Running the Thornkeep dungeon levels


GM Discussion


I just want to clarify something; there are five dungeon levels in the Thornkeep book, and there are five chronicle sheets available for download.

Upon completion of every one of these five dungeon levels a character would receive 3XP and 4PP (or 1.5XP and 2PP on slow advancement), correct?

Shadow Lodge

Kris Vanhoyland wrote:

I just want to clarify something; there are five dungeon levels in the Thornkeep book, and there are five chronicle sheets available for download.

Upon completion of every one of these five dungeon levels a character would receive 3XP and 4PP (or 1.5XP and 2PP on slow advancement), correct?

Correct.

5/5

Correct. Each level is a module by itself.


Thanks, that's how I understood it, I just wanted to make sure, as I was surprised because each level is only about 8 pages long.

5/5

It's been my experience that the first four run in a four-hour slot, but the last one will go long.

Also some people report needing nearly eight hours for the first level, but YMMV.


Interesting, I haven't gotten around to reading the actual book yet. So far I've only run online and home game PFS sessions (still no venture-lieutenants in our country), and our group's sessions usually run longer, so that should be something.

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

Uh oh... you better watch out, Kris, Mike just might recruit you... ;D

Silver Crusade 1/5 *

I'm about to start running a group through this myself. Just got my flipmats in the mail today, now we just need to find a time to play.

Good to know that an experienced group can get through the first 4 floors in 4 hours each. Is it correct that the party should start at level 2 to be safe? And do they also need to gain a level between the 4th and 5th floors?

The Exchange 5/5 RPG Superstar 2010 Top 16

In my experience:

A brand new, 150-gold-and-a-mule PC will find Thornkeep challenging. Be sure to take treasure back to town, meet with the blacksmiths and arcane guild, and pick up equipment during the first level.

1st-level PCs with 1 or 2 XP do all right, particularly if they spend time researching clues and rumors around town so they have an idea what to expect.

2nd-level PCs walk through almost every encounter in the first level. Even the "tough fights" are just level-appropriate challenges.

--

Deeper levels are << SPOILERS >>.

Dark Archive 4/5

We made Thornkeep a focus for Linkscon this past weekend, and although there were a few PC deaths, overall everyone seemed to enjoy it. We ran the event in standard convention format (8am-1pm; 1pm-6pm; dinner; 7pm-midnight) and nearly every table finished on-time.

There's no reason that a group shouldn't finish each level in a standard slot - it's important to note that, with DM permission/caveat, of course, the PCs can return to town to rest and resupply during each floor.

The Exchange 4/5

My group had very little difficulty in the first 2 levels of thornkeep. They were right out the gate first level PCs.

Only really one fight that had them in danger at all in the first 2. Then only the "boss" of 3 was particularly challenging.

Time wise, I have found they run in 4ish hours, the 5th level certainly ran the longest, taking about 4.5 hours.

Sczarni 2/5

If you have a group that likes to role play, it can significantly increase your time, as you have to improvise the role play (like mine went to jail). Also if you skip the RTEs you will shorten the time...I did two of them to flesh it out a bit more on the challenge as they were all level 2.

Grand Lodge 5/5

You should allow at least 5 hours for most of the levels. 6 would be better. The last one I would schedule at least 6 hours for. More if you don't want to be rushed.

While a group and GM that tear through each level - ignoring any roleplay or dungeon flavor - may finish in 4 hours. It is a very tight 4 hours.

Grand Lodge 4/5

Benrislove wrote:

My group had very little difficulty in the first 2 levels of thornkeep. They were right out the gate first level PCs.

Only really one fight that had them in danger at all in the first 2. Then only the "boss" of 3 was particularly challenging.

Time wise, I have found they run in 4ish hours, the 5th level certainly ran the longest, taking about 4.5 hours.

How did your group handle the

Spoiler:
mutant crickets? That is a CR5 encounter, epic for level 1 PCs?
The Exchange 4/5

Spoiler:
That was the hardest encounter in the dungeon, 2 people went down, but they won initiative and didn't get pounced.

2 Greatsword hits and an alchemist put in a lot of work.


how did you handle the

Spoiler:
Wight instant killing you and the shadow?

Sczarni 2/5

The second...it was very close....

The Exchange 4/5

CWheezy wrote:
how did you handle the ** spoiler omitted **

Spoiler:
wizard was a magic missile specialist with spell spec, the trait, and tattoo so he smashed the shadow. wight rolled 4 attacks and couldn't roll above an 8 though it needed a big number 16 or 17, that is the pure luck survival one. They botched the knowledge check and just thought it was a strange undead.

Fairly optimized party, admittedly. with 5 PCs.

Halfling ninja with 20 dex, a chain shirt, and the +1 AC while next to only 1 enemy trait. soo 20/21 AC

Fighter with 24 HP, Toughness, Tribal Scars, 18 con, +1 AC trait, +8 from armor/shield and either 1 or two dex, can't remember. (four-mirror + heavy shield)

Druid with 18 str, a greataxe*, and a dinosaur pet. and cures
*I said greatsword two posts up, it was an axe, oops.

Blaster wizard with painful magic missiles

Bomb Alchemist, who understand targeting squares :), also with cures prepared

They did rest after the Kinevon spoiler.

I don'think the pre-gens could do it very easily (it's possible, but dangerous) Most normal parties would have to just run past the -CWheezy- .

Grand Lodge 4/5

Spoiler:
For the game I ran, neither the Shadow nor the Wight could roll above a 10 or so, and the person they were targeting had a high enough touch AC that they needed higher.

The Shadow, I think, did tag one of them, but oney once, and none of my players used Strength as a dump stat.

The Wight, though, especially since they IDed it, had them seriously worried.

But the fungal crickets, with their waaaay too many attacks, 3 for a full attack, 4 for a charge/jump, was pretty much a bad show all around.

Silver Crusade 3/5

The group I ran though it. Did not have to many problems. How ever there where a few times. They where sweating some of the encounters. They where complaining about a few of the monsters. How ever a well made party should have no true problems.

:
The wright hit one player and he made his save. The shadow waited for the cleric in the back. Tagged the casting cleric for 2str damage. Then tagged the fighter in the group on a AoO for 6str. After that the fighter was a bit more carful around the shadow. The Fungal Crickets dropped two of the players.

The Exchange 5/5 RPG Superstar 2010 Top 16

Calagnar

Spoiler:
The guy hit by a wight has a negative level. If he's 1st level, he's dead. (The save is to check whether or not it becomes permanent a day later, but if the character's dead by that time, who cares?)


Chris Mortika wrote:

Calagnar

Spoiler:
Not only that, but they rise as a wight if the original wight dies! This happened in my game. Also, even if you are level 2, you are still going ot be stuck with a negative level, and spending basically all of your wealth by level fixing it. It is just terrible design to have those creatures vs low level characters
Dark Archive 5/5 5/5

I ran the first three levels for the same group this past weekend at a con. Three of the four were 2.1 or 2.2 and one was 2.0. The party was optimized, but for a lack of missile weapons and a sorcerer or wizard. One player switched characters between level two and three (from rogue to wizard) which increased their odds in level three.

I knocked a few down on the first level. Their lack of ranged attacks hurt them in certain rooms. They needed to retreat from the second level end boss. They retreated with no idea he was

Spoiler:
out of bombs.

For CWheezy, they rotated people into the line of fire. I got two hits and then my dice went cold. The group's front line melee types had decent AC so the attacks were not auto hits.

The third level was a little different.

Spoiler:
I messed them up. Two deaths (nearly a third) and a full retreat. They healed/raised their party members and used a more strategic approach, eventually winning the day. I had them sweating though.

Having played through the levels first definitely helped. I knew what to expect time wise and the difficulty level. I think a five hour time slot is about right. We had eight hours scheduled. Because of this, we went at a relaxed pace and took several breaks (food, beverage, whathaveyous).

3/5 *

Adventure Path Charter Subscriber

I just ran a group of four first level PCs through The Accursed Halls. My impression is that this section of the module was not playtested against new PCs.

Specific examples:
(1) Two fungal crawlers, who jump, and get four attacks at +6, can easily kill a first level PC. I zeroed out two PCs, even though I was not letting them jump-attack.

(2)Wight has a touch attack of +4, can totally TPK four PCs (and four is what the module states it was designed for) with only four attacks.

(3)Shadow is incorporeal, thus it cannot be harmed at all by non-magical weaponry, and only half-damage from magical weapons and spell damage. First level PCs are unlikely to have magical weaponry, and their damaging spells are equally limited.

(4) Shadows and centipedes do ability damage that requires large amounts of lesser restorations. First level PCs' only recourse is to go back to town, and beg a cleric to cast on them. The PCs had to have lesser restoration case for them nine times!

Based upon the above, while The Accursed Halls section of the module might be appropriate for second level PCs, it does not appear to appropriate for first level PCs, especially those new to the Society.

By the way, skipping most of the in-town roleplaying allowed us to get right into the dungeon (with just enough as new Pathfinders to be sent to find out what was going on), the section took us five and a half hours. I see how it could be run to take only four hours, but that would require high efficiency for the GM and the players, and cutting out any non-combat role-playing.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Ira,

One option with Thornkeep is the party can run away, rest up and heal the old fashioned way. There's no 'time limit' with the accursed halls.

Now that said... yes it is a tough level for first and second level PCs.

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

Ira, about one of your points:

Spoiler:
The wight's attack is not a touch attack, its a slam. It goes against regular AC, not touch AC. I'm missed pleanty of first lvl PCs with this attack.

3/5 *

Adventure Path Charter Subscriber
Eric Clingenpeel wrote:

Ira, about one of your points:

** spoiler omitted **

You're absolutely right. I confused it (here on the boards) with the attack from the other critter. (Though it was played correctly yesterday.)

Still, an attack that can confer instant death, is a little too reminiscent of the Save or Die encounters in a certain other RPG company's first and second editions.

3/5 *

Adventure Path Charter Subscriber
Matthew Morris wrote:

Ira,

One option with Thornkeep is the party can run away, rest up and heal the old fashioned way. There's no 'time limit' with the accursed halls.

<snip>

And they did run away. Several times. But having a PC with 9 ability damage means, I believe, nine days of inactivity. Now, as a GM, I can waive that away, but, if their in-game Venture Captain has given them a mission to find out what was being searched for, PCs can be reluctant to spend that much time, in-game, out of activity.

I believe that when I run this again:
I will emphasize that there is no time constraint and that running away is an option.

I am tempted to "let them find" a bandolier with five Oils of Magic Weapon and twelve Potions of Lesser Restoration in it, especially if all the PCs are first level and at least two of them are newbies who cannot afford to have magical weapons, and their healer is not going to have Lesser Restoration

The Exchange 5/5 RPG Superstar 2010 Top 16

Ira kroll wrote:
Spoiler:
I am tempted to "let them find" a bandolier with five Oils of Magic Weapon and twelve Potions of Lesser Restoration in it.

That sounds reasonable, but if you do that, make sure everybody at your table understands that it's a home game and that you won't be handing out any Chronicles for playing.

3/5 *

Adventure Path Charter Subscriber
Chris Mortika wrote:
Ira kroll wrote:
** spoiler omitted **
That sounds reasonable, but if you do that, make sure everybody at your table understands that it's a home game and that you won't be handing out any Chronicles for playing.

Please correct me if I am wrong, but I'm understanding you as stating that, for there to be credit for playing, it is more important to have a good possibility to kill off multiple PCs (albeit first level), and infuriate players (who felt that the level of the challenges was set a bit too high), than to provide an challenge appropriate to the level of the PCs the players bring to the table.

Does that include:
on-the-fly nerfing of the Fungal Crawlers so that they only bite and don't use their jump ability because it already dropped two party members? If I don't slavishly adhere to an encounter, then everyone loses the Chronicle?

Even in the modern scenarios, we are instructed to modify the challenges based upon party level.

Are the purpose of the challenges to cull the weak, or provide a fun, gaming experience to the players?

The Exchange 5/5 RPG Superstar 2010 Top 16

The purpose of any role-playing game is to provide a fun gaming experience.

The purpose of Organized Play is to provide a standardized play environment, as well. If your judgement, as GM, is that a party is too weak for an adventure, you should advise them thus. You shouldn't change up encounters to make them either more or less challenging, or add or remove loot.

See if you can find the post from Mike Brock about the experienced GM who was running a convention special and decided to add black dragons for a low sub-tier party, 'cause it would be cool, and then add a lot of compensatory loot, like your [[redacted]], to help them out afterwards.

"If I don't slavishly adhere to an encounter, then everyone loses the Chronicle?" Slavishly adhere? That's not what I'm talking about. But don't add to the goodies that the party finds. If you think they need that, then change things up as you please, but don't play it as PFS.

Dark Archive 5/5 5/5

Ira kroll wrote:
Chris Mortika wrote:
Ira kroll wrote:
** spoiler omitted **
That sounds reasonable, but if you do that, make sure everybody at your table understands that it's a home game and that you won't be handing out any Chronicles for playing.

Please correct me if I am wrong, but I'm understanding you as stating that, for there to be credit for playing, it is more important to have a good possibility to kill off multiple PCs (albeit first level), and infuriate players (who felt that the level of the challenges was set a bit too high), than to provide an challenge appropriate to the level of the PCs the players bring to the table.

** spoiler omitted **

Even in the modern scenarios, we are instructed to modify the challenges based upon party level.

Are the purpose of the challenges to cull the weak, or provide a fun, gaming experience to the players?

Ira, whatever happens behind the screen stays behind the screen. Chris is referring to your earlier spoiler. If this happens, then you have altered the module and thus it is not legal per society rules. If they want to go to town and befriend the locals then they can purchase supplies. I think one of the local clergy will offer their services and another local can brew various potions for the group. At cost, naturally.

Silver Crusade

My opinion on the module as a player. Monster spoilers inside.

Spoiler:

If I showed up to a GM's game for the with a brand new level 1 character and he leveled drained me with a Wight into death with no save, I would not only serious question his scenario building, but seriously question on whether or not I would be coming back.

But then on top of that, an incorporeal being at level 1?! You could easily have a party that's impossible to clear that with.

That's not including not one, but two creatures with an improved version of pounce that can one shot level 1 character and do ability damage on top of it.
That's fine; monsters do damage. You can go back to town and with unlimited time and sleep off the ability damage, but kind of disconjointed story-telling and RPGing is that?

It amazes me that this was actually approved for Level 1 play in an organized play setting. Was this module playtested?
I know some module are meant to be difficult and highly deadly, but in my opinion this module crosses the line into unfair and broken.

I would not ever run this module with people who have never played a RPG before or people who are brand new to pathfinder. I doubt more than half would come back.

5/5 *

SoVaerie McDeadersun wrote:

My opinion on the module as a player. Monster spoilers inside.

** spoiler omitted **

Number one, welcome to PFS and I hope you do decide to come back. Thornkeep is the exception and not the rule.

Honestly, I always warn players with brand new level 1s to not play this module. Of course, not all GMs do that or maybe even know of it's deadliness. Anyone who frequents these boards know, but I am willing to gamble the majority of PFS GMs do not check the boards regularly.

The first level of this module can be deadly. Thankfully, it is also replayable, so feel free to come back at a later date with another character (maybe a level 2) and "wipe the floor" with it later as revenge :)

Grand Lodge 4/5

Spoiler:
IIRC, there is a +1 weapon available in another part of the Accursed Halls, so the party isn't necessarily going in naked.

Also remember that there are several classes that can Channel Positive Energy to harm undead, and a Shadow is fairly vulnerable to even a first level Cleric's channels.

Also, Oil of Magic Weapon is only 50 gp, and the party would have access to money for the portions completed, just remember to add that 50 gp spent in the money spent box on the chronicle.

Additionally, the Shadow won't leave the room it is found in.

The wight is scary, but against most of the PCs who are likely to wind up near it, it has a very low chance of hitting. +4 vs an AC of 17 or higher? Then again, the wight is supposed to be scary.

The fungal crawlers are the real problem, but I think I may have run themwrong the first time I GMed this level.

The Exchange 5/5 RPG Superstar 2010 Top 16

You know, this thread has veered sincerely into GM-only territory. Maybe it should be moved?

The Exchange 5/5 RPG Superstar 2010 Top 16

An observation regarding difficulty.

Like many Pathfinder modules, the Thornkeep levels sort of expect that normal, non-Organized-Play parties will rise in level part-way through the adventure. Recall that the first level of "Crypt of the Everflame" is much easier than the last couple of encounters. I've run "From Shore to Sea" several times, and it's the same way: once you get past the midway point, it gets a lot tougher.

In PFS, we don't level-up in the middle of an adventure. So either the early encounters are easy, or the later encounters are pretty tough.

Silver Crusade

kinevon wrote:
** spoiler omitted **

Spoiler:

There is a +1 small short sword I believe.
Considering it swings against touch ac and deals str damage, I'd hardly call that redeeming. The shadow did 10 str damage before our fighter had an action.

Our party had a level 2 channeler. Pretty much the only reason we were able to clear the module. If he was a ranger or something, it would have been a TPK probably.

The wight is intelligent undead, so its not out of the realm of possibility to strike a non-fighter the first round of surprise.
I wouldn't exactly classify a roll of 13 or higher for no save instant death as a low chance.

Very few fresh characters have 50 out of their 150g left over after buying armor and such. Which is assuming the GM is kind enough to give us hints on what is in the halls in advance.

The fungal crawlers....yeah.

I think it's beginning to become apparent that these scenarios are being made for a party of optimized/min-maxed characters. This module and a lot of season 4 scenarios are not meant to be played by casually or carefree made characters.

The Exchange 5/5 RPG Superstar 2010 Top 16

SoVaerie McDeadersun wrote:
Very few fresh characters have 50 out of their 150g left over after buying armor and such. Which is assuming the GM is kind enough to give us hints on what is in the halls in advance.

First, it sounds like you're just not going to be happy 'bout this, and there's not much we can do 'bout it. That's fine; there's room for grumpy people, too.

But these aren't the first encounters in the place. You have already cleaned out a batch of goblins and taken their gear. You've already found stuff at the bottom of a trapped pit. That's all and above the gold your PC started with. Walk back into the sunlight, talk to the Thornkeep priest of Gozreh, and arm yourself.

As to the GM being generous and giving hints: hardly. Talk to the Blue Basilisks, they have a very good idea what's going on. Talk to Chief Groolsk, he has reports from his agents in there.

Silver Crusade

Chris Mortika wrote:
SoVaerie McDeadersun wrote:
Very few fresh characters have 50 out of their 150g left over after buying armor and such. Which is assuming the GM is kind enough to give us hints on what is in the halls in advance.

First, it sounds like you're just not going to be happy 'bout this, and there's not much we can do 'bout it. That's fine; there's room for grumpy people, too.

But these aren't the first encounters in the place. You have already cleaned out a batch of goblins and taken their gear. You've already found stuff at the bottom of a trapped pit. That's all and above the gold your PC started with. Walk back into the sunlight, talk to the Thornkeep priest of Gozreh, and arm yourself.

As to the GM being generous and giving hints: hardly. Talk to the Blue Basilisks, they have a very good idea what's going on. Talk to Chief Groolsk, he has reports from his agents in there.

I'm not grumpy. I took the module's shenanigans a lot better than most of the people at the tables around me. I was only replying to the person's retort.

I just think the module isn't good for level 1 characters, but I was far from angry even when I was battling.

I was under the impression that the gold you got was at the end off of the chronicle sheet?

The Exchange 5/5 RPG Superstar 2010 Top 16

When you run through a module in PFS, you follow all the rules of the module. For example, "From Shoe to Sea" uses random encounters. When you run it in PFS, use the random encounter table. This past weekend, I played through "Ruby Phoenix Tournament", although Performance Combat rules aren't legal for PFS in general, the module uses them, so you use them when you play through the module in PFS.

Having said that, you always have the option in Pathfinder Society to spend gold as you find it. The Chronicle sheet simply lists the total amount you received throughout the adventure. If you're running through, say, Sewer Dragons of Absalom and you want to spend loot you gathered in Act One to buy something before Act Three, there's nothing stopping you from doing so.

3/5 *

Adventure Path Charter Subscriber
Chris Mortika wrote:
SoVaerie McDeadersun wrote:
Very few fresh characters have 50 out of their 150g left over after buying armor and such. Which is assuming the GM is kind enough to give us hints on what is in the halls in advance.

<snip>

But these aren't the first encounters in the place. You have already cleaned out a batch of goblins and taken their gear. You've already found stuff at the bottom of a trapped pit. That's all and above the gold your PC started with. Walk back into the sunlight, talk to the Thornkeep priest of Gozreh, and arm yourself.

<snip>

Your assumption is that the PCs go that route, and clear out the easy stuff first. If, instead, they go the other route, they hit the hard stuff, without the goblins' gear or the other helpful things they can find if going the easy route.

While, as a player, I make fun of how railroading some scenarios are, I can understand why they should be that way (and most times, even welcome it). It makes sure that key items (or information) are acquired prior to their being needed.

Grand Lodge 4/5

Ira,

Unless you somehow allow 1st level PCs access to higher level spells like Teleport or Dimension Door, there is no possible way that they cannot have faced at least one batch of goblins. No possible way.

Spoiler:
There is no way to avoid the room with the 3 goblins at ground level, and 3 goblin archers on the balcony.

Along with the normal goblin gear, the following is given for defeating the goblins:
Treasure: One of the goblin archers has a pouch containing
60 gp, a potion of cure light wounds, and a small gold ring with
an emerald worth 100 gp.

That gives the PCs access to both a free potion of CLW for the duration of the module, until used; but 160 gp that can be used immediately for additional materials.

It is only after dealing with the first batch of goblins that the PCs have any choice in where they go next.

And there are both no time limits, and no penalties, for the PCs leaving the Accursed Halls at any time, resting up, stocking up, and coming back later.

It isn't like any of the goblins really communicate with each other while down there, after all.

3/5 *

Adventure Path Charter Subscriber
kinevon wrote:

Ira,

Unless you somehow allow 1st level PCs access to higher level spells like Teleport or Dimension Door, there is no possible way that they cannot have faced at least one batch of goblins. No possible way.

** spoiler omitted **

It is only after dealing with the first batch of goblins that the PCs have any choice in where they go next.

Agreed. Except that the consumable was used before the PCs could acquire it. Then they went the hard way.

kinevon wrote:

And there are both no time limits, and no penalties, for the PCs leaving the Accursed Halls at any time, resting up, stocking up, and coming back later.

It isn't like any of the goblins really communicate with each other while down there, after all.

And from this, I now know to hint (very strongly) to the players that retreat and recuperation are always an option.

It just seems a bit odd that PCs could spend a week recuperating, and reenter the Accursed Halls, and nothing would have reacquired the space made empty by the PCs.

Grand Lodge 4/5

My last group were having very bad dice rolls, and mine as GM were fairly good. No PC deaths, but massive use of PC expendables (not consumables, but things like Channels and 1st level spells). The PCs kept having to rest after almost every room for the first few rooms.

Spoiler:
It took the PCs forever to finally defeat the last goblin archer on the balcony, and that included the goblin archer doing two successful bull rushes to knock PCs off the balcony. PC just couldn't hit on the AoO, and the goblin rolled just high enough, each time, to knock the PC off. Minimal damage, and everyone was laughing about it, because it was de3finitely moving into the theater of the absurd, there. They finally managed to get the archer as he was starting to run away. He was gonna go to the local goblin bar and tell the tale for all the free beers...

As to things moving in:
No new goblins are available, the goblin leader involved brought all her minions when she first arrived.
And, for animals and such, the entrance to the Accursed Halls is, just about literally, in the center of town.
So, unless the PCs take an extended vacation (a month?), nothing new is likely to be able to move in in the interim.

Liberty's Edge 2/5 *

Command Undead was tried and failed several times. I did manage to make a party member out of a Zombie who helped dispatch the wight.

The Exchange 3/5

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

One thing about that shadow

Spoiler:
You can leave the room and find another way to get the stone to open the door. Buying a stone in the town is certainly cheaper than purchasing resoration spells!
That being said, groups that I had run through that part of the dungeon seem dead set on defeating the Shadow. We had one interesting debate that nearly turned ugly with one group. Fortunately they got lucky with rolls and didn't take too much damage.

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