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General Tabletop Discussion
*Pathfinder & Starfinder
Is this an appropriate challenge for 6-7 level 2s? (My players stay out!)
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<blockquote data-quote="Asmor" data-source="post: 3419025" data-attributes="member: 1154"><p>Ok, so I just finished up... From when we actually got started (met at about 6:30, but a couple people needed to make their chars and we didn't get going until 8), took about 5-6 hours. No deaths, although one person did get knocked down to -3 at one point and he was up the following round after a quick CLW. The party make-up was as follows:</p><p></p><p>Alvin: Human cleric</p><p>Craz: Evolved human artificer</p><p>Jamlam: Human paladin</p><p>Ladon: Human Hexblade</p><p>Magdar the Ape: Human barbarian</p><p>Michael: Human Monk</p><p>Ulrich: Daywalker Gargoyle Druid/Ranger</p><p></p><p>Evolved human and Daywalker Gargoyle are both races I made up, and LA +1.</p><p></p><p>First day's encounters:</p><p></p><p>2 ashworms: They k-pwned 'em. A couple shots got off, but the poison DCs were easily made.</p><p></p><p>12 jackals: More ownage. Lots of cleaving going on.</p><p></p><p>Dire vulture + 3 vultures: Flyby attack without mobility=dead birdie. The regular vultures didn't do anything. They met up with the annoying halfling NPC here and got 2 wands of CLW and a safewing brooch (automatic 180-foot featherfall once). Didn't know what brooch was and the barbarian decided to wear it.</p><p></p><p>2 Pumas (leopards) (was 1 dire puma): One of the pumas took out Ladon, dealing 9 damage in the surprise round (I forgot they had pounce and could make full attacks, too) and then another 19 in the following round. They quickly healed him and mopped up.</p><p></p><p>Day 2 encounters:</p><p></p><p>12 tiny monstrous scorpions: Just realized I screwed this up horribly... Everyone failed their spot DC (25) and the scorpions got a surprise round, but I forgot that they couldn't get in attacks of opportunity because they were flat-footed. Not that the scorpions did very much. A couple stingers actually hit, but the poison didn't do anything.</p><p></p><p>Large monstrous scorpion: This was a bit more of an encounter. I got to use concealment (gave the scorp a 25% miss chance at first because it was covered with sand, since many of them spotted it and charged at it before it could spring out of its hiding spot). Also got one of the stings off. The monk took 2 con damage. I forgot about the secondary, but that didn't matter since there was a roleplaying encounter coming up next that was going to heal everyone.</p><p></p><p>Dungeon encounters: Replaced all skeletons with zombies</p><p></p><p>Swinging blade trap: Got them not once, but twice! Hooray for automatic </p><p></p><p>6 human warrior skeletons: Cleric totally wrecked 'em.</p><p></p><p>Gelatinous cube: At this point, the barbarian got sick of their incessant planning so he kicked open the door and walked down the 50-foot, 10-foot wide hallway. A failed spot check later and he was engulfed. He rolled a 19 on the DC 20 fort save to avoid paralysis, and I took a little metagame break to strongly suggest that he spend an action point. Won the grapple check on his next round and got out. The gargoyle attacked it with a spear when it advanced and was engulfed, and he also rolled a 19 on the fort save and then used an action point. Cube was killed shortly thereafter.</p><p></p><p>"Lesser Mummy" + 2 skellies: I took the advice of those here and created a "lesser" mummy which I pegged at CR 3. Reduced the paralysis from its aura of despair to shaken and reduced some other stuff... Aura reduction was moot because I forgot all about it until the mummy was almost dead and decided to just ignore it. All mummy rot saves were made, although the mummy did some nice damage.</p><p></p><p>Pit trap: Couldn't have planned this better. It was behind the locked door with the treasure... So they got the key from the mummy, and then barbarian went in and opened a chest... And failed the reflex save. Took 4d6 damage. Then later when discussing treasure, I realized he had been wearing the safewing brooch, so that got retconned and he fell to an easy landing. I'd expected the brooch to be an interesting, but mostly useless, trinket and it actually came in handy, even though they had no idea what it was!</p><p></p><p>So over all, I think this is one of if not the best sessions I've ever run. Everyone at least claimed to enjoy it, to varying degrees. Even the guy who hates D&D said he'd reccomend this game to his brother, who we've been trying to get to play a different game and who played in the D&D game before this which totally collapsed in under an hour, so I took that as a huge compliment.</p><p></p><p>Thanks again for the advice, everyone!</p></blockquote><p></p>
[QUOTE="Asmor, post: 3419025, member: 1154"] Ok, so I just finished up... From when we actually got started (met at about 6:30, but a couple people needed to make their chars and we didn't get going until 8), took about 5-6 hours. No deaths, although one person did get knocked down to -3 at one point and he was up the following round after a quick CLW. The party make-up was as follows: Alvin: Human cleric Craz: Evolved human artificer Jamlam: Human paladin Ladon: Human Hexblade Magdar the Ape: Human barbarian Michael: Human Monk Ulrich: Daywalker Gargoyle Druid/Ranger Evolved human and Daywalker Gargoyle are both races I made up, and LA +1. First day's encounters: 2 ashworms: They k-pwned 'em. A couple shots got off, but the poison DCs were easily made. 12 jackals: More ownage. Lots of cleaving going on. Dire vulture + 3 vultures: Flyby attack without mobility=dead birdie. The regular vultures didn't do anything. They met up with the annoying halfling NPC here and got 2 wands of CLW and a safewing brooch (automatic 180-foot featherfall once). Didn't know what brooch was and the barbarian decided to wear it. 2 Pumas (leopards) (was 1 dire puma): One of the pumas took out Ladon, dealing 9 damage in the surprise round (I forgot they had pounce and could make full attacks, too) and then another 19 in the following round. They quickly healed him and mopped up. Day 2 encounters: 12 tiny monstrous scorpions: Just realized I screwed this up horribly... Everyone failed their spot DC (25) and the scorpions got a surprise round, but I forgot that they couldn't get in attacks of opportunity because they were flat-footed. Not that the scorpions did very much. A couple stingers actually hit, but the poison didn't do anything. Large monstrous scorpion: This was a bit more of an encounter. I got to use concealment (gave the scorp a 25% miss chance at first because it was covered with sand, since many of them spotted it and charged at it before it could spring out of its hiding spot). Also got one of the stings off. The monk took 2 con damage. I forgot about the secondary, but that didn't matter since there was a roleplaying encounter coming up next that was going to heal everyone. Dungeon encounters: Replaced all skeletons with zombies Swinging blade trap: Got them not once, but twice! Hooray for automatic 6 human warrior skeletons: Cleric totally wrecked 'em. Gelatinous cube: At this point, the barbarian got sick of their incessant planning so he kicked open the door and walked down the 50-foot, 10-foot wide hallway. A failed spot check later and he was engulfed. He rolled a 19 on the DC 20 fort save to avoid paralysis, and I took a little metagame break to strongly suggest that he spend an action point. Won the grapple check on his next round and got out. The gargoyle attacked it with a spear when it advanced and was engulfed, and he also rolled a 19 on the fort save and then used an action point. Cube was killed shortly thereafter. "Lesser Mummy" + 2 skellies: I took the advice of those here and created a "lesser" mummy which I pegged at CR 3. Reduced the paralysis from its aura of despair to shaken and reduced some other stuff... Aura reduction was moot because I forgot all about it until the mummy was almost dead and decided to just ignore it. All mummy rot saves were made, although the mummy did some nice damage. Pit trap: Couldn't have planned this better. It was behind the locked door with the treasure... So they got the key from the mummy, and then barbarian went in and opened a chest... And failed the reflex save. Took 4d6 damage. Then later when discussing treasure, I realized he had been wearing the safewing brooch, so that got retconned and he fell to an easy landing. I'd expected the brooch to be an interesting, but mostly useless, trinket and it actually came in handy, even though they had no idea what it was! So over all, I think this is one of if not the best sessions I've ever run. Everyone at least claimed to enjoy it, to varying degrees. Even the guy who hates D&D said he'd reccomend this game to his brother, who we've been trying to get to play a different game and who played in the D&D game before this which totally collapsed in under an hour, so I took that as a huge compliment. Thanks again for the advice, everyone! [/QUOTE]
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Is this an appropriate challenge for 6-7 level 2s? (My players stay out!)
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