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Working out kinks in the final adventure
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<blockquote data-quote="efreund" data-source="post: 6856770" data-attributes="member: 6799797"><p><strong>The Gauntlet? </strong> While the PCs were out, Pemberton & Oddcog installed rocket boosters to the airship. Now it can get to Axis Island in only 6 hours! Wee!</p><p></p><p>Or the enemy forces have planar disruptor rocket launchers, which are like EMP grenades for magic, causing any long duration spells to become disturbed (i.e. knock people out of Rope Trick) every so often. Doesn't actually <em>dispel</em>, because that would a little too rough if you're sending dozens of these, but frazzles magical defenses enough that everyone aboard is vulnerable periodically and you can justify mass Reflex saves versus "hail of spells" every hour or so of flight.</p><p></p><p>As for <strong>Linked Souls </strong>, if you *don't* go this route, how are the PCs supposed to track resources? Given the double-helix nature of the final two adventures, are the PCs supposed to maintain different character sheets and track consumables separately on each?</p><p></p><p>Personal opinion from playing Rappan Athuk: there's no such thing as nova-proof. You <em>gotta </em>wear them down, at least in PF. Now, maybe that doesn't apply as much in your combat, since the ghost and the golem are immortal, and the win condition doesn't directly involve killing. But that airship of enemy NPCs? I can't imagine how it's not gone in one round if the PCs are on full rest. It has the highest ROI for competing to win the rocket tag. (Based on the bare bones info you've shared <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> )</p><p></p><p>Riffing off of something mdusty said: what if some of those magical nodes were near some bunkers filled with badguys (didn't adventure 10 establish there were bunkers nearby?). These bunkers are irrelevant to the wider combat if nobody is near the relevant node (to make combat easier to flow and track), because they don't have the range, and their defenses are tight, but if anyone comes into their sphere of influence, they unleash a hail of readied actions. Then the combat arena becomes a bit more like a series of rooms you'd see in a dungeon.</p><p></p><p>Perhaps this is a riff off of<strong> No Just No</strong>, but since you're grabbing the reigns of the cinematic flow through this double-helix-climax-thing, you could handle the Flint-stuff in one vignette, and then jump back to adv12, and then when you jump back to adv13, they're already on Axis Island, and you can describe how their flight was harrowing, and they've already done it, so deal with it.</p><p></p><p>Anyway, those are my post-midnight ideas :-/</p></blockquote><p></p>
[QUOTE="efreund, post: 6856770, member: 6799797"] [B]The Gauntlet? [/B] While the PCs were out, Pemberton & Oddcog installed rocket boosters to the airship. Now it can get to Axis Island in only 6 hours! Wee! Or the enemy forces have planar disruptor rocket launchers, which are like EMP grenades for magic, causing any long duration spells to become disturbed (i.e. knock people out of Rope Trick) every so often. Doesn't actually [I]dispel[/I], because that would a little too rough if you're sending dozens of these, but frazzles magical defenses enough that everyone aboard is vulnerable periodically and you can justify mass Reflex saves versus "hail of spells" every hour or so of flight. As for [B]Linked Souls [/B], if you *don't* go this route, how are the PCs supposed to track resources? Given the double-helix nature of the final two adventures, are the PCs supposed to maintain different character sheets and track consumables separately on each? Personal opinion from playing Rappan Athuk: there's no such thing as nova-proof. You [I]gotta [/I]wear them down, at least in PF. Now, maybe that doesn't apply as much in your combat, since the ghost and the golem are immortal, and the win condition doesn't directly involve killing. But that airship of enemy NPCs? I can't imagine how it's not gone in one round if the PCs are on full rest. It has the highest ROI for competing to win the rocket tag. (Based on the bare bones info you've shared :-) ) Riffing off of something mdusty said: what if some of those magical nodes were near some bunkers filled with badguys (didn't adventure 10 establish there were bunkers nearby?). These bunkers are irrelevant to the wider combat if nobody is near the relevant node (to make combat easier to flow and track), because they don't have the range, and their defenses are tight, but if anyone comes into their sphere of influence, they unleash a hail of readied actions. Then the combat arena becomes a bit more like a series of rooms you'd see in a dungeon. Perhaps this is a riff off of[B] No Just No[/B], but since you're grabbing the reigns of the cinematic flow through this double-helix-climax-thing, you could handle the Flint-stuff in one vignette, and then jump back to adv12, and then when you jump back to adv13, they're already on Axis Island, and you can describe how their flight was harrowing, and they've already done it, so deal with it. Anyway, those are my post-midnight ideas :-/ [/QUOTE]
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