8-23 Graves of Crystalmaw Pass GM thread


GM Discussion

Silver Crusade 5/5 5/5 **

About to run this tonight so thought I'd start this thread.

Looks like a decent scenario although the fights look pretty easy. Lots of interesting environmental flavour which I like.

The puzzle looks overly complicated, though. Especially since the NPC will solve it anyway. And, as usual, one should just about NEVER make skill checks in combat, BFMI is by far the optimal solution (trying to turn on the cipher is a trap)

Not overly comfortable with the "well, I think he is going to betray me so I'll betray him first" logic, especially coming from a supposedly honourable person. I think it would have been better to let him betray her (after she has warned the PCs that this is a possibility). I'm very tempted to go this route anyway (I think I can pull it off leaving essentially nothing unchanged. Bandit leader sends her off so he can deal with PCs first).

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

I ran this at a convention over the weekend along with The Harrowing, and they both coincidentally included skill checks in places where players are not going to expect that those skill checks are an option. In this case, I made the players aware of the stealth option while trying to get past the guards. In the process of planning on how to deal with it, they were ruling out stealth completely as an option on account of one of them having a -4 penalty to stealth checks. The encounter only requires that half or more of the party pass the check to be successful though.

Stealth came into play again during the final encounter. The players asked if there were time constraints on how to deal with the final big bad. It didn't seem as though there were, so I let them improvise. They watched the bluff encampment and when they were reasonably sure the boss thug had retired for the evening, they had the rogue spider climb up the bluff under the effects of a potion of invisibility and coup-de-graced him in his sleep. The players were completely comfortable with the Society's morally ambiguous mission parameters.

Silver Crusade 1/5

I'm running this at a Con in a few weeks.

I think the BBEG looks like he can pack a punch. At either tier he can potentially drop or kill a PC in one hit if he gets a crit.

The puzzles in the temple look OK. The door puzzle is all pre-combat. In the last room, having Grave Treader play with the cipher seems like it's mainly a plot device: she's not even statted. PCs can choose to help her get the cipher, in which case she'll use the thing to cast disable construct, or they can deal with the constructs in the old fashioned way. At low tier the constructs don't look like a threat, not so sure about the high tier versions though.

I didn't pick up the betrayal angle really, but I may need to read more closely (and will certainly do so before I run this). It looks to me like Grave Treader made an alliance of convenience and it turned out that her new ally was more of a psycho than she anticipated. Whilst she had no qualms about thieving Grave Treader drew the line at murder and she now wishes to change the course of the bandit clan.

Interested to hear how your run goes Paul.

Silver Crusade 1/5

Brian J. Fruzen wrote:

...

Stealth came into play again during the final encounter. The players asked if there were time constraints on how to deal with the final big bad. It didn't seem as though there were, so I let them improvise. They watched the bluff encampment and when they were reasonably sure the boss thug had retired for the evening, they had the rogue spider climb up the bluff under the effects of a potion of invisibility and coup-de-graced him in his sleep. The players were completely comfortable with the Society's morally ambiguous mission parameters.

If I remember rightly, Grave Treader sets up the final encounter by telling the PCs she'll draw off the bulk of the bandit force for a "training exercise" in a nearby cave, so that would put a time limitation on the opportunity to deal with the forces on the bluff. The scenario doesn't actually say how long GT's exercise is going to take though.

Silver Crusade 5/5 5/5 **

Ran it last night

1) The issue of the "He is going to betray me so I'm going to betray him first" DID come up :-). I was so happy that at least one of my players realized how ethically bankrupt this scenario is :-) :-)

2) I'd failed to realize in time that the encounter with the bandits explicitly had a source of light. Without that stealth really isn't an option for most groups who are walking around with lights. But, even with that, stealth really isn't an option if the players foolishly think that they'll have to follow the rules or something. That "1/2 the players make a stealth check" thing is pretty egregiously stupid (they're going across a bridge in plain sight absent everybody flying in a tier 3-7). It is pretty much COMPLETELY IMPOSSIBLE if you actually pay ANY attention to the actual rules.

3) The fights are pretty much all cakewalks. The PCs have 1 fight a day with lots of prep. And can even avoid 2 of them. And they even get to prep against the Big Bad with reasonable knowledge of what they're facing.

4) One warning - This can be VERY deadly for a low level character playing up. I ran at high tier with a level 3. The environmental effects, the end sorcerer starting with a fireball are all potentially very bad. Fortunately he had fire resistance 5 which really helped him.

5) I like the flavour of the heavy gravity and the heat/gas but it all turned into a lot of rolling and work for no real effect (especially since they decided to talk their way past both the encounters potentially affected). Recalculating encumbrance was a bit of a time waste (weight is NOT clearly done on many players character sheets).

6) There really need to be stats for Grave Treader. She pretty much rushes forward to get the artifact, triggering the encounter. If the PCs had stood back she'd have been whaled on by the automotatons.

7) Unclear how the platforms raising works (what kind of action it is, etc). I chose to have the platforms raise take up the automotans actions but have them NOT be flatfooted. If I were to do it again, I'd probably make it an action independent of them and so give them a full round. But they hit HARD and that might have been a little too much.

8) Probably a matter of the players not paying enough attention in a noisy store but they didn't really seem to get a lot of the briefing and were confused what their mission actually was. Actually, given the success conditions, I think the scenario author might have been as well :-). I think the briefing could have been shorter and clearer

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

supervillan wrote:
If I remember rightly, Grave Treader sets up the final encounter by telling the PCs she'll draw off the bulk of the bandit force for a "training exercise" in a nearby cave, so that would put a time limitation on the opportunity to deal with the forces on the bluff. The scenario doesn't actually say how long GT's exercise is going to take though.

She does set it up that way, but the players asked if they could try it their own way and I didn't see any real reason to prevent them from doing so. Besides, I like it when players feel they're getting a chance to be creative with a scenario.

Grand Lodge 5/5

For those who have run it, what's your take from a time perspective? I get the impression that this scenario can run fast.

Silver Crusade 5/5 5/5 **

Damien_DM wrote:
For those who have run it, what's your take from a time perspective? I get the impression that this scenario can run fast.

It was running quick for me until the final encounter. The set up for that last one meant that the PCs had no easy way to get to the bad guys. Combined with attempts to NOT kill the sorcerer and it went a bit long.

Still, finished in something like 3 1/2 hours.

So, probably fairly quick IF the PCs avoid the avoidable fights.

5/5 **** Venture-Agent, Netherlands—Utrecht

Just played it, two comments:
1. I also picked up on the "I'm an honourable person, help me betray him," but didn't say anything to the rest. They didn't seem to mind, though.
2. I'm slightly miffed by the final choice. The GM presented it as a simple either/or dilemma, much like many of the other scenarios with mutually exclusive boons. But apparently there's a skill check involved. That's not a choice. That's a boon locked behind a skill check (a pretty easy one, at that). We decided that she should just stay there, as we hadn't received a mission to return her. But apparently we missed out on a boon because of that. IMHO, that's just weird box-ticking. I'm not mad that I missed out on a boon (I don't have much use for it anyway), I'm just disappointed that the scenario writer sets up the pretense of a dilemma while there clearly is an "ideal" choice to make. Other than that though, great scenario. Would still rate it 5 stars, I think.

Time-wise, I played this together with a different table. They finished 30-60 minutes earlier than we did (roughly 4 hours), dunno what they all skipped. We only fought the constructs and the final battle.

We played high tier, and it was pretty tough. We had two real sources of damage output and otherwise a lot of support. The constructs were scary because of their high damage output, and the final boss was also well-statted. Yeah, there's only a fight per day, but you don't know that by the first encounter, and the second was pretty scary in its own right.
The puzzle was pretty easy. We had to figure out how to operate the buttons, but other than that, it was pretty much immediately solved.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I played this with Quentin. A good time was had by all involved. I think it's a strong scenario. It knows what it wants to do and it does it.

The Challenge
I agree that it sounds a bit murderhobo-y to just take Grave Treader's word for it that the bandit leader is the bad guy and go and confront him. When we got to the summit we were wondering if we'd been set up, but then someone rolled a Sense Motive, noticed he was trying to lure us into a bad position, and we went into initiative. Guilt proven by making us roll initiative :P

Grave Treader's Choice
As for the "choice" at the end - that was a bit unfortunate presentation at the end of the GM, because now that I'm reading the briefing, it does look clear enough. However, the briefing is 1.5 columns long and follows on a description of how you just got shuffled off to some place on another plane.

The text at the end of the adventure has a bit of a different tone than at the beginning. At the end of the adventure it sounds like you're being asked to choose between two different outcomes, either of one will have a different boon on the chronicle - like Tyranny of Winds III where you have to keep the item or give it to your allies in the Concordance. We felt a bit cheated to find that there was only one correct answer, because the question made it sound like we were asked to choose between recommendations.

The best solution for the GM to ensure a happy outcome, is to have Sorrina ask the PCs at the end of the briefing to list the goals of the expedition back to her, to confirm everyone is clear on what they're supposed to do. And that one of the missions is to bring back Grave Treader using anything short of force.

The Puzzle
The puzzle in the temple was very easy, but that's not a failing I would say. Solving it gives a momentary change of pace that's enjoyable without bringing things to a halt.

Mission
If there's one criticism to be had, I would say that the nominal main mission (scout the path) very quickly falls to the side compared to the sidequest (retrieve Grave Treader). You don't seem to be doing a lot to scout the area.

To emphasize this aspect as a GM you could give the players a sheet of paper and ask them to take notes; then at the end during debriefing, try to extract "facts" for the secondary success condition from their notes. (Without turning this into an actual requirement, make the players feel that their taking notes mattered.) Also pay attention/compliments to their notes about high gravity and heat dangers. Those are after all relevant facts for the Society's further efforts in the area.

Sovereign Court 4/5 *

All in all, I enjoyed the scenario: Unusual environment, interesting enemies, and a final encounter that had an answer to a lot of player tactics.

In response to Quentin and Lau:

Page 5, Intro wrote:
I would ask that find her and bring her back with you—if she is willing.”

This I presented as such: If she is willing.

It was when players were starting to suggest using violence to bring her along that I had Sorrina say "No. If violence is necessary to bring her along, then leave her be."
Maybe that's the part that stuck with the players, which would be unfortunate.

Page 19, Conclusion wrote:
She’s considering staying with Sundered Stone, working with Pamari (assuming the ifrit survived) to transform it into a legitimate mercenary group, perhaps with Reyshal’s aid. She is also pondering disbanding the group and going her own way. If she leaves, she could either go out to research on her own or rejoin the Pathfinder Society. Whatever decision she comes to, she doesn’t want anything bad to happen to the bandits, since, in her view, many of them were just trying to survive in the war-ravaged area. The PCs can attempt a DC 18 Diplomacy check (DC 22 in Subtier 6–7) to convince Grave Treader to rejoin the Pathfinder Society. Otherwise, she decides to stick around and reform Sundered Stone. Regardless of her decision, Grave Treader thanks the PCs for their input and promises to meet with Sorrina Westyr to talk things out.

The interpretation of the conclusion I went along for, was as follows:

If the party wants her to come along to the Grand Lodge, then they get the check. The party preferred her to stay behind, so they didn't get a check to convince her.
I agree though I find it strange that the one choice, which is clearly a very good choice for the Society as well (I mean you have to check a box if she stays behind?), is punished.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Yeah, I think the tone of the scenario changes about that between the beginning and the end. It's almost like an alternate outcome got cut during editing.

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

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I'm running this later tonight. I just wanted to pop in and say thank you - the insights on this thread have been helpful in my prep!

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Have fun!

5/5 **** Venture-Agent, Netherlands—Utrecht

Alexander, I don't blame you for not pushing that check on us. It just didn't seem that clear to me that returning her was that important. Though I am horrible with retaining briefing information, I must admit.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Are the duplicate handouts just for printing preferences, or do I need to have both out?

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

So, my players really enjoyed 95% of this scenario.

They had a measured (read: diplomatic) approach to the Xorn encounter, and went with stealth to get past the bandit guards. I suggested that with enough cover, they'd be okay as long as "most of you made it without being too noticeable" (to hint that only half the party had to beat the check).

There was a worshiper of Brigh and a cleric of Cassandalee in the party, so when they found out that it was a temple of Brigh they both started bouncing in their seats (getting to excite the imaginations of players who are my elder in years is always a great sight to see), and they had a very healthy respect for the combat ability of the greater clockwork xorns.

Steven - I suspect the multiple handouts are to help those who don't have access to color printers still be able to show the color difference. In my case, since our FLGS prints out everything I was able to give one to each side of the table.

The final fight was indeed a big slug-fest, and the PCs went very out of their way to not target the ifrit at all. Since we were approaching the 4-hour mark and it was down to the PCs (mostly at full health except for one or two of them), and they made pleas to her that they didn't want to fight her, per se, I let them make an intimidate check to force her to surrender.

The only part the players weren't a fan of was the "what do we suggest Grave Treader do with herself now?" bit. From the standpoint of "help future Pathfinder operations in the area" they thought that it would be best if she remained with the Sundered Stone - only one of the PCs remembered Sorrina's comment about wanting to bring her back, and was out voted. The rest were a little bit bummed when they learned that they lost out on a boon, but still had fun overall.

5/5 **** Venture-Agent, Netherlands—Utrecht

Yeah, that was our reasoning as well. Grave Treader seemed happy to be there, having to relocate back to Absalom is a big culture shock the Opaline Vault, especially since she seemed hesitant about rejoining. And she herself noted that with some guidance, the Sundered Stone can become a proper ally of the Society.

I personally think Sorrina is in the wrong here. She has no valid reason to whisk Grave Treader back to the Material Plane Opaline Vault other than "I used to be in a party with her," and asking the Pathfinders to convince her to go back home is a selfish move. In an ideal world I'd remove that sidequest from the scenario altogether and ignore the boon, but alas.

Silver Crusade 3/5

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I ran this on Saturday.

Full six player table, higher tier with at least one playing up from between tiers.

They managed to do pretty much everything right (with some hints about being able to stealth and stuff), diplomatized the xorns, got one to guide them (I named it Xick when they asked), went the diplomatic route with the guards when they realized it was a possibility. That's the one where I kinda had to tell them it was possible, they just thought it would be a battle straightaway. Readily agreed to help Gravetreader.

They figured out the puzzle pretty much on their own, though I did let some general Perception checks help them even before they actually started thinking about it. I couldn't very well say that they find nothing, could I? I ruled that instead of rising to 10 feet above the ground, the clockwork xorns rose from the ground and left behind 10 feet tall tubes or something like that, which couldn't be moved through. At least that was the feeling I got from the description, otherwise the guardians would have been in plain sight when Gravetreader runs to the altar. On higher tier the guardians hit deceptively hard. It didn't look like much, but they have three attacks and a very high attack bonus, so they hit most of the time. The guy playing up did go down (he stabilized), but the party gave as much damage as they got, so in the end the party won quite easily. Still, I wasn't expecting this to be that much of a challenge.

Left the temple with one clockwork buddy with them, agreed to Gravetreader's tactic, went to confront the boss. 2 of 6 realized that there was something suspicious about the bandits' joviality. I let them join a surprise round with the bandits. The battle went well for the party, because they had two archer types with them, so Jathune never got into melee with anyone, he died from arrows. Fireball at least hurt them a bit, but everyone saved against it, so no real panic. I also didn't throw more fireballs, as the bandit mooks were in melee with the party, and I wanted to make Pamari seems more like a good guy and not kill them. In the end she was the only one standing, but at full HP. I let the party use Diplomacy even though she was hostile, because I couldn't figure out why she would be more amenable to listen if they beat her up first. They managed to get her to just unfriendly, so I ruled that she stops fighting and retreats to her tent to sulk. The party then left her alone.

I listed out the options Gravetreader had going forward like it was her sorting out her thoughts aloud. My party apparently remembered the briefing. They convinced her to rejoin Society, but I didn't make it so that she would just pack up and leave with them. Instead I said that she would contact Sorrina and sort everything out. This I think mitigates the "but she would be more useful if she stayed here" -idea somewhat. Emphasizing that she might still help around here, just as a full member of the Society instead of a contact. Or something like that.

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

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I ran this on Wednesday. Seems like a pretty good scenario! I wouldn't say it's a standout 5-star must-play, but it was perfectly fine and everyone had a good time.

One more note: this group hates puzzles and they didn't seem bothered in the least by the puzzle. Nicely done, Kalervo!

In more embarrassing news, I didn't realize the name of the scenario was a pun until after I'd already finished running the thing. Terrible!

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Today was an excellent run. I had a couple players who are generally all about the combat, and even they did not complain about the first two hours being generally social interactions and avoiding of fights.

The environmental damage was a frustration due to being unable to heal until a specific point, and the fact that endure elements didn't prevent the fire damage from being healed. (I'm not sure when that damage can be healed, since the party seems to be in the heat area until they finish the scenario and return. Any support to the contrary would be appreciated.)

The puzzle was also well received, with the party able to suss out the combination with only one or two slight GM hints. (One to correct a misspoke description of the dials clicking like combination locks.)

The two fights after opening the gate (the only fights engaged) proved to be challenging, mainly due to the wide variance of levels that had resulted in APL 5 playing up with 4 player adjustment. Having the clockwork xorn under their command for the final fight was also a weight in their favor. (Remember that they have a super jump, as the table was delighted when it sproinged up to the upper level beside the BBEG and his second.)

Overall, flying success, enjoyable story, and fairly average encounters for the season.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

My understanding of the environmental effects is that they only affect the next (avoidable) combat, since they happen near the end stretch of th environmental zone.

The latter part of the adventure may be nearer the plane of fire but isn't as hot as the lava area crossed earlier.

Silver Crusade 1/5

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Ran this at high tier at PaizoCon UK last weekend. Good scenario overall, and a couple of my players said it had been a favourite of the Con.

The environmental effects only last for one encounter each, effectively, and those encounters can be passed with skills. My players befriended the Xorn, and parleyed with the bandit guards, eventually persuading the guards that they were working for a powerful Shaitan and had business with Grave Treader (basically the truth).

The battle with the clockwork xorns was fairly rough. One PC was down and only 1hp from death when he got stabilised. The high tier constructs dish out a lot of damage.

The final fight started out bad for the PCs. A surprise fireball was followed by high initiative rolls for the bad guys and a second fireball into the party. But the party recovered quickly - the witch dimension-doored the melee double-team up to the BBEG, they did their thing and dropped Jathune after only taking one full attack from him. Pamari was dirty-trick blinded and knocked out cold by Sap Master nonlethal. Solid PC tactics after they failed to recognise the ambush set-up.

When they spoke with Grave Treader after the battle the PCs explained that Westyr wanted her to come back. I played on Grave Treader's fondness for Pamari, and the players pressed Westyr's fondness for Grave Treader. One of them had the idea of the Society providing gainful employment for the Sundered Stone so they wouldn't have to stay bandits. I liked this idea: the player seemed to have picked up on the information about many of the bandits feeling like it was their only way out of the eternal warfare. I had Grave Treader say that if the party could persuade enough of the bandits to take up the offer of work, she would come back with them, and I asked for the diplomacy check (with a circumstance bonus for the good idea), which was passed.

All in all a fun scenario to run, not overlong, got a bit of everything in it.

Contributor

I'm glad many of you have enjoyed the scenario and thank you for all the comments, positive or negative. I'll take them into consideration for any future scenario I might write.

I'm happy to hear that the puzzle has been well received for the most part, I tried to strike a balance of it not being too difficult or time consuming but still interesting.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

The puzzle worked very well. It struck me as not particularly challenging/hard, but as a sort of spiritual exercise to get you thinking like a follower of Brigh (analytical, experimental). It's easy for someone who sort of has a right to be there.

Second Seekers (Roheas) 4/5 5/55/55/55/5 ***** Regional Venture-Coordinator, Appalachia

So one question I have on this scenario is with the travel time. It says it takes a "few" days to get from the Xorn encounter to the camp - is this still under the effects of Heavy gravity? If so what's a fair number of travel checks to require?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

As I understood it while playing, the entire trip through that region is summarized into a single travel check.

Earlier mountain-thin-air adventures had people making checks every hour which was not well-received.

Contributor

Douglas Edwards wrote:
So one question I have on this scenario is with the travel time. It says it takes a "few" days to get from the Xorn encounter to the camp - is this still under the effects of Heavy gravity? If so what's a fair number of travel checks to require?

A single check is required for the Towards the Border Region section and it only affects the Destroyed Caravan encounter, which is also the end point for the heavy gravity. Also, a single check is required for the Crystalmaw Pass section and it only affects the Camp Outskirts encounter. The PCs have a chance to take a rest and use their spells etc. to deal with any adverse effects shortly after those encounters, after leaving the heavy gravity area and after getting into the more temperate camp.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Mike Bramnik wrote:
Steven - I suspect the multiple handouts are to help those who don't have access to color printers still be able to show the color difference. In my case, since our FLGS prints out everything I was able to give one to each side of the table.

My assumption is that the black and white handout is for people relying solely on darkvision (as darkvision does not allow you to see color) and the color handout is there if the PCs have a light source.

After all, you can just print a color handout in black and white (which I do often when I don't think that the color is important).

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

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Michael Eshleman wrote:
Mike Bramnik wrote:
Steven - I suspect the multiple handouts are to help those who don't have access to color printers still be able to show the color difference. In my case, since our FLGS prints out everything I was able to give one to each side of the table.

My assumption is that the black and white handout is for people relying solely on darkvision (as darkvision does not allow you to see color) and the color handout is there if the PCs have a light source.

After all, you can just print a color handout in black and white (which I do often when I don't think that the color is important).

Ha!

I figured that it was for black-and-white printers because printing the color handout in B&W wouldn't give you much contrast at all, so you needed a higher-contrast version.

Using it for folks depending only on darkvision is a pretty awesome idea.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Though I did notice after running it that the temple is dimly lit on its own.

5/5 **** Venture-Lieutenant, Michigan—Detroit

Kalervo Oikarinen wrote:
The PCs have a chance to take a rest and use their spells etc. to deal with any adverse effects shortly after those encounters, after leaving the heavy gravity area and after getting into the more temperate camp.

Hmm...when I ran this, I didn't allow the PCs to rest in the camp. My reasoning was based on the later encounter with Jathune, in which he openly greets the PCs. It seemed to me that if there are outsiders in his camp, Jathune would eventually seek them out. It doesn't make sense to me that Grave Treader's tent is in a spot that is outside of sight of both the guards and the main camp -- i.e., that she's completely isolated from the rest of the Sundered Stone -- but I suppose that could be the case. Since it's a day's travel to the Temple of Brigh, I'm not sure it matters too much, since that's when the group I ran rested (just before entering the temple).

In my reading of the scenario, it seemed like the PCs could tackle the Temple of Brigh and Jathune in any order they chose -- I didn't see a limitation or reason for one encounter to take place before the other.

The Acrobatics check to jump to the platform in C2 was not listed, but I assumed that the landing where the stairs turn was 10 ft. up, since it seems halfway to the platform. Therefore, the jump from the landing to the platform is 10 ft. up and 10 ft. over, which is really difficult, especially considering that it looks like a standing jump.

I think that Grave Treader should have been statted out since she's present during a combat and could be affected.

Liberty's Edge 4/5 *

Jeffrey Stop wrote:
Hmm...when I ran this, I didn't allow the PCs to rest in the camp. My reasoning was based on the later encounter with Jathune, in which he openly greets the PCs. It seemed to me that if there are outsiders in his camp, Jathune would eventually seek them out. It doesn't make sense to me that Grave Treader's tent is in a spot that is outside of sight of both the guards and the main camp -- i.e., that she's completely isolated from the rest of the Sundered Stone -- but I suppose that could be the case. Since it's a day's travel to the Temple of Brigh, I'm not sure it matters too much, since that's when the group I ran rested (just before entering the temple).

I decided that Jathune and Pamari were out on a run somewhere, leaving just a small crew including Grave treader behind. That gave me a reason to let the party rest a few hours to recover from the heat, but not overnight. I've let the parties rest in the temple overnight before returning to Jathune's camp.

Jeffrey Stop wrote:
In my reading of the scenario, it seemed like the PCs could tackle the Temple of Brigh and Jathune in any order they chose -- I didn't see a limitation or reason for one encounter to take place before the other.

My interpretation: Grave Treader's entire purpose there is to get the artifact from the temple. She was planning on getting Jathune's help with that, but decides that the party is a better bet. If they are unable to help her get it, she may still need to work with Jathune. Therefore, she needs the party to go to the temple first.

That also allows her to return by herself and lead the main force off on the "training exercise" so that the party only has to deal with Jathune's personal entourage.

Jeffrey Stop wrote:
I think that Grave Treader should have been statted out since she's present during a combat and could be affected.

She's a plot element more than a character; assume she makes any necessary saves (or fails, suffers, but continues on). She won't take any actions other than liberating and activating the artifact.

4/5 **

When I played this at Gen con,the GM wrote on everyone's chronicle by the treasure part "Clockwork Wayfinder" I have not been able to find this in any resource. I am now running it at my FLGS, and was able to read the scenario for the first time. I do not see a "Clockwork Wayfinder" listed anywhere. But I do see on pg 15, a Clockwork Cipher listed as treasure. I this what I reward my players with? And if so, how much would it cost to buy?
Thnx

3/5 5/5 *

The Clockwork Cipher is an artifact. You can't buy or have it. The GM can't just add loot to the chronicle.

I'm going to assume he realizes that and just thematically had Grave treader give the group custom appearance wayfinders, that have little clockwork bits on them. IE, if you don't have a wayfinder already you can drop the 500 gold to have one, and just say it's clockworky. Purely aesthetic, no mechanical benefit.

4/5 **

QUOTE="Suede"] The Clockwork Cipher is an artifact. You can't buy or have it. The GM can't just add loot to the chronicle.

I'm going to assume he realizes that and just thematically had Grave treader give the group custom appearance wayfinders, that have little clockwork bits on them. IE, if you don't have a wayfinder already you can drop the 500 gold to have one, and just say it's clockworky. Purely aesthetic, no mechanical benefit.

So if that's the case. Why write it on there to begin with? I makes me wonder if any other groups that played this at Gencon had this written on it. Would this then make the chronicle invalid?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Notes on the chronicle never make them invalid. Unpaid for purchases, like a wayfinder (only 250 to Pathfinders) that the player describes as having clockwork cosmetics (giving no mechanical benefit) are invalid, but do not invalidate the chronicle. As long as the player has purchased the wayfinder, he is welcome to describe it as such.

3/5 5/5 *

What Steve said. I've had plenty of GMs write things onto chronicles for fun, they're always just fluff, though.

Can't change loot, if a unique item is going to be on a chronicle it will actually be on there with specific details on what it does.

The Exchange 5/5 5/5 Venture-Captain, Iceland

Going to be running this tomorrow. This thread has given me many good idea´s, as I have been wondering how to hint at stealth being an option where it looks like it wont work. And making Grave Treader come across better, stating she´s honorable then wanting to stab the leader in the back before he does it to her ( with no actual evidence of this ).

One thing comes to mind for the final choice, perhaps a better solution would have been 3 endings. She rejoins the Pathfinders. She stays, or she stays and the Sundered stone start working with Rayshal/the Pathfinders.

Grand Lodge 5/5 5/5 ** Venture-Lieutenant, New Hampshire—Merrimack

Is the +17 attack mod for high tier correct for the mecha-xorns? That seems like a really big jump...

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

They seem to be based on clockwork soldiers, which are brutal...

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

Chris Marsh wrote:
Is the +17 attack mod for high tier correct for the mecha-xorns? That seems like a really big jump...

I thought so too the first time I ran this at high tier...but the damage made me less worried (and then the party that day ran around and somehow the arcane casters had to "tank" for 2 rounds)...it was a bit of a "keystone cops" kind of fight, as I recall! :D

2/5

A question: Is the artefact supposed to enable players to bring one of the constructs into the final boss fight?
Because as written that certainly seems possible, and the likelyhood of them doing that seem about 95%

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I don't see why not. And the boss fight isn't a walkover to begin with so that's fine. They'll have to use some ingenuity to get the construct close to the boss though.

The Exchange 5/5

I'm prepping to run this soon - and I've got some ... questions? there's a few points in the scenario that make me go "wha...?". Especially in the set up and first couple encounters.

Mission Briefing:

The mission briefing seems kind of ... unfocused. It feels like the VC wants the team to scout the Pass - making sure it's safe for a later team of High Level PCs to move thru. And Reyshal ik Jalman wants to PCs to clear out bandits... OH! and while in the area, if the party encounters "...my former adventuring companion Grave Treader..." they should "...find her and bring her back with you-if she is willing." ... so, looks like three tasks... 1) make sure it's safe for a later trip. 2) Remove bandits. 3) fetch Grave Treader - if she's willing to come.

Toward the Border Region:

the party sets out from Lodehollow to ... where? "Toward the Border Region"? I'm guessing that the PCs have some sort of map that shows which way the Crystalmaw Pass is, and that the party heads that way.

area A.:
The map shows a "choke-point" in a "small cavern"... and it goes on in boxed text to say "In the distance, plumes of smoke and a red glow color the landscape." What landscape? this is a wider part of a small cavern - tunnels in the rock - how the heck can the PCs see anything "in the distance"? are they in a small passage between two large caverns? even if they are, how do they see ANYTHING "in the distance" thru the Cavern walls?

If they make the xorn friendly and then open the box for it and... it acts as a guide for them. The only bonus I see for this is the +2 on the Reflex save on PG 8 (for the Survival Check). Is there something else I'm missing here?

And the xorn encounter looks like a perfect spot for some light humor (though, with a bunch of dead bodies laying around)... the xorn totally not noticing "the fleshies" laying around, and is totally fixated on the lock-box and the "nahm-nahms" it has inside. I can see it offering to guide the PCs, then shortly into the trip commenting... "Hay! You guys ok with us swinging by the Golden Arches on the way up the Pass? it's totally on the way, and wouldn't side track us a bit and I'm still sort of hungry and I could really use picking up some creamy goodness to top off those nahm-nahms and ..."

area B.:
I'm going to give the guards the names Larry, Moe, and Curly - oh, and Shemp.

Ok, other people have pointed out the problems with letting the players know that they even have "the stealth option" - so I'm not going to even address that one.

Where I loose touch with the story reality on this one is if the PCs decide to fight the guards. Someone (the PCs) charges up on the guards to a camp and a battle ensues. NO ONE IN THE CAMP NOTICES - except for the former Pathfinder who steps up during/after (when? most PC fights take 1 to 3 rounds, so seconds of time) the fight and "surreptitiously flashes her own wayfinder and asks the PCs to join her for a private conversation in her tent." What? Really? Maybe I'll just have her show up BEFORE the first attack roll and defuse the fight. Something like "Moe! You and Larry put those maces down! Curly! I heard that crack about the Ifrit! better hope she doesn't hear about it or it'll be another week of guard duty for you! And you lot, come with me." This would be depriving the players of one of their fights... but I think I'm going to be ok with that.

The Exchange 5/5

Alex Wreschnig wrote:

I ran this on Wednesday. Seems like a pretty good scenario! I wouldn't say it's a standout 5-star must-play, but it was perfectly fine and everyone had a good time.

One more note: this group hates puzzles and they didn't seem bothered in the least by the puzzle. Nicely done, Kalervo!

In more embarrassing news, I didn't realize the name of the scenario was a pun until after I'd already finished running the thing. Terrible!

oh - I'm having one of those days.

what pun?

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

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
nosig wrote:
Alex Wreschnig wrote:

I ran this on Wednesday. Seems like a pretty good scenario! I wouldn't say it's a standout 5-star must-play, but it was perfectly fine and everyone had a good time.

One more note: this group hates puzzles and they didn't seem bothered in the least by the puzzle. Nicely done, Kalervo!

In more embarrassing news, I didn't realize the name of the scenario was a pun until after I'd already finished running the thing. Terrible!

oh - I'm having one of those days.

what pun?

It's been a little while--I think I first read the scenario name as referring to the legacy of the battles fought in the pass, the fallen soldiers and so on. At some point I realized that Grave Treader's nickname is "Graves."

The Exchange 5/5

Alex Wreschnig wrote:
nosig wrote:
Alex Wreschnig wrote:

I ran this on Wednesday. Seems like a pretty good scenario! I wouldn't say it's a standout 5-star must-play, but it was perfectly fine and everyone had a good time.

One more note: this group hates puzzles and they didn't seem bothered in the least by the puzzle. Nicely done, Kalervo!

In more embarrassing news, I didn't realize the name of the scenario was a pun until after I'd already finished running the thing. Terrible!

oh - I'm having one of those days.

what pun?

It's been a little while--I think I first read the scenario name as referring to the legacy of the battles fought in the pass, the fallen soldiers and so on. At some point I realized that Grave Treader's nickname is "Graves."

and here I was thinking it must be something like "Grace of Christmas Past" or something...

I missed the Grave Treader's nickname - mostly I reference her as "Tread" or "Tready" or even "Treader". Maybe it comes from having been in the military where people are often called by their last name...

got any insights into running it for someone (me) who hasn't run it before, and am having trouble getting in the frame of mind for it?

The Exchange 5/5

A couple of funny events when I ran this one...

The PCs had a lot of fun talking to the Xorn - who I played as being a real chatterbox - though a bit of an Air Head... After they picked the lock for it, tt offered to guide them up thru the Crystalma Pass, but they are hardly on the way when it then says "Hay! You guys ok with us swinging by the Golden Arches on the way up the Pass? it's totally on the way, and wouldn't side track us a bit and I'm still sort of hungry, not having gotten anything at all filling to eat and I could really use picking up some creamy goodness to top off those nahm-nahms from the box and ..." etc. So I pointed out that the PCs could also pick up enough gold nuggets to make up the cost of the gems the Xorn ate, and one of the players chimes in with the comment - "So, let me get this strait, we stopped at the Golden Arches to pick up some nuggets? Was it a Happy Meal?"

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