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Aw man, I was about to post the list.
Since this is a GM Discussion....
Without spoilers. I do not think the last part should have been a choice. It would have been more fun for me as a GM to do the thing that was advertised.
Since I have already done combat, I do have half a mind to omit it when I run it in the future. If my players didn't roll abysmally (under 10 almost under every time) for most of the battles, even the last one, would have been a cake walk.
I played this without having the tiles as reference. It took me and someone helping me over 1 hour to do it.
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I’m going to recommend GMs use Forest flip-mat for C: Crashing the Party.
There are a number of the flip tiles that get reused for the various maps. There are only four tiles unique to the last map, the other eight are used in the other maps. You can save yourself time during the game by doing this substitution since it reduces the amount of searching for map tiles required.
I appreciate that not everyone has every map, but thought it worth noting for those who have that map.
Made some handouts that I am going to use when running it tonight. I will see how well they work before posting links to them here.
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I made up three aids to help me run this scenario.
First, a list of the Tanuki along with what prank they pulled. This one is only meant for GM reference.
Second, a replacement for handout 2 that includes the descriptions of the area and the statues.
Lastly, the names and descriptions of the dances without a list of skills. This is set up to print two per page.
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Am I missing something? In the Convincing the Elementals section, there is a mention of a First and a Second set of checks. It says "Even if they dont succeed (at the first set), they're able to reach the elemental leaders, but not impress them." I don't see any downside in the decriptions, so does this mean that they get a "free" chance to impress the elementals without chance of a crit fail?
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As I read it, if they Fail at the first check to Approach the Elemental, they still arrive just without impressing them. Crit failing still carries the penalty of losing 1 Peacemaker Point.
So for example, if someone does Athletics to Swim up to Vesimer: Crit Success and Success get their appropriate Peacemaker Points because they had strong strokes and looked like they knew what they were doing. Failing the check means they made it across the water, but Vesimer was unimpressed. Crit Failure means Vesimer had to scoop the PC out of the water to save them, and they lose a Point though they still arrive to make their case.