PFS #3-18 - The God's Market Gamble [Spoilers]


GM Discussion

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The Exchange 5/5

Questions on BBE tactics.

1)How does she use Poison? Does she have a chance of poisoning herself?

2) Entangle - there's no plants in the Market right? how does this do anything? Or do I say one of the stands is a Nersary/green house (and the PCs get grabbed by potted plants?) (I sort of get the picture of a PC rushing along with a potted shrub gripping his right arm, post trailing dirt behind...).

3) How does she use stealth to hide AND use rapid shot every round (with Multi shot too).

4) Is she on a tent pole? can someone cut it down? I sort of picture it as a crows nest on a ship mast of a circus tent pole, but the write-up just says "Her location in the tent-tower is 20 feet above the market and she has destroyed the ladder that normally leads up to it: creatures can ascend the tent-tower with a DC 15 Climb check." Climbing what? the outside of the tent? the tent pole inside? and what the heck is a Tent-Tower?

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Jiggy wrote:
JohnF wrote:
Jiggy wrote:
nosig wrote:
ok, just because this is me... can you take ten on skills during a Chase?
I would call a chase equivalent to combat for purposes of T10.

Why? You're not threatened, and you're not really distracted.

Much like what nosig says, this seems like a case where you're distracted by needing to rush because the guy's getting away. Your attention is divided between trying to move quickly and trying to focus on the skill at hand.

If you're in the front line, maybe. If you're already three rounds behind everybody else because they're double-advancing (let's not mention flying characters) and you keep rolling 4s or lower there's a whole lot less of a sense of urgency. I'd rather have the T10 option (even if only for a single-square advance) than just sit around and watch everybody else. Sometimes that won't be good enough, of course, in which case you have to roll the dice.

Edit: Perhaps T10 should be an option only after a failed attempt?

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

nosig wrote:

Questions on BBE tactics.

1)How does she use Poison? Does she have a chance of poisoning herself?

2) Entangle - there's no plants in the Market right? how does this do anything? Or do I say one of the stands is a Nersary/green house (and the PCs get grabbed by potted plants?) (I sort of get the picture of a PC rushing along with a potted shrub gripping his right arm, post trailing dirt behind...).

3) How does she use stealth to hide AND use rapid shot every round (with Multi shot too).

4) Is she on a tent pole? can someone cut it down? I sort of picture it as a crows nest on a ship mast of a circus tent pole, but the write-up just says "Her location in the tent-tower is 20 feet above the market and she has destroyed the ladder that normally leads up to it: creatures can ascend the tent-tower with a DC 15 Climb check." Climbing what? the outside of the tent? the tent pole inside? and what the heck is a Tent-Tower?

I'm not looking at the scenario at the moment so this is all seat of the pants comments.

1) From what I recall she can poison herself if she fumbles and has a potion to help with that possibility.

2) I assumed there would be enough growth in the alley for her to use it. If you don't think that's reasonable in an alleyway, use web instead.

3) Use the sniping rules until the party locates her then have her full attack. Most likely they will spot her pretty quickly.

4) Think of it like the mast of a ship and she's in a crows nest. The outside of the tent spreads out from that peak.

Liberty's Edge 1/5

Just ran this tonight, with only about 40 minutes to prep. So, I suspect I missed a few nuances.

Between the fire and the chase scene, as well as fairly extensive roleplay during the investigation portions, we went about 5.5-6 hours. I'd feel compelled to kill the chase scene in a convention/short time environment, and to kill the fire scene once the smoke portion of it was determined. As it was, I tried to give strong language toward the idea that the whole building was likely to go down. With the PCs inside burning cure resources, I felt somewhat compelled to let them burn through them before heading into the final encounter given their desire to keep fighting the fire along with in-character convo about why they were sticking with it.

Regarding the chase scene, one thing that I did was allow big roles allow diplomacy to give passage to the entire party. Regarding Handle Animal being trained only, anyone can handle domestic animals, which should apply here, regardless of the intent on the chase scene being intended for to allow use of untrained skills.

Liberty's Edge 1/5

By the way, shouldn't the title be, "The Gods' Market Gamble?" :)

Grand Lodge 5/5 ****

I just did a little bit of math for the chase.

If anyone is interested - I generated a spreadsheet and you just pluck in the numbers.

The problem I see - it is too easy to get stuck completely.

I used the Pre-gens as a test.
The numbers can be pretty frustrating for players:

Average time to reach the rooftop

Valeros: 25 rounds
Kyra: 21 rounds
Ezren: 22 rounds
Merisiel: 14 rounds

The numbers assume single movement and optimal ! choice. You can be faster doing 3 squares at once - BUT you have to know in which square to do it.
The math was a little bit much - especially as you could get stuck in mire and lose a turn.

Also a really worrying number:
Everyone apart of Merisiel has a >10% chance to get stuck in a single square for 10 rounds or longer.

I hope I got all numbers right. I took Amour check penalties into account, Handle Animal can be done untrained as charisma check, Disable Device can't be used untrained.

All the numbers in detail:

Valeros level 1 Skill with movement modifier Skill
Acrobatics -6 -4 Stuck after x round at the start
Bluff -2 0 3 51.2%
Climb 1 3 5 32.8%
Disable Device -2 0 8 16.8%
Escape Artist -4 -2 10 10.7%
Intimidate -2 0 Stuck for x rounds in the worst square
Swim 1 3 3 51.2%
Diplomacy -2 0 5 32.8%
CMB 2 4 8 16.8%
Reflex 0 2 10 10.7%
Handle Animal -2 0 Chance Success Best choice Fast Average Rounds
Bath House Acrobatics 20 Bluff 15 -25% 20% 20% 0% 5.0
Mezzazine Climb 10 Reflex 15 60% 35% 60% 21% 1.7
Embassy Wall Climb 18 Disable Device 12 20% 0% 20% 0% 5.0
Crowded Market Escape 18 Intimidate 13 -5% 30% 30% 0% 3.3
Long Pond Swim 12 Acrobatic 20 50% -25% 50% 0% 2.0
Chelish Tea Party Diplomacy 12 CMB 17 35% 30% 35% 11% 2.9
Obstructive Hay Wagon Escape 18 Handle Animal 13 -5% 20% 20% 0% 5.0
24.9

Kyra level 1 Skill with movement modifier Skill
Acrobatics -2 -2 Stuck after x round at the start
Bluff 2 2 3 21.6%
Climb 0 0 5 7.8%
Disable Device 0 0 8 1.7%
Escape Artist -2 -2 10 0.6%
Intimidate 2 2 Stuck for x rounds in the worst square
Swim 0 0 3 61.4%
Diplomacy 2 2 5 44.4%
CMB 2 2 8 27.2%
Reflex 1 1 10 19.7%
Handle Animal 2 2 Chance Success Best choice Fast Average Rounds
Bath House Acrobatics 20 Bluff 15 -5% 40% 40% 0% 2.5
Mezzazine Climb 10 Reflex 15 55% 30% 55% 17% 1.8
Embassy Wall Climb 18 Disable Device 12 15% 0% 15% 0% 6.7
Crowded Market Escape 18 Intimidate 13 5% 50% 50% 3% 2.0
Long Pond Swim 12 Acrobatic 20 45% -5% 45% 0% 2.2
Chelish Tea Party Diplomacy 12 CMB 17 55% 30% 55% 17% 1.8
Obstructive Hay Wagon Escape 18 Handle Animal 13 5% 25% 25% 1% 4.0
21.0

Ezren level 1 Skill with movement modifier Skill
Acrobatics 2 2 Stuck after x round at the start
Bluff 0 0 3 34.3%
Climb 0 0 5 16.8%
Disable Device 0 0 8 5.8%
Escape Artist 2 2 10 2.8%
Intimidate 0 0 Stuck for x rounds in the worst square
Swim 0 0 3 61.4%
Diplomacy 0 0 5 44.4%
CMB 0 0 8 27.2%
Reflex 2 2 10 19.7%
Handle Animal 0 0 Chance Success Best choice Fast Average Rounds
Bath House Acrobatics 20 Bluff 15 15% 30% 30% 5% 3.3
Mezzazine Climb 10 Reflex 15 55% 30% 55% 17% 1.8
Embassy Wall Climb 18 Disable Device 12 15% 0% 15% 0% 6.7
Crowded Market Escape 18 Intimidate 13 25% 40% 40% 10% 2.5
Long Pond Swim 12 Acrobatic 20 45% 15% 45% 7% 2.2
Chelish Tea Party Diplomacy 12 CMB 17 45% 20% 45% 9% 2.2
Obstructive Hay Wagon Escape 18 Handle Animal 13 25% 30% 30% 8% 3.3
22.1

Merisiel level 1 Skill with movement modifier Skill
Acrobatics 7 7 Stuck after x round at the start
Bluff 0 0 3 21.6%
Climb 5 5 5 7.8%
Disable Device 7 7 8 1.7%
Escape Artist -1 -1 10 0.6%
Intimidate 0 0 Stuck for x rounds in the worst square
Swim 1 1 3 21.6%
Diplomacy 0 0 5 7.8%
CMB 2 2 8 1.7%
Reflex 6 6 10 0.6%
Handle Animal 0 0 Chance Success Best choice Fast Average Rounds
Bath House Acrobatics 20 Bluff 15 40% 30% 40% 12% 2.5
Mezzazine Climb 10 Reflex 15 80% 55% 80% 44% 1.3
Embassy Wall Climb 18 Disable Device 12 40% 80% 80% 32% 1.3
Crowded Market Escape 18 Intimidate 13 10% 40% 40% 4% 2.5
Long Pond Swim 12 Acrobatic 20 50% 40% 50% 20% 2.0
Chelish Tea Party Diplomacy 12 CMB 17 45% 30% 45% 14% 2.2
Obstructive Hay Wagon Escape 18 Handle Animal 13 10% 50% 50% 5% 2.0
13.7

Barnel
Acrobatics 9 Stuck after x round at the start
Bluff 7 3 4.3%
Climb 7 5 0.5%
Disable Device 9 8 0.0%
Escape Artist 11 10 0.0%
Intimidate -1 Stuck for x rounds in the worst square
Swim 7 3 16.6%
Diplomacy -1 5 5.0%
CMB 5 8 0.8%
Reflex 4 10 0.3%
Handle Animal -1 Chance Success Best choice Fast Average Rounds
Bath House Acrobatics 20 Bluff 15 50% 65% 65% 33% 1.5
Mezzazine Climb 10 Reflex 15 90% 65% 90% 59% 1.1
Embassy Wall Climb 18 Disable Device 12 50% 90% 90% 45% 1.1
Crowded Market Escape 18 Intimidate 13 70% 35% 70% 25% 1.4
Long Pond Swim 12 Acrobatic 20 80% 50% 80% 40% 1.3
Chelish Tea Party Diplomacy 12 CMB 17 40% 45% 45% 18% 2.2
Obstructive Hay Wagon Escape 18 Handle Animal 13 70% 40% 70% 28% 1.4
10.1

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

I absolutely love this scenario and this entire thread gave me much insight when I run it again. I run a PF homegame with non-PFS players and, although there were a couple issues with the chase scene mechanics, they loved it. I purchased the Chase Card Deck immediately after first reading the scenario. Anyway, I want to run this at a convention for possibly mostly new players. Good idea or Bad idea?

Btw, is there a way to reply to an entire post? Never knew how if so. Sorry.

Liberty's Edge 1/5

1 person marked this as a favorite.

What a Disaster! My friend and I played last night. I was using Kyra, he was playing a Dwarf Melee Tank (1st) and we has a 2nd Barbarian and a 2nd Healingish Druid (No COmpanion). SOme notes.

1) THe Chase Scene - Only the Barbarian had any luck, and he got stuck for 4 rounds at the Wagon. When did manage to get to the guy after he'd been shot, and we healed him and escorted him to safety... as he wouldn't tell us anything. The Dwarf and Cleric didn't get out of the 1st room, sitting down for a drink after failing 5 times each.
2) After the Barbarian tried to intimidate the Shopkeeper and he started calling for guards, the Druid tried to calm him down with assistance from Kyra. A nat 20, a 27 result... is a failure?
3) Stacked Sleep Spells - Only Kyra saved both, and she managed to tackle one of the two sisters and pin her, threating her if the other didn't wake up. Barely a success.
4) Only one person managed to save vs Smoke enough to save everyone.
5) 4th Level Ranger Sniper, in a sniper's nest. Again only the Barbarian had any skill to get to the sniper's nest, with several round wasted by the Dwarf trying to climb. With Rapid Shot, a very high bonus (Hitting the Barbarian on 4s) and the luxury to focus on one character at a time, she got away when the druid finally ran for help.

After the adventure, my Friend called it worst adveture he had played in designed for a generic group that couldn't guaranteee skill monkeys or range characters.

Grand Lodge 5/5 ****

Max

Thanks for posting - only by posting what doesn't work can Paizo improve the experience.

1) I posted elsewhere in regard to Chase. Unfortunately - if run as written it is likely that at least 1 character in a group gets stuck for 5 rounds or longer if the wrong skill check is chosen.

2) Calling the guards if you fail Intimidate (by enough) is written into the scenario and makes a lot of sense. But it also says you should be able to calm down the shop keeper. There is no DC for this - or the GM didn't read it. This is unfortunate in such a circumstance as failing on a NAT 20 is a huge downer in a scenario.

3) Not sure where the stacked sleep spell comes from. Only one of the two sisters as far as I can tell knows the spell.

4) Not sure what you mean with only one saved. I assume you are dealing with the warehouse. It should only do 1d6 non lethal if you fail - so even failing your first - it is rather a signal to give up a lost cause.

I think this adventure has a lot potential - to both be fun - but also just to be problematic and frustrating.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Thod wrote:
4) Not sure what you mean with only one saved. I assume you are dealing with the warehouse. It should only do 1d6 non lethal if you fail - so even failing your first - it is rather a signal to give up a lost cause.

He said smoke, not heat. Fail a save versus smoke and you spend that round coughing. And you do it every round. Just a short string of bad luck and suddenly the fire's been multiplying for four rounds while you're stuck just standing still in the middle of it.

Liberty's Edge 1/5

Thanks for the info. It's clear there were a couple differenced between what the GM did and what you are saying, but to be fair he worked really hard to give us a feeling we were accomplishing things, even when the dice were telling us otherwise.

3) Sorry, I meant repeated Castings of Sleep, not stacked. First casting knocked out the Dwarf, the Barbarian got the only ranged shot off while the 2 Healers were trying to figure out what to do, then the second casting took out the Barb and Druid.

The adventure was indeed frustrating to our party. As the player of a Pregen, I was kicking myself for taking the Cleric over the Rogue or Wizard. I even knew we had a Druid so didn't really need the healing.

Liberty's Edge 1/5

4) When we failed the first save, we were told we passed out and were dragged out by the party member who made the save. (This might have been a time issue, since we still had the Market to go.)

Grand Lodge 5/5 ****

Jiggy

You are right - I glanced over the paragraph quickly and read the start and the end.

On a different note - I earlier today did the math on the fire spread

Assuming the fire wins initiative (not everyone is close enough when it is triggered)

You start with 2 * 4 squares - 4 new ones start burning

Assuming Survival 0 you extinguish 0.35 squares per round (25% 1 square, 5% 2 squares).

Each skill point extinguishes 0.1 extra square / round.

Skill points from 5-9 count as 1.5 (you have the chance to extinguish up to 3 squares on high rolls)
Skill points from 10-14 count as 2 (You can extinguish up to 4 squares on very high rolls)

For a group of 4 you therefore need >26 skill points in survival (between the whole group) to extinguish faster as it spreads

For a group of 5 you need >22.5 skill points in survival

For a group of 6 you need > 19 skill points in survival

It is interesting - this leaves a dilemma for small low level groups.

a) They are either fast and lucky - and cut down the fire enough before it even can spread

b) they use creative means to extinguish it

The problem with b) is - with a 4 member party you need a GM that allows creativity to be more powerful as a first level spell (extinguishes only 1 square / round / person) or the warehouse burns down.

We only managed thanks to a second level spell that lasted multiple rounds - water elemental cast by a summoner - and 5 or 6 members in the party. Only the arrival of the water elemental - smothering 4 squares / turn was able to turn the tide.

My 'creative' solution - taking d6 damage (Fire resitance 5 that hopefully neutralizes it) and carrying out burning debris only managed 1/2 square per round due to movement needed. Creative - yes. But you would need a group of 8 to carry out enough to beat the flames.

Sometimes it can be good to know the math as GM - so you can be more generous with creativity.

Shadow Lodge 2/5

Max Sharpe wrote:
What a Disaster!

Yeah... I ran the God's Market Massacre that time. From the very beginning, "Don't kill people and don't mention religion" to two heavily armed soldiers and two divine magic-users seemed like a recipe for fun. The fact that nobody had Sleep or any other AoE/Will save spell got me worried about the end boss fight.

Going across the area asking for someone based on a first name and recent hangout instead of following up on your other leads had me flipping back and forth, and yeah, in the end I ended up declaring the chase "optional". When I was a player, the one guy who gave up just drew his longbow and started firing arrows through the tea party and bath house at the fleeing guy.

As for the guy who called for the Greycloaks, everyone made mistakes: the first two things you did were pretty much the things the scenario said would get him P.O.'d, and the botched Intimidate check was the last-ditch attempt. The nat 20 afterward wouldn't have mattered since they were already investigating, and my failing was getting caught without figuring out how to adjudicate it and keep everything going smoothly. (Also, don't forget killing the toughs who were just hired to fire a warning shot each... and their big dog first!)

The stacked sleep spells was because one sorceress cast it twice: the first one just put out one guy, and the second wouldn't come out if she would get instantly killed. Nobody tried to wake anybody up, and since nobody was able to use the Locate Item scroll, the un-improved grapple was pretty much the only way to go. At least it worked and nobody lost any HP.

As for the warehouse, only one person was actively trying to put out the fire, using the storm druid's Storm Bolts. Since they included some water in their description, I told her to roll ranged touch attacks as normal. She could put out one square with it, but with nobody helping out, it just wasn't enough. I did rule about the smoke to save time and prevent people from having to run through spreading fire before the BBEG though.

Yeah, neither time I was in it was there someone to cast Sleep or anything, though that would have resulted in an anti-climax. At least nobody died, unlike the time I went through it, and because the Greycloaks came in when she ran out of arrows, it did count as an arrest and a technically successful mission. Though because of how the investigation went, and the three deaths and property damage, it was basically lauded as a victory for the Greycloaks, reacting to all the dangerous occurrences and uncovering a corrupt member of their own.

(Oh, and P.S. for something I forgot to mention at the end of the scenario: that guy who was ready to take the Test of the Starstone? He didn't even make it in the front door)

4/5

The Shifty Mongoose wrote:
When I was a player, the one guy who gave up just drew his longbow and started firing arrows through the tea party and bath house at the fleeing guy.

That was me, wasn't it? After spending the first five or six rounds unable to move from the first square, since I had no ranks in Bluff and no ranks in Acrobatics?

After watching two near-TPKs, one as a player and one as an event coordinator, I'm unlikely to schedule this scenario again without knowing who will be seated at the table. No disrespect intended to Dennis Baker - I like the idea, the balance between the investigation and combat is nice, and the combats are challenging for the right balance of party members. Unfortunately, if the party's not balanced right, it's just a slaughter.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

@Thod: Yeah, I've thought about the spreading versus quenching of the fire, too. I also came to the conclusion that there's no point in ever bothering to try to stop the fire. It's a lost cause. Which is kind of sad.

So that leaves you with two options: don't go in once you see the fire (which has serious repercussions), or walk knowingly into a fire you can't possibly hope to stop and essentially act like there's not a fire, and hope you make your Fort saves against the smoke consistently enough to get your work done and get out before you get burned alive.

I think the only reason my table made it is because the GM sometimes forgot to ask for Fort saves.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

There's other ways to deal with fires, unfortunately your druid was a level too low for SNA2 to get elementals for 3 rounds. a water elemental or two does wonders for putting out structure fires.

Not having any options to deal with ranged is bad. "We can't kill an archer" is a failing of the party, not the writer.

5/5 5/55/55/5

Scroll of pyrotechnics does wonders, even if you're blind afterwards...

Grand Lodge 5/5 ****

TetsujinOni wrote:

There's other ways to deal with fires, unfortunately your druid was a level too low for SNA2 to get elementals for 3 rounds. a water elemental or two does wonders for putting out structure fires.

Not having any options to deal with ranged is bad. "We can't kill an archer" is a failing of the party, not the writer.

Yes - a Water Elemental from a summoner is how we managed. But this was subtier 4-5.

The issue is - this is a level 1-5 - not 3-7. On tier 1-2 you only have max. level 1 spells - unless you use a scroll or play down.

Assuming 8 burning squares = 4 new burning squares.

With a group of 4 you need to quench >1 square / character. A level 1 spell only extinguishes 1 square - so you just prevent the spread - hoping your comrades manage to extinguish faster.

You need Survival 20-24 for 2 squares / round
Survival 25-29 for 3 squares
A spell level 2 for 4 squares (and best one that lasts a few rounds

Or you allow creative solutions that are better as the survival = >1 square per round is extinguished.

I write this here without trying to criticize the writer - just to know the math as I GM this soon and how to deal with it if I don't want to have a burnt down building for a tier 1-2 as a foregone conclusion.

And I assume that the idea is that a tier 1-2 group of 4 still should have a chance if playing intelligently.

5/5 5/55/55/5

Another way to avoid the traps is to take the Sorceresses alive and take them with you: they either know about the traps or have memorized a route to take through the building that doesn't turn it into a bonfire.

The Exchange 5/5

ah... how about just detecting them and not stepping on the triggers?
DC is 25, but if you aren't in combat, most groups I play in would just T20 at the doorway - which would detect the first trap. Then they know they are there...

don't start the fire - no need to put it out.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

@nosig - Yep, welcome to the single most serious trap in all of PFS. :/

The Exchange 5/5

Jiggy wrote:
@nosig - Yep, welcome to the single most serious trap in all of PFS. :/

well... I guess this is a good thing then.

I have gotten tired of the view that traps are a "resource tax". A view I first encountered in LG days. "Traps don't kill you - just hit them with the barbarian and then heal him up." sigh. really. "A rogue, what good are they? Tra.D.K.Y. (Traps Don't Kill You)."

Please excuse the rant above...

But this doesn't even need a to be disarmed. It's detected on a Perception 25, which means a party that is searching the area with Take 20 will turn it up almost all the time. The only ones that wont, would be someone who just pushes right in and stomps around. The PCs are there looking for evidance, do they expect it to be marked with yellow crime scene tape? Finding the trap would be a sign that they are in the right area - and could easily be used as evidance against th BBE... in many places Arson is as big a crime as murder. (and in PFS it could be worse - murder is often only temporary).

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

That's why traps should use poison instead of dealing HP damage. ;)

The Exchange 5/5

Jiggy wrote:
That's why traps should use poison instead of dealing HP damage. ;)

or give warning to the bad guys so it gives them a tactical advantage, or used to cover a trail ... wow. This scenario just got even better.

Liberty's Edge 5/5

nosig wrote:

ah... how about just detecting them and not stepping on the triggers?

DC is 25, but if you aren't in combat, most groups I play in would just T20 at the doorway - which would detect the first trap. Then they know they are there...

don't start the fire - no need to put it out.

While I know several players who may have their character spend 2 minutes staring at a door to see if it is trapped, very few would do the same once they have opened that door. The reason for this is that they assume someone is inside who needs to be fought. As a result, they will have buffed up for a fight before opening the door and will not want to lose 20 rounds of precious buffs.

Perhaps this is something you would do regularly. I've seen previous posts in which you describe your trap-sniffer character taking 20 every few feet of a dungeon, but in my experience, that's not the norm.

We checked for traps, but simply spent a round on it - not two minutes.

The Exchange 5/5

Will Johnson wrote:
nosig wrote:

ah... how about just detecting them and not stepping on the triggers?

DC is 25, but if you aren't in combat, most groups I play in would just T20 at the doorway - which would detect the first trap. Then they know they are there...

don't start the fire - no need to put it out.

While I know several players who may have their character spend 2 minutes staring at a door to see if it is trapped, very few would do the same once they have opened that door. The reason for this is that they assume someone is inside who needs to be fought. As a result, they will have buffed up for a fight before opening the door and will not want to lose 20 rounds of precious buffs.

Perhaps this is something you would do regularly. I've seen previous posts in which you describe your trap-sniffer character taking 20 every few feet of a dungeon, but in my experience, that's not the norm.

We checked for traps, but simply spent a round on it - not two minutes.

Door SOP:

I really hope this doesn't come off to Snarky - sorry if I seem to be. But...

so, the players are at what appears to be a deserted warehouse, because they have clues that have lead them here. They cluster outside the door, and the Cleric (best perception at low level, and this is Tier 1-5) looks the doorway over. No indication of anything dangerous. Oh, and no sounds from inside the warehouse. Take 20, Perception check is 26 (+4 wis, 2 ranks). Still no sounds for 2 minutes. The Arcane caster casts detect magic and scans thru the door/walls, no magic detected thru the door or walls. The Door Opener steps forward to do his stuff (pry bar or rogue or whatever). And a player jumps in with "Wait! we need to Buff up! We're going into a building where there will be a fight!" Huh? you're kidding right? Do your player really pre-buff for every door in a scenario? How many buffs do they have by the last fight? Or are they burning wands?

S.O.P. should be something like: Open the door and see what trys to rush you. Watch from outside the door with arrows/spells/big rocks to shoot down anything that leaves - heck, drop caltrops just outside the door if you want. Familiars or 2nd line combatants can watch the sides of the building and the back of the party - maybe even the roof of the building. If nothing comes out, look in. If you see something, react. If it's an empty room (nothing moving), spend a moment making sure it's empty before you rush in. Cleric does the T20 again. Trap is 10 foot in... ding! trap detected. "Guys, don't step in that area right there" points it out on map "it's trapped". Game time spent 4 minutes plus however long it take to open the door. Real time spent... maybe 2 minutes if the SOP is covered at the start of the game...

Now, where there's one trap there may be more.

Unless you play under the belief that TraDKY ("Traps Don't Kill You") applies in organized play. This belief grew out of the real problem that back in LG days every party of adventurers might not have a Rogue with them... but wait. This is PFS, so ANYONE can detect traps (and are often better at it than the Rogue). And anyone who took a skill point in Disable Device can disarm them. I've seen a first level Archer (Fighter) with a +10 disable device (trait, 1 rank) and he didn't own masterwork tolls yet (he got those when he went to 2nd level). He couldn't detect them very well, his Cleric fiend did the detecting. He just disarmed them (and picked locks). "Guidance from the cleric and I Take 10 for a 21. If I missed it by 5 I have a problem... if not did I disarm it?".

So, this encounter doesn't need 5 PCs with good Survivals, or a Summoner who can summon water elementals or anything like that. They just need an SOP that doesn't read "rush into an empty room before my buff spell goes away and stomp around till something happens".

Again, sorry if I sound Snarky - I don't mean to be. I just don't understand why you WOULDN'T do it this way, unless you are rushed for time.

Liberty's Edge 5/5

No snark detected. I blame meta play. The players I game with tend to see a game map and assume a fight. Wands come out and buffs begin. Statistically, they're in the right. I'm willing to bet that a fight occurs more often when entering a mapped area than not and far, far more often than a trap.

As a note, as a GM, I do enjoy breaking out the game map occasionally as a red herring. It's satisfying watching those wand charges of gravity bow and shield get wasted.

The Exchange 5/5

Will Johnson wrote:

No snark detected. I blame meta play. The players I game with tend to see a game map and assume a fight. Wands come out and buffs begin. Statistically, they're in the right. I'm willing to bet that a fight occurs more often when entering a mapped area than not and far, far more often than a trap.

As a note, as a GM, I do enjoy breaking out the game map occasionally as a red herring. It's satisfying watching those wand charges of gravity bow and shield get wasted.

I actually use the SOP to keep myself FROM meta gaming. When I have the rogue bit Trapspotter, I try to have the Judge roll those where I never know, and I take 10 so that I never have to roll, that way I can feel comfortable saying... "this looks kind of odd, I'm going to take a couple minutes just to look things over."

Plus, it doesn't waste game time for everyone to have the 'spotter checking for traps. Just tell us what we see.... if we miss it, the action starts with the BOOM!

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Will Johnson wrote:

No snark detected. I blame meta play. The players I game with tend to see a game map and assume a fight. Wands come out and buffs begin. Statistically, they're in the right. I'm willing to bet that a fight occurs more often when entering a mapped area than not and far, far more often than a trap.

As a note, as a GM, I do enjoy breaking out the game map occasionally as a red herring. It's satisfying watching those wand charges of gravity bow and shield get wasted.

One of the nice things about God Market's Gamble is that it has fake encounters built right into the mod. I had maps prepped for all those encounters when I played them online, and when running it IRL I would talk them through encounters until putting them on the map for this mod.

However, the PCs are going into a warehouse where they know the BBEG of the scenario has been storing all her stuff, it's not unreasonable to assume it's guarded. If the aren't going to be cautious and buff + run in, then too bad. Looks like they learned their lesson.

Liberty's Edge 5/5

I'm looking forward to running it. Dennis (Ogre) ran it for us and I had a great time. I got suckered by a few red herrings myself.

I was playing Rufalo of Nex, my evangelical Priest of Razmir (bard). At one point, when seeking to talk with a witness, we were mobbed by a crowd looking for the next aspirant to take the test of the Starstone. Rufalo distracted them by casting enthrall and proceeding to talk for an hour about the last person to pass the test, the Living God, Razmir. Rufalo gave the crowd a walking tour of Razmir's last hours in Absalom as a mortal and explained how for just a small donation they can climb that first step to salvation.

Needless to say, as a priest, Rufalo was targeted for death in the finale. However, as a Sczarni, Rufalo is also a firm believer in smokesticks, so managed to survive.


Looking for some tips/advice for a new(ish) DM. After running God's Market it came to a stumbling screeching halt, in part due to the players, but I feel as a DM, I train-wrecked it.

The players were doing great on their investigations. They fought the sister sorceresses and defeated them (one down, the other surrendered). The one up asked to save her sister, and the PC's allowed it, so she used her cure potion to bring her conscious. The PC's began interrogation. She was cooperating, but slowly. (I was attempting to role-play a little reticence at giving all her info.) To speed her up, they stuck a gun in her face and a sword at her throat, at which point I role-played, fear and stammering. Then they said to talk or they would kill her. She tried to use a remaining "vanish" and they blew her head off.

The sorceress on the ground (covered now in her sister's brains), defensive cast to vanish and get the heck out of there. Now, as a DM, I don't think she's going anywhere near the warehouse, especially since she doesn't have the keg. Unable to interrogate or follow the ladies, the PC's had no way to find the warehouse.

I feel part of it is their fault, for not following the plan (follow or interrogate) and for being bullies. In their defense, no one has diplomacy and they had to rely on intimidation all night. I do, though, take responsibility, for being unable to finish the scenario. I was at a loss.

Also, does everyone else follow the scenario to make knowledge local checks to find where the PC's need to go? (To locate the witnesses?) What happens if they all fail their check?

Does anyone have any Ancient DM wisdom to pass along? Please be nice, I'm still learning.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Sometimes the players botch everything because they suck at everything but killing. Not your job to clean up their mess.

My table was much like yours, except they got themselves killed.

Twice.

The Exchange 5/5

This is an example of why I always ask as I'm sitting down to play "what's everyone playing? what do we need?" If there is no 'face' character, I'll play one. Whatever we are lacking. Balanced parties play so much better...

5/5 5/55/55/5

A few other people knew the location of the warehouse, Kanebti and Barnelle iirc. If either were captured alive they could be asked.

If the party is 5th level, buying a speak with dead isn't out of the question.

Having guns pointed at head and knives at throats is a standard interrogation method for PC's. Spellcasters should be aware that martials do NOT know if they're casting vanish or a stilled Evards painful spleen extraction and will react accordingly. Cooporation with the PC's is key to your survival once the fight is over.

The Exchange 5/5 RPG Superstar 2010 Top 16

1 person marked this as a favorite.

I've had two tables that have lost track of their goal during that encounter, and secured the keg to make sure it couldn't be stolen. The sisters tried, gave up, and fled.

In both cases, a moment passed.

Then the party realized what happened. I tried very hard to keep my smile inside.

In one case, the party had a couple of the killer's arrows. (I'd described them having particular red-and-white fletching, so they'd recognize the arrow that they find at the end of the chase scene is from the same person who dropped the pathfinder agent in the alley.) They had a rough idea of the location of the killer, and they had a locate object scroll. Clever play on their part brought them to the marketplace denoument without even opening the warehouse door.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Chris Mortika wrote:

I've had two tables that have lost track of their goal during that encounter, and secured the keg to make sure it couldn't be stolen. The sisters tried, gave up, and fled.

In both cases, a moment passed.

Then the party realized what happened. I tried very hard to keep my smile inside.

I think I'm going to have to take a look at the scenario; this is the second encounter that appears to have given other parties a lot more trouble than we ran into.

Admittedly we had a full table, suspicious players with hard-to-surprise characters, and some good rolls. We were able to forestall the attempt to relieve us of our burden, and a critical hit on a power attack from the barbarian was a bit more than one of the sisters could cope with.

I don't believe we were being soft-balled; we were low-level characters playing in a low-level tier, so we probably had an easier time than a higher-level party might have had. But it sounds as though we might have managed to end up with close to an ideal strategy.

Grand Lodge 5/5 ****

GeekGamerGirl wrote:

Looking for some tips/advice for a new(ish) DM. After running God's Market it came to a stumbling screeching halt, in part due to the players, but I feel as a DM, I train-wrecked it.

... snip

Does anyone have any Ancient DM wisdom to pass along? Please be nice, I'm still learning.

First of all - thanks for stepping up !! Being the GM can be a daunting responsibility.

PFS scenarios sometimes can be very linear. And it can be difficult to have the group follow the track - without railroading them all the time.

Killing an important person with information: At least 1 scenario - shipyard rats - solves this issue by also offering a slip of paper with the information on it in case the group kills the person before being able to interrogate her. This is written into the scenario.

Well - when I ran it the first time - the group killed her by drowning. The monk just bull rushed her into the harbour - and with her heavy armour and no swim she just drowned. Luckily the slip of paper just dropped out of her pocked while she was bull rushed.

So in the above scenario a possibility would be map / piece of paper. Alternatively - Grandmaster Torch did send a messenger earlier - he could send one again.

Doing this is a tough call. You have to balance if you are willing to end the game here and now - or if you feel it should go on as part might have been how you as GM acted - or just because the players used a creative way to solve a problem - to inadvertently cause another one.

I would never to this for a faction mission. But if it means to stop the game early - then these are options to carry on. Especially if the players are also a new and inexperienced group.

I hope this helps. In the end - there is no single advice that will always apply. There always will be special circumstances that lead to the problem and it is then up to the GM to decide to come up with a possible solution or to call it a day.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

GeekGamerGirl wrote:
Does anyone have any Ancient DM wisdom to pass along? Please be nice, I'm still learning.

Sometimes players drop the ball and fail. Not much you can do.

BigNorseWolf wrote:
A few other people knew the location of the warehouse, Kanebti and Barnelle iirc. If either were captured alive they could be asked.

What makes you think this? I certainly didn't write that anywhere.

5/5 5/55/55/5

Dennis Baker wrote:
GeekGamerGirl wrote:
Does anyone have any Ancient DM wisdom to pass along? Please be nice, I'm still learning.

Sometimes players drop the ball and fail. Not much you can do.

BigNorseWolf wrote:
A few other people knew the location of the warehouse, Kanebti and Barnelle iirc. If either were captured alive they could be asked.
What makes you think this? I certainly didn't write that anywhere.

Should the PCs catch Barnel in the chase or if they are

able to revive the dying fence for long enough to question
him, Barnel accepts his defeat and reveals the following
details to them

While he doesn’t know the exact location of his
boss’s hideout, he knows that the goods are usually
kept somewhere on the north side of the Ascendant
Court, in a warehouse near the Pitview Pub.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Ah... I see. The way I read it, you were implying something more precise than that.

Shadow Lodge

Scheduled to run this with my party next week, and I feel it will be glorious! They are very seasoned players who most certainly have the capacity to out-think challenging scenarios... but lately have fallen to a kill and ask questions later philosophy.

Maybe this will be just what they need to drag them back out of that dungeon-crawl mentality! That... or they may just TPK... again.

Grand Lodge

If you're playing through this scenario, please keep in mind that Rialla, the hawt halfling witness, is wicked easy.

All you have to do is take her to the opera and she'll drop her knickers before you can say "When can I see you again?"

Scarab Sages 5/5

Ffiffiddlin Ffaffarnagan wrote:

If you're playing through this scenario, please keep in mind that Rialla, the hawt halfling witness, is wicked easy.

All you have to do is take her to the opera and she'll drop her knickers before you can say "When can I see you again?"

you realize she gets a commision on sales of Remove Disease?.... just thought you should know.

5/5 5/55/55/5

4 people marked this as a favorite.
Ffiffiddlin Ffaffarnagan wrote:

If you're playing through this scenario, please keep in mind that Rialla, the hawt halfling witness, is wicked easy.

All you have to do is take her to the opera and she'll drop her knickers before you can say "When can I see you again?"

Just don't disturb the kobold in the next booth..

The Exchange 5/5

1 person marked this as a favorite.

ran this recently... really like the scenario.

Party consisted of...
5th level Melee Fighter (human) - Scarni
4th level Iconic Cleric (Kyra) - Iconic (ran as Scarni)
4th level Rogue (Elf Archer) - Shadow Lodge
4th level Sorcerer (Halfling) - Osirian
?4th level? Archer/fighter (Elf) - Lantern Lodge
2nd level Sorcerer/Cleric (Halfling) - ?Shadow Lodge?

Told the players this was going to be like a "CSI: Absalom" show - they took it and ran with this theme - complete with "Remove glasses - say one liner, camera cut to next scene." - "hay! you forgot the music!"

how the encounters went - Wall of Text:

Briefing: a bit a fun role play with the fact that Drandle Dreng summoned them and it wasn't midnight... but it was kind of hard to get the players to ask questions. This may have been the Venue (noisy store). So slow starting up.
(the rogue nailed the Knowledge Local checks)

Maps - I pre-drew most of the maps and spent a lot of work on the map of the Market - expanding it a bit (10-15 feet each way) and marked several of the market stalls with signs/names. Most of Act 1 took place just off this map, and I would point at one of the edge building and say "your enter this building from the other side and see....".

Names: WOW! I could pronounce almost all the names! (this is always a problem with me)

Act 1 - investigation - witnesses
Good witness interviews for both Rialla Barleyhusk & Friar Horace - in character, and got all the clues. Rogue (low CHA was short with Rialla and beat her "too slow" line with the statement "guess you were too slow huh?". Other (high CHA PCs) were more sympathic... good role playing here. They did ask her what the arrow looked like - so I added in a discription of "Black & White fletchings" I had read in this thread (Thanks whoever!) The Lantern Lodge Faction member almost missed the cookie here - he couln't do a Linguistics, but then he found the Rogue could read Tien, had Linguistics and they became good friends discussing artwork...
Ale house/Friar Horace - this witness impressed several of the players. "Wow - can we recruit this guy? he must have a great perception! Did he catch what arrow looked like?" I rolled a DM dice and said no to the arrow perception... But the Rogue found the arrow on the roof across the way...
Ambush!
I sprang the ambush in the ally behind the Ale house (that ally is going to get a reputation!) - drew a map where 3 allys meet to form a small open area (15x20). The Rogue had just climbed down from the roof (bow not in hand). During the fight, the dog handler (Kanebti) could NOT get a handle animal off. Rolled <5 twice and then he was charmed by the Sorcerer and ... lots of role play/combat/"whose your friend" later the thugs are down/running away/or charmed. Kanebti spills the beans to his "old friend" the sorcerer, who get's him to tell them all he knows about "the boss". This was lots of fun! the party was one guy extra (and a really bad hurt dog) for a few hours - basicly the interview with Jarid.

Jarid interview:
Jarid sold the fighter a "Coin from the money pouch of Abadar, the money changer himself!" a small very worn silver piece "My personal gar-in-ty!" Noted on the Chronical... It's the fighters "lucky coin" and will insure that 5% of his rolls are a natural 20!... great fun. Between the info from Jarid & the info from Kanebti they had leads to Barnel.

Chase scene - short on time, I hate chases and I asked the players if they wanted to play it... we cut it. They ambushed poor Barnel with Kanebti's advice ("he abushes people around here all the time! ah..."). Pump Barnel for info (Fighter has high Intimidate), and connect it with info from Kanebti gives them the warehouse near Pitview Pub.

Act 3: see Grandmaster Torch - report. Lots of role play here. The players point out that Torch is thier "Lab work. We're the field agents, this guy runs the lab and gives us the DNA evidance...". They pass him Barnel to lock up for a few days ("protective cust."), and they suggest that Torch might want to recruit Kanebti (they kind of like him). Torch gives them the plan involving Keg and they say - "let's delay that till after we check out the warehouse". Wow... they cut an entire encounter, meaning they are no longer running late.

Act 5: Warehouse: Perception T20 then open warehouse door. Perception T10 and ... Trapspotter roll (rolled before the game on my Init cards) spots the trap just inside the door. Much discussion amoung the PCs. They decide to T20 the building (10 to 20 min.), basicly "mine field detector" it, and find two more traps. the rest is picking up and removing the stuff. An interesting note here. The Osirion Cookie is "embedded into the footlocker" - they discussed just taking the footlocker. The Rogue was in the bathroom while they discussed it... but ultimitly they got her to DD it.

Act 6: Finale: wow... hard fight. Parani got a surprize round shot at the Cleric (snipping) and everyone scattered looking for her. She went early in the next round (and as one PC had spotted her) she full attacked the Cleric and shot Kyra dead-dead in the street. Last shot was a Crit into Kyra who had less than 5 HP at that point. The Sorcerer got lucky with a glitterdust and blinded Parani - and I could NOT roll the saves at all. (a side not here. The Sorcerer player has a high level shooter ranger PC also, and he commented "So this is what it feels like to be on the other side of the bow...", not sure he liked it.) Panani pitched out an entangle (I had several stalls selling "potted plants and shrubbery" - and the Melee fighter picked up a "shrub attachment" around one leg) and a few blind shots, but it was all over. 2 archers in the party, and the Melee guy with those throwing disks (talk about a broken weapon!) put her down in 3 or 4 rounds... then they had to decide to stablilzer her or not. Thier normal practice was to stablize everyone. While discussing this ("Bind wounds? heck, I can bind her wounds with razor wire!" or something like that...), I had the Greycloaks arrive and we did the wrap up quickly - out of time as usual.

Overall, great adventure - but I hate the "single out target XXX" ending. Thankfully for me, the #1 Cleric was the Iconic... run by an old hand and not a beginner.

Shadow Lodge 4/5

Jiggy wrote:
He said smoke, not heat. Fail a save versus smoke and you spend that round coughing. And you do it every round. Just a short string of bad luck and suddenly the fire's been multiplying for four rounds while you're stuck just standing still in the middle of it.

My Paladin failed 5 saves in a row, and had to be dragged, unconscious, from the warehouse. The DC to put out a square of fire is just ridiculous, and the GM ruled that even Create Water would only put out one square per round. Just not feasible in Tier 1-2, but by the time we realized it was hopeless it was too late.

I actually liked the chase mechanics, even though I knew going into it my Paladin wouldn't get very far. He did the LG thing and Aided the other characters on their checks, and even carried a Rogue's backpack so she could run through unencumbered.

I think the GM rolled pitifully low on the BBE's damage, because he only managed to drop two of us into neg hp. :D

On Edit: If I were to run this, I would add a reminder about the rules for holding your breath to my description of the fire and smoke. I thought there would be a little more warning, but it went from "There's some squares on fire" to "Make a Fort save or lose your turn"

2/5 *

So I played this one at Gencon (at subtier 1-2; 6 players: 2 rangers, alchemist, 2 wizards, valeros. Healing by 2 wands only) and just wanted to give some feedback. I like this scenario and the strange part is that the act that most people hate was actually the best part of the scenario for us.

Chase Scene:

The chase scene was actually the BEST part of the scenario for us, because the GM (MillerHero, good GM) treated each square as a mini-roleplay opportunity, not just a faceless skill check. Lots of jokes were made and it was fun. Chases get bashed a lot, but the problem is not with the chases, the problem is with how they're implemented.

Having said that, the main problem with the chase scene is that the 1st square is incredibly hard (it was DC 15 Bluff and DC 25 Acrobatics I think). PCs with heavy armor are basically forced to make Bluff checks (with bad CHR maybe!) to get past it. So roll a 17 or better. Hahahaha.

Heavy armored PCs also get stuck on another obstacle as well (Climb and Disable Device?). So they might as well go have a smoke break.

In addition, it seemed that the NPC was built to bypass the obstacles (he had acrobatics and many of the obstacles seemed to feature acrobatics). So he was fast.

We did fairly well chasing him (we all had light armor and were highly skilled) and even so... it came down to our ranger blasting him from 1 square away before he escaped. So it was close, even with an above average group.

Having said that, the chase mechanics could be improved. For example, there should be an option to bypass an obstacle automatically by using 2 rounds of movement.

I agree, badly run chase scenes suck (and I had one of those at Gencon 2011), but if they're run well with some personality, they are awesome. The question is, how do we train GMs to run them better? I have no idea, because part of the problem comes down to a willingness to roleplay.

-----------------------

The worst part of the scenario was the warehouse. I think it took 30-45 minutes and it wasn't exciting at all. It took that long even with the GM moving it along and being very fast.

We kicked the crap out of the final boss. If I was a little closer, I would have ended it with Charm Person (she failed her save), but we then realized I was out of range. Instead, our alchemist bombed her and it was over fairly quickly. If we were all melee it would have been a problem, but even 1 good ranged or spellcaster can end it quickly.

Bottom line, if she is beating the party, get hard cover (or run around a corner), heal up and come back. You have healing, I assume she has maybe a potion. It's unfair... in your favor.

----------

It didn't really make sense that she was dropping arrows everywhere (fumble fingers?), but the rest was good so we ignored it.


I am running this via PbF at RPGGeek.com and I have a question on Parani's companion, Talon - there are no tricks listed for Talon so do we assume it has Attack, but it's not listed. Or does she have to push it to get it to attack?

Dark Archive 4/5 5/5 ****

Just ran this one last night (after wanting a chance to run it for some time, after having played it under Bob Jonquet at Con of the North).

I hope that I did this scenario credit, because it is a really good one. I will say that after last night, I would strongly recommend it not be played with any first level characters, and that it should be a well balanced mix/

Characters we had:
Rogue 1 (primary weapon, crossbow)
Inquistor(Travel)/Sorcerer 1/1
Fighter 1 (pretty sure his primary weapon was spiked armor?)
pregen Ninja 1
Sorcerer 1

So, not really an ideal group. No real heavy hitter at all.

But:
They seemed to get into the investigation, they started with Jarid. They were getting a little frustrated (couldn't quite roll well enough to get him to talk, but hadn't thought to actually buy anything). The two sorcerers decided to intimidate him, by one blasting a trinket with a frost bolt... which had him calling for the guards. The fighter (of all characters) managed to defuse that situation, buy buying a "bowl that was used by Iroran mendicants to focus their meditations" for a "mere 20gp". He also paid for the copper amulet of <can't recall which god it was supposedly from> that they sorcerer damaged... another 'mere' 25gp. With one more attempt to talk, I let them have a Sense Motive roll, which suggested that he was waiting for a bribe, which the fighter also paid for. They left without further incident (and without Cayden Cailean's Lost Loincloth!)

The ambush was handled well... the dog was splattered, but the two thugs (having made their point) ran when the sorcs started throwing magic missiles and frost bolts their way.

The other investigations went well, and they found the needed information to locate Barnel. The chase went about as I recalled, with Barnel getting stuck at the Chelish Tea Party (I couldn't roll better than a 2 on the three checks he made there!)

They then wanted to hurry to find the warehouse, when the urchin brought the news that Torch wanted to speak with them. Using the "distraction" of a parade at this time prevented the rogue from continuing his search for the warehouse.

With the feint (the gamble?) of Cayden's Last Keg, I probably didn't stress enough that they were supposed to lose. I also didn't do a good enough job of getting the twins out of there (I could have, and the players did comment "why is she fighting?" My mistake.) So, when one was killed, I allowed them to leak the needed information as to the warehouse. They brought the two to the Grand Lodge, along with the Keg.

They then proceeded to the warehouse... with a healthy sense of paranoia. Unfortunately, the Rogue miscalculated his Perception check, else he would have seen the first fire trap. He moved in right into the trap, starting the fire. Even at 1-2 that was pretty brutal, and without a bunch of character rushing in and pulling out coughing characters, a few deaths would have occurred here.

Then the ambush. The reason I would not want to ever run with a party of less than APL 2 again. They really couldn't get at Parani. The Ninja tried climbing up (I missed the exact text of her sniping position, and had it as only a DC10 climb, and 15', but I think he rolled well enough regardless). She was shooting at the two sorcerers (Inquisitor first), and sent her hawk down as well. The hawk really did a number on the Inq/Sorc, who ran into a tent to heal up.

The others were able to finish off the bird, but continued taking brutal fire from Parani. I wasn't rolling well, missing on about 1/2 of her shots. The sorcerer went down, but was Stabilized by the Inq/Sorc. When the Ninja made it to the roof, Parani gulped her potion, and started moving to location "B". A net Perception roll of 8 did not locate her for an attempted attack.

Then, the ninja took an arrow for 8... becoming staggered. She hid on the backside of the tent roof for a few rounds, until trying to sneak forward for an attack.

The Fighter climbed up to location "B", and took a couple of arrows to the face, and pretty much the same happened to the Rogue. The sorc/inq decided to run (with travel domain, he could run 160'). Parani took a single poisoned shot at her (having taken the time to poison a final arrow), and hit him, leaving him at exactly 0hp, and staggered. A nat 20 on the Fort save kept the poison at bay, and he ducked behind a tent with his next move.

The final round, the ninja had finally crawled her way close enough to get a sneak attack on Parani... and rolled an 18!! And then confirmed!! 14hp left, she passes out... Parani is still at 10hp.

At this time, I consulted with my V-C, because I didn't think it made sense for her to finish off the 4 downed opponents. He suggested that with one PC still out there, going for help, she would flee the city, rather than taking the time to kill them all off. I agreed. 80% TPK averted.

In the end, they did have the documents (the fleet of foot inq/sorc had them), but no Parani, so they did not succeed at the mission. But, at least they all lived!

I believe they all had fun, in spite of the rather brutal ending. I really would like to run this again (and perhaps not make a few of the mistakes I did along the way), but not with a group of 1st level characters.

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