#6-13 Of Kirin and Kraken GM thread


GM Discussion

Silver Crusade 3/5

I read this scenario having decided to run it in the near future. Couple of things that have slipped through the editing caught my eye during the first, cursory read.

1) This is mostly a heads-up. The NPC who is captured by the boss is referred to as both Hamade Sora and Ryoto Ryu. At least it seemed to me that both names refer to the same person. It really doesn't matter which one the name actually is, but I think Hamade Sora would be better to avoid any confusion with the name of the boss, Lord Rybos.

2) On page 15, when describing area A11 there is a sentence that ends abruptly in the middle. "The improvised pool is murky enough to provide
concealment against any attacks that travel through 20 feet or more of water, and a PC must succeed at a DC". I guess I just have to skip whatever the DC would have been for unless the scenario writer clarifies things before I run it, though I'm intrigued about what it would have been.

Grand Lodge 5/5 * Venture-Captain, New Zealand—Dunedin

I saw that, too. Sharp eyes you have. It'll likely be addressed shortly.

Shadow Lodge 3/5

I saw some stuff too, and will provide a more thorough review later. Although I would like to just throw this out early. Does anyone know where I can find a picture, or something to represent to big bad in this scenario? I'd like to get something to truly capture their appearance but just not sure what.

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

Another issue is on page 16. "The improvised pool is murky enough to provide concealment against any attacks that travel through 20 feet or more of water, and a PC must succeed at a DC

In addition to supporting the ceiling, the pillars"

What is the DC, and what is it for?

Dark Archive 5/5 5/5

I am running this on Saturday and would really like to know what the PCs must save versus.

Silver Crusade 3/5

I'm just going to skip the skill check/save the DC is for if no official comment appears before Tuesday when I'm running this. There is no way to deduce it from the context. I guess the setting will complicate things enough as is.

Shadow Lodge 3/5

Presumably the DC is a Perception to save against being flat-footed vs the BBEG's attacks.

Spoiler:

His tentacle attack has a 30' reach so he could hide underwater and attack from there.

With this being a 7-11 I would also assume that the DC is most likely 25, or 30. Although that's just me guessing


On page 16, the scenario reads as follows:

Quote:

The improvised pool is murky enough to provide

concealment against any attacks that travel through 20
feet or more of water, and a PC must succeed at a DC

In addition to supporting the ceiling, the pillars...

The paragraph ends abruptly in the middle of a description of a skill check. Does anyone know what the intended wording was?

Shadow Lodge 3/5

That question has already been asked in the other 6-13 thread, and we haven't heard back yet

Liberty's Edge 4/5 RPG Superstar Season 9 Top 16

I was looking forward to this one ahead of time with a couple of interesting encounters. However, once we hit the table, I found ever single combat went the same way. I found that pretty frustrating.

Spoiler:

A hyper-optimized sorcerer threw confusion to open up pretty much every battle, and nothing in the mod could resist without rolling a 20. The BBEG did role a 20, until another PC oracle forced a reroll, so he went down to confusion too. (They didn't fight the monk, and we didn't have time for the optional encounter, which had the two highest will saves, although only the monk could save on better than a 20.)

Shadow Lodge 3/5

Fair Warning: This is a long post, and my first blow-by-blow so it may be a tad long, and full of spoilers which is why most of it is in spoiler tags...

So I ran this Friday night, solidly in the high-tier with an APL of 10.1. The party consisted of:
Winter Witch
Tetori Monk
Zen Archer
Warpriest
Wand-Wielding Magus
Regular Magus

Intro:

Spoiler:

The intro went well, with only minor tongue fumbling on my part when it came to some of the names and locations in Tian Xia. When the party was about to leave I did offer up some information that they forgot to ask about, in particular I told them what each of the items looks like, as I felt that is something the NPC would have told them had they not asked for it in the first place. I also offered, almost as a parting thought the final question that the scenario provides:

"The point of your mission isn’t to fill your pockets by plundering our lost vaults; it’s to reclaim the flute of the fallen emperor. What reward is greater than saving all of Kwanlai? The Way may eventually reclaim the riches from the vault, but Lord Rybos’s presence in the region makes a large-scale expedition and excavation difficult. If you wrest control of Shen-Shu from the wizard, you may claim whatever relics you find within the vault as compensation. But remember, the flute is vital above all else. We will be watching."

In particular I wanted to emphasize the final line.

The Marketplace:

Spoiler:

When they got to the market and were about to buy things I told each of them that they felt a strange magic feeling start to creep into the back of their minds, and asked each person if they would allow it or not. Those who didn't want it I had them roll their saves but provided no information either way if they failed/succeeded or what happens because of their rolls

My party got the max result on the Kn(geography) check but missed the highest check for the Diplomacy/Kn(local) so they bought smart, and used their money to purchase items for water combat, and stat recovery.

This whole part took a while, because my players made good enough knowledge checks that they spent time talking about what items to get, and what is best for underwater combat.

Overland Travel:

Spoiler:

I liked how they did this. It made the weeks of travel easy, although I did feel bad denying my Pirate Captain Wand-Wielding Magus a chance to use his boat.

But the mechanics were simple, and I basically just read off the part of the paragraph that describes what the party can do and the checks they can make. They then discussed who was going to do what, and the skills they would use. This allowed them to get through with only minor penalties, and after a use of a lesser restoration scroll nobody was taking any penalties due to ability damage.

Because this was using a map to travel and taking the back-roads/crossing a swamp I allowed the use of navigational tools to provide bonuses because I felt that it was a fitting tool for the job.

Third floor:

Spoiler:

This fight was over pretty quick, the Tetori could one-handed easily grapple the Servants while everyone else would beat on them. The boggards did manage to do some damage to the Zen Archer, although they were surprised when she jumped from the docks to their door (because monk). But they were no match for the Ice Tombing Winter Witch, and soon we had bogcicles.

After some quick looting, it was off to the second floor.

Second floor:

Spoiler:

I loved this room, with the party that I had I honestly didn't even bother prepping a fight. I knew them well enough that unless the dice horribly betrayed them, or they were just having a bad night that they wouldn't just murder-hobo their way through it.

This floor took a while, but it was because we decided to role-play (imagine that) our way through it. The Warpriest wanted to try a perform oratory check but didn't get a good role so we started to recite a famous speech from an Andoran Captain but forgot everything past the opening line...so it was off to the acrobatics! Both the Wand-Wielding Magus and the Zen Archer drank their potions of tumbling and performed various acrobatic feats. One was jumping around the room, while the other from a standing position performed a jump check of 70. Both of these were highly entertaining to the Kappa to which he eagerly gave them some useful information, and he attempted to perform his own jump check getting a 71 (but he did have to blow a ki point for it). A diplomacy role later and they got all the useful information he could provide.

The Tetori and the Kappa then had a friendly sparring match with grapples, with both of use rolling natural 20's for our first rolls, his to grapple and mine to get control. It was a good time with the Tetori barely winning, and with the Kappa taking it as a sign to train harder.

When asked about the items he freely gave up the information on the flute, and the crown but was hesitant to talk about the seal, other than he had seen, yes it is in his collection, and no they may not have it. However after hearing of how the Way of the Kirin closely matched his own philosophies and the good that they do he allowed the PCs to take the seal without a fight, especially when the PCs said that they would talk to the Way of the Kirin representative about letting him maintain his custodianship of the tower, and possibly expanding it beyond his floor once the BBEG is removed.

The one thing I did add is that the PCs could easily see the large sword strapped across his back, and I gave him a blue hand-print of Irori on his chest. He didn't really chide or tease them too much as nobody was especially humble or a big bragger, and he was happy to see another grappler.

After that he let them go on, and was humbled when the monk gave him a Phoenix feather from the Ruby Phoenix tournament as a symbol of gratitude for the match, and in honor of his martial abilities, which he has proudly placed next to his most prized possessions.

This took by far the most time of any part in the scenario, with was already 3.5 hours when we finished this section. I can totally see this going much quicker with a more murder focused party, but they would miss out on a fun RP section.

At this point the table moved from the game store to a nearby location that was open later so we wouldn't have to scramble and try to take pictures, remember initiative, or any of that stuff. It was a good stopping point.

First floor:

Spoiler:

This went super fast, when the party arrived saw the door across from the stairs and decided not to open it. Kind warned them about the dangers of opening the "weeping door" since it constantly has water trickling down the cracks. They checked the office and got the good stuff from their before heading down the hole to the next level.

Basement:
A7:

Spoiler:

Because at this point we were cramped for space I didn't draw area A7 but I did describe it, and told them about the first two switchbacks and what they saw at each turn, when told them they do it about 5 more times, and showed t hem a closeup of the map to give them an idea of why I didn't draw it, and how goofy that room it.

A8 & A10:

Spoiler:

I drew out A8 and let them explore as they wanted to. They saw the barricade leading to A9 and left it for later, thinking that if the bad guys boarded it up it must be bad. I didn't draw area A10 but explained what it was and what the PCs saw when they looked it over for anything.

A11:

Spoiler:

Next is the Big Bad room. The big bad went first, but he delayed hoping to get one of the party members in the room to split them a bit. However the next person to go caste Haste and stayed outside the room so he re-entered initiative and rose up from the water. I gave a big speech about how the water bubbled, and boiled as massive tentacles rise up and crash down all around you as a massive slimy body rises from the inky muddy waters. This was all followed by me showing the party this picture and making the dumbest sound effect I could.

He got a full-attack off on the monk and almost killed him (took him down to 1 hp) before he was grappled and pinned. He also (sadly) took a face full of Faerie Fire in the first round which negated the blur he had up. The Servants in the back were taken down quickly, as one was in an Ice Prison and needed a DC 30 strength check to break out, and the other found himself full of arrow holes from the Zen Archer. Before the Servants died they saw the BBEG get grappled and were going to toss the unconscious guy into the water as a way to buy some time, but didn't get the chance to. The wand wielding magus cast unseen servant and had it spend a full-round administering a potion of air bubble to the unconscious guy, which was funny since it never got any other commands so it just kept stuffing an empty bottle into his mouth over and over again.

Soon it was rounds of the BBEG trying to break free from the grapple while getting attack on all sides by the party, funnily enough he had ink clouded earlier and while almost everybody could hit his AC almost nobody, even the guy with Blind Fight couldn't get past the miss chance. After a couple rounds they eventually killed him and dragged his corpse out of the water.

While it was kind of annoying to have the big bad shut down so quickly, considering that we were pushing almost 1 in the morning (and we started at 6:30 at night) I didn't mind too much.

Saving the ward the party recovered the flute and found out they needed to go into the barricaded room to get the crown.

A9:

Spoiler:

Into the barricaded room the party goes. As they opened the doors the party once again got this nagging feeling in their minds, just like back at the town marketplace. I did the same thing and some resisted, while others let it happen. Once that was over they sent in the unseen servant to pick up the crown, which it did and was then slam attacked by an Elder Lighting Elemental. When the other one saw it didn't work it simply took the crown from the servant and placed it back on the ground.

Combat began and one elemental went to take out the Wand Wielding Magus since they heard him command the servant to take the crown, and hopped taking him out would also end the servant (since they didn't have spellcraft, it was the most logical thing to do for them). The other had a readied action to take the crown back of the servant tried to pick it up again, which it did. A few beatings later and the party got the crown back without too much hassle...even if they did have to forcefully grapple and drag a pirate captain away from the piles and piles of treasure.

Ending the adventure around 3 in the morning after starting at 6:30 we concluded our epic quest and handed out chronicle sheets. I really did enjoy this scenario. The combat was fun, the big bad is freaking amazing, and it's fun to have the party be told to not steal "liberate" everything in there.

Sadly I did not have any Sovereign Court members at my table, but given how the party played they would have gotten the boon easily as they (almost) always showed respect and restraint.

Thoughts:
I LOVED having the bestiary in the back for the unique creatures, it made it super easy to quickly check their info (since I run everything from my Surface), and having the maps without room numbers on them is great as well. It was wonderful to see Amara Li again, and I hope to see more of her in the future.

I really appreciated how this was also an easy map to draw out as the party went from room to room, since none of it a flip-map or a map pack having simple rooms that are mostly squares or rectangles was really nice.

However I will be looking forward to the shorter 7-11's because even with 2 shut-down characters this still ran about twice as long as it was supposed to.

Edit: Removed the names of the rooms and just left in the room numbers, thought that would be best to retain some anonymity and not give away too much without actually clicking the spoiler button

Shadow Lodge 4/5

Honestly, the more this is present, the better chance it will be noticed, and other will be aware of it. So please do not merge it.

Paizo Glitterati Robot

Merged threads.

5/5

Would someone mind breaking down King's grapple modifier? He does not have imp. grapple but his CMB is 8 (tier 10-11) higher when grappling. I know he has grab ability but I believe it should give only a single +4 to start or maintain grapple.

Shadow Lodge 5/5

grab ability gives a +8

5/5 *****

Isn't grab normally +4?

Shadow Lodge 5/5

my bad ... thought it was 8

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

jmclaus wrote:

On page 16, the scenario reads as follows:

Quote:

The improvised pool is murky enough to provide

concealment against any attacks that travel through 20
feet or more of water, and a PC must succeed at a DC

In addition to supporting the ceiling, the pillars...

The paragraph ends abruptly in the middle of a description of a skill check. Does anyone know what the intended wording was?

Just got home from running this tonight at our FLGS. With no guidance on the matter to be found, I simply had to ignore it and treat it as per the normal combat rules in the CRB for attacks from above-water to under-water, and the ambient light conditions.

Dark Archive 5/5

2 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Maps Subscriber

So....

Remember the terrible terrible "I PUT ON MY ROBE AND WIZARD HAT" cybering log?

I give you.... Lord Ryobus: The Mini!

https://www.dropbox.com/s/l5vte5ptk70lyol/IMG_20150214_144900.jpg?dl=0

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

Very nice. I knew I didn't have anything perfect, so I went for more of an overall effect with mine :P

https://www.dropbox.com/s/gugtwxjxh9b6ot5/20150216_213524.jpg?dl=0

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
TetsujinOni wrote:

So....

Remember the terrible terrible "I PUT ON MY ROBE AND WIZARD HAT" cybering log?

I give you.... Lord Ryobus: The Mini!

Linkified (forgot the forums here don't autolinkify URLs... bad poster, no donut today!): Lord Ryobus: The Mini!

Sovereign Court 4/5

TetsujinOni, thank you for letting me use that exquisite mini this past weekend.

A couple thoughts from the four-player high-tier version:
-The idea of a barbarian/witch is really intriguing, but I really couldn't find much of a use for them. The boggards packed more of a punch than I expected, but the Servants didn't seem to have enough melee or spellcasting power to do much of substance.
-At least for my table, the 4-player adjustment for the treasury fight was probably a bad fit. The DR ended up being a bigger problem for them than the elementals' damage output, so increasing the total HP in the counter probably made things worse.

I'm running this again next weekend, though most likely at the low tier. Anyone have any suggestions for how to use the Servants well?

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

I think the creep factor of "hex, cackle, rage" is pretty good by itself.

Other than that, they're 10HD thugs with 8HD effectiveness, until the last fight where their debuffs can be effective....

at least that's my impression so far on one run.

Liberty's Edge 4/5 RPG Superstar Season 9 Top 16

Due to the will saves involved, I noticed little difference between any of the enemies in this module. They were all confused very quickly. Can't recall if any lasted long enough to hex, let alone cackle and rage.

4/5

Scaling Encounter A11, p 18 wrote:


Subtier 7–8: Lord Rybos has expended his spells for the day, is not under the effect of his mage armor spell, and has already used his arcane bond. Remove the Servant of the Deep from the encounter.

By that last sentence, does it mean to remove one of them (there are three to begin with) or to remove all of them?

It makes it sound like you're supposed to remove all of them (as if Servant is somehow plural with these guys) but then who is "standing upon the wide bookcase to the north, preparing a chemically numbed yet full conscious Hamade Sora as a sacrifice."

Liberty's Edge 2/5 *

Quick Question:

In the Vault room, what is the height of the roof? Flying Elementals with reach would like to know.

Dark Archive 5/5 *

Text mentions the stone doors behind the debris as 20 ft. So I would go with 20ft. Thats what I did. Makes a little room for huge size elementals

hopefully the pcs identify the wand in the cabinet before hand.

Liberty's Edge 2/5 *

Thanks, I saw the 20ft Stone Door thing, but It still didnt convince me. With flying critters I ESP like to know the dimensions I have to play with. Ill be running at 7-8 so 4 advanced Elementals will need some breathing space.

Dark Archive 5/5 *

Many scenarios dont give ceiling heights. I go by what makes the encounter plausible.

Liberty's Edge 2/5 *

Thanks for the advice. TBH I think the final BBEG fight could really have done with more room but that didnt happen.

Dark Archive 5/5 *

Thats what makes it deadly and challenging.

Sovereign Court 5/5

1 person marked this as a favorite.
joe kirner wrote:
Thats what makes it deadly and challenging.

Exactly.. he's able to strike the entire room from cover of water so unless the PCs want to jump into the water with him, you're free to give him his bonuses to AC and Reflex saves. Even if you choose to omit that, you can have him use his ink ability for free concealment.

Liberty's Edge 2/5 *

Interesting. on a side note Ive just had some more players join, putting the Tier up to 10-11. Looking forward to the Elder Elementals!

Dark Archive 5/5 *

Matthew Pittard wrote:
Interesting. on a side note Ive just had some more players join, putting the Tier up to 10-11. Looking forward to the Elder Elementals!

and Rybos gets more pre cast spells if alerted for more fun

Liberty's Edge 2/5 *

sigh.. people signing up and then dropping out. Back down to 7-8

Dark Archive 5/5 *

4 adv. Lg. Elementals then.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Mike Bramnik wrote:

Very nice. I knew I didn't have anything perfect, so I went for more of an overall effect with mine :P

https://www.dropbox.com/s/gugtwxjxh9b6ot5/20150216_213524.jpg?dl=0

I may need to break open my box of that when I get the chance. I especially like the use of combat tiers.

The Exchange 5/5

I am surprised that no one has commented on the Way of the Kirin's spying on the PCs. In the age of PRISM and other unwelcome government surveillance programs, we now have parallels in the game.

What is the Way of the Kirin? wrote:
“We are an order of likeminded individuals who aim to embody the virtues of the noble kirin. We seek wealth only so that all may benefit, act in the defense of those who have no defense, take only that which we need to combat injustice, hold our agents to the highest standards at all times, and act covertly so that we don’t endanger others’ sense of autonomy and self-determination.”

"For centuries, Imperial Lung Wa dominated a huge stretch of Tian Xia, governing by means of an extensive system of aristocrats and administrators that grew increasingly corrupt over time. Partly as a response to this corruption, a mercantile consortium known as the Way of the Kirin formed and dedicated itself to social justice and the empowerment of the lower classes, acting as advocates for the over-taxed, nurturing economic development, and gradually establishing bases in nearly every corner of the continent.

The empire’s collapse in 7106 IC (4606 AR) shattered the Way of the Kirin, whose enemies struck quickly and relentlessly, seeking the order’s rich treasuries and revenge for past wrongs."

Anyone else see a contradiction? Of course, many will contend the Society is no better...

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Doug Miles wrote:
Anyone else see a contradiction? Of course, many will contend the Society is no better...

I find that organizations that improve the standing of the disenfranchised reap the rewards of altruism in the form of greater wealth for all.

Silver Crusade 2/5

Doug Miles wrote:

I am surprised that no one has commented on the Way of the Kirin's spying on the PCs. In the age of PRISM and other unwelcome government surveillance programs, we now have parallels in the game.

What is the Way of the Kirin? wrote:
“We are an order of likeminded individuals who aim to embody the virtues of the noble kirin. We seek wealth only so that all may benefit, act in the defense of those who have no defense, take only that which we need to combat injustice, hold our agents to the highest standards at all times, and act covertly so that we don’t endanger others’ sense of autonomy and self-determination.”

"For centuries, Imperial Lung Wa dominated a huge stretch of Tian Xia, governing by means of an extensive system of aristocrats and administrators that grew increasingly corrupt over time. Partly as a response to this corruption, a mercantile consortium known as the Way of the Kirin formed and dedicated itself to social justice and the empowerment of the lower classes, acting as advocates for the over-taxed, nurturing economic development, and gradually establishing bases in nearly every corner of the continent.

The empire’s collapse in 7106 IC (4606 AR) shattered the Way of the Kirin, whose enemies struck quickly and relentlessly, seeking the order’s rich treasuries and revenge for past wrongs."

Anyone else see a contradiction? Of course, many will contend the Society is no better...

Strange, the only mention of any of this in the run I recently played was the "tsk, tsk" at the end about us having recovered the slagged gold. No mention of it being to help people or anything like that.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
Doug Miles wrote:

I am surprised that no one has commented on the Way of the Kirin's spying on the PCs. In the age of PRISM and other unwelcome government surveillance programs, we now have parallels in the game.

What is the Way of the Kirin? wrote:
“We are an order of likeminded individuals who aim to embody the virtues of the noble kirin. We seek wealth only so that all may benefit, act in the defense of those who have no defense, take only that which we need to combat injustice, hold our agents to the highest standards at all times, and act covertly so that we don’t endanger others’ sense of autonomy and self-determination.”

"For centuries, Imperial Lung Wa dominated a huge stretch of Tian Xia, governing by means of an extensive system of aristocrats and administrators that grew increasingly corrupt over time. Partly as a response to this corruption, a mercantile consortium known as the Way of the Kirin formed and dedicated itself to social justice and the empowerment of the lower classes, acting as advocates for the over-taxed, nurturing economic development, and gradually establishing bases in nearly every corner of the continent.

The empire’s collapse in 7106 IC (4606 AR) shattered the Way of the Kirin, whose enemies struck quickly and relentlessly, seeking the order’s rich treasuries and revenge for past wrongs."

Anyone else see a contradiction? Of course, many will contend the Society is no better...

What contradiction? What parallel are you attempting to draw by bringing real world regional politics into Society?

An organization with a bad reputation is sending representatives to do a thing for you. You would like to see how they behave "in the wild". You bug them. I don't see anything odd here.

The Exchange 5/5

The contradiction is between the Way of the Kirin's stated position on high moral standards and their actions. Spying on their allies, amassing wealth and artifacts--while talking of high standards and taking only what they need. I wouldn't have an issue with the Way if they didn't rub their ethical code in the agents' faces. Just admit that you don't trust the Society but can't get the job done yourself. Get consent to scry or send an observer instead of going behind the PCs' backs. Be up front about it. I don't think the author put the Way under a positive light in this scenario. They behaved more like the Dark Archive.

As far as the parallel, I was thinking about the spying on your allies. If you don't trust your allies, wouldn't it be more prudent to let them know you'll be watching rather than allow them to believe whatever happens in Wanshou stays in Wanshou?

Now, the rub is the players probably never picked up on any of this contrast--or they didn't care to call the kettle 'black'. That's why I posted this without spoilers in the GM Discussion thread. The adventure background rarely comes to light in the course of the game. But I was curious if other GMs shared my skepticism.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
Doug Miles wrote:

The contradiction is between the Way of the Kirin's stated position on high moral standards and their actions. Spying on their allies, amassing wealth and artifacts--while talking of high standards and taking only what they need. I wouldn't have an issue with the Way if they didn't rub their ethical code in the agents' faces. Just admit that you don't trust the Society but can't get the job done yourself. Get consent to scry or send an observer instead of going behind the PCs' backs. Be up front about it. I don't think the author put the Way under a positive light in this scenario. They behaved more like the Dark Archive.

As far as the parallel, I was thinking about the spying on your allies. If you don't trust your allies, wouldn't it be more prudent to let them know you'll be watching rather than allow them to believe whatever happens in Wanshou stays in Wanshou?

Now, the rub is the players probably never picked up on any of this contrast--or they didn't care to call the kettle 'black'. That's why I posted this without spoilers in the GM Discussion thread. The adventure background rarely comes to light in the course of the game. But I was curious if other GMs shared my skepticism.

I don't even share your perspective, so...

Even allies who trust each other keep intelligence assets paying attention to what's going on.

The question of what "amaassing" means when you don't have the perspective on what their metaplot question of "for what" makes me not think we can judge "are they greedy or in a giant pot of trouble"?

I find it far more believable and pragmatic that an organization aimed at Good dealing with a known to be Neutral and rumored to be murderous tomb robbers organization like the Society would NOT give the agents an opportunity to put on their "Company is here" manners and actually, y'know, CHECK.

Being Good, or even Lawful Good, is not a pact to allow anyone to deceive you.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Mike Bramnik wrote:
jmclaus wrote:

On page 16, the scenario reads as follows:

Quote:

The improvised pool is murky enough to provide

concealment against any attacks that travel through 20
feet or more of water, and a PC must succeed at a DC

In addition to supporting the ceiling, the pillars...

The paragraph ends abruptly in the middle of a description of a skill check. Does anyone know what the intended wording was?
Just got home from running this tonight at our FLGS. With no guidance on the matter to be found, I simply had to ignore it and treat it as per the normal combat rules in the CRB for attacks from above-water to under-water, and the ambient light conditions.

Having read the particular section, I believe it is the Perception DC to notice Lord Rybos. In Subtier 7-8, that would be 10 plus his +7 Stealth bonus and the +10 Stealth bonus for improved cover for DC 27.

4/5 5/55/55/5 ****

Would this be the best place for play experience/concern for this scenario? It is late, I am irritated, and I'm not sure this warrant a thread for my whining.

I came out of this scenario down one prestige and some money, and that is not too back considering everything. That isn't a problem really since we didn't recover the seal from King. But it drives me crazy to find out that we would have gotten the prestige if with killed the monk, looted his corpse, and walked back to the Way of the Kirin with it.

I didn't force the party into any decision, but I did spend some effort to remind them we don't need to punch our way through everything that doesn't give us everything we want, especially for doing work for a group that professes justice as one of their goals.

This was my first encounter with the Way of the Kirin and it was effectively "We seek justice, unless you have something we want."

Grand Lodge 1/5

I love this scenario. I loved it when I played it.

I ran the optional encounter and was able to Bestow Curse on one of the Barbarians.
The Vault nearly killed 2 PCs, only through teamwork were they able to save them.

Lastly, Lord Rybos is so awesome. The reveal is so worth it to never spoil it for future players, especially when he shows he has a wand and is able to use it.

I ran it High Tier with 4 player adjustment because the 6 players requested High tier as the APL was very close.

Sczarni 5/5 5/55/5 ***

When you GMed this, did anyone give Lord Rybos a -10 penalty on attacks against creatures that aren't underwater?

Running this in a couple hours and my VC thinks I should, but that terribly gimps the final encounter =\.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Every instance of this combat I have seen has had his tentacles out of the water to avoid that penalty. Which is probably actually against the rules. So I'd have to say either give him both the cover bonuses and penalties, or don't.

Sczarni 5/5 5/55/5 ***

Oh, well. The pouncing Lion Shaman Monk under the effects of Freedom of Movement turned Rybos into Calamari. And that was after getting hit for 4 negative levels.

But the most unexpected tactic was the party Sorcerer casting Raiment of Command to take on the appearance of a Servant of the Deep.

That really threw King for a loop.

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