Going to run First Steps, I have some questions -spoilers inside-


GM Discussion

Grand Lodge 2/5

I went through the scenario last nights and jotted down notes, highlighted stuff, etc. I have some questions regarding some of the stuff. Unluckily, I left my notes/the scenario at home so I don't have them with me and they're from memory. But I'll just list the ones I can remember.

Also, this is my first time GM'ing so in depth answers would be appreciated.


  • For the Warehouse
  • Part of it says "if the PCs can squeeze alongside the double doors they can open it with a DC 22 str check. It looks to me like the doors are literally on the side of the building facing the water. I don't see any mention of a ledge or anything that they would be able to stand on. And according to the text earlier, the warehouse is 10'-15' off of the water. So, how would I go about letting the PCs force that door from the outside?
  • Should the PCs be able to spot the rats before the rats awaken? If they aren't spotted, should they do a charge for a surprise round or no because "that's not in their tactics"?

  • For the old lady from the healing/orphanage place.
  • It says she uses her first roll on Sense Motive or Diplomacy... But what would be 'diplom'ing?
  • To spot her alcoholism it says it's a DC 12 heal check, should I roll this without the PCs knowing? Should I just say "give me a heal check" as soon as they see her? What would be a good way to go about doing this?
  • One of the things to find out about her is via interacting with the children. How do I let the PCs (or some of the PCs) get away without having her chase them down/follow them around--obviously if one of them tries to stealth away, but eventually she might notice. Basically I don't want to make them think there's nothing else to find out by having the lady seem overly dissuasive about talking to the children.
  • If she's forced into combat, it says she basically tries to wait for the guards to show up.. But I don't recall reading anything about guards.. So is that just for her to RP?
  • Is she smart enough to know that sleep doesn't work on elves? (I really don't know whether or not this'd be considered common knowledge. Only thing that might help is her knowledge local +5 this being Absolom the melting pot of the inner sea)

  • For the part with the 5 chests
  • A couple of the chests are trapped, if the PCs don't actively check for traps, should I assume they're taking 10 and only tell them about the traps if their perception + 10 is high enough to spot it without actively looking?
  • And how exactly does one interpret "poison (save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save)" It looks like every round for 6 rounds they take 1d2 Con damage? But I don't know what "cure 1 save" means--but I don't know what "cure 1 save" means. I'm guessing that overall it means they make a fort save every round for 6 rounds, if they fail they take 1d2 Con damage. If they succeed the save the effect ends. How do PCs at lvl 1 restore Con damage? Also, if someone cast Detect Poison, would that tell them "hey, there's a snake in there" or "there's some kind of poison in there (they can't focus on it through the basket so I'm guessing this one)"?

  • For the imp in the bedroom
  • It says the imp doesn't start actively fighting the PCs until reduced to half health...does it inactively fight them in some way...?
  • It says that the NPC gave the PCs a silvered cat-o'-nine-tails but I only saw mention of the silvered dagger..editing typo (or conversion typo)?

  • Ambush!
  • It says they cast obscuring mist, and the the non-essentials flee and then leaving the area clear for both groups to deal with each other. This doesn't mean that the obscuring mist has already dissipated, does it?

  • Miscellany
  • Understanding DR - "DR 5/good or silver;" means that the first five damage of an attack doesn't go through, unless it's from a good aligned or silvered weapon, right? In this case, what about other materials such as adamantine--doesn't matter it's just dr 5?

That's all I can remember.. any help is appreciated.

Silver Crusade 4/5

Going from memory. I've GMed this like 5 or 6 times, but it has been nearly a year since the last time.

claudekennilol wrote:
Part of it says "if the PCs can squeeze alongside the double doors they can open it with a DC 22 str check. It looks to me like the doors are literally on the side of the building facing the water. I don't see any mention of a ledge or anything that they would be able to stand on. And according to the text earlier, the warehouse is 10'-15' off of the water. So, how would I go about letting the PCs force that door from the outside?

Maybe they climb up on the roof, and lower a rope down to that side? Players can sometimes surprise you with their creative ideas. But every time I've run this, people have just picked the lock and/or broken the door down from the pier, rather than messing with the doors facing the water, so don't worry about it.

claudekennilol wrote:
Should the PCs be able to spot the rats before the rats awaken? If they aren't spotted, should they do a charge for a surprise round or no because "that's not in their tactics"?

I don't think I ever do a surprise round for this, in either direction. Either the rats are too hidden for the PCs to see (so the PCs can't surprise them when they're sleeping) or they wake the rats up and see them coming out of the boxes and barrels to attack (so the rats don't get a surprise).

claudekennilol wrote:
It says she uses her first roll on Sense Motive or Diplomacy... But what would be 'diplom'ing?

She'd be trying to be nice to the PCs at first, I guess. I honestly don't remember how I handle this one. It's mostly a "play it out" section of the adventure, with minimal die rolling.

claudekennilol wrote:
To spot her alcoholism it says it's a DC 12 heal check, should I roll this without the PCs knowing? Should I just say "give me a heal check" as soon as they see her? What would be a good way to go about doing this?

Most groups want to examine the sick kids, so you'll get a chance to find out their heal check modifiers at that point. Then you can roll in secret for this.

claudekennilol wrote:
One of the things to find out about her is via interacting with the children. How do I let the PCs (or some of the PCs) get away without having her chase them down/follow them around--obviously if one of them tries to stealth away, but eventually she might notice. Basically I don't want to make them think there's nothing else to find out by having the lady seem overly dissuasive about talking to the children.

I usually have her let them talk to the kids, but she goes with them. Thus, some of the kids are less likely to say anything bad about her. Most groups find some creative way to split the group, so that half of them are dealing with her while the other half talks to the kids while she's not there.

claudekennilol wrote:
If she's forced into combat, it says she basically tries to wait for the guards to show up.. But I don't recall reading anything about guards.. So is that just for her to RP?

She's supposed to make a fuss and try to call the town guard if the PCs attack. Assume the town guards are able to easily overpower a group of level 1 adventurers. Most PCs won't want to fight them, anyway. In fact, I've only had one group attack her. They knocked her unconscious, then tried to carry her back to the temple of Sarenrae where they were given the assignment to check up on her. I had city guards stop them on the way, and they went back to the orphanage and talked it out with the guards at that point.

claudekennilol wrote:
Is she smart enough to know that sleep doesn't work on elves? (I really don't know whether or not this'd be considered common knowledge. Only thing that might help is her knowledge local +5 this being Absolom the melting pot of the inner sea)

I'd say she's too much of a bigot to get a bonus to knowledge: local, but that's just me. Don't remember if she has it trained, but I'd say that's common enough knowledge to allow an untrained check, maybe at DC somewhere around 5-10. Also, remember that Sleep is a full round cast, so the PCs are likely to interrupt her if she tries to cast it.

claudekennilol wrote:

For the part with the 5 chests

A couple of the chests are trapped, if the PCs don't actively check for traps, should I assume they're taking 10 and only tell them about the traps if their perception + 10 is high enough to spot it without actively looking?

They're only taking 10 if they say they are. If they don't remember to check for traps, then they set them off without a check. Most groups are pretty paranoid about traps on these things, though, so they'll probably say they're checking for traps. And if they're not paranoid before, then getting hit with a trap will be a good learning experience for them. :P

claudekennilol wrote:
And how exactly does one interpret "poison (save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save)" It looks like every round for 6 rounds they take 1d2 Con damage? But I don't know what "cure 1 save" means--but I don't know what "cure 1 save" means. I'm guessing that overall it means they make a fort save every round for 6 rounds, if they fail they take 1d2 Con damage. If they succeed the save the effect ends. How do PCs at lvl 1 restore Con damage? Also, if someone cast Detect Poison, would that tell them "hey, there's a snake in there" or "there's some kind of poison in there (they can't focus on it through the basket so I'm guessing this one)"?

I'm not sure if Detect Poison would spot the snake. I'd have to look up the spell.

As for reading the poison entry, it means they get a fort save every round for 6 rounds, or until they make one of the saving throws, whichever comes first. Each time they fail, they take 1d2 Con damage. As soon as they make a save, they're cured (though previous Con damage remains until they sleep it off or get a Lesser Restoration cast on them, which is unlikely at level 1). I believe there's a section near the back of the Core Rulebook (I forget which chapter) that covers how to read poison entries.

claudekennilol wrote:
It says the imp doesn't start actively fighting the PCs until reduced to half health...does it inactively fight them in some way...?

Not really. It's busy trying to open the box by banging it around, though it might move away from them to avoid getting hit, or even turn invisible on them.

claudekennilol wrote:
It says that the NPC gave the PCs a silvered cat-o'-nine-tails but I only saw mention of the silvered dagger..editing typo (or conversion typo)?

I do not remember that. The letter opener counts as a silver dagger. If it mentions another silver weapon, that's probably a typo.

claudekennilol wrote:
It says they cast obscuring mist, and the the non-essentials flee and then leaving the area clear for both groups to deal with each other. This doesn't mean that the obscuring mist has already dissipated, does it?

Nope. Most of the fight takes place inside the Obscuring Mist, which slows things down for both sides. There's a 20% miss chance on all attacks, and it takes the ranged combatants out of the fight altogether, including the evil arcane caster.

claudekennilol wrote:
Understanding DR - "DR 5/good or silver;" means that the first five damage of an attack doesn't go through, unless it's from a good aligned or silvered weapon, right? In this case, what about other materials such as adamantine--doesn't matter it's just dr 5?

Correct. Any attack that isn't good aligned (magically, such as from Bless Weapon, not just a good aligned PC making an attack) or silver will do 5 points less damage than normal. Remember that this only applies to physical damage. Energy damage (fire, acid, lightning, cold, force) always overcome DR. So any PC with Burning Hands, Magic Missile, Acid Splash, Ray of Frost, any of the 1st level cleric domain blast attacks, etc will ignore this DR.

Grand Lodge 2/5

Thanks. About Det Poison

PRD wrote:
You determine whether a creature, object, or area has been poisoned or is poisonous.

The basket obviously isn't thick enough to blank out a Detection spell but I don't know if they would be able to discern between "there's a poisonous snake in there" or just "there's some kind of poison in there."

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

claudekennilol wrote:


  • If she's forced into combat, it says she basically tries to wait for the guards to show up.. But I don't recall reading anything about guards.. So is that just for her to RP?
  • Mike Brock on Town Guards

    Basicly, if the PCs get caught commiting blatently criminal acts, the town guard should show up in a reasonable time.

    In the case that the PCs unwisely attack the town guard, you can use the stats from the NPC codex. (there doesn't seem to be a hard link, but you can find the info on the PRD, in the apendix to the NPC Codex, after the animal companions.)

    City Defenders
    Civil peace and prosperity must often be defended with force of arms. These men and women defend the people of their settlement.

    Low-Level (CR 4)
    A veteran guard leads a cadre of raw recruits on a patrol through lower-class sections of the city to show them the ropes and toughen them up for future challenges.

    1 guard (human warrior 3)
    6 recruits (dwarf warriors 1)

    Grand Lodge 2/5

    Any other pearls of wisdom before I start?

    Silver Crusade 4/5

    For the final fight, be sure to use the tactics described in the adventure, even though they're not "best" for the bad guys. If the bad guys were smarter, they could kill a lot more PCs than they actually do. As is, that halfling already has quite a few kills to his name.

    Silver Crusade 3/5 *** Venture-Captain, North Carolina—Asheville

    First Steps was the most recent game I played; we hit Ledford with a combination of Command and Cause Fear, so he kept crawling away into the mist. Good times.

    Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

    claudekennilol wrote:
  • For the Warehouse
  • Part of it says "if the PCs can squeeze alongside the double doors they can open it with a DC 22 str check. It looks to me like the doors are literally on the side of the building facing the water. I don't see any mention of a ledge or anything that they would be able to stand on. And according to the text earlier, the warehouse is 10'-15' off of the water. So, how would I go about letting the PCs force that door from the outside?
  • There is also a boat tied up to the pier they can use. Either to get it under the hole in the floor, or use it to open the door.

    Silver Crusade 4/5

    The boat will still be 10-15 feet below the hole and the loading dock doors. Those loading doors are designed for much larger vessels than a rowboat.

    Grand Lodge 2/5

    With regards to the loading dock doors, I think I'm just going to tell them that there's a narrow ledge running around the edge of the building that leads to it and they can check it out with acrobatics if they want.

    Grand Lodge 4/5

    IIRC, the scenario itself mentions just such a ledge, and even gives the Acrobatics DC to use it.

    Silver Crusade 4/5

    Fromper wrote:
    As is, that halfling already has quite a few kills to his name.

    And now he has one more. Just GMed this again tonight, and Ledford got another crit.

    Silver Crusade 1/5 *

    For detect poison to tell you if a creature is poisonous, you have to target it. Since the snake is covered by the basket, you neither have line of effect nor line of sight to it, and thus cannot target it. If you do it as an area effect spell, the area has neither beened poison nor is it poisonous, so I do not believe it will reveal the existence of the snake.

    I ran this yesterday and Ledford didn't get a crit off, but he did drop a druid into the negatives. Deandre then rolled max damage on an attack against a different party member.

    In my game, the PCs decided to hang back and not move into the mist, so Deandre and Ledford moved forward while Larkin climbed up to the roofs to try and get around into a flank. Halli also moved up to the roofs to start launching Acidic Rays down onto the party, but I never rolled higher than a 3 on the die before she was put to sleep and fell off the roof.

    It could have gotten ugly really fast for my party since all of them were brand new characters and the only curative spells they had were 2 cure light wounds spells the bard was able to cast, both of which had to go to the druid that got axed by Ledford.

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