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Story Hour
Skull & Shackles (2E Conversion), solo campaign
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<blockquote data-quote="Owlbrarian" data-source="post: 8018921" data-attributes="member: 7024999"><p>The temple was an invention of mine. When the party kept the Water Naga alive, I improvised the family and everything else. I wanted to introduce the Ghol-Gan to the party and the Kuru, so the old temple proved to be an excellent place to do so.</p><p></p><p>The cyclops was just a normal cyclops with the <a href="https://2e.aonprd.com/Monsters.aspx?ID=423" target="_blank">zombie immunities</a> and the <a href="https://2e.aonprd.com/Monsters.aspx?ID=423" target="_blank">Unkillable </a>(scroll down to Zombie Abilities) trait. This meant it had resistance to all damage and vulnerability to critical hits. What ended up making this combat sort of "Easy" for the party was that I use Critical Hit/Critical Fumble cards. I mostly use these to spice up combat, but it really helped the party out. Nasha scored a critical hit and drew a card that dealt like triple damage, but it was spread over three rounds.</p><p></p><p>In Pathfinder 2e, vulnerability/resistance is applied as a flat number on top of the damage dealt. So having the critical hit deal damage over three rounds meant that vulnerability was added three times. I made a bit of a mistake here with the <a href="https://2e.aonprd.com/Hazards.aspx?ID=24" target="_blank">Wheel of Misery</a> in how I ran the encounter, but just how complex traps can be a pain for the party to deal with. In this case, it was because the trap was a higher level than the party, so Dolce couldn't even on a roll of a natural 20 disable the trap because it required expert thievery.</p><p></p><p>I like that the trap is more or less telegraphed for the party since it is an ornate wheel with colored runes. I more or less telegraph all my traps now regardless of how they are presented in the rules. Though that is neither here nor there. The trap just ended up being a frustrating affair rather than a fun diversion. In the end, covering it with rocks meant that the sensor could no longer draw a line of sight path to the party, disabling the trap even though it was still there. It was a time-consuming process to drag all those rocks up to the top of the temple and then drop them down to the sensor below.</p><p></p><p>Beyond the stuff, I added this section of the adventure seems a bit poorly timed. The party just got their freedom and a boat, but they are forced to spend days waiting at Rickety’s Squibs rather than doing piracy. That being said, Crys enjoyed it, so at least there is that.</p><p></p><p>That's all for now!</p></blockquote><p></p>
[QUOTE="Owlbrarian, post: 8018921, member: 7024999"] The temple was an invention of mine. When the party kept the Water Naga alive, I improvised the family and everything else. I wanted to introduce the Ghol-Gan to the party and the Kuru, so the old temple proved to be an excellent place to do so. The cyclops was just a normal cyclops with the [URL='https://2e.aonprd.com/Monsters.aspx?ID=423']zombie immunities[/URL] and the [URL='https://2e.aonprd.com/Monsters.aspx?ID=423']Unkillable [/URL](scroll down to Zombie Abilities) trait. This meant it had resistance to all damage and vulnerability to critical hits. What ended up making this combat sort of "Easy" for the party was that I use Critical Hit/Critical Fumble cards. I mostly use these to spice up combat, but it really helped the party out. Nasha scored a critical hit and drew a card that dealt like triple damage, but it was spread over three rounds. In Pathfinder 2e, vulnerability/resistance is applied as a flat number on top of the damage dealt. So having the critical hit deal damage over three rounds meant that vulnerability was added three times. I made a bit of a mistake here with the [URL='https://2e.aonprd.com/Hazards.aspx?ID=24']Wheel of Misery[/URL] in how I ran the encounter, but just how complex traps can be a pain for the party to deal with. In this case, it was because the trap was a higher level than the party, so Dolce couldn't even on a roll of a natural 20 disable the trap because it required expert thievery. I like that the trap is more or less telegraphed for the party since it is an ornate wheel with colored runes. I more or less telegraph all my traps now regardless of how they are presented in the rules. Though that is neither here nor there. The trap just ended up being a frustrating affair rather than a fun diversion. In the end, covering it with rocks meant that the sensor could no longer draw a line of sight path to the party, disabling the trap even though it was still there. It was a time-consuming process to drag all those rocks up to the top of the temple and then drop them down to the sensor below. Beyond the stuff, I added this section of the adventure seems a bit poorly timed. The party just got their freedom and a boat, but they are forced to spend days waiting at Rickety’s Squibs rather than doing piracy. That being said, Crys enjoyed it, so at least there is that. That's all for now! [/QUOTE]
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