Running Thornkeep [SPOILERS]


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The Exchange 5/5 RPG Superstar 2010 Top 16

The flipmats don't include the Accursed Halls, Sewicked, so there's no loss there.

"Most Society activity in the River Kingdoms is based out of Dryblade House in Daggermark, an imposing structure maintained by Venture-Captain Istivil Bosk, an elderly man with graying hair and a pinched, weathered face" -- Seekers of Secrets, page 15

Shadow Lodge 2/5

Chris Mortika wrote:

The flipmats don't include the Accursed Halls, Sewicked, so there's no loss there.

"Most Society activity in the River Kingdoms is based out of Dryblade House in Daggermark, an imposing structure maintained by Venture-Captain Istivil Bosk, an elderly man with graying hair and a pinched, weathered face" -- Seekers of Secrets, page 15

Ah well. Maybe I'll be able to draw the maps ahead of time.

Thank you.

The Exchange 5/5 RPG Superstar 2010 Top 16

Questions regarding the Enigma Vaults:

1) Which way are you planning to have the PCs come in? The Daggermark connection is great for getting the PCs to know about the rogues invading the place. Should the PCs be given the option to find the path they took?

2) How do folks suggest we re-write the encounters that take the PCs to different levels of the dungeon. If they come in the back and head left, the PCs should find themselves in E1, likely with no way to get back. That sounds like a dead 3rd- or 4th-level party.

And while the mist is sort of easy to re-write, the undead guards aren't going to keep the PCs out of the Dark Menagerie.

Grand Lodge 4/5

E1 wouldn't be the problem, that one doesn't require anything special to return from. D1, on the other hand, is the one-way passageway.

I would put up some sort of sign, myself. "Abandon Hope All Ye Who Enter Here." Something to let the PCs know this isn't part of the area they are currently capable of exploring.

Or maybe a Knowledge (Local) or Knowledge (Dungeoneering) check that they have heard rumors of people going into the misty area and never coming back.

Or maybe just GM fiat: "You do know that the level you are exploring is right in the middle of a multi-level dungeon, so it likely contains some way into the deeper parts of the dungeon. You might want to be careful if you encounter any stairways going very far down, or into strange environments."

4/5

Chris Mortika wrote:

Questions regarding the Enigma Vaults:

1) Which way are you planning to have the PCs come in? The Daggermark connection is great for getting the PCs to know about the rogues invading the place. Should the PCs be given the option to find the path they took?

2) How do folks suggest we re-write the encounters that take the PCs to different levels of the dungeon. If they come in the back and head left, the PCs should find themselves in E1, likely with no way to get back. That sounds like a dead 3rd- or 4th-level party.

And while the mist is sort of easy to re-write, the undead guards aren't going to keep the PCs out of the Dark Menagerie.

I just told them ""if you want to see what's down there, since this is PFS, you'll have to play the appropriate level." It seemed to drum up interest for more Thornkeep.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Since my players skipped the first floor, I described the various chambers and macguffins upstairs as they headed into the lower levels. "It appears as if you are following in the footsteps of another group of adventurers that got their plunder then got out -- something that you might want to consider should things get to hairy in here." Then they headed into the Forgotten Laboratory and fought the ooze, I added some obligatory skeletal remains of said previous adventurers. The ooze, of course, had destroyed anything of value from the first floor ;)

Grand Lodge 5/5

I ran The Accursed Halls last weekend. It took under 6 hrs and the group got lucky with the scary encounters. Dice rolling the other way probably would have seen a few deaths.

As far as running other levels for a group that is not playing everything in order I just handwave the trip down to that level.

The Exchange 5/5 RPG Superstar 2010 Top 16

What level were the characters, Don? How'd they do with the door?

Scarab Sages 4/5

I finished running The Accursed Halls today for a group of 5 (lvl 2 melee ranger, lvl 2 ranged ranger, lvl 2 cleric, lvl 1/1 barbarian/oracle, and a lvl 1 inquisitor) and they managed to complete it in a little over 3 hours. After reading this thread, I know they must have been either lucky or skilled (or both =) ) since I didn't pull any punches. And they weren't powergamers or anything, this happened to be for a group of kids at a event at my LGS.

The shadow was scary at first, since I knew no one had a magic weapon. But once the inquisitor identified it, the cleric, ranger, and barboracle pulled out wands of CLW and swarm healed it down. The stirge room would have been tough, since no one was using a torch. But once I mentioned the barrel of pitch from the block text, the barbarian wanted to be a pyro and just set it on fire because he could, and that made the stirges flee. They managed to talk their way past the gambling goblin guards, and even got them to leave after some creative roleplaying and taking all their stuff by cheating at cards. Murgmo was knocked down in no time with some creative spell slinging before she even got a turn. Finally, the Seven Star Door didn't shock them at all after they looked at the games they had and said "It's a rainbow! We try that on the holes in the door!"

I run The Forgotten Laboratory for the same group soon, so I get to see if the first floor was just a fluke or if they're going to dominate the whole dungeon.

The Exchange 5/5 RPG Superstar 2010 Top 16

(nods)

A party of second-level characters probably should walk right through Accursed Halls, barring very bad dice rolls.

Grand Lodge 5/5

I had five level 1 and one level 2 characters. There was a Cleric, a Paladin, and several others that had ways to deal with undead. The Shadow was mostly done in by Wands and Disrupt undead. Though they did find the +1 sword before encountering them.

The Wight got a very low initiative and the group was able to drop it before it had a chance to attack anyone. If I had been able to act sooner in the first round, I think I could have killed a PC which would have meant a VERY different combat.

The group had no trouble with the door. They got the idea that a rainbow was involved once they had 4 different colored gems.

The Exchange 5/5 RPG Superstar 2010 Top 16

Question about the Enigma Vaults:

Mi-go cannot speak. How does this one cast spells, use wands, and use scrolls?

Dark Archive 3/5

Chris Mortika wrote:

Question about the Enigma Vaults:

Mi-go cannot speak. How does this one cast spells, use wands, and use scrolls?

The statblock doesn't quite have that right. Mi-go CAN speak, they just pretty much only do so when forced to converse. There's a lot more flavour for Mi-Go in one of the Carrion Crown books.

Shadow Lodge 2/5

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I ran Accursed Halls on New Year's Day for 4 players; a Ranger 1, Paladin 2, Saurian Shaman 1, & Cavalier 2.

With the big halls, the cavalier was able to ride through most of the adventure. I took a PC down to single digits at least twice and managed to tag the paladin with the wight but he made his save and didn't get a negative level. However, thanks to the stirges they did get a chance to really tour the town while the ranger recovered her 7 Constitution damage.

On the funny side, the cavalier had a We Be Goblins cert and bluffed their way up to the goblin dice game so they got into melee range before the goblins realized something was wrong. One got away and there was a chase through that narrow tunnel with just enough time for Murgmo and the other goblins to try an ambush. The cavalier tried to bluff the goblins again but Murgmo did not fall for it (I rolled a 20 on her sense motive, allowing her to beat his bluff score by 5).

The ranger's riding dog and the druid's stegosaurus made a huge difference. I almost killed the dog twice (the druid healed him more than the rest of the party).

ETA: edited for clarity

5/5 *

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So, as I do for scenarios I run, I like to have all the monster stat blocks separate from the mod so I don't have to go through the Bestiary while running, as well as having all monster templates added in so I don't get anything wrong doing it on the fly.

Today I finished the last set for Sanctum of a lost Age, so I wanted to share for other GM's benefit:

Accursed Halls - Monsters + Templates
Forgotten Laboratory - Monsters + Templates
Enigma Vaults - Monsters + Templates
Sanctum of a Lost Age - Monsters + Templates
Dark Menagerie - Monsters + Templates

All monsters (except the fully statted ones in the module) should be included (plus one or two that are split into more than one page, I HATE THAT). I hope it helps people out there.

If anyone sees any errors feel free to PM me.

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
CRobledo wrote:
(plus one or two that are split into more than one page, I HATE THAT)

Agreed. That's one of the things I like about running LFR mods, all the stat blocks for one encounter are all arranged on one or two pages making them easy to scan in the heat of combat.

But this will save me a ton of time when I prep Thornkeep. Thanks!

4/5

CRobledo wrote:

So, as I do for scenarios I run, I like to have all the monster stat blocks separate from the mod so I don't have to go through the Bestiary while running, as well as having all monster templates added in so I don't get anything wrong doing it on the fly.

Today I finished the last set for Sanctum of a lost Age, so I wanted to share for other GM's benefit:

You are the man this a great referance using this tomorrow for the Forgotten Laboratory.

5/5

Sewicked wrote:
...managed to tag the paladin with the wight but he made his save and didn't get a negative level...

Just an FYI, if the wight hits, he gives a negative level each time. The save is done 24 hours later to try and remove the temporary negative level and it becomes permanent on a failed save.

Scarab Sages 4/5

I finished running the first three floors of Thornkeep this week. My post on the accursed halls is above, and I had the same party through the next two floors. They didn't have any issues with the Forgotten Laboratory, but they almost died in the Enigma Vaults. They moved through everything with little problem except for the Visitant. He almost one-shot one player when he popped out of invisibility after he used the scrolls, and it just went downhill from there. Has anyone else had issues with him being brutal?

Also, thank you CRobledo! Those are going to help a lot when I eventually finish off the set and run the last two levels.

The Exchange 5/5 RPG Superstar 2010 Top 16

Mourne,

My party had three PCs escape the Visitant, who had taken the bodies of their two companions. And that was with me playing him with several mistakes. When they fled, he still had over 100 hit points.

With the suggestions I've picked up here, the next time I run that level, I'll have pre-recorded robot-voiced messages on my phone for the cerebral fungi, and the mi-go's voice will be a strange buzzing, unless a PC has comprehend languages up and running. (That should be spooky. There's a buzzing in the air, and Ezren understands it.)

4/5

Sniggevert wrote:
Sewicked wrote:
...managed to tag the paladin with the wight but he made his save and didn't get a negative level...
Just an FYI, if the wight hits, he gives a negative level each time. The save is done 24 hours later to try and remove the temporary negative level and it becomes permanent on a failed save.

Yup, so the paladin should have died instantly if he was level 1 (hence why it's so brutal).

Mourne wrote:
They moved through everything with little problem except for the Visitant. He almost one-shot one player when he popped out of invisibility after he used the scrolls, and it just went downhill from there. Has anyone else had issues with him being brutal?

My relatively-weak 7-player table took him just barely down 1 paladin from foolish choices involving the ooze. The magus did most of the work on big V himself, with some big healing from the cleric and an important grease from one of the sorcerers, while the other sorcerers kept the summons occupied. Basically the magus's high AC was the only reason they lived.

The Exchange 5/5 RPG Superstar 2010 Top 16

I'm glad they had a good time. Really, so did my players, despite the tough encounter.

High AC doesn't mean much against repeated Channel Negative Energy attacks. Nor against invisible opponents with Sneak Attack.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

1 person marked this as a favorite.
CRobledo wrote:

So, as I do for scenarios I run, I like to have all the monster stat blocks separate from the mod so I don't have to go through the Bestiary while running, as well as having all monster templates added in so I don't get anything wrong doing it on the fly.

Today I finished the last set for Sanctum of a lost Age, so I wanted to share for other GM's benefit:

Accursed Halls - Monsters + Templates
Forgotten Laboratory - Monsters + Templates
Enigma Vaults - Monsters + Templates
Sanctum of a Lost Age - Monsters + Templates
Dark Menagerie - Monsters + Templates

All monsters (except the fully statted ones in the module) should be included (plus one or two that are split into more than one page, I HATE THAT). I hope it helps people out there.

If anyone sees any errors feel free to PM me.

Thanks man! I was literally just sitting down to do this exact thing for the third level which I'm running Monday. Now I won't have to. :D I've gotten into the habit of creating pdfs like these for all the scenarios I run for PFS now. They are real time savers. I also tend to put art in with them so I can show the players what the creatures they're fighting look like.

4/5

Chris Mortika wrote:

I'm glad they had a good time. Really, so did my players, despite the tough encounter.

High AC doesn't mean much against repeated Channel Negative Energy attacks. Nor against invisible opponents with Sneak Attack.

The negative energy is pretty wimpy though--the PC cleric with 5d6 positive energy (Phylactery of Positive Channeling rush) and Fast Channel made any turns spent on channeling into a joke (big V did have the cleric low or unconscious at most times, with backup healers waking her up to channel for 10d6 and big V taking her all back down again in a full attack), and she was full on channels due to overly tight resource management (which killed the paladin). As for invisibility, the party led glitterdust (the same sorcerer who used grease to prevent grapples--should have given him a shout-out for that. Between those two facts, the high AC (and +10 grapple CMD from grease) was able to win the day.

5/5 *

Eric Clingenpeel wrote:
Thanks man! I was literally just sitting down to do this exact thing for the third level which I'm running Monday. Now I won't have to. :D I've gotten into the habit of creating pdfs like these for all the scenarios I run for PFS now. They are real time savers. I also tend to put art in with them so I can show the players what the creatures they're fighting look like.

I was planning to share this doc and I didn't want to break any community sharing policy rules. Most of the art in the books is not OGL and of course tha last thing I wanted to do is get in trouble. :)

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Yep, completely understand and one reason why I haven't shared my own docs. :)

5/5

CRobledo wrote:
Eric Clingenpeel wrote:
Thanks man! I was literally just sitting down to do this exact thing for the third level which I'm running Monday. Now I won't have to. :D I've gotten into the habit of creating pdfs like these for all the scenarios I run for PFS now. They are real time savers. I also tend to put art in with them so I can show the players what the creatures they're fighting look like.
I was planning to share this doc and I didn't want to break any community sharing policy rules. Most of the art in the books is not OGL and of course tha last thing I wanted to do is get in trouble. :)

I wanted to say thank you as well. I'm scheduled to run the Accursed Halls tomorrow, and this is one less thing to write-up this weekend. It is much appreciated.

Liberty's Edge 1/5

I ran this last Tuesday for my group. Long time Pathfinder players but first time they have played PFS. We played for about 4.5 hours and still have about 5 rooms left. All are level 1's and we have a gunslinger, rogue, cleric and fighter.

I have used the town quite a bit actually. I wanted it to fill like more than just a staright dungeon crawl. So there may have been a war started between the 3 daggers and the Blue Basalisks. Nothing extra for the PFS side of things but it is entertaining for me.

Biggest trouble has been the stat damage. The party has spent better than two weeks in town recovering from various ability drains. That shadow battle was silly hard for them but the wight was a 2 round kill no trouble.

I am very concerned at this point that they have sold all of the gems thus far for healing off the stat damage. Not sure how they are going to deal with the door or how to assist them at this point. Ideas?

-SFG

The Exchange 5/5 RPG Superstar 2010 Top 16

Rogue Eidolon wrote:


The negative energy is pretty wimpy though--the PC cleric with 5d6 positive energy (Phylactery of Positive Channeling rush) and Fast Channel made any turns spent on channeling into a joke ...,

Rogue Eidolon, I would guess that the cleric was 5th level; my party comprised generally 4th with a couple of 3rd-level PCs. Incidentally, can you walk me how your cleric had access to a phylactery of positive channelling? (It requires 27 Fame, if I'm reading the chart correctly, and I don't understand how a 5th-level PC could have 27 Fame, particularly if she's been earning XP through the earlier levels of the module. Or is it available through a Chronicle sheet?)

--+--

Steel-forged Games: Stat damage sounds and feels scary. And for high level PCs, it is scary. A 9th-level PC might have only 13 or 17 Constitution, and that's only four or five rounds of 1d4 damage till he's dead. (As opposed to 1d4 hit point damage. That's not scary at all.)

But a 1st-level character has the same 13 or 17 Constitution, and lasts the same four or five rounds of 1d4 Con damage. Heck, most melee characters can probably take more Strength damage than hit point damage before falling over. Stat damage feels scary for low-level characters, but it's not all that bad.

4/5

Chris Mortika wrote:
Rogue Eidolon wrote:


The negative energy is pretty wimpy though--the PC cleric with 5d6 positive energy (Phylactery of Positive Channeling rush) and Fast Channel made any turns spent on channeling into a joke ...,

Rogue Eidolon, I would guess that the cleric was 5th level; my party comprised generally 4th with a couple of 3rd-level PCs. Incidentally, can you walk me how your cleric had access to a phylactery of positive channelling? (It requires 27 Fame, if I'm reading the chart correctly, and I don't understand how a 5th-level PC could have 27 Fame, particularly if she's been earning XP through the earlier levels of the module. Or is it available through a Chronicle sheet?)

--+--

Steel-forged Games: Stat damage sounds and feels scary. And for high level PCs, it is scary. A 9th-level PC might have only 13 or 17 Constitution, and that's only four or five rounds of 1d4 damage till he's dead. (As opposed to 1d4 hit point damage. That's not scary at all.)

But a 1st-level character has the same 13 or 17 Constitution, and lasts the same four or five rounds of 1d4 Con damage. Heck, most melee characters can probably take more Strength damage than hit point damage before falling over. Stat damage feels scary for low-level characters, but it's not all that bad.

May have been on a chronicle sheet (I know at least one 5-9 that has one, and she was level 5 and a bit). Or can't a level 5 cleric have up to 28 fame after 14 scenarios? It's either that or I misremembered and she bought it just after the module and was only doing 6d6 heals and rolling high.

Scarab Sages 4/5

Chris Mortika wrote:
Stat damage sounds and feels scary. And for high level PCs, it is scary.

One thing I did with the Visitant to make him a little less scary was, since he could choose what stat damage he did, I rolled randomly for what stat he damaged. Early on, he didn't know what each character could do. And it was a lot less scary to the fighters to loose some mental stats than for them to loose some physical stats. It hurt when he would randomly choose strength when he hit the barbarian, but they weren't as worried when he did int damage the next round.

4/5

I just ran Dark Menagerie as well now, with two of the same group as before and no cleric. They didn't need her. The only encounter that managed to even break a sweat was the scorpions, and that was due to being contemptuous. The module was over in 3 hours, even though people ordered and ate dinner during it (we also ran Delirium's Tangle and Cyphermage Dilemma that day, and each of those was significantly longer). These Thornkeeps are really only as long as a scenario, though I'll admit that they are useful in my home group for leveling up the people whose PCs have fallen behind or bringing new players up to the main group's level since the XP is very high vis-a-vis the amount of sessions we need to schedule.

The Exchange 5/5 RPG Superstar 2010 Top 16

Question about the Accursed Halls: are all the goblins aware of one another?

I ask because Murgmo and company are holed up in a room, frustrated that they can't get to the Shrine to Zog. But there are a pack of goblins in thec enter room, and there's a door in there that leads straight into the aforementioned Shrine to Zog. It doesn't make much sense to me.

Grand Lodge 4/5

Chris Mortika wrote:

Question about the Accursed Halls: are all the goblins aware of one another?

I ask because Murgmo and company are holed up in a room, frustrated that they can't get to the Shrine to Zog. But there are a pack of goblins in thec enter room, and there's a door in there that leads straight into the aforementioned Shrine to Zog. It doesn't make much sense to me.

Answer 1) Yes, all the goblins are aware of each other, and part of the same band.

Answer 2:
The stone door from A4 to A15 has the following description (in the A4 write-up on page 33)
The sealed stone doors are protected by arcane locks from this side.

From the Dungeon Features on page 31:
Doors: Stone. Doors either open easily to a light push, or are sealed by arcane lock effects (hardness 8, 30 hp, Disable Device DC 20, break DC 38).

So, Murgmo has a good idea that that door in A4 leads into that same room, but the goblin crew couldn't open it.

No way they can make a DC 38 Strength Check, even all working together. A 20 on the die, along with 7 successful Aid Anothers would be needed, and I don't think the door is big enough to let 8 goblins all work on it at once. 6, I think, would be the limit, given the door is only 5' wide.

Their weapon damage is only 1d4 or 1d6-1, so no way to bypass that 8 hardness.

Neither the standard goblins nor Murgmo are trained in Disable Device, so that option is out, too.

Would either Burning Hands for 3d4, or fire breath, also for 3d4, do much to a door? A normal door, possibly, if it were wood, but a door under the effects of Arcane Lock? And that would be limited to 7 times, total between both, per day, and leave Murgmo completely out of both her 1st level spells, and her only other real attack.

If the PCs really wonder, I might remark that they see a small amount of scorching on the A4 side of the door, but no significant damage. It would appear that energy damage might be halved against the door, then it gets a saving throw for half damage, then its hardness applies.

I think it would be a pretty good idea that Murgmo, being a goblin, wouldn't spend all her fire on something that doesn't start burning, and, again being a goblin, has little patience with something so slow as a way to open it. She should probably be gibbering in anger, evn if she weren't speakign in Tongues.

Grand Lodge 5/5

3 hours sounds awfully fast for Dark Menagerie. There are a lot of encounters. It is also a dungeon crawl so there is a factor of exploration and describing each room. I agree the dungeon is not a real challenge to well made PFS characters unless they decide to fight the last monster perhaps. But after running it for a group of 7 with a few "race to the end" type players I was still able to manage 5.5 hours. And that was with a pre-drawn map.

I get the impression that allowing 6 hours for each level is about right. It allows the group to take their time if they want and time for roleplay.

Considering that these Thornkeep adventures are classified as modules and provide 3 XP and that they are a special product, I think we should try to make the session last a while. There is time to describe the town a bit and provide some rumors and give the players more than just a "line 'em up, knock 'em down" experience.

Of course this is just my opinion. If your group likes to race through adventures, by all means.

4/5

Don Walker wrote:

3 hours sounds awfully fast for Dark Menagerie. There are a lot of encounters. It is also a dungeon crawl so there is a factor of exploration and describing each room. I agree the dungeon is not a real challenge to well made PFS characters unless they decide to fight the last monster perhaps. But after running it for a group of 7 with a few "race to the end" type players I was still able to manage 5.5 hours. And that was with a pre-drawn map.

I get the impression that allowing 6 hours for each level is about right. It allows the group to take their time if they want and time for roleplay.

Considering that these Thornkeep adventures are classified as modules and provide 3 XP and that they are a special product, I think we should try to make the session last a while. There is time to describe the town a bit and provide some rumors and give the players more than just a "line 'em up, knock 'em down" experience.

Of course this is just my opinion. If your group likes to race through adventures, by all means.

We spent at least 10 minutes with a gnome talking to the owl, and 20 minutes in conversation with Melabdara, as well as discussions about whether the helmet would betray the party, whether to disable the waterwheel to get the longsword (and whether to re-enable it afterwards) and whether it would be right to kill the big tree in order to get more barkskin, so it didn't really have a sense of a race to the finish. They were taking their time.

The fights were just mostly over in one or two rounds (except the Adaros and the scorpions), and all five players decided their actions and rolled their dice for them lickity-split, even the ones who brought animals along. So the combats with the amphisbaena, the gremlins, the elementals, the gibbering mouther, and the decapus beetle combo took under an hour between them all (it would have been even sooner but I had the decapus use a silent image and mimicry to confuse the party and waste the barbarian's readied action, causing a bit of discussion until they figured out the ruse). The adaros and scorpion fights were probably another thirty minutes or so just for the two of them. They didn't trigger the deathtrap ooze because nobody walked to that spot. The characters aren't even particularly optimized--one of them is a detective bard who attacked for +9 for 1d8+1 damage and had no in-combat spells or performances. She did have amazing perception and granted initiative bonuses. Another was a ranger whose top favored enemy never appeared. Then we had a dwarven barbarian with a dorn-durgar and a rakshasa blooded sorcerer. In a 5-7, a fight with something like 1 gibbering mouther is just trivial. Given that there are no listed tactics, I even souped up the tactics and starting location of every encounter to really take use of their terrain, thus giving many of the enemies a surprise round on some of the PCs (for instance the mouther hid in the murky water to get some Stealth bonuses, the amphisbaena and garden ooze hid in the tall grass for Stealth bonuses and a cover bonus, etc).

The ease of the encounters was not a surprise from a CR perspective. Most of them were CR 5, for a party of expected level 6. One of the only CR 6 fights was longer because I was insanely lucky for the Adaros, and the CR 7 fight was unsurprisingly the toughest of the bunch (though I was also pretty lucky for the scorpions, given that the party semi-exploited their Int -- and made them attack the barbarian, though they were still a bit contemptuous and saved their best stuff, not realizing this was the hardest fight). The CR 8 is unlikely to be triggered, and the CR 9 is likely to be diplomacied, so there's not really any encounters here that are tough.

It was three hours from when I described E1 until the end, though they spent a little longer introducing themselves and the two of them who did Enigma Vaults describing what they had encountered so far to make sure the others were alert to the dangers of Thornkeep. It also helped that they decided quickly which way to go when presented with several options.

5/5 *

I ran both enigma vaults and dark menagerie this weekend. We had a party of 6 and a party of 5 respectively.

As others reported above, the worst part of Enigma Vaults is of course the visitant. Other than that, the party had a pretty easy time with the rest (barring minor bag of devouring shenanigans)

I had a similar experience with Dark Menagerie as RE. We didn't do ~3 hours, but it was an easy 4. They did not fight the last baddie, and I think the longest fight was the deepsea room. The decapod was amusing but easily dispatched. I had high hopes for the gibbering mouther, but he got practically one-shot by the Fighter archer.

Grand Lodge 4/5 5/5 ***

There is something that I am confused about regarding running Thornkeep for Pathfinder Society. How much xp and prestige are rendered unto the PCs upon completion of each dungeon level? There arent anyy faction missions or anything.

5/5 *

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Corneleus Theophyllus Idaho wrote:
There is something that I am confused about regarding running Thornkeep for Pathfinder Society. How much xp and prestige are rendered unto the PCs upon completion of each dungeon level? There arent anyy faction missions or anything.

They are treated like a module. 3xp and 4pp. No faction missions. No Dayjob roll.

Grand Lodge 4/5 5/5 ***

CRobledo wrote:
Corneleus Theophyllus Idaho wrote:
There is something that I am confused about regarding running Thornkeep for Pathfinder Society. How much xp and prestige are rendered unto the PCs upon completion of each dungeon level? There arent anyy faction missions or anything.
They are treated like a module. 3xp and 4pp. No faction missions. No Dayjob roll.

Thanks, CRobledo. The only reason I asked is because most of the 3xp-4pp modules that I have been reading are mult-session modules. I was hoping that there would be a happy medium for this case since that means my players will be advancing quite quickly this sunday when I throw them into first three levels this week during a marathon session. The party should be prime to start up the Shattered Star the following week, having faced Nhur Athamon's collection of horrors.

5/5 *

Corneleus Theophyllus Idaho wrote:
Thanks, CRobledo. The only reason I asked is because most of the 3xp-4pp modules that I have been reading are mult-session modules. I was hoping that there would be a happy medium for this case since that means my players will be advancing quite quickly this sunday when I throw them into first three levels this week during a marathon session. The party should be prime to start up the Shattered Star the following week, having faced Nhur Athamon's collection of horrors.

Just make sure to note that the floors DONT have consecutive level requirements. They might need to play other mods between the thornkeep levels.

4/5

It's possible to run straight through all of them. If the entire party starts at level 2 you can do them all without anything inbetween (if they all survive of course). They'll be overleveled for Accursed Halls (not necessarily a bad thing) and underleveled for Dark Menagerie and Sanctum of a Lost Age, though, and then end up level 7 at the end of it.

The Exchange 5/5 RPG Superstar 2010 Top 16

If a party of 6th-level PCs can get through Sanctum of a Lost Age, I'd be impressed.


Rogue Eidolon wrote:
Yup, so the paladin should have died instantly if he was level 1 (hence why it's so brutal).

And then you get a brand new (slightly weaker) wight 1d4 rounds later. Yay!

Lantern Lodge 4/5 5/5 *** Venture-Agent, Pennsylvania—Pittsburgh

CRobledo wrote:


Just make sure to note that the floors DONT have consecutive level requirements. They might need to play other mods between the thornkeep levels.

I was going to run them up to the third level and stop. Considering the easiest exit is via echowood and progressing further requires a key that they don't have or an ioun stone

Shattered Star:
(which will be useful when I run Shards of Sin if the players already have one. ;)
Since the players are mostly level 2, they will be 5 when the marathon is over and the newbies this week will be lvl 3, so everyone will be in range to participate in the Shattered Star I plan on running the following week.
The Exchange 5/5 RPG Superstar 2010 Top 16

Corneleus,

A note about your spoiler. I seem to be alone in my belief that the doobis you mention works in the shards. It does ifor any character going through the AP as a home game, but the effect of the doobis doesn't show up on the Chronicle sheet, so most of the people over on that thread are suggesting that there is no way around the bad effects for the PC who receives the Shattered Star Chronicle sheet.

(I hope I'm being clear to the people who know what I'm talking about.)

Grand Lodge 4/5

Chris, if I am understanding the post spoiler you replying to, he is more concerned about the effect of the PCs having <redacted> to be able to get the heck out of Dodge, rather than mitigating the curse of the <redacted> from Shattered Star.

Spoiler:
Redacted #1 is any Ioun stone, redacted #2 is one of the shards from the AP boon

Lantern Lodge 4/5 5/5 *** Venture-Agent, Pennsylvania—Pittsburgh

Thanks for the info, Chris. I had not considered that factoid, since it seems to be a major plot point in the module.
I haven't started Shattered Star just yet. My players only made it as far as the end of the Accursed Halls, so we may not be starting Shattered Star for a couple weeks. I was hoping to knock out the first three levels in a day. We were making good time with the encounters, too. It took some time to get started because I wanted to get the party to explore the city for a while. They seemed to appreciate getting some background before heading straight into the dungeon even if it did eat up 3 hours.

Lantern Lodge 4/5 5/5 *** Venture-Agent, Pennsylvania—Pittsburgh

Finished the second level this week. There is something I just noticed. The DM's character is only receiving 2 PP when I report the event while the players are receiving 4 for completing the module... *glances over at title on message board*

Hey! I got a star! *spins around and holds it up in the air like Mario*

Sorry, where was I? Oh, right-
My question was, is this correct? Is the GM's character getting less Prestige than the players during modules?

Liberty's Edge 4/5 5/5

Congratulations on the star!

This is a known issue with the reporting system; you don't need to do anything about it when reporting, just leave it as-is. The physical chronicle sheet is the primary record, so as long as that says 4 prestige on it (as dictated by the rules) then you're OK.

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