trivial silver feathers the desperate teams will fight over after Hao Jin's announcement. It's inevitable teams will rush there to get feathers they are still missing, and seeing the PCs with a full necklace is a tempting target. They can be challenged any time, but they can't challenge anyone at 10 themselves. So that puts pressure on since at least two teams scale the mountain with less than 10 feathers we know of.
Also being so close to the temple on day 3 they are inevitably pounced by the Oni as they step out of extra dimensional space. She's rather brutish and won't give them much slack if they plan to sit out a whole day, and you can always give her additional support.
Even with a 100% winning streak, my group used day 3 as a means of doing a victory lap around the island to find all the teleportation spots and treasures on the northern end of the peninsula, where they got the "quick travel" spell. They missed the bonus for all shrines, but there were still the ghost towers, beast dens, and several unique spots like the prison that have a good chunk of fun.
I think the intent was to have the feathers early and often so people didn't feel pressured or stressed as the written events, termed "Paizo BS" in my group, kept happening regardless of progress.

Onkonk |
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I don't want to get too much down in the nitty gritty but even if a 6th or 7th level disintegrate landed a crit fail and even got max damage (240/280 dmg) it wouldn't even kill most contestants of the tournament.
So I don't really want to have it happen to a supposedly very powerful character without some circumstance that catches her at a major disadvantage.
If you see someone very powerful get taken out by another one the first instinct is that they're also very powerful but it isn't really the case. So the signal I want to send is more "Hao Jin was very tired/injured from before and they took the opportunity".

Grankless |

They had a wand. Maybe it was 10th level or something. Or maybe she was exhausted by all the big spells she's done, but do you really think your players will care that much? I surmise mine will just go "oh s~!&, she just got disintegrated, let's help Tino beat the crap out of the belligerent dude who did it".

Onkonk |

A 10th-level wand is a pretty good idea, could even be broken because it was overcharged so it isn't accidentally picked up as loot.
And it is definitely possible my players would not care at all but I just don't want her to be portrayed as a weak character.
Another idea is that she created the arenas with her spells and are tired or maybe wrangled some dangerous creatures possibly.

Calpal |
3 people marked this as a favorite. |

So does anyone have any good excuses for why Hao Jin gets taken out by the disintegrate?
I really want to make it clear that they were super lucky to do it and I think it would be hard to have her injured from before.
My take is that she took the hit, knowing she would be fine, so that she could see how everyone would react. She's constantly testing these teams and was curious what other teams would step up as a result.
I don't imagine my players to overthink things. I think instead they'll go "WHAT!?!?!?" and dig into the shock.

Curaigh |
1 person marked this as a favorite. |

This was addressed on
page 1 and page 2 of this thread. Also Hao Jin has been making 20th level magic items all day. You could show her energy going into those, or perhaps the disintegrate hits the phoenix fan as she is pouring magic into it and there is a powerful backlash.
For my story I will have some ancient tien sing/taumaton (kaiju? foreshadowing?) device shoot a ray. If my players want to identify it they will need an arcane check (none of whom have arcana) & it appears to be a version of ray of frost triggering Hao Jin's contingency magic & she teleported away so please stop metagaming!
Ahem.
Or something like that. ;)
Oh! With disintegrate being a found relic, I can also have it take out the user! "These five angry contestants..." *Boom* "these four angry contestants."

Onkonk |

Onkonk wrote:So does anyone have any good excuses for why Hao Jin gets taken out by the disintegrate?
I really want to make it clear that they were super lucky to do it and I think it would be hard to have her injured from before.
My take is that she took the hit, knowing she would be fine, so that she could see how everyone would react. She's constantly testing these teams and was curious what other teams would step up as a result.
I don't imagine my players to overthink things. I think instead they'll go "WHAT!?!?!?" and dig into the shock.
Ooh, I really like something this.

Curaigh |

[
That's odd, Ingdani didn't tell them to return to their base after non combat hours? I interpreted the rules for teams to be in their base by non combat hours or risk disqualification.
Well they are in a bad spot regardless, since adjacent to the palace on day 3 will be all the trivial silver feathers the desperate teams will fight over after Hao Jin's announcement. It's inevitable teams will rush there to get feathers they are still missing, and seeing the PCs with a full necklace is a tempting target. They can be challenged any time, but they can't challenge anyone at 10 themselves. So that puts pressure on since at least two teams scale the mountain with less than 10 feathers we know of.
Also being so close to the temple on day 3 they are inevitably pounced by the Oni as they step out of extra dimensional space. She's rather brutish and won't give them much slack if they plan to sit out a whole day, and you can always give her additional support.
... [/times ]Page 26 says teams can explore any time of the day, but can only Engage in a Match during daylight hours. If not resting during this time, they run the risk of interrupting rest when challenged. Therefore returning to their base is not required.I got the impression the Lightkeepers were 'cheating' with their extra-planar travel (leaving the isle is not allowed) but can't find that now.

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So, I'm going to pull several different things to this. As an effort to encourage the hexploration, I am actually planning to have teams generally NOT at their home sites, except first in the morning, and are NOT easily found in the jungle. This means players will generally only be fighting teams at full resources. I am also expanding the days to 4 days instead of 3. (Making an excuse for Hao Jin's disintegration... Reference to the fact that multiple Asian groups match death with the number 4. So it was an omen, and the one day that Hao Jin was weakened... Yay omens.)
To offset the fewer feathers gain-able from fighting teams, and the make the dens more interesting. The reason teams are out in the island, is that they are told most of the feathers are placed out there, and grab-able by the first team to find them. (I will put 1 feather in each monster den.. some of the tougheat ones will have two feathers) This will, in general, encourage hex-ploration, and since I want them to play the full AP, give me the ability to seed more feathers about as needed.
As for why the teams are the sizes they are. I am reworking that some as well. In that, to get noticed by Hoa-Jin. Each team had to already have a Sponsor. (They will need to garner an additional sponsor for part 2. As none of these starting Sponsors will have the resources needed.) That Sponsor paid the entrance fee for the tournament pre-qualifier, and that fee is a "per fighter" fee. (It IS an Abadar church event after-all, and yes. Hana's Hubdreds' sponsor invested a veritable fortune on this, and is going home empty handed.). Hence when most teams are smaller.
This is also where I am going to make the various payments come from. Going to pull a hunger-games-esque type thing here. In that every Guide has a staff which records their team and their actions, and sends those recordings back to the crowds etc in Goka and on the island. (This way they can enjoy the monster dens too.) The Sponsor gains renown and wealth based on how their team does, and rewards them for doing good, but is unwilling to risk the dangers of the island themselves. So the reward is left at team's home-bases. (Giving further reasons for teams to return each night, and making the fact the Lightbringers show no sign of being in their place during the time-frame, even weirder.) This also gives another NPC (or more, if they are seen to "pick on" or really help, a particular team. A message from their sponsor may arrive,) for the characters to actually have non-combat interactions with in the first book. (Maybe even making arrangements, such as the lending of equivalent equipment while a rune is inscribed ;) )
I am leaving most fights as-is, even though I am going to have a 5-player party. This should make the monsters dens and towers a bit more manageable. (And the players can also run in, grab, and flee if needed.)
As for lethality, all the teams are supposed to be awesomely powerful fighters. I'm giving all them the equivalent of a hero point to use when downed. They don't die at 0, and stabilize themselves... Further, intentional killing is disqualification for that team. Accidental from, say, an AOE effect, however, is acceptable, but disliked. The loot of the killed characters, however, goes to the surviving members, not the victors. (certain warrior-like members may make arangements and have victors able to take their stuff though. Yay Fluff.)
Just some of my changes.

Carcinblair |
I'm psyched to run chapter 2 for my players next session! Question though: how much of the island is the party intended to explore? It looks like there's about 65 explorable hexes, and about 88 available exploration activities (assuming sundown on the 3rd day is at 8 p.m.). Counting the difficult terrain, that would give them time to fully travel to and reconnoiter a little less than half of the island by my calculation, assuming they are perfectly efficient with their movement. I'm considering making the exploration activities only take 20 or even 15 minutes, to give them a little more leeway for moving around.

Curaigh |

Only about a third of the island. Louis said he wanted every teams' experience to be different. The monster lairs will get repetitive if the party encounters too many, especially when they discover so little treasure in these. My table needed them to level up and the monsters definitely set the danger level as high.
I have already mentioned I am doing a 'highlight reel' for my players. I used that to show parts of the island I don't think my players will get to (new monster, giant eggshell). I also featured my party in front of the Taumaton shrine they discovered, then had another team contact them (dream message) to ask for directions (a religious research team sponsored a fighter to gain access to the island). I also had Tino's Toughest send them a congratulations via animal messenger holy rodents was my team ever suspicious of a rat--dinosaurs, giant mantis, roc no problem but a rat?!? Oh no you go first!!.
TL;DR, I am using this to let them 'explore' more.
If you wanted to give them more time to explore, I would just add a couple more exploration units rather than change the time of each. (Just for ease of math) (Move the game to summer solstice instead of equinox.)

Kobe Batcake |

I love this thread - very helpful things to consider as I kick off this AP with my friends on Friday.
One big questions remains for me, which a few have touched on, but not sufficiently imo. How do the teams position on the battlefield before initiative? This seems a very important point. I was thinking of having the two guides for the two teams flip a coin. Whichever team wins the coin flip gets to position itself on the battlefield with some parameters (each team member must be within 30 feet of one other team member). The losing team then gets to position itself on the battlefield (same restriction as above, but also cannot be closer than 20 feet to opposing team). From there, initiative is rolled.
Thoughts? Other ideas?

Calpal |

I love this thread - very helpful things to consider as I kick off this AP with my friends on Friday.
One big questions remains for me, which a few have touched on, but not sufficiently imo. How do the teams position on the battlefield before initiative? This seems a very important point. I was thinking of having the two guides for the two teams flip a coin. Whichever team wins the coin flip gets to position itself on the battlefield with some parameters (each team member must be within 30 feet of one other team member). The losing team then gets to position itself on the battlefield (same restriction as above, but also cannot be closer than 20 feet to opposing team). From there, initiative is rolled.
Thoughts? Other ideas?
That's a really good idea. I might adopt that for the second book as they are done Day 2 already.
I just had the players position themselves on the map and then plunked down my NPCs wherever I thought would make sense. Most of the time it gave the players the advantage but didn't make much of a difference overall.

Curaigh |
1 person marked this as a favorite. |

I love this thread - very helpful things to consider as I kick off this AP with my friends on Friday.
One big questions remains for me, which a few have touched on, but not sufficiently imo. How do the teams position on the battlefield before initiative? This seems a very important point. I was thinking of having the two guides for the two teams flip a coin. Whichever team wins the coin flip gets to position itself on the battlefield with some parameters (each team member must be within 30 feet of one other team member). The losing team then gets to position itself on the battlefield (same restriction as above, but also cannot be closer than 20 feet to opposing team). From there, initiative is rolled.
Thoughts? Other ideas?
I like your idea* I may steal it. I have been using reverse initiative, which has allowed my team to start acting like a team & using strategy (flanking, protect the cleric, closing with archers.)
*if by 'flip a coin' you mean 'roll d12' just because the d12 needs more love ;)
You have hit on the problem we have been dealing with in PF2 for casters. 70-75% of attacks are wasted action & resources. In the case of NPCs they are built with a target number in mind, as Onkonk has alluded to. I also imagine the specialists are magus prototype & therefore use their melee proficiency, but mostly it is just the number.

Onkonk |

For a level 13 creauture:
Moderate spell attack +22 (this is where PCs are at)
High spell attack +25 (where most primary spellcasting enemies are at)
This one has one more than high on spell attack (and one lower than high on DC) presumably because this is a striker type of enemy that trades defenses for offenses with its lower than moderate HP, lower than moderate AC (standard is high), no high saves, one moderate and the rest below moderate.
As a trade-off, it has no feats at all except for the spell punch ability.
Basically this creature is built with high offense and low defenses using spell attacks to deliver spells (funnily enough it has much better spell attack than weapon proficiency).

Kobe Batcake |

For a level 13 creauture:
Moderate spell attack +22 (this is where PCs are at)
High spell attack +25 (where most primary spellcasting enemies are at)
This one has one more than high on spell attack (and one lower than high on DC) presumably because this is a striker type of enemy that trades defenses for offenses with its lower than moderate HP, lower than moderate AC (standard is high), no high saves, one moderate and the rest below moderate.
As a trade-off, it has no feats at all except for the spell punch ability.
Basically this creature is built with high offense and low defenses using spell attacks to deliver spells (funnily enough it has much better spell attack than weapon proficiency).
This is very helpful. Thanks. And it makes sense. It's nice to know I wasn't just adding wrong or something.

hyphz |
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So, we've nearly finished Part 1.
First of all, let me say: the organisation of this book is terrible. Frequently to run an encounter I was frantically flipping between the team member templates and another creature or team member with specific stats in their encounter section. The frequent use of templates on the team members meaning that the stats as printed are not the ones to use made this even worse.
Also, I had to write up my own "rules document" because as presented the tournament just does not seem to allow for the huge range of options available at level 11 and higher. Most obvious is that many of the teams are melee only and have no way to deal with flying opponents even though flight is generally available at levels 8-10.
Most of the team fights were a bit too easy due to large party and flickmace prone lock. Not really the adventure's fault, but not ideal at the same time. I do wonder why the adventure would be called "Despair on Danger Island", when the tone is generally rather upbeat and positive.
Partly because they were finding the fights easy, the PCs didn't really have much interest in generally exploring the island other than to find other teams to fight. They also tried to specifically seek out other teams, and seemed a bit disappointed when I said there was basically no way to do that. Since they had no real direction, by the end I was ignoring the map and just having the PCs run into encounters in orders that seemed fun, such as the Kaiju Egg for foreshadowing and the odd monster lair if things had been quiet for a while.
I also moved some of the treasure packets into the monster lairs because you're supposed to get loot when you win an encounter, right? It was much more pleasing than just getting loot randomly and then having encounters with only XP reward. The book's suggest that the PCs gain XP even if they lose tournament bouts still makes the creature dens a bad bet (since they can die in the creature dens)
Because of the fights being relatively easy, the PCs had 10 feathers after Event 6, which meant they didn't really do anything on Day 2 other than visiting the remaining watchtowers and Event 7 was moot as they couldn't enter.
Event 8 was a surprise but it got tedious really quickly. It's not clear why Wave 1 "climbs into the training space" when the later waves can just teleport in, and the adventure gives no way to find out where they are coming from or what is happening beyond the walls which the PCs urgently wanted to find out (remember, the PCs in this encounter have no way of knowing that there isn't someone outside summoning infinite soldiers until they are found and defeated). They were also annoyed that Ingdani wasn't helping even though this attack was obviously against the rules (I would have been OK with it except she has no stat block)
Oh, and the loss of help for destroying the old man statue is a bit harsh. There's no guarantee that the PCs will go to A6 (to find the holy symbols of Irori) before meeting the old man, and the adventure assumes that just identifying the statue as a Divine Warden will mean that the PCs know they can make another check to know how to pacify it. (Also, it might be worth clarifying if, in the case where the Old Man is around to help, he's still Clumsy and Enfeebled.)
I hoped that Koto Zekora would take 2-3 feathers from the PCs to give them something to do on Day 3, but she went down in 6 seconds so again event 10 was moot.
Event 11 seems a bit silly. Since the PCs probably have their 10 feathers by now, the Last Breath ran off into the wilderness, and the PCs went "huh, ok, well we're alright jack" and left to carry on up the mountain. After all, the PCs didn't need to win.
As mentioned above, suggesting that the legendary Hao Jin just gets disintegrated 1/20 of the time she's attacked is just daft, so I figured she just had a teleportation/invisibility spell on contingency and was just trolling (as she blatantly is for letting Hana's Hundreds into the tournament) That said, the fight against the two Fallen Moon members is a bit of a weird beat as it's quite easy, although I didn't consider the possibility that they might be aiming to steal the fan rather than attack the PCs.
We ended the session after the Butterfly Blades fight which was again underwhelming since they're melee only opponents and can't even deal with something as simple as Fly, let alone flickmace locks trolololol. It did result in some laughs about how the empress's bodyguard would leave her defenceless against gnomes. Also, what was the point of giving her a stat block? I don't think the PCs are ever likely to fight her, although if they did she'd also have no anti flight and people might start asking why their empress has Rogue feats.

Curaigh |

Grankless wrote:Are you adjusting encounters for the larger party size you apparently have?I adjusted some of the regular encounters. I am not adjusting team encounters because their numbers and difficulty vary widely anyway.
At the very least, I would switch out a melee for a mage or an archer, give the opponents a potion/scroll/wand of fly. If the team is that successful, the other teams will be prepared for it.
Just curious, how many fly spells does your team have? Three 4th level spells, means one character for three fights. Or three characters in one fight. Then again fly is on three different lists.
My team did look into a flying broom :)

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.. Why does Blue Viper have a bunch of poisons with 1-10 minute onset times? How are they going to be useful? Do they think that if the PCs just keel over 10 minutes after the fight that Hao Jin will go "oh, that's no problem?"
Do note that he might not use them in combat, he could use them outside of combat

hyphz |
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Well, the Phoenix Challenge was a bust. Hao Jin had to quickly correct the rules to add that flying isn’t allowed, but just jumping over the area in two actions wasn’t a problem, and the person climbing the spire of Earth had a climb speed and did it in one round.
Since Hao Jin will ensure nobody is permanently harmed, there is no reason for every team not to volunteer for every event.
Oh, and it is a strange thing indeed for Hao Jin to “cast a spell to protect the rune giant from the heat, but not direct contact with the lava” because Rune Giants are immune to fire anyway.
Sorry, really not impressed here.

Calpal |
1 person marked this as a favorite. |

Well, the Phoenix Challenge was a bust. Hao Jin had to quickly correct the rules to add that flying isn’t allowed, but just jumping over the area in two actions wasn’t a problem, and the person climbing the spire of Earth had a climb speed and did it in one round.
Since Hao Jin will ensure nobody is permanently harmed, there is no reason for every team not to volunteer for every event.
Oh, and it is a strange thing indeed for Hao Jin to “cast a spell to protect the rune giant from the heat, but not direct contact with the lava” because Rune Giants are immune to fire anyway.
Sorry, really not impressed here.
Being immune to fire is not the same as taking no damage from heat. Nor is Lava the same as fire. It makes sense to me that she would put this ward in place.
Also, just because a team won't be killed or permanently harmed doesn't mean it's "fun" to get beat up. If you are wondering why a team wouldn't volunteer to face the Rune Giant it might be that they just don't particularly want to face an unknown threat at this time in the day. Or they are trying to retain resources for unknown threats/opportunities later in the day (the same reason the PCs might not want to fight).

Sahbak |
So, we've nearly finished Part 1.
First of all, let me say: the organisation of this book is terrible. Frequently to run an encounter I was frantically flipping between the team member templates and another creature or team member with specific stats in their encounter section. The frequent use of templates on the team members meaning that the stats as printed are not the ones to use made this even worse.
Also, I had to write up my own "rules document" because as presented the tournament just does not seem to allow for the huge range of options available at level 11 and higher. Most obvious is that many of the teams are melee only and have no way to deal with flying opponents even though flight is generally available at levels 8-10.
Most of the team fights were a bit too easy due to large party and flickmace prone lock. Not really the adventure's fault, but not ideal at the same time. I do wonder why the adventure would be called "Despair on Danger Island", when the tone is generally rather upbeat and positive.
Partly because they were finding the fights easy, the PCs didn't really have much interest in generally exploring the island other than to find other teams to fight. They also tried to specifically seek out other teams, and seemed a bit disappointed when I said there was basically no way to do that. Since they had no real direction, by the end I was ignoring the map and just having the PCs run into encounters in orders that seemed fun, such as the Kaiju Egg for foreshadowing and the odd monster lair if things had been quiet for a while.
I also moved some of the treasure packets into the monster lairs because you're supposed to get loot when you win an encounter, right? It was much more pleasing than just getting loot randomly and then having encounters with only XP reward. The book's suggest that the PCs gain XP even if they lose tournament bouts still makes the creature dens a bad bet (since they can die in the creature dens)
Because of the fights being relatively easy, the PCs had...
Can't comment on everything, but Ingdani does use the Ki Adept block from page 24 (Mentioned on page 8).
I'm running the book with a party of 3, without Epic Gamers using flickmaces, and even then I'm afraid most fights are going to be trivial. Honestly, most events that use the generic fighter blocks just seem... uninspired to me. It's supposed to be the most exciting fighting tournament in Golarion but at least for the qualifiers there are no exciting opponents.
I plan on reworking most teams to custom built characters with references to anime/manga/manhwas. It might be imbalanced but like most people mentioned in this thread, getting 10 feathers is extremely easy.

Curaigh |

...
I plan on reworking most teams to custom built characters with references to anime/manga/manhwas.
I have flavored some of my teams to anime/wuxia as well, but it is only flavor. I haven't had to rebuild anything, and I don't know if my players have figured out that I am working with five frames.
I did build a couple teams just because I wanted to. :)

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That's odd, Ingdani didn't tell them to return to their base after non combat hours? I interpreted the rules for teams to be in their base by non combat hours or risk disqualification.
No:
The player characters can travel around the island at all hours of the day but can Engage in a Match only during active hours. However, any travel during inactive hours could potentially eat into valuable time for rest.

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Starting this as the GM soon and a few thoughts on everything here.
The summary of all this could really be "Your players have agreed to an adventure path that is a fighting tournament. If they didn't want to be in a fighting tournament, why are we playing this?"
- There was nothing in the rules precluding exploring at night. In fact page 26 explicitly says you can travel all hours of the day (as Luke said just above this). This does mean any event that depends on them being in a place simply gets moved to them.
- For intentionally seeking an opponent, page 45 mentions teams should be able to find an opponent within about 4 hexploration activities.
- I don't see it explicitly stated anywhere, but I'm treating each team's attendant as a neutral enforcer. They never issue challenges or engage in combat, but are wandering referees so teams are always "in the presence of an enforcer". Otherwise wandering the island to issue a challenge would be silly.
- I don't see the Necklace's abilities explained anywhere except the items page, so I'm running it as the Enforcers that Sending them (after they clear the temple) explain the properties of the necklace, or at least hint they should try to identify it.
- I'm calling challenge distances at about 200 feet. The idea being you need to be able to throw something at them (I'm thinking about baseball as a *rough* reference for long throwing distance). The team's attendant simply being present should make things tricky to hide from an encounter, so this is more to prevent challenging from miles away with a spyglass.
- I'm agreeing with this thread's treatment of "no looting/stealing/cursing" as part of the general "no lethal action against other teams" rule. Stealing feathers could potentially be interesting, but would devolve the module into a long discussion of how each individual team is protecting their feathers with what enchantments, not to mention what other teams would do to take the PC's feathers. Even if stealing were allowed, there's a corner case of a team has 10 feathers, and therefore cannot challenge the thief trying to steal their feathers, and cannot take violent actions against the thief...so then what? Those rules could be changed too, but I'm opting for outright No Stealing.
- There are a few posts about waiting around safe sites, challenge-then-rechallenge, and other "tournament rule abuses" in this thread. If any group does something against the spirit of the rules like this, the enforcers give them a warning, eventually escalating to challenging them and refusing to award a prize (to include not recognizing challenges from the group as coming first, unless both sides are begging for the match). The enforcers intentionally waste the offending party's time and allows the "fouled" team a chance to leave.
- I love the idea of "every time the party uses a spell (or any daily resource), take the same % of spell slots away from NPC teams" as a balancing factor.
- I like the "random amount of time from setting up for a match until a match begins" way of dealing with Buffs cast before a match, even if cast with some sort of "stealthy" ability.
- I'm going with positioning before a match is completely up to each team, since both sides would be staring each other down waiting for an official start signal. The challenged team decides which half of the arena each team takes formation on, including if it's a north/south or an east/west (or whatever else) half. There could even be a coin flip to decide a number of buff rounds or a side to defend like American Football. Buff rounds could also be used to build cover from flying opponents.
- Flying opponents certainly need to be dealt with, though there's still the number of times you can cast fly a day as a limit. I'm considering each team as having an extra quirk to handle flying opponents (portable total cover, counter spelling, giving someone boots of flying, granting some sort of defensive action, etc). There's also lots of cover in these arenas, so a completely flying party would need to deal with opponents just "waiting it out". Savvy opponents could have a goal of taking an unconscious party member hostage for the rest of combat, potentially eating into the PC's feathers for revive if they try to play the distance game and let their team mates be killed. In theory other teams should have had just as much time to strategize as the PCs, so if your players can think of it, so can the NPCs. (A rare exception to the "Don't intentionally build encounters to foil your PCs strategy" heuristic, though it's much more relevant to book 2 when the entire city of Goka knows your party's tactics).

hyphz |
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In case this is useful to anyone, here's a DOC file of the handout I made for the players with the player-safe version of the map and the rules of the tournament.
My group's team were The Bright Crusders, you'll probably want to edit it to change that name in the team roster on the second page.
https://docs.google.com/document/d/1Ii4XZ3F9H82TxcAsOH5dshgxDUDlGLQJ/edit?u sp=sharing&ouid=104408107019192077021&rtpof=true&sd=true

eddiephlash |

Any advice on the Southeastern Watchtower Shadow encounter? Namely, the Shadow Spawn ability doesn't seem as adjusted for this variant creature as the rest of it's stats.
The lvl 4 Shadow spawns a copy of itself that is permanently clumsy 2.
The lvl 7 Greater Shadow spawns the base lvl 4 Shadow (without clumsy).
Which should this lvl 15 variant version Spawn?
Either of the two lower level creatures seem much too low leveled to be a significant factor in the encounter. Spawning a copy of the variant shadow, even making it clumsy turns this from a Severe encounter to an Extreme+ one. Maybe clumsy 2 on top of the weak adjustment? Or give it slowed for the first 1d4 rounds.
Or maybe I'm over analyzing this, and my team will be fine. How has this encounter gone for your tables?

eddiephlash |

Or maybe I'm over analyzing this, and my team will be fine. How has this encounter gone for your tables?
YEPPP!
My table trounce this thing in less than three rounds. It got one character to Enfeebled 1.
Why is it that the encounters I get nervous about always end up fine, while ones I think will be fine end up near tpks?

KingTreyIII |
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For anyone who cares, I did a small bit of conversion of some of the NPCs to the remaster.

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In chapter one, Area A6 The Dormitory, treasure notes include an axiomatic rune. We are running this adventure under remastered rules.
Any suggestions in place of this item that get thematically or mechanically close?
I went with an astral rune, which does spirit damage. It's useful when fighting ghosts on the island.