Treasure in the Catacombs of Wrath


Rise of the Runelords


My players just fought Erylium the quasit to a stalemate and she retreated from the battle to bother them later. They were immensely frustrated by the fight, as was I, because it was going on forever.

What I want to do is give them some kind of reward for putting up with the fight. They didn't defeat her or even get her to 10 hp or below, so I'm not gonna award xp for that. I'm thinking of putting treasure in the two closets to the left and right of the Cathedral of Wrath's entrance, but I'm not sure what to put in. What's a good amount of gp for level 2 adventurers? They got the ranseur from the statue and the +1 longsword from the mutant goblin, but I don't think that's enough.

tl;dr What treasure would be good to add to the Catacombs?

Liberty's Edge

OmegaZ wrote:

My players just fought Erylium the quasit to a stalemate and she retreated from the battle to bother them later. They were immensely frustrated by the fight, as was I, because it was going on forever.

What I want to do is give them some kind of reward for putting up with the fight. They didn't defeat her or even get her to 10 hp or below, so I'm not gonna award xp for that. I'm thinking of putting treasure in the two closets to the left and right of the Cathedral of Wrath's entrance, but I'm not sure what to put in. What's a good amount of gp for level 2 adventurers? They got the ranseur from the statue and the +1 longsword from the mutant goblin, but I don't think that's enough.

tl;dr What treasure would be good to add to the Catacombs?

If they are only level 2, that is plenty. Plus there should still be the scrolls and the wine, the book and the wand of shocking grasp elsewhere in the dungeon.

And the Quasit still exists, so they can come back for her, or wait until much later...


@ciretose: Oh yeah, forgot about that stuff. In that case, I'll probably just give them some gold that Erylium had stowed in the two closets.


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Pathfinder Adventure Path Subscriber

Without making any presumptions about the personalities of your players, I'd always be wary about giving out in-game rewards as an apology for out-of-game issues.

The first time I acted as GM, I ran a Dark Heresy adventure, part of which involved searching for an escaped murder suspect. The party split up (with 3/4 of the characters going to bed rather than heading out to search), I failed to deliver an accurate description of the surrounding lands which led to the searcher spending 20 minutes real-world time searching for the suspect around a flat plain where no vegetation was more than angle-high, and by and large the three other players just got bored and frustrated.

When, between sessions, I apologised and said I would like to give them an extra advance and/or a fate point by way of an apology, I nearly had a riot on my hands. They all told me that it was an understandable mistake to make as a first-time GM and that they would much prefer if I just brought some extra snacks next time, or something similar.

An out-of-game apology for an out-of-game mistake.

YMMV. But I always prefer to keep the in-game stuff and out-of-game stuff as separate as possible. Doing otherwise runs the risk of conflating the in-game world with the real world, and I much prefer my real-world relationships with my players to my in-game relationships with their characters.


cynarion wrote:

Without making any presumptions about the personalities of your players, I'd always be wary about giving out in-game rewards as an apology for out-of-game issues.

The first time I acted as GM, I ran a Dark Heresy adventure, part of which involved searching for an escaped murder suspect. The party split up (with 3/4 of the characters going to bed rather than heading out to search), I failed to deliver an accurate description of the surrounding lands which led to the searcher spending 20 minutes real-world time searching for the suspect around a flat plain where no vegetation was more than angle-high, and by and large the three other players just got bored and frustrated.

When, between sessions, I apologised and said I would like to give them an extra advance and/or a fate point by way of an apology, I nearly had a riot on my hands. They all told me that it was an understandable mistake to make as a first-time GM and that they would much prefer if I just brought some extra snacks next time, or something similar.

An out-of-game apology for an out-of-game mistake.

YMMV. But I always prefer to keep the in-game stuff and out-of-game stuff as separate as possible. Doing otherwise runs the risk of conflating the in-game world with the real world, and I much prefer my real-world relationships with my players to my in-game relationships with their characters.

This is true, but this was, in my opinion and there's, bad writing (sorry Paizo). I just didn't want them to get turned off by the adventure and Pathfinder in general because of one bad fight.

Liberty's Edge

OmegaZ wrote:
cynarion wrote:

Without making any presumptions about the personalities of your players, I'd always be wary about giving out in-game rewards as an apology for out-of-game issues.

The first time I acted as GM, I ran a Dark Heresy adventure, part of which involved searching for an escaped murder suspect. The party split up (with 3/4 of the characters going to bed rather than heading out to search), I failed to deliver an accurate description of the surrounding lands which led to the searcher spending 20 minutes real-world time searching for the suspect around a flat plain where no vegetation was more than angle-high, and by and large the three other players just got bored and frustrated.

When, between sessions, I apologised and said I would like to give them an extra advance and/or a fate point by way of an apology, I nearly had a riot on my hands. They all told me that it was an understandable mistake to make as a first-time GM and that they would much prefer if I just brought some extra snacks next time, or something similar.

An out-of-game apology for an out-of-game mistake.

YMMV. But I always prefer to keep the in-game stuff and out-of-game stuff as separate as possible. Doing otherwise runs the risk of conflating the in-game world with the real world, and I much prefer my real-world relationships with my players to my in-game relationships with their characters.

This is true, but this was, in my opinion and there's, bad writing (sorry Paizo). I just didn't want them to get turned off by the adventure and Pathfinder in general because of one bad fight.

Remember the catacombs are optional. They are more of a hook for later stuff.

That fight is annoying only because she is invisible, but if they were 3rd they could have Glitterdust and it is a cakewalk. And it is very easy to be 3rd at that point in the game and end up walking away with a returning dagger.


Pathfinder Adventure Path Subscriber
”OmegaZ” wrote:
...this was, in my opinion and there's, bad writing (sorry Paizo). I just didn't want them to get turned off by the adventure and Pathfinder in general because of one bad fight.

Ah, fair enough. I can see how that would cause trouble. My gaming group is quite used to fights they just cannot win; we try as much as possible to eschew the sorting algortithm of evil. I fully expect my players to walk into Erylium’s chamber, spend a few rounds flailing ineffectively, then get the hell out. If they surprise me and beat her, great. If they don’t, they will probably head back to Sandpoint and try to rally the townspeople to clear out the entire catacombs.

Which is why I fully intend to incapacitate every decent fighting man and woman in Sandpoint during the initial goblin raid--an idea I’ve shamelessly pilfered from Liane Merciel’s campaign.

If your players don't like fights they can't win, take a close look at Malfeshnikor at the end of Thistletop as well. From what I've read he's very tough to beat. Xanesha at the end of The Skinsaw Murders is also a tough ask. The main difference between them and Erylium is that both Malfeshnikor and Xanesha are well and truly capable of causing a TPK; Erylium is pretty much just annoying.

Contributor

OmegaZ wrote:
This is true, but this was, in my opinion and there's, bad writing (sorry Paizo). I just didn't want them to get turned off by the adventure and Pathfinder in general because of one bad fight.

Initially I thought it was weird that Erylium is so close to unkillable for a lowbie group, but on review it's actually good that there's an opponent out of their league (who nonetheless can't paste them) early on. Shows that the world does not revolve around level-appropriate challenges for the PCs.

I used her to screw around with my group later (see campaign report re: Erylium letting the skeletons out of the closets to mow the PCs down during the Koruvus fight; she also later tried [and failed] to pickpocket one of the PCs by sawing a hole in his backpack with her dagger, which they caught and stopped short, but nevertheless further gave the party reason to hate the little pest), so she was both a real threat AND a nuisance after their first encounter in the Catacombs.

My PCs can't kill her now but, assuming the game goes on long enough, they'll come back at a high level and stomp her like a mosquito and it will, I'm sure, be briefly but deeply satisfying. Around Book 5 it'll just be a little cherry on top of the sundae o' power, and another link to their early days in Sandpoint.

So I'd just go with that delayed gratification and not try to make up for it with treasure now. The Catacombs are pretty well balanced, IMO; I added monsters but saw no reason to add more treasure to the haul (and my party was too nervous about the ranseur to take it this time, too).


The Death of a Quasit

By Earaldor Irolas, Slayer of Malfeshnekor, the champion ranger-barbarian elf inhabited by the hamr (freewheeling soul -- subject of my MA thesis) of Otrix Riparianus Underbankdweller O'Feyaireeny, esq. the feyishly barbarian river-gnome of the otter totem and self-styled hero (currently on walkabout as a cockroach); Walja the rogue-fighter less-than-half-orc, half-elf; the "Heath-Treader", sardonic, substance-abusing ranger-elementalist (wood) "half-elf" (nearly a mongrelman); Deirdra the cleric-druid (Pharasma, owl totem) gnome on anti-Bleaching quest; "Brer Reynardin" the summoner-ninja (kitsune trickster) kitsune, now a celebrity among the Varisians (& odd rhinoceros-pangolin thing with crazy jaws); N. K. the pocket-plane-dwelling mobile fighter-ninja human member of an assassin cult with glowing tattoos ... and Snotmuffin, a reformed goblin

Inheriting my GM mantle from my roommate, I wound up bringing a party of 6 PCs at APL 3 + a de-eviled goblin named Snotmuffin with butterfly wings (a "joke" by Desna -- long story, I'll tell it another time) + Shalelu to the supposedly "cleared" Catacombs of Wrath by way of a tour.

Shalelu on behalf of Hemlock/Viskalai, Deverin & Co had wanted to show the PCs the minor runewell, hoping that they could tell her something about it she didn't know (i.e. everything about it, beyond being triangular, orange, cold, & bubbly). My roommate, the previous GM, had Erylium in collusion with Nualia & Co using the wrathful souls taken from a full-out goblin assault on Sandpoint to create a second wave in the form of sinspawn. Shalelu & her ranger-y posse took them out along with a very damaged & deranged Tsuto Kaijitsu and (my explanation) caused Erylium to hide instead of using the runewell right away. One sinspawn, lurking in the smugglers' tunnels, wandered out the night of the fight and met a couple of newer members to our group (Minkai-an kitsune summoner and extra-planar human fighter-ninja) out for an evening stroll in a subdued Sandpoint, post goblin invasion. Meanwhile, Shalelu's posse looted the vestries on either side of the apsidal sanctuary, leaving behind the magically preserved red vestments of the wrath-priests, a few extra ranseurs (besides those on the ground), and perhaps one or two other items of loot. The runewell, and, with it, the path to mythic ascension for the rest of the party, besides our absurdly lucky, minesweeper full-elf, "Al" (or "Buddy").

Since then, Erylium had risked the dwindling potency of the runewell to make a couple more sinspawn to guard the runewell, at least, for a little spice to what was supposed to be an encounter involving more problem-solving and negotiation with rivals than wall-running and other hi-jinks (mais, c'est la guerre).

And this, ladies and gentlehobbits, is how Erylium died:

1. Due to postponements of turns (mostly on the part of allied characters played by me), Earaldor the mythic elf with super speed and the ability to shoot while moving and bypass DR jumps and rolls into one vestry, while jumping he successfully shoots into the correct square (cube) containing the invisible quasit and hits her, dealing 5 points of damage which does not get reduced.

2. Erylium fails concentration check, becomes visible.

3. Erylium later becomes invisible, shape-changes, and uses spells on enemies in between creating new sinspawn, including one with the "advanced creature" template to represent the influence of Tsuto's somewhat-exaggerated anger and malice. Erylium cannot entirely escape attacks (which she reduces) as long as she remains in the room, especially as long as she tries to maintain access to the runewell, even though she and Orm the wren use their flight to draw her enemies away.

4. Finally, brought below 20 hp and with the last sinspawn she dares to make dead, Erylium flees toward the spiral staircase leading down, hoping to hide in a crevasse with her little bird-buddy and wait things out.

5. Earaldor, Reynardin, the Thing, Snotmuffin (who, like Erylium for a moment, thinks Reynardin is an envoy of Lamashtu), N. K. with his bastard sword (we'll call it "Lady-Killer") and Naffer Vosk with a blazing cutlass (he led Quink, Quink's Azlanti-looking butler & Ilsoari into the tunnels to look around in the interests of archaeology just behind our party) ... chase Erylium, whom I concede is bleeding a bit.

6. Earaldor runs so fast (being mythic) that he runs into the flying quasit (invisible and in raven form) from behind and causes her to become visible again. She becomes a wolf, freezes the annoying elf. (I gave Erylium three beast forms to go with her advanced status (raven, centipede, wolf).) N K gives her a big hack with his sword near the body of Koruvus, and she flees again, changing into a centipede in order to crawl to safety amid the rubble.

7. After much talk, the now-thawed Earaldor (obsessed with hallucinogenic amphibians) and Reynardin come up with the idea of summoning a celestial poison dart frog (in place of the Thing) and sending it into the cracks of doom to scout around despite efforts by the GM to make them seem especially doom-y.

8. GM has quasit-centipede eat celestial frog. She fails save, takes enough damage to begin dying.

9. Erylium expires while group decides what to do. Orm (still "magic beast"?) flies away, evading capture.

Epilogue: GM allows bare Int check with "aid another" in response from request by perplexed RP-oriented player of N K to reflect the characters "putting their heads together". Earaldor, Brer Reynardin & Naffer Vosk successfully roll to "aid another" and N K, with the highest Int modifier, rolls. Snotmuffin wonders what invisible centipede-demon tastes like while he solemnly recites his useless incantation "Winkle, winkle" and waves his non-magical stick.

The GM hastily tries to think of things to say in the event of a successful check. Maybe something about Naffer's trusty spade?

N K, with a cumulative modifier of +8, rolls a natural 1. GM rules that N K, despite better ideas from the others, decides to just put his hand in the centipede hole and feel around like a complete DA (not "district attorney").

Roll Perception.

Natural 20.

N K grabs the dead quasit, pulls her out, and it's loot time.

___

So, the moral of the story, boys and girls, is that in order to kill a quasit-witch all one needs is Mythic Adventures, someone who can summon poison frogs, and an insane d20.


PS: ... and a good group of players. I've got everything from a fellow A&A fan and Kriegsspieler ... to a Homeric co-author of his first (very high) fantasy novel who is suspicious of anything which is drawn from my ample collection of Paizo-published materials rather than purely from my imagination ... to a guy whose folks searched his apartment and threw away over $100 of Paizo materials plus dice which I bought him because of the jackchickery into which I was also raised. Most of us are over 20. One is as young as 15.

As a couple of Calabrian (southern Italian) guys I met in a youth hostel in Donostia / San Sebastian, Basque Country (Spain side) would say, it's "mbelot".


PPS: Meanwhile, Walja created his first sinspawn and, since it started out docile, he tried to adopt it, giving it the name "Skippy". Although the experiment failed, he has put some of the runewell fluid in his waterskin in an effort to secure a ready-made wrathspawn. I'm thinking that the powder it reduces to might provide special ingredients for a batch of "liquid ice", but we'll see.

Then, after some downtime around town, during which Banquo "Banny" Harker ruthlessly heckles the PCs with an east-coasty accent, Earaldor puts his future with Shalelu on the line with some drinks at the bar and the infamously dubious elven prophylactics in his pocket, Larz Rovanky attempts to convert the head of Malfeshnekor into a "BA" headdress, Brer Reynardin meets both of Shayliss' "Vinders" (and her dad's knockers), imprisoned Kyrie Akenja attempts suicide after still-free Scivver gets nixed by lam-living Nualia, N K seeks out an underground fight club (while the GM reviews Ultimate Combat), Heath finally gets his lynx familiar and gets his bookkeeping done, and Walja, breaking away to resume his quest to find his very elusive, very dangerous part-orc, part-Shoanti warlord-turned-loner father, risks being conned by Mortwell, Hask, and Tabe.

After that, it's Whodunit Time, mythic ascension or no mythic ascension, working for the law or perhaps even someone else of a shadier nature but with "community service" in mind.


Oh yeah, one last thing: before we get to downtime, I think one of the party members had the brilliant idea to mix the two sinister fluids in the Catacombs of Wrath together because SURELY something like that would neutralize the runewell (not too far off, actually). Now I have to figure out a "bang" which isn't too big.

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