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Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder Society / Pathfinder Society GM Discussion / PFS #26 Lost at Bitter End     Recent Posts
PFS #26 Lost at Bitter End
Paizo Employee Joshua J. Frost (Events Manager),

Iconic Wizard avatar

As soon as I'm back in the office, I'm going to make some changes to tone down the complexity of act 2 in this scenario. Stay tuned.

One (Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion, Pathfinder Modules Subscriber),

The faction missions for this adventure seemed a little hard given that some of them require trained skill checks that the PC of that faction may not be able to make.

Spoiler:
DC 15 Knowledge (History) to study the artifact.
DC 15 Knowledge (The Planes) to get a spear, although the soldiers in the next encounter use the same type of spear.

And even if that PC tries to ask the other players for help to make the check, there may not be any PC at the table who can.

Seems a bit harsh, given in year 1, item access is controlled by PA points.

Osirion Wicht (Pathfinder Chronicles Superscriber; Pathfinder Roleplaying Game Subscriber),

B 4 Akyrak Final avatar

The skill checks are only needed for the 'bonus' points. The regular faction points require no rolls.

The real kicker in this scenario is act 2, as Joshua said above. I am interested to see how he changes it.

Qadira Crow81,

Khalib avatar

Wicht wrote:
The skill checks are only needed for the 'bonus' points. The regular faction points require no rolls.

The real kicker in this scenario is act 2, as Joshua said above. I am interested to see how he changes it.


As a suggestion from someone who played 26 at Origins. Two simple changes made by our GM made the encounter tough by livable.

He ruled the encounter happened at dusk (no invisibiliy for the creatures in question)

He ruled that potions still worked. That kept the flavor of the Manna Waste without it being suicide. The wizard actually ran around feeding cure potions to the fighters. (fun stuff)

Paizo Employee Joshua J. Frost (Events Manager),

Iconic Wizard avatar

I'm going to reduce the number of monsters present and place the fight in an area where magic is "flickering" -- ie, sometimes on and sometimes off. It'll still be a challenging fight, but not one where a full party of 5 level 10 PCs get eaten (sorry PRPG playtesters!). Should have the update up soonish.

One (Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion, Pathfinder Modules Subscriber),

Wicht wrote:
The skill checks are only needed for the 'bonus' points. The regular faction points require no rolls.

The real kicker in this scenario is act 2, as Joshua said above. I am interested to see how he changes it.


There really isn't any difference between a 'bonus' PA point and a normal one. I just don't like being given a faction mission I have NO chance to complete. I like subtle faction missions and missions that aren't just pick up the 'item', or deliver the message, but putting a prereq in doesn't make the mission 'harder' it just means that certain characters can't do the mission even though they know exactly what they have to do.

One (Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion, Pathfinder Modules Subscriber),

Joshua J. Frost wrote:
I'm going to reduce the number of monsters present and place the fight in an area where magic is "flickering" -- ie, sometimes on and sometimes off. It'll still be a challenging fight, but not one where a full party of 5 level 10 PCs get eaten (sorry PRPG playtesters!). Should have the update up soonish.

That mana waste encounter was a beating. It is slightly too tough for a standard party, we survived it but should have lost a couple of PCs.

Perhaps having caster level checks to cast spells successfully, and having spells weakened (minimum damage for damage/healing spells and decreasing the DCs of spells with saving throws)?

The problem with a total loss of magic is that a Wizard/Sorcerer is essentially a Commoner for that encounter.

Cheliax Dominick,

Go L 67 Bulette avatar

I had made a mana waste DM error in the party favor and allowed Divine magic. They were Arcaine poor. Oh well. It worked out well.

One (Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion, Pathfinder Modules Subscriber),

I have to say, excellent style in the adventure, I loved the flavor of the whole thing. It definitely reveals a lot of cool world history.

Osirion Qadesh Ka'Narlist,

One wrote:
I have to say, excellent style in the adventure, I loved the flavor of the whole thing. It definitely reveals a lot of cool world history.

I second that. There was a lot of regional flavour in the module; I really felt that as Pathfinders, we were doing something, and going places, fantastical and unusual.

Spoiler:
Although after going through the portal, I felt like looking for a DHD ;-)

I particular liked the way the monsters were handled in the first combat encounter:

Spoiler:
In the village, we really had no idea what the heck they were. Putting them in field plate was a good move - it prevented us from working out whether they were enhanced humans, extraplanar creatures, constructs, undead, or something else... It was only when the rebuking cleric experimentally did an Inflict Minor Wound and it healed the blasted thing that we worked out they were *probably* undead!

All in all, I had a lot of fun with the module, although I agree that 'requiring skill checks' to finish a faction mission can be punishing to players...

Paizo Employee Joshua J. Frost (Events Manager),

Iconic Wizard avatar

Act 2 was updated and new PDF went up today. Please update your PDF collection with the new one.

Qadira Doug Doug,

Beast avatar

I'm fixin' ta murderize me some PCs tomarra night... and I'm wondering if I should just rough-convert the creatures by adding CMB/CMD and leaving it at that, or try using the Bestiary to replace the Juju Zombies with Fast Zombies and the Hellcats with Fiendish Advanced Dire Lions or something. Any thoughts?

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