PFS 02-01 Before the Dawn Part I: The Bloodcove Disguise [spoilers]


GM Discussion

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>
Scarab Sages 2/5

So if my lingo seems cryptic, it's because I'm trying to avoid spoilers. With all the buzz surrounding GenCon, I don't think a simple spoiler tag will suffice.

On page 5, last sentence of the page: "Make certain the group decides on one course of action before proceeding."

Why the group? It seems to me that one course of action for the whole group needlessly penalizes the group (frex: the bard with ranks in Disguise is going to be pissed if he's forced to use Stealth). Wouldn't it make more sense for each character to choose their own method?* Success or failure still affects the group normally, but they're more likely to succeed if they get to play to their strengths.

The only answer I can think of is that the scenario *wants* the group (or rather, individuals in the group) to accrue failures at the start of each Act, otherwise the uh... failure total might never reach the trigger point.

Thoughts?

*:
It's entirely possible that each character *should* choose their own method, and I've just misinterpreted the one line I quoted from page 5.


Spoiler:
The scenario assumes the group decides on a course of action together, otherwise 6 different courses of action mean six different approaches to each encounter--it also means a split party in some cases.

1/5

I have one question on making sure I do something right, and pointing out one flaw:

Question:

Page 7. Does each person make the appropriate check depending on which undercover option? So if there is a 6 PC party and 4 miss they get 4 awareness points?

One Flaw:

3B Lura Ichon uses her SLA to summon monsters for the onlookers. The description lists a fight in the tank while Lura Ichon has her Eidolon out. Since you cannot do both at the same time, won't this make this combat pretty easy since technically her Eidolon won't be out(also a summoner cannot have two summons with their SLA either)?

Scarab Sages 2/5

Regarding Ichon and summoner abilities: I chalked this up to storytelling. The monsters in the tank don't have any bearing on the encounter with the PCs, so no reason to remove the eidolon. Just make sure that if you use her summon monster ability in combat, you're prepared to remove the eidolon.

Shadow Lodge 5/5

I would suggest that GMs familiarize themselves with the whole awareness point system as well as they can. I GMed the follow-up adventure and it was frustrating to have players say "the GM didn't know what they were so I didn't get any", especially since the difficulty of Azlant Ridge is entirely dependent on how players do in Part 1. I even had one friend of mine playing Bloodcove Disguise have their GM give them an awareness total of "negative five". It's unfair to have players do a good job in Part 1 only to have the GM for part 2 say, "I have to randomly roll your awareness point total because you don't have one" and then have all their difficulties increased.

Liberty's Edge Contributor

1 person marked this as a favorite.

I can offer you some author-perspective advice for Bloodcove Disguise, though I'm not a developer and anything Josh says will trump my advice.

Tom's question:

Spoiler:
The party should generally pick one course of action to minimize how much they stick out when traveling and working together. If a group or strange merchants wanders into Bloodcove, nobody looks twice. But if a strange merchant wanders into town and acts intimate with the pirate no one has ever heard of and the Pathfinder-turned-rogue, then people start to ask questions.

Tangible Question #1

Spoiler:
Each PC needs to make their own check, so it is possible to wrack up the Awareness points quickly. there aren't any rules about the PCs aiding one-another, though. So your disguise-oriented Bard can always offer a hand to the unconvincing Paladin. The aim is to minimize the group running around on random tangents and just focus on gather their supplies and leaving town as quickly as possible.

Tangible Question #2

Spoiler:
Lura uses both real animals and summoned creatures for her fights, usually relying on summoned creatures when she needs to fix a fight and balance that month's books. The two creatures in the aquarium are live animals.

Liberty's Edge 4/5

MisterSlanky wrote:

I would suggest that GMs familiarize themselves with the whole awareness point system as well as they can. I GMed the follow-up adventure and it was frustrating to have players say "the GM didn't know what they were so I didn't get any", especially since the difficulty of Azlant Ridge is entirely dependent on how players do in Part 1.

Some comments on the table I ran:

Spoiler:
The party I ran had an Awareness of 15. I went right to the witch encounter, but I had to throw them hints that they should leave. Then cause they failed I gave them zero XP. Another friend that's a DM said that was correct. Another DM friend said that if they completed any encounter correctly they should get full xp.
I was also wondering about the captured part. I cut them a break I guess since I had them sneak out alive but with no xp and minimal gold.

Mike

Shadow Lodge 5/5

Qstor, you can find the answer to this one in the Guide to OP (it's remained unchanged since version 1 I believe). It's under the "Death" section:

Quote:
In any scenario, so long as a PC played three of the encounters before dying and is brought back to life, he is awarded XP for that scenario. PCs who do not return to the realm of the living are awarded no XP for the scenario in which they died. Finally, note that a 1st-level PC can be returned to life in Pathfinder Society.

So a group fleeing the final encounter would not gain the treasure from the final encounter, but would receive full XP for the adventure.


Mike,

So long as they completed three encounters, they get the XP. This group actually talked to me on Sunday morning and I adjusted their sheets back to 1 XP. If you "fail" the scenario, but complete the three encounters, you get the XP, but of course lose out on gold and likely on PA.

Dark Archive 4/5

Yes, I too had players that didn't have any awareness written on their sheets and I had a player that had -5...GMs please read up on the Awareness

Liberty's Edge 4/5

Thanks Josh. I didn't know about that section under death.

I wrote the Awareness down but gave the players zero xp.

Mike

Dark Archive 4/5

A few things to confirm (probably add to the errata):

On Page 15,

Spoiler:
In the key, it says Q = Queen Ant. There is no Queen Ant in this encounter.

On Page 18,

Spoiler:
For the statblock for Lura Ichon, the weapon should read 'mwk morningstar +3 (1d8)

On Page 23,

Spoiler:
For the map, the key lists 'L = Consortium Agent'. This should read 'A = Consortium Agent'

I know I'll find some other issues (I'm about halfway through creating the tokens for the game I'm running tomorrow), but just a few typos I noticed.

Dark Archive 4/5

More issues I found:

On Page 25,

Spoiler:
Tactics for 6-7 Aspis Consortium Guard does not list that they use both potions on their possession to coat both their Scimitars and Light Crossbows. This has been figured into their statistics.

On Page 26-27,

Spoiler:
Tactics for Aspis Consortium Guard is unlisted. It should read:
Before Combat Consortium guards begin combat with their crossbows drawn.
During Combat The guards focus on the biggest, toughest opponents first with their crossbows. They switch to scimitars immediately if any PCs close to melee.
Morale Guards flee or surrender when reduced below 3 hit points.

On Page 28-29,

Spoiler:
Tactics, During Combat section for Aspis Consortium Guard lists that they should hide behind crates. There are no crates here. During Combat Tactics should be updated to list:
The guards focus on the biggest, toughest opponents first with their crossbows. They switch to scimitars immediately if any PCs close to melee.

On Page 29,

Spoiler:
Tactics for 6-7 Aspis Consortium Guard does not list that they use both potions on their possession to coat both their Scimitars and Light Crossbows. This has been figured into their statistics.

What I'm really surprised of, Josh, is that you don't go 'As Guard A, Tier 1-2' and just list their statblock like Season 0 and 1 scenarios were. Is this a new initiative?

1/5

Had some issues with encounter 4B:

Spoiler:
First, the encounter itself goes against the intention of changes to the Eidolon class: The Eidolon can no longer look like a specific creature (or person.) At the very least, no check should be necessary to deduce the situation on entering the Sanguine Pit.

Second, the Eidolon has an extra Slam attack at all Tiers, without an extra "Limbs - Arms" evolution to accomodate the second set. This affects all tiers. It also can't be changed without significantly altering the encounter by shuffling points around.

Third, related to that, the Improved Damage evolution is, I believe, only supposed to apply to a single attack. This could be me misunderstanding, though.

1/5

....two things. One, it's 3B, not 4B. Second...

Spoiler:
The summoner has been given "Haste" as a third level spell, which isn't on the Summoner's spell list at that level - it's actually available EARLIER.

Sovereign Court

This one single encounter has produced more comments (at least at GenCon this year) about how unbalanced and overpowered the Summoner class is. And that's from people on both sides of the DM's screen. I'm kinda glad to hear that it was in error.

1/5

Twowlves wrote:


This one single encounter has produced more comments (at least at GenCon this year) about how unbalanced and overpowered the Summoner class is. And that's from people on both sides of the DM's screen. I'm kinda glad to hear that it was in error.

On looking over the errors in aggregate, I think what happened here was that the summoner was built on the Playtest version, using the absolute most lax interpretation of the (poorly worded) rules there. The final version is clearer, moves some costs around, and is overall easier to GM. The real clue to me was noticing that Haste was in the wrong level slot.

While this stat block isn't valid under the Playtest rules either, it's possible to see how someone could figure it that way.

Liberty's Edge Contributor

Most of the stat-related problems with encounter 4B stem from the fact that the adventure was written well before the Summoner class was finalized (though, if you check the Bestiary, many two-armed creatures are capable of two slam attacks per round, so it's not unfounded, and Bellu's damage, attack bonus, hit points, and AC are roughly balanced for her CR, even with the two attacks).

As for the eidolon resembling the summoner, Bellu is far from an exact copy of Lura; she's inhumanly tall, graceful, and fit and it should be readily obvious that she is not human; She's more like a caricature of Lura than a copy. If your GM is requiring any kind of skill check to tell the two apart, they're being a jerk.

Sovereign Court

It was pretty obvious that this was a summoner/eidolon combo (what with the glowing runes and all), it was the two slams for 2d6+10 each that was giving us a hard time. Nearly a TPK, and if I weren't running my healing-specialized cleric, more than on PC would have died. The party ranger lost his animal companion outright, and 3 party members went deep negative as it was.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Twowlves wrote:


It was pretty obvious that this was a summoner/eidolon combo (what with the glowing runes and all), it was the two slams for 2d6+10 each that was giving us a hard time. Nearly a TPK, and if I weren't running my healing-specialized cleric, more than on PC would have died. The party ranger lost his animal companion outright, and 3 party members went deep negative as it was.

Yup I remember that Fight very well, I went up first round while they where still flat footed got my sneak attack off then when the eidolon went he slammed me and knocked me to 0 first hit. I looked up dumb founded, surprised as hell because I was playing down a sub-tier for this Scenario!

1/5

Crystal Frasier wrote:

Most of the stat-related problems with encounter 4B stem from the fact that the adventure was written well before the Summoner class was finalized (though, if you check the Bestiary, many two-armed creatures are capable of two slam attacks per round, so it's not unfounded, and Bellu's damage, attack bonus, hit points, and AC are roughly balanced for her CR, even with the two attacks).

As for the eidolon resembling the summoner, Bellu is far from an exact copy of Lura; she's inhumanly tall, graceful, and fit and it should be readily obvious that she is not human; She's more like a caricature of Lura than a copy. If your GM is requiring any kind of skill check to tell the two apart, they're being a jerk.

The issue is not "telling them apart." The issue is that the nature of an Eidolon is (post-playtest) always readily apparent. The module doesn't play it this way, allowing the GM to imply it's a spellcaster-warrior fight rather than one against a Summoner and Eidolon (which seriously changes the tactics used.)

Also, the fact that Bellu's attack, damage, etc are balanced for a creature of her CR is, in itself, a major issue: She doesn't have a CR of her own. An Eidolon's CR is completely a part of the Summoner's CR, and having an Eidolon balanced with a CR as if it were an independent creature makes her quite a bit stronger than intended.

In my run at GenCon, Lura herself proved to be a major annoyance for the PCs, eating up an hour of playtime after Bellu was taken down. The summoner on its' own is not an insignificant threat, so an extremely strong Eidolon is not fine.

I don't think I'll run this module without some kind of official errata. The encounter is just too far from what's allowed to PCs.

Dark Archive 3/5 **

Chris Kenney wrote:

The issue is not "telling them apart." The issue is that the nature of an Eidolon is (post-playtest) always readily apparent. The module doesn't play it this way, allowing the GM to imply it's a spellcaster-warrior fight rather than one against a Summoner and Eidolon (which seriously changes the tactics used.)

Box text aside; if she is a summoner and it is an Eidolon, they can always be seen as something different than just a spell caster/warrior combo. This same exact phrase is present in the playtest as well.

APG, p 56 wrote:


The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned.

If the GM is running a Summoner/Eidolon pair without reading the class, regardless of how it's presented, there is a whole other issue that has arisen. If the GM is presenting this, module or not, for something it isn't and not even allowing checks for individuals to realize the pair is off...that's an issue of the GM, not the module writing.

As for the balance of the encounter, that's a whole other question.

1/5

bdk86 wrote:
As for the balance of the encounter, that's a whole other question.

Honestly, it's this part that's really preventing me from running, rather than the plausibility of the setup (there's some stuff in other modules that strains credulity far more than this.) But when an NPC is using a PC class, said NPC really shouldn't be allowed to do anything a PC can't build up to without some kind of a better explanation than "...oh, look, something shiny! *Points*" The fact that this encounter uses what's easily the most controversial thing Paizo's done (mechanics wise, let's not get into some of the stuff that's in the APs,) and then doesn't follow any version of those rules especially well, needs to be addressed badly. The final proof of this is that the encounter is such a known meat-grinder that it gives people who deal with the Eidolon in question with a save-or-suck in the first round trouble.

I'll happily run a module that uses good tactics to slaughter parties left, right, and center, as long as it does so by the book.


Criticisms of the "plausibility" of this scenario aside, the boxed text for that encounter states quite clearly:

"Near the central tank stands a well-dressed and wellrounded
woman with raven hair. Towering over her, at seven
feet tall, stands her idealized, amazonian reflection. Both
women bear a curious glowing rune on their foreheads."

I would allow anyone a Knowledge (arcana) check at that point to know that they are a summoner/eidolon combo. The language for the GM in that encounter about her eidolon being her "doppleganger" or "reflection" is probably pouring on the prose a bit thick and I'd make sure, as a GM, to note that while they look similar, it's clear that one is simply a taller, much more perfect version of the other and that they are clearly two distinctly different entities (and then I'll toss in a Knowledge [arcana] roll).

As for the eidolons stats, I'll go over them again (I was developing in a sea of summer convention stuff) and see if she can't be altered, especially at the low tier, to not be so deadly.

4/5

Twowlves wrote:


This one single encounter has produced more comments (at least at GenCon this year) about how unbalanced and overpowered the Summoner class is. And that's from people on both sides of the DM's screen. I'm kinda glad to hear that it was in error.

Yikes! Our party made the Arcana checks to identify the Summoner and know how their power works, thus we knew that taking out Lura unsummoned the Eidolon by the final APG rules (the GM did not know this, so we showed him). This made the fight much easier, as our Barbarian beat them both on initiative, so they couldn't do much but Magic Fang the Eidolon while we made our way through the crowd. Two slams with two arms sounds brutal!

1/5

To be honest, again, I'll settle for it just being legal in terms of Evolution Points spent. As long as it's by the book, I don't have any complaints about it turning parties into hamburger. Especially since:

Spoiler:
The scenario gives an 'out' in the form of a free Raise Dead at the GM's discretion. Yes, this comes with a permanent -1 con, but since Lura is a member of the Aspis Consortium handing out that particular boon isn't totally out of line even though it belongs to a different encounter.

The Exchange 1/5 RPG Superstar 2011 Top 32

On behalf of my GM, I have a question concerning awarding Prestige Awards for a certain Taldor Faction Mission.

Spoiler:
Now, my character hates Jacquo. Partly, it's because that my character is a cleric of Besmara who enjoys causing conflict (without pissing off the party, of course), so will intentionally fail missions (if he's the only Taldane member in the party) if he thinks that failing would cause more international strife or if he thinks that the mission would be unduly risky. Needless to say, it seems like a lot of Jacquo's missions involve my character risking his neck for stupid reasons.

Anyways, so I see the corporate espionage mission, and my character sees a perfect opportunity to get back at Jacquo. He approaches the merchant company and tells them straight out that agents of Taldor asked him to steal shipping documents. Then, he proposes that the company give him fake documents to bring back to Jacquo, so that the next time the two meet at the negotiation table, the merchant company has the advantage. The company agrees, and writes up the documentation for my character.

The problem is pretty obvious: did my character succeed in the mission? Technically speaking, my character did what was asked of him: he brought back shipping documents for Taldor to use in negotiations. However, the documents are false, so Taldor does not get any benefits from the mission.

Now, personally, I don't even mind if I don't get Prestige Awards from the mission: I did what I did, fully aware that I might not be awarded for it, and our table thouroughly enjoyed the description of my actions. My GM asked me to post this, though, to get a second opinion on the situation.

Liberty's Edge 3/5

If it were to be put up to some sort of "vote", I'd probably vote on the side of letting your character have the prestige award.

Liberty's Edge Contributor

I have a more setting-based question about this scenario. While doing some prep work, I looked up other sources of information about Bloodcove. Since the site features pretty heavily in "River into Darkness", I took a look at the info there. What I found is that the Bloodcove map from "River into Darkness" is not the same as the one from the scenario.

Does it have much bearing on the scenario if we use the map from "River into Darkness"? In my opinion that description of the place is more interesting. If it is acceptable to use the alternate map, are there any recommendations for where too put the various sites?

Spoiler:
The sugarpress is already listed on the "River" map, but the other sites (Rulkep's Tonics, The Sanguine Pit and The Wandering Way) can be added fairly easily, so long as their distances apart are about equal to what is presented in the scenario, right?

Grand Lodge 2/5

Awareness and Taking 10-

Spoiler:

I have a group playing through this in pbp format so it is ongoing. They chose to disguise themselves as merchants and are maintaining their cover throughout the city based on Diplomacy checks. We have 6 players at Tier 1-2 so the DC is still 12, but number of awareness points to trigger events has increased. There are no players of the Qadiran faction which is the only faction mission that potentially adds awareness points.

After their first encounter (Rulkep's Tonics) they asked about taking 10 on the awareness checks and additionally since they are in an alchemist's shop buying perfume/cologne (PFCS p 213) which will grant +2 Diplomacy competence bonuses for 10 gp. (The dwarf, gnome, and elf would need more expensive perfume which I doubt they will buy.)

If they use perfume and take 10 we have:
Alchemist: 16
Bard: 17+2 = 19
Cleric: 10
Fighter: 11+2 = 13
Sorcerer (Fey): 19
Sorcerer (Elemental): 13+2 = 15

Only the cleric fails and every time they move he will have 5 people potentially aiding him, so it is virtually impossible for them to accumulate any awareness points through movement around the city.

Here's a breakdown of what I'm relatively sure will be their awareness total at the end of the adventure including unavoidable points based on their anticipated actions/outcomes:

Movement: 0
Scevola: 1 pt (getting him to put the caravan back together)
Movement: 0
House Cartahegn: -1 pt (merchant disguise)
Movement: 1 (Before they realized they could take 10)
Rulkep's Tonics: 0
Movement: 0
Sanguine Pit 1 pt (killing Lura)
Movement: 0
Optional Encounter: 0
Xeanja: 0

So- this group is likely to go through the entire scenario with a grand total of 2 awareness points for the entire group.

My questions:
1)Are you allowed to take 10 on the awareness checks? I don't see anything saying no, so I assume the answer is yes.
2)Is that a problem in this case? I have seen that the next adventure's difficulty is linked to their awareness total from part one but I haven't picked up part 2 yet. The same group will be playing part 2 together.

Grand Lodge

MisterSlanky wrote:

Qstor, you can find the answer to this one in the Guide to OP (it's remained unchanged since version 1 I believe). It's under the "Death" section:

Quote:
In any scenario, so long as a PC played three of the encounters before dying and is brought back to life, he is awarded XP for that scenario. PCs who do not return to the realm of the living are awarded no XP for the scenario in which they died. Finally, note that a 1st-level PC can be returned to life in Pathfinder Society.
So a group fleeing the final encounter would not gain the treasure from the final encounter, but would receive full XP for the adventure.

Given the way PFS runs, it's either full xp or NO xp. It's hard to divide one point. :)

Grand Lodge 4/5 5/55/5 ***

ithuriel wrote:
Are you allowed to take 10...

I would rule no in this case. The reason being that awareness is essentially an opposed situation, even though the opposed "roll" is static. The PC's are trying to hide (think stealth, sleight of hand, etc) their actions vs. others observing them. Without this, a core part of the scenario is lost. Most groups are likely to have at least one "spokeman" with a decent to great diplomacy modifier. What's the fun in ignoring all the risk? Without the challenge, does the reward have much value? This might be a little extreme, but why not allow players to "take 10" on attack roles? The defenders are essentially "taking 10" on their AC. Just my 2cp

Grand Lodge 2/5

Thanks for the advice. I basically feel the same way. Maintaining a disguise in a city run by your enemies is far from the rote task and skill through practiced ease that taking 10 represents. They are an unusually skilled group, but their rolls are going to reflect that. Taking away the threat entirely really does rob them of part of the adventure.

4/5 *** Venture-Captain, Arizona—Tucson

When I've run this, I've emphasized the serpent brooches often worn by Aspis agents (previously mentioned in The Third Riddle). The distinctive heraldry has also appeared on cloaks and belt pouches: The more ornate the badge, the higher in rank the wearer. This repeated mention of the serpent design has helped alert the party to their foes' activity.

The Bloodcove Disguise doesn't clearly point out what clues the party gets that their luck is running out and the Aspis Consortium has grown suspicious. I gave my PCs Perception and Sense Motive checks to notice the gradually increasing level of alertness, with more Aspis out on the streets, Aspis Consortium leaders asking questions about "some new group" with garbled descriptions of the party, and so forth.

Grand Lodge 4/5 5/55/5 ***

Sir_Wulf wrote:
I gave my PCs Perception and Sense Motive checks to notice the gradually increasing level of alertness, with more Aspis out on the streets, Aspis Consortium leaders asking questions about "some new group" with garbled descriptions of the party, and so forth.

Excellent idea. Consider it stolen :-)

Dark Archive 4/5

How many sets of awareness rolls do you make the party make? In the "official" awareness section it refers to it being once for each "act". Informally elsewhere it says moving from "location to location" and they will do this within acts.

I assume it only refers to the first three acts - so three sets of rolls.

It seems perverse to give them awareness for acts 4 and 5 though that would be technically correct. Does anyone else play this differently?

Grand Lodge 2/5

ZomB wrote:
It seems perverse to give them awareness for acts 4 and 5 though that would be technically correct. Does anyone else play this differently?

This.

Grand Lodge 2/5

This is a little lame of me, but in the mod it map on page 15 says it uses the GameMastery Map Pack: Cities, but the actual product is called GameMastery Map Pack: City

5/5

Mark Garringer wrote:
This is a little lame of me, but in the mod it map on page 15 says it uses the GameMastery Map Pack: Cities, but the actual product is called GameMastery Map Pack: City

Lame.

Grand Lodge 2/5

Kyle Baird wrote:
Mark Garringer wrote:
This is a little lame of me, but in the mod it map on page 15 says it uses the GameMastery Map Pack: Cities, but the actual product is called GameMastery Map Pack: City
Lame.

Called it!

Grand Lodge 2/5

You know after all the fuss above about the eidolon in this encounter breaking the rules I was expecting to find something egregious when I got around to looking at it. As far as I see there is no rules problem with the build of the eidolon in this encounter and I wanted to put this here for other GMs who will read this in preparation for this scenario.

1) In order to take slam twice, an eidolon does need two sets of limbs. A biped eidolon comes with two sets of limbs for free (arms and legs). There is no problem here.

2) Improved Damage applies to one form of natural attack. If you choose slam it will modify all of the creatures slams, not just one. Likewise if you chose claws, you wouldn't have to buy improved damage 4 times to apply it to all 4 claws of a panther type eidolon. There is no problem here.

Here is a breakdown of the eidolon pool and expenditure by tier. They are all legal.

Spoiler:

Tier 1-2: 5 points
Slam (x2) - 2 pts
Resistance - 1 pt
Skilled (x2) - 2 pts

Tier 3-4: 8 points
Slam (x2) - 2 pts
Resistance - 1 pt
Skilled (x2) - 2 pts
Improved Damage - 1 pt
Ability Increase - 2 pts

Tier 6-7: 11 points
Slam (x2) - 2 pts
Resistance (x2) (fire, cold) - 2 pts
Skilled (x2) - 2 pts
Improved Damage - 1 pt
Ability Increase - 2 pts
Energy Attacks - 2 pts

Lura having haste as a third level spell is off though. It should be second level as people mentioned above. When other GMs run this are you ignoring that and leaving it as 3rd level in order to run it as written? If I were to change it to make it correct with the rules, it would be easy to drop blur (the only new spell she gains at 2nd level for this tier) and sub in haste there. The third level slot could be displacement to keep the same idea as blur, albeit improved. I'm assuming that isn't kosher to rearrange even to fix something which is an obvious mistake, but there it is.

Also at Tier 6-7 Bellu knows stoneskin, but has no 250 gp of diamond dust for it. I assume that was intentional to keep GMs from using it during the encounter?

Grand Lodge 2/5

There is also the possibility that this scenario has been updated with corrections somewhere along the way and any errors complained about above have been corrected within the scenario. I only picked it up around Christmas so don't have an older copy to compare. Seem unlikely that they would have left the haste thing in though if that were the case.

Grand Lodge 5/5

Regarding the part of the chronicle for if you are captured by the Consortium:

Does this only come into effect if the player is KOed, but not actually killed?

If you give the player this 'boon' instead of the other, is the -1 COn permanent, or can it be fixed by Restoration?

If a character actually dies, and you give them this boon, since theyve effectively been Raised, do they come back with -1 Con from the torturing, and the -2 from the Raise Dead, for a -3 total?

Grand Lodge 4/5 5/55/5 ***

The torture does not cause your death, only a loss of 1 point of CON. Why would both need to be addressed. If you are killed, then you would not be captures and tortured. Just decide on the availability of the body being recoverable for the raise and done.

If, however, you died prior to torture, were raised (assuming no Restoration), and then captured, the CON loss is from two different sources so they should stack, -3 to CON.

Grand Lodge 5/5

Bob Jonquet wrote:

The torture does not cause your death, only a loss of 1 point of CON. Why would both need to be addressed. If you are killed, then you would not be captures and tortured. Just decide on the availability of the body being recoverable for the raise and done.

If, however, you died prior to torture, were raised (assuming no Restoration), and then captured, the CON loss is from two different sources so they should stack, -3 to CON.

That gets me an answer for my third question, but not the other two.

The first one I figured out on my own. I hadnt finished reading the scenario before asking it, but I've got it now.

Question two was that if the are captured and tortured (or killed, Raised, and tortured) is the -1 Con that they get from that 'boon' a permanent, no way of getting that 1 Con back penalty? Or can they have Restoration cast on them for PA/gold to get it back, like the -2 Con you get from dying and being Raised?

Grand Lodge 4/5 5/55/5 ***

Permanent is just a game term to distinguish between a temporary ability loss (damage, which comes back with rest), and permanent (drain, does not heal naturally).

Just like death being a "permanent" condition, the character is eligible to pay to have the CON loss restored following all the standard rules in the CRB.

Grand Lodge 5/5

Thanks! :)

Shadow Lodge 3/5

I played BTD1 all the way back in February, and my character underwent a rather serious problem. (warning, this is long)

Spoiler:
He fell prey to Luna and her Eidolon in the Sanguine Pit (Act 3), and the situation was pretty dire. He fell staggered in the battle after he tried to head towards the door and unknowingly to him, slipped on what was apparently a grease spell that he couldn't see (the core rules aren't clear on whether grease is actually visible, viscous grease, or the transparent stuff - I know what my thinking is here). So after some damage he couldn't recover from, he fell staggered and Luna asked for the party to surrender, and we did, because the Eidolon was giving us a hell of a beating and I was the party's cleric. It got so bad during the fight that even though we had a decent set of tactics ready to fight this battle, 2 of the 3 party members who had to approach in melee got too scared to approach. The surrender wasn't uncalled for.

The problem is what came next - our DM did what he could to save us from what was likely to become a TPK, and improvised surrender conditions. What was offered was for them to leave and never return, except for me (who had racked up some additional awareness points by making an extra split-party trip). My punishment was going to be torture, Aspis Consortium style, the one listed on the chronicle sheet.

This was pretty bad, but it hadn't occurred to me until just today now that I've had a look at the book that the torture wasn't supposed to happen there at all. The torture only happens in Act 4. There's actually specific defeat conditions if you lose to Luna, which say Senzer's killed for his involvement, and your awareness points shoot through the roof if she's still alive.

The DM did his best to explain to me how he came up with the solution of trying to not to kill off the whole party in the surrender, and the logic is that because of the higher awareness points I had racked up, she knew I was a Pathfinder (but not really the rest of the party) and wasn't happy about my dealings with Senzer, and now didn't want me in Bloodcove - so she was going to hand me over. If she can take one of the PCs into slavery, she gets money for that and can scare off the Pathfinders.

This doesn't really make sense to me when you take into account the scenario's as-written defeat conditions, which are quite specific about what happens should you lose in the pit. If it wasn't quite as harsh a penalty, I probably wouldn't care, but 1 permanent point of con loss is a huge deal for something that wasn't meant to happen at that point of the scenario at all.

To summarise, with a few extras:


  • the extra split-party trip involved talking to Senzer again to get some additional information we forgot to get the first time; we didn't all need to go see him, so only I went, and probably failed some secret rolls, hence extra awareness points
  • defeat conditions for the encounter were specific in the book (and are pretty light, on the whole - it leads into Act 4)
  • defeat conditions were changed to prevent a TPK, based on the character's awareness level
  • the grease spell which started the downward spiral of the encounter required a secret perception check to notice (which was rolled, and failed); the way grease was used was contrary to the tactics listed: it was cast on the exit at the docks while she was invisible, and from there it became a bad string of hitting while I was prone and unable to get back up due to taking too much damage from AoO's
  • the DM assumed that this would be a TPK (on refusing surrender), death to the character which didn't feel particularly fair based on what happened in combat and how the other party members didn't co-operate according to the plan, and the lesser evil would be 1 permanent point of con drain.
  • it's been mentioned before that this is a good hook into Devil We Know, and that given her character, handing over the character is probably something she'd do - but the changed defeat condition and the incredibly significant 'negative-boon' is a huge sting for something that wasn't intended in the first place.
  • most importantly - I think the DM actually did a decent job of trying to save us from a TPK, and by having my character take the tortured option instead seemed like a reasonable deal - as long as that was what in the scenario. But given all of the above, I feel like my already not-optimised character has been cheated here.

Can I get a second opinion - was all of this legit? I'm happy to provide more information about it if there's still any questions.

2/5 *

Avatar-1 wrote:

I played BTD1 all the way back in February, and my character underwent a rather serious problem. (warning, this is long)

** spoiler omitted **...

Although what your GM did was incorrect (the group gains awareness, not individuals), your GM also told you that gaining 4 awareness was enough to have all trade in Bloodcove shut down, the mission failed, and the Act 4 thugs arrive. I would say the Aspis Consortium would actually show up at the bar (GMs discretion but since Luna is a AC Captain, I think she would also be aware at that point), so I don't think your party would be able to beat both Luna and the thugs in Act 4.

Everyone in the party would be captured and tortured, so imo your GM was probably saving the entire party from failing, being tortured (losing 1 Con), and sent back to Absalom. I think this was actually a case of a GM being nice (although it probably doesn't feel that way to you). Personally, I would have torched you all. :)

Imo, I would just pay the 4 PA to get the Con penalty removed (Restoration spell), and move on. You were going to get the "Tortured by the Consortium" condition whether it happenned as an individual or as a group. The only thing your GM did wrong was being too nice to the rest of the party.

The Exchange 5/5

Ok, here's an odd one for you. Sorry it is so long.

I played part two of this first, with a different character. Some time later (months), I got the option to sit down with two of the people I regularly game with (one is my wife) and we played part 1. We actually did quite well. We thru with very little truble. Great disguises, good tactics a very good game. We got the comment from the DM that we couldn't have done it better.
So now I am prepping to run part two for my friends (and my wife), and I'll likely do it at the local shop. Doing it up fancy with printed pawns for the mooks and all the maps drawn etc. And I glance at the AR from part 1 to see what kind of Awairness total I'll be dealing with. The DM at the last game marked us with "4"s. What the heck? I've ordered part 1 to look it over and I can't figure out what's up. We should have gotten "1"... maybe. This is not an issue for ME - I've played part 2. But my wife's character was one of the sneaks that pulled off a great run, and now if I run this for the crew I know they will have a total over 12 (before adding in anyone not at the other "great run" table).

So, my question is, do I run with the total I know they have on the ARs, or do I run with the total I know they SHOULD have? or what?

Thanks for your time.

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>
Community / Forums / Organized Play / GM Discussion / PFS 02-01 Before the Dawn Part I: The Bloodcove Disguise [spoilers] All Messageboards

Want to post a reply? Sign in.