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Okay, I never ever read a topic on an adventure I haven't played yet. So now I get to read this one.

I will say that this just might be my favorite PS adventure to date.

The set up at the beginning left us wondering what the world was going on. We were expecting something really super nasty. Not sure what but something NASTY.

The first fight was a blast. Different levels to jump to, obstacles, reach, sewers that were nasty. Lots of fun.

Next fight... swarms (ok PS module writers... swarms are getting old) but sure enough someone tossed alchemist fire... I think most of the table saw it coming but he sure didn't! lol it was great fun regardless since we managed to survive! lol

The Steel Wyverns were a LOT of fun. We got to set up an ambush and fight on OUR terms for once. We completely outmatched them. But honestly, if we hadn't had THAT combination of spells prepared it would have been much harder. The Almsman was a cleric of Abadar and so was I. Immediate connection for the game.

Final battle! Darn that map was a BUGGER to fight in. Good use of terrain that wasn't the usual nerf to the players. It made it tough to maneuver, but amde sense and didn't seem arbitrary just to screw PCs. That was a fun fight.

And that last map... the description that went with it... the cause of everything... begs the question... just WHAT were you SMOKING when you wrote that!? lol awesome fun.

In all honesty I would VERY MUCH LIKE A FOLLOW UP! SEQUEL! SEQUEL!! SEQUEL!!! I WANT TO SEE THE EMPEROR OF AUGUSTANA AGAIN!


I had one player in Act One that asked to join the Wyverns. He made a good diplomacy check and I let things develop. I put him through some "initiation rituals" which included drinking sewer water and buying them beer. Sometimes the players do things that surprise me, even after running the scenario several times. This player was able to gather some valuable information on his opponents by approaching the challenge in a non-confrontational way. I stole the idea of drinking the sewer water from a previous table where a player punished the defeated Wyverns by giving them a choice, they can drink the sewer water or he could take their heads off.


This is a bad time for Steel Wyverns!

Spoiler:

Since conversion, their wyverns stings lost their reach!!

Andoran aka Arnim Thayer *** (Venture-Lieutenant, Missouri—Columbia)

Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.

Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!

aka thelesuit ** (Venture-Captain, Washington—Seattle)

Arnim Thayer wrote:

Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.

Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!

I have to run this module this weekend...any advice for what feat to substitute if I go with the guisarme instead of spiked chain?

CJ


thelesuit wrote:
Arnim Thayer wrote:

Ran #13 this weekend, and substituted a guisarme for the spiked chain (same damage, same effect for the encounter). This created an issue of an unused feat at Tier 4-5 (which I ignored rather than replaced). It also changed an otherwise "no challenge" encounter (using the new spiked chain Pathfinder rules) to a "challenging" encounter again.

Have any of the writers of Season 0 scenarios offered "fixes" to those modules since the changes to Pathfinder rules? I understand that Paizo and Joshua Frost have no inclination to "re-edit" the original season 0 scenarios (for obvious time consuming reasons), but how about the original authors? Just curious!

I have to run this module this weekend...any advice for what feat to substitute if I go with the guisarme instead of spiked chain?

CJ

Josh would be happier if we didn't tinker with the Season 0 scenarios. Rather than replace weapons and feats, stick with the spiked chains even though they aren't as wicked. Maybe in the first combat have the Steel Wyverns attack from 10 feet away and then realize their chains don't reach that far anymore...


Doug Doug wrote:


Maybe in the first combat have the Steel Wyverns attack from 10 feet away and then realize their chains don't reach that far anymore...

Heh . . .

To be honest, when I ran this one for a sub Tier (1-2) group under 3.5 rules, the chains were much more "flavor" than tactical choice.


OK. So this was a fun mod to play way back last year.

Spoiler:
I work in construction and as we went into the sewers I gave a lesson (based on real life) of the dangers of methane and hydrogen sulfide and oxygen deficient atmospheres etc in live sewers/manholes.

Guess who's PC then walked into the gas trap with a lit torch?

Yep. Mine. Kaboom.

You shoulda seen the look on the DM's face....Priceless :)

Anyway, today I ran this for a group of 1st level PC's. One player never played D&D or any tabletop game before, one had not played Pathfinder Society and the other three were old 3.5 and current 4.0 players.

It went very well. I think this is an excellent intro mod for 1st lvl pc's and new players. Certainly not a killer dungeon, but pc's were in negatives a few times. Teamwork ran high, a big plus and the saving grace for the group. Everyone had a good time and even the new guy said he would like to play more. Huzza!!

Now, a few question/points:

#1

Spoiler:
As I understand, the Filth Fever has an incubation period of 1d3 days. It won't affect the PC's in the game, will it?

Is the point to scare the PC's or to have them pay for a Remove Disease at the end of the mod?

#2

Spoiler:
As mentioned above, the spiked chains loose the 10' reach. Would it be a good idea to run the mod as written with the reach anyway? Otherwise the Wyverns are a bit nerfed. Is this what Josh intended when he said don't change the year zero mods (other than Perception/CMB/CMD)?

#3

Spoiler:
The Almsman gifts the PC's with 2 vials of Oil of Bless Weapon in tier 1-2. In addition to dust of appearence at tiers 4-5.

Why?

Tier 1-2, the Dretches are lessoned. We are instructed to ignore DR, thus eliminating the need for the vials.

At Tier 4-5 Higher level PC's will (or should) have cold iron, their own oil or the neccesary spells. They will also do enough damage to exceed the DR anyway. (and apparently there is no need for the dust)

All in all a fun mod to run and very well suited to a new/1st lvl party!

Andoran aka Arnim Thayer *** (Venture-Lieutenant, Missouri—Columbia)

I re-ran this recently with using PF rules. While I know that the rule of thumb is "no changes, except Perception, CMB, and CMD, I DID change the Steel Wyvern's weapon to a guisarme. The damage stayed the same, but allowed both reach and trip. I reasoned that it was in the flavor of the original writer's intent. This also allowed me to use the encounter as a challenge, while not breaking any rules about the spiked chain, as written in the current rules. And though this would have given a feat back to the Steel Wyverns, I did not add one.


tceidolon wrote:

OK. So this was a fun mod to play way back last year.

All in all a fun...

1.) You should still have the disease develop and make the player deal with it, otherwise it makes diseases pointless in PFS. You need to determine your own standards for this when things are wrapping up at the end of the game, else prepare for all the advice you will get (and arguments started) by posing this question on the messageboards.

2.) Yes, the spiked chains lose their reach. It's not like the Steel Wyverns were that tough to begin with though. If it really bothers you then give them guisarmes. I can't throw stones ;)

3.) Oil of Bless Weapon automatically confirms critical hits on evil outsiders. I think that's the payoff.


Doug Doug wrote:
tceidolon wrote:

OK. So this was a fun mod to play way back last year.

All in all a fun...

1.) You should still have the disease develop and make the player deal with it, otherwise it makes diseases pointless in PFS. You need to determine your own standards for this when things are wrapping up at the end of the game, else prepare for all the advice you will get (and arguments started) by posing this question on the messageboards.

Right, when I looked at the diseases and realized the onset period it did seem pointless. But you make a good point on playing out the effects of the disease (have to give some thought to making that interesting). Give the players just enough for their imaginations to take over....

Quote:
2.) Yes, the spiked chains lose their reach. It's not like the Steel Wyverns were that tough to begin with though. If it really bothers you then give them guisarmes. I can't throw stones ;)

Yea, maybe I will try that. It will bring back the interesting reach tactics. I understand they weren't meant to be an uber challenge but still, the PC's should earn their victories (whether it's by good play/planning or just superior die rolls)

Quote:
3.) Oil of Bless Weapon automatically confirms critical hits on evil outsiders. I think that's the payoff.

Ahhhhh...I completely forgot about that...(facepalm)...damn!

Thanks for the feedback!

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