5-17 Fate of the Fiend - GM Discussion


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5/5 *

Beginning to prep this one, looks fun.

On page 8, it says: "Noticing the hidden morlocks requires a successful DC 33 Perception check, and on a successful check, the PCs begin the encounter in the marked area."

What marked area? Did I miss something on the map?

LOVE the cheliax boon at the end, but sad to report there is an error on the chronicle. The header for the right side of the available items should "presumably" say Subtier 10-11, not 6-7.

Also, that variant bulette looks awesome! Hope I get to run this at 10-11

Paizo Employee 4/5 Developer

PCs should enter from the top. The marked area bit is a relic of a late-stage art change.

Silver Crusade 4/5 5/55/55/55/5 ****

Question about the start of the encounters in the Imperial Plaza:

Pages 13-15:

Aware of an impending attack by allies of Marianix Karn (information they gleaned through torture) the kalavakus has gathered the majority of his host at the fissure, which he wrongly assumes is the only entrance into the area. If the PCs approach through the morlock tunnels, allow the PCs to attempt Stealth checks with a +10 bonus opposed by Irorstikal’s Perception check to gain a surprise round.

Obviously the fissure is in the southwest corner of the map...but where are the tunnels? Do the tunnels just deposit the PCs in the same location just with surprise, or are they supposed to emerge into the plaza from another direction (the way the map is drawn my guess would be the southeast portion, but I want to check before I start planning to run this next week after I re-run Fingerprints and Fury!)

Regardless, love the way this one looks, and I'm very amused and glad to see that the trend of "unique" transportation modes continues! :)

Paizo Employee 4/5 Developer

Look to the east side of the plaza. See those two sets of spiderwebbing tunnels? Those are the morlock tunnels.

Silver Crusade 4/5 5/55/55/55/5 ****

John Compton wrote:
Look to the east side of the plaza. See those two sets of spiderwebbing tunnels? Those are the morlock tunnels.

Awesome, and thank you!

*looks at clock* ye gods, how late *do* you work, John? :P

Paizo Employee 4/5 Developer

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Mike Bramnik wrote:
*looks at clock* ye gods, how late *do* you work, John? :P

Until the work is done!

5/5 *****

Lancifer and I have been discussing the module over here as I have been doing some solo testing of it and Fury of the Fiend, hopefully in preparation for running them. I do have a few questions about various parts of it.

1. The layout of the prison in encounter two is not entirely clear as the map is rather blurry. It is desribed as being the 3rd floor of a building. Is the section of the western wall simply missing? It appears to be, is this meant to be a wide open gap on to the ruins? The connection between the east and west rooms is not wholly clear, is it an empty opening or is there supposed to be a door there. Given this was an upper floor of a building are there supposed to be windows into the east and west rooms? This encounter seems rife for letting sneaky characters get their scouting on and I would have liked to see a bit more clarity on the set up, especially as it is designed as a jail.

2. The behemoth golem fortress blocks access to the concealed tomb and the escape timer does not begin until the tomb is breached. What exactly counts as breached? In my test my sorcerer used Clairvoyance to spy inside, would that count? I suspect not. If he had used Elemental Body I to turn into an earth elemental and glide through the rock would that do it? How about a party that employs stone shape or passwall? Is the fortress on top a part of the golem and therefore benefitting from its magic immunity? I can see a lot of parties, especially at the upper tier, being able to bypass opening the tomb in the traditional way and was curious about whether or not this activated the "breach" clause. I would probably think Stone Shape and Passwall would but maybe not an earth gliding druid or sorcerer.

3. The timer on the Forbiddance dropping is 1 minute from breach. Assuming any group takes a couple of rounds to move in carefully once it is open they run out of time to diplomacise her (minimum one minute) and she could simply dimension door away without giving the group a chance to do anything about it. Is this intentional?

Grand Lodge 1/5

Running this next week. Went to find these materials in the GM shared prep folders on google docs and could not find them. Actually, could not find the GM prep folder at all. Is it still out there? Anyone have the link?

Ultimately, what I need is these stat blocks IF they already exist out there. Anyone have those? I am very excited to run this. Upon first read through, lots going on.

Thanks all.

Liberty's Edge 5/5

Ran this Sunday and umm some issues,

First need to know the contigency if PC's kill important NPC's.

Second important NPC's should have stats not just class/level or referances to further in the adventure.

Not fond of telling PC's "Well you're boned"(didn't really and made things work), but you get the idea.

Also this scenario can easily run long even at a good pace, be prepared. Big thing is have the maps pre drawn(I did saved about a 1/2 hour) or it will take you a while to do so as they are elaborate.

Paizo Employee 4/5 Developer

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Jason Leonard wrote:

Ran this Sunday and umm some issues,

First need to know the contigency if PC's kill important NPC's.

I believe the adventure does note these things, explicitly and implicitly. Kill Bogipfen, and not only does it take longer to find Marianix, but the fight in the plaza is more difficult (no adjustment for having morlocks). Kill Agajprak, and you get no golem support and might not have an easy way to activate the obelisks. Kill Marianix, and you don't get her support. Kill Primo Ambusta, and you don't get his support.

In a way, not having these NPCs helping the PCs makes the plaza encounter easier.

Quote:
Second important NPC's should have stats not just class/level or referances to further in the adventure.

That is the case for Bogipfen, who I judge to be the most likely of the four for the PCs to fight. Not every scenario can present the stats for every NPC, especially when fighting them is not the typical way of playing the adventure. Another recent scenario did include such stats because fighting those NPCs is one of the intended ways to succeed.

Quote:
Not fond of telling PC's "Well you're boned"(didn't really and made things work), but you get the idea.

See above. If the PCs gun down everything that moves, there are consequences written into the scenario.

Scarab Sages 4/5 *** Venture-Captain, Arizona—Queen Creek

I was at Jason's table for this scenario. Disclaimer, I have not read the scenario as yet, so don't know if things could have been handled differently or not. I was the only Chelaxian at the table, so really the only one this affected directly, but it could be problematic in the future.

bogipfen:
In the first combat, our sorceress failed her sense motive check to realize the second wave of morlocks were friendlies so she fireballed them. Not having the stats for Bogipfen, Jason ruled that the 47 points of fire damage (she failed the reflex save) killed her. That made it impossible for me to get my faction boon for the scenario. I was playing a fighter with no skill in spellcraft (because, why would I). I succeeded at the sense motive, but didn't realize what the sorceress was doing. I mostly attribute this to just a bad mix of characters, but it is something that could happen time and time again.

Paizo Employee 4/5 Developer

Tom Martin wrote:

I was at Jason's table for this scenario. Disclaimer, I have not read the scenario as yet, so don't know if things could have been handled differently or not. I was the only Chelaxian at the table, so really the only one this affected directly, but it could be problematic in the future.

** spoiler omitted **

Regarding Bogipfen's stats:
Bogipfen's ally sidebar on page 10 notes that he uses the stats for a morlock barbarian from area B1. That gives him 93 hp, or 79 while raging.
Dark Archive 5/5 *

trying to figure out a.2 and a.3.

so you enter in the top floor and find a grate that is the only way into area a.2
The grate opens to area a.3 pit that has the hell knights in it.
Now how do you get from the pit to a.2 ?

Shadow Lodge 4/5 5/55/55/55/5 ****

Question about something on the chronicle sheet:

Cheliax boon:
So, the faction boon reads:
"Choose one faction-specific prestige award available to another active faction; this award must cost 2 Prestige Points or less. You can purchase that award as though you were a member of the respective faction. When you purchase the award, record it on the line below."

I'm assuming that faction-specific prerequisites apply, but what about fame prerequisites? Being that this is a 7-11 scenario I'm assuming PCs are likely to be "up there" close to 40 (which I think is the highest fame requirement for most of the boons in the field guide), but before I hand this out, I just wanted to check. Thanks!

Thanks!

Paizo Employee 4/5 Developer

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Cheliax Boon:
Yes, the PC must still meet the other prerequisites, including Fame requirements.

As an example, a Cheliax faction PC might choose Gray Corsair (40 Fame, 2 PP), but he'd still need to have 40 Fame to become such a double-agent.

5/5 *****

andreww wrote:

1. The layout of the prison in encounter two is not entirely clear as the map is rather blurry. It is desribed as being the 3rd floor of a building. Is the section of the western wall simply missing? It appears to be, is this meant to be a wide open gap on to the ruins? The connection between the east and west rooms is not wholly clear, is it an empty opening or is there supposed to be a door there. Given this was an upper floor of a building are there supposed to be windows into the east and west rooms? This encounter seems rife for letting sneaky characters get their scouting on and I would have liked to see a bit more clarity on the set up, especially as it is designed as a jail.

2. The behemoth golem fortress blocks access to the concealed tomb and the escape timer does not begin until the tomb is breached. What exactly counts as breached? In my test my sorcerer used Clairvoyance to spy inside, would that count? I suspect not. If he had used Elemental Body I to turn into an earth elemental and glide through the rock would that do it? How about a party that employs stone shape or passwall? Is the fortress on top a part of the golem and therefore benefitting from its magic immunity? I can see a lot of parties, especially at the upper tier, being able to bypass opening the tomb in the traditional way and was curious about whether or not this activated the "breach" clause. I would probably think Stone Shape and Passwall would but maybe not an earth gliding druid or sorcerer.

3. The timer on the Forbiddance dropping is 1 minute from breach. Assuming any group takes a couple of rounds to move in carefully once it is open they run out of time to diplomacise her (minimum one minute) and she could simply leave, is that intended?

I don't suppose someone could comment on the questions above?

5/5 *****

John Compton wrote:
** spoiler omitted **

I just wanted to say that I loved just how flavourful and interesting this boon is. I did have one quick question:

Spoiler:
I am looking to complete this for my main character, a Signifier of the Order of the Gate who is publically a supporter of Asmodeus. I am very tempted to take a commission as a Captain in the Eagle Knights, if only to tweak the noses of the Andorans a little, but wondered how that might work?

3/5

Is B1, B2, and B3 not marked? I seem to be having some difficulty finding their locations and maps.

Liberty's Edge 2/5 *

Hi,

I just played this yesterday and it occured to me, was there a spellbook for the Lich. We were pressed for time so I only got to have a conversation after the game with the gm who indicated there was, but it was never mentioned under loot?

Thanks

Dark Archive 5/5 *

there is no spellbook listed in the module or under the lich write up in the bestiary.

confused on how to access a.2
module says you acess it from a.3 which is the sealed pit the hellknights are in. but rest of a.3 lvl is all debris.

???????????????

Silver Crusade 4/5 5/55/55/55/5 ****

I'll be running this tomorrow - just prepped the maps and such...

joe kirner wrote:

there is no spellbook listed in the module or under the lich write up in the bestiary.

confused on how to access a.2
module says you acess it from a.3 which is the sealed pit the hellknights are in. but rest of a.3 lvl is all debris.

???????????????

Joe - A3 is beneath the grate on the far east wall of area A2, I'm pretty sure. The entrance of A2 is on the far lower-left corner of the map - on the Dungeon Chamber map pack card, there's a door there. I'm just going to throw a generic blank map on the other side of the door so the PCs can setup how to burst in however they want, since the scenario doesn't specify too much.

As for the spellbook, I'd go with that it contains everything she has memorized only, barring any additional clarification from John or Mike Brock.

Spoiler:

6th — circle of death, globe of invulnerability, maximized fireball
5th — cloudkill, cone of cold, quickened magic missile, waves of fatigue
4th — dimension door, enervation, fire shield, wall of ice
3rd — dispel magic, fireball, suggestion, vampiric touch
2nd — darkness, extended mage armor, false life, scorching ray, see invisibility, spectral hand
1st — magic missile, ray of enfeeblement, shield
0th — bleed, detect magic, ray of frost, read magic

Tarma wrote:
Is B1, B2, and B3 not marked? I seem to be having some difficulty finding their locations and maps.

If you read the descriptions for B2 and B3, their places on the map of the Imperial Plaza should become easily apparent :)

B2 is the Golem (the 10x6 square beastie on the map that the PCs can walk inside of), and B3 is the final area where the young lady will be waiting to chat with them.

Silver Crusade 4/5 5/55/55/55/5 ****

andreww wrote:
1. The layout of the prison in encounter two is not entirely clear as the map is rather blurry. It is desribed as being the 3rd floor of a building. Is the section of the western wall simply missing? It appears to be, is this meant to be a wide open gap on to the ruins? The connection between the east and west rooms is not wholly clear, is it an empty opening or is there supposed to be a door there. Given this was an upper floor of a building are there supposed to be windows into the east and west rooms? This encounter seems rife for letting sneaky characters get their scouting on and I would have liked to see a bit more clarity on the set up, especially as it is designed as a jail.

If you have the pdf you can zoom in and it's pretty crisp and clear. In the bottom-left corner of the western third of the map-cards is a door (4 squares from the bottom left corner).

andreww wrote:
2. The behemoth golem fortress blocks access to the concealed tomb and the escape timer does not begin until the tomb is breached. What exactly counts as breached? In my test my sorcerer used Clairvoyance to spy inside, would that count? I suspect not. If he had used Elemental Body I to turn into an earth elemental and glide through the rock would that do it? How about a party that employs stone shape or passwall? Is the fortress on top a part of the golem and therefore benefitting from its magic immunity? I can see a lot of parties, especially at the upper tier, being able to bypass opening the tomb in the traditional way and was curious about whether or not this activated the "breach" clause. I would probably think Stone Shape and Passwall would but maybe not an earth gliding druid or sorcerer.

I'd say that the doors opening is the "breach" the spell would need. Even if you enter through a creative way, the chamber itself is still "sealed". If you somehow created a tunnel in there, *that* would be a breach too, methinks. I would agree that the fortress atop the golem is part of it, too, since the controls for the golem are inside, so they're definitely connected.

andreww wrote:
3. The timer on the Forbiddance dropping is 1 minute from breach. Assuming any group takes a couple of rounds to move in carefully once it is open they run out of time to diplomacise her (minimum one minute) and she could simply leave, is that intended?

The text about the lady explains that - she knows she could just wait a minute and run off, but she's specifically going to wait and be courteous because she a) has learned humility and b) assumes that the PCs must be at least as strong as she is (as a group, or each) and she wants to be nice, not make any new enemies, and honestly reward the PCs for opening the way out for her. Just because she's an abomination against all that is right doesn't mean that she doesn't know how to have manners...sometimes ;-)

Silver Crusade 4/5 5/55/55/55/5 ****

I also must say that this scenario's author is an evil, evil man...and I like it.

Tactics ideas for the prison:

(that thread located here where he's talking about a hell-on-wheels sorcerer who was thinking of confusing/zapping the two Incubi outside the main prison while under greater invisibility)

"Encounter 2 since the incubi are fully aware of an impending response from the Pathfinder Society via information gleaned from a tortured Karn, when their 2 brethren begin to act confused, they know the jig is up. Rather than stand around like stunned idiots, they act thusly. They take one hostage, read carefully ONE hostage. Immediately they kill Agajprak ( an easy task as she is at -1 hp), After all morlocks are a dime a dozen here, due to this you automatically lose her and Bogipfen as allies (no aid later on and no help securing Rachikan). Next 2 of them flank Karn (the chosen hostage as they believe a fellow pathfinder would elicit a most favorable response). The yell out that you have 1 round to enter through the front door visible, or she dies (also at -1) a threat they follow up on even if you show up, thay are after all CE :)) if even if you take 1 of them out, the remaining uses a readied action to complete the task. Area of effect attacks are risky. The remaining demons fly down into the pit and slaughter the unarmed hellknights. So one round to either surrender or act. AT any rate you lose a lot of resources and most like lose the ability to satisfy the mission. "

Silver Crusade 4/5 5/55/55/55/5 ****

Oh...quick question I just noticed!

In encounter #1 at subtier 10-11, it lists the tactics the same as 7-8...but these "variants" don't have any special attacks listed. Should we run them with none, or add in the ones from the "base" monster (from the 7-8 subtier)?

Thanks, and sorry for all the questions! I'm really excited to run this one in a few hours - I'll be posting some pictures after, since I have something special planned!

Liberty's Edge 2/5 *

Thanks for the information on the Spellbook. I thought the writer was trying to gyp me of a Spellbook for a minute there :)

Silver Crusade 4/5 5/55/55/55/5 ****

Because I'm infamous locally for putting extra minis and setting pieces out on maps to keep my players on-edge, I decided to play to my strengths, and with the help of Phil (owner of The Common Room where we play PFS here in Btown), I put together a "scale model" of the Behemoth Golem for the Imperial Plaza scene.

Here he is, an intimidating backdrop to the PCs coming through the Morlock tunnels on the right (with a stone golem of their own to help them) while a horde of demons faces off against hundreds of friendly Morlocks (and a detachment of rescued Hellknights) in the lower left.

Silver Crusade 4/5 5/55/55/55/5 ****

Another view of the battlefield and the Behemoth

Liberty's Edge 2/5 *

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PAPER CHARACTER SHEETS?

What sort of foul sorcery IS THIS?

I can only see 1 laptop and 2 mobile devices in this picture.

The Behemoth also looks very nice

Silver Crusade 4/5 5/55/55/55/5 ****

Matthew Pittard wrote:

PAPER CHARACTER SHEETS?

What sort of foul sorcery IS THIS?

You could say that we "roll old school" 'round these parts?

Sovereign Court 4/5 5/5 ***

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

So, interesting thing about an advanced lich - sticking the advanced template on a spellcaster gives them more spell slots due to their higher INT (in this case, a bonus 3rd & 4th level slot). Should we assume those slots are blank or can we prep an extra copy of one of her already prepped 3rd and 4th level slots before the fight begins?


James McTeague wrote:
So, interesting thing about an advanced lich - sticking the advanced template on a spellcaster gives them more spell slots due to their higher INT (in this case, a bonus 3rd & 4th level slot). Should we assume those slots are blank or can we prep an extra copy of one of her already prepped 3rd and 4th level slots before the fight begins?

I'd also like to know this.

Also, is there any way for the PCs to know what her phylactery is? I'd wager that no knowledge check, no matter how high, will give away her exact phylactery, nor would she reveal it.

4/5

1 person marked this as a favorite.

Well there is the brute force method of smashing stuff until you find something that is too hard to damage.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

John Compton wrote:
** spoiler omitted **

What about closed factions? I can see "master" from lantern lodge being popular

Edit: master is over the cost cap, so never mind that one. But honorific could be bought. You can get the same benefit from Andorran though.

Shadow Lodge 4/5 5/55/55/55/5 ****

thistledown wrote:
John Compton wrote:
** spoiler omitted **

What about closed factions? I can see "master" from lantern lodge being popular

Edit: master is over the cost cap, so never mind that one. But honorific could be bought. You can get the same benefit from Andorran though.

The answer to your question lies within:

Spoiler:
Cheliax Boon wrote:

Choose one faction-specific prestige award available to another active faction; etc etc

Hope that helps.

Grand Lodge 5/5

Rachel Hill wrote:
James McTeague wrote:
So, interesting thing about an advanced lich - sticking the advanced template on a spellcaster gives them more spell slots due to their higher INT (in this case, a bonus 3rd & 4th level slot). Should we assume those slots are blank or can we prep an extra copy of one of her already prepped 3rd and 4th level slots before the fight begins?

I'd also like to know this.

Also, is there any way for the PCs to know what her phylactery is? I'd wager that no knowledge check, no matter how high, will give away her exact phylactery, nor would she reveal it.

+1 on the spell question.

I'm running this for a paladin on Saturday and I would be astounded if the party did not wind up in combat with her.

Grand Lodge 5/5

Would not attacking the lich be an offense worthy of losing paladin abilities? I had that happen (amazingly). The others told the paladin they would not help him fight her. He was prepared to take an atonement and I decided to not count it against him.

I ruled that she likely would have gotten away anyways. Thoughts?

If he had attacked her and the rest of the party didnt help, would that constitute an evil act? Seems such a gray area to me.

5/5 *****

I don't think I would ever force a paladin to fall for not taking probably suicidal actions.

5/5 5/55/55/5

The paladin cannot make a deal with the lich.

The paladin can however go admire the ancient jiskan architecture outside of the room.

Scarab Sages 5/5

BigNorseWolf wrote:

The paladin cannot make a deal with the lich.

The paladin can however go admire the ancient jiskan architecture outside of the room.

But is NOT attacking the lich an evil act that would require the Paladin to get an atonement?

5/5 5/55/55/5

Katisha wrote:
BigNorseWolf wrote:

The paladin cannot make a deal with the lich.

The paladin can however go admire the ancient jiskan architecture outside of the room.

But is NOT attacking the lich an evil act that would require the Paladin to get an atonement?

Since first level paladins are not compelled to walk directly towards the world wound at all times to die horribly I'm going to say no.

Grand Lodge 4/5

Rachel Hill wrote:
James McTeague wrote:
So, interesting thing about an advanced lich - sticking the advanced template on a spellcaster gives them more spell slots due to their higher INT (in this case, a bonus 3rd & 4th level slot). Should we assume those slots are blank or can we prep an extra copy of one of her already prepped 3rd and 4th level slots before the fight begins?

I'd also like to know this.

Also, is there any way for the PCs to know what her phylactery is? I'd wager that no knowledge check, no matter how high, will give away her exact phylactery, nor would she reveal it.

Knowledge (religion) can tell them that she has one. A generous GM might add that they are magic items with most likely a strong magic aura (caster level 11+) unless it's masked in some way. If they detect and identify the fading aura of forbiddance, they can figure out that it must be in the room.

Grand Lodge 4/5

Starglim wrote:
If they detect and identify the fading aura of forbiddance, they can figure out that it must be in the room.

That is, the phylactery must be in the room, edit: if she couldn't go anywhere else after completing the ritual of lichdom there.

Sovereign Court 5/5

When trying to wrap my mind around the demon baddies' motivations (beyond evil lolz) for taking over the site and enslaving the achaeologists/morloks, I've only managed to solidify my confusion.

Quote:

...a kalavakus demon named

Irorstikal heard the familiar call of its lost mistress.
Thanks to its teleportation ability, Irorstikal arrived
even before the archaeologists discovered the new city
section. Seeing his lost mistress trapped within a lifeless
shell amused the fiend, and he set out to humiliate and
subjugate her for past torments...
Quote:

...Now archaeologists and morlocks work side-byside

to free the behemoth golem so that Irorstikal might
claim the trophy as his own.

Is Severina the mistress in question, or was it the call of the balor bound to the behemoth demon? The text seems on one hand to be suggesting that Severina is the mistress, but the explanations make more sense if the kalavkus means to take the opportunity to torment the more powerful demon that is currently suffering the indignity of powering a mortal-made golem. It seems unlikely that Irorstikal would see Severina and mistake her as being 'trapped within a lifeless shell'. Heck, if he teleported into her tomb itself and meant her ill will, she would have been in a position to F him up. On the other hand, it'd certainly be the first time I've seen a balor referred to in the feminine form.

If irorstikal is digging out the behemoth to 'claim' it, it doesn't make a ton of sense if Severina was the former mistress in question. Granted, he has no way of knowing that she's become quite unattached to her golems. Perhaps, despite his impressive intellect, he simply isn't learned enough to realize that digging out the behemoth golem is actually what's making Severina's escape from eternal imprisonment possible. It just seems a bit off that a demon with 17 wisdom would be written to act so stupidly against his goals... unless of course his goal was to torment the balor inside the golem instead.

4/5

I would be unsurprised at female Balors. I believe unless otherwise noted, as with for instance Succubi, that outsiders can come in at least two genders, and possibly more.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Looking forward to getting access to this and seeing all the things I missed thanks to having to flee the kalavakus and running out of time in the slot.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Really disappointed with everything that was left out of my play through. My rogue would have aced the role-play events that were skipped and may have made a difference in our unfortunate loss. I will just have to take what I learned and put it to better use in my run at PaizoCon.

Shadow Lodge 4/5 5/55/55/55/5 ****

TriOmegaZero wrote:
Really disappointed with everything that was left out of my play through. My rogue would have aced the role-play events that were skipped and may have made a difference in our unfortunate loss. I will just have to take what I learned and put it to better use in my run at PaizoCon.

Good luck keeping this one in a con time slot.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

I'm hoping for low subtler. The variant bulettes really slowed my table down.

5/5

CanisDirus wrote:
TriOmegaZero wrote:
Really disappointed with everything that was left out of my play through. My rogue would have aced the role-play events that were skipped and may have made a difference in our unfortunate loss. I will just have to take what I learned and put it to better use in my run at PaizoCon.
Good luck keeping this one in a con time slot.

Ran this twice at Origins, and it was tight, but it was kept in the 4 1/2 hour playing time we had...barely. I wasn't sure I'd like this one at first, and my first run was kind of rough, but the second time through was a blast. I really enjoyed this one in the end. Good luck at PaizoCon.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Ran about 5 and 1/2 hours tonight. Learned a few things not to do and just how much information there is in there. Depending on the tier and party comp things can really drag on.

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