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Hey folks,
You should all have two posts from me this evening, one announcing the success of the Muscle Aid Mission, one beginning the Guard Aid Mission. If you're missing either of those, let me know.
On a related note, looks like we've reached the milestone to start wrapping up part 3. I'm going to post the '10 minute warning' overseer text tomorrow (Wednesday), at which point you should begin applying the effects in the 'Speeding up encounters after the warning' section on page 16. We will begin part 4 on Friday.

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Sorry all, I had misread the sheet. We need some more Clue successes before wrapping up part 3!

GMAndrewW |

GMAndrewW wrote:Is anyone in need of a regular restoration or remove curse? My group are about to finish an encounter.My group's animal companion took 4 Con drain, and they tend to use him as a meatshield. I don't think they'd say no, if you're offering.
Sorry, I missed this and have already sent it onwards. I have reported one clue success and may be about to post another.

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Reported a second Silent Shrine success and a second Clue success.

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There are two - I think - possible clues for a party to discover in the Silent Shrine. If the primary encounter is finished, but time remaining in Part 3 is short, I don't think there's anything preventing each table from exploring the rest of the shrine and attempting to discover both clues.
Just a reminder, in case any table hasn't already done so.

GM Doug H |

My table had 0 clue successes. There isn't an option on the sheet to log "0" so I'm noting that here.

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Wow, Doug, the entire party failed both Average Perception checks?

GM Doug H |

Wow, Doug, the entire party failed both Average Perception checks?
Yep. Some bad luck with a couple of high-perception PCs vs the DC 27, and others with low mods. It happens.

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This is your 2-day warning for Part 3. I move us on to Part 4 either Saturday night or Sunday morning. Please apply the SPEEDING UP ENCOUNTERS AFTER THE WARNING conditions on page 16.

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Also, please note that I posted two announcements at the same time, and that they are different. One is announcing the success of the Guard Mission; be sure to apply the Guard Mission Successful condition on page 17. The other is the 2-day warning for Part 3, as described above.

GM Doug H |
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I made a template for each AOE effect in the pillar encounter.
Together, the templates fit together like this: https://share.getcloudapp.com/bLueRQZm
They're available on the last slide in my google slides deck if you think they'll help your game.

GM Cwethan |
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Speaking of the pillar encounter - my table is considering going for the optional extra-hard mode version. So I'm guessing they'd appreciate some Aid :-)

shaventalz |
Speaking of the pillar encounter - my table is considering going for the optional extra-hard mode version. So I'm guessing they'd appreciate some Aid :-)
It sounds like they're asking for no mercy, and wouldn't aid tokens be a mercy?
Also, give them some suitably-terrifying background music. I suggest this.

GM Fuzzfoot |

My table has too many aid tokens - thanks to everyone for supplying them, but I fear they are going to waste here. We have a heroic Burst of Healing token ready to move to a good table. @GM Cwethan, do you want it?

shaventalz |
How is the map for area D intended to work?
The primary encounter is "lurk[ing] at the bottom of the chasm with the PCs", so the blood-river is definitely low. This would imply that the bridge on the map is higher than the battle site, which in turn means the lighter ground is high, which means that Area D3 (the destination) is also high.
However, there's no connection between D1 and anything else, UNLESS this "chasm" is about 5' deep.
If the whole area is on the same plane, there's not as much of a reason for the PCs to get near the blood river. Just snipe from the lighter ground or something. But if we're supposed to have them moving only in the darker ground, to make sure they need to deal with the hazard... how do they move on?

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The PCs begin at the bottom of the chasm, which is 50 feet deep with stone walls (DC 20 to Climb in Subtier 5–6, DC 25 in all other Subtiers).
You should allow the PCs to start against whichever wall they wish, so that they are far enough from the river to not take damage without intentionally moving closer.

shaventalz |
Page 28 wrote:The PCs begin at the bottom of the chasm, which is 50 feet deep with stone walls (DC 20 to Climb in Subtier 5–6, DC 25 in all other Subtiers).You should allow the PCs to start against whichever wall they wish, so that they are far enough from the river to not take damage without intentionally moving closer.
Thank you; I think I skipped from box text to the following sections. Not sure about that design, though.
It creates a problem for animal companions in particular, especially Large ones. There's no way for them to NOT take damage once they hit the map, and the party is going to need to winch the horse up.
Also a problem for parties that don't have someone with either flight or a +15 Climb score, to get a knotted rope anchored up top.

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GM Dennis wrote:Page 28 wrote:The PCs begin at the bottom of the chasm, which is 50 feet deep with stone walls (DC 20 to Climb in Subtier 5–6, DC 25 in all other Subtiers).You should allow the PCs to start against whichever wall they wish, so that they are far enough from the river to not take damage without intentionally moving closer.Thank you; I think I skipped from box text to the following sections. Not sure about that design, though.
It creates a problem for animal companions in particular, especially Large ones. There's no way for them to NOT take damage once they hit the map, and the party is going to need to winch the horse up.
Also a problem for parties that don't have someone with either flight or a +15 Climb score, to get a knotted rope anchored up top.
The animal companions are a struggle, and I think you'd be fair to rule that any animal companion pressed up against the wall doesn't take any damage. As for getting up, I suspect they wrote this under the assumption that by tier 5-6 someone can fly or cast spider climb or something.

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Are we on to D now?
I'm going to post the launch to part D shortly.

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Sorry for the delay, folks. I've posted the launch for Part 4.

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Question re Aid Token use:
Does the Restoration aid token take 3 rounds to work (as per the spell) or is it immediate?
Thanks.

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When do the NPCs start dying?
Today. I have the posts written out, just waiting for a long enough break between work meetings to get them posted.

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Hey GMs, remember that we have wonderful backup GMs available. If you need someone to step in, even just for one day, don't hesitate to ask!

GM Doug H |

Are we struggling to generate successes? My group has talen heavy damage in the encounter but have one mook down, another nearly down but the main enemy isnt yet touched. One lifes breath talisman triggered so far but I think they will pull through.
We have just generated a ritual success. Heroic healing token on its way.

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Haha, "talk", huh? VCs generally seem to have ~12. That said, his body was dropped into the river of negative-energy blood, and may have been carried away and/or dissolved.

GM Ietsuna |

My table rolled their pack fairly quickly. One PC is pumping out around 100 damage per round and the enemies have only 80-odd, so maths is maths.
But they have not even tried to climb up yet. I am working on nudging them in that direction for some optional encounters.

GM Ietsuna |

Steal Breath references Suffocation which has a range of close (25 ft. + 5 ft./2 levels). As for the saving throw I would work it out the same way as a spell save DC for Suffocation, although not sure.

GM Fuzzfoot |

I had figured DC 18: +4 for half of 9 HD and +4 for 18 Cha. I also figured monk level 8 based on the +6 BAB but no mention of Improved Evasion (which would come at level 9).

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The disease and Sage's Bane both use DC 18, and Sage's Bane says the DC is Wisdom based, not Charisma based (they do have +4 Wisdom). I'd say go with 18.

GM Doug H |

Looking to give away a token. Does anyone want a nonheroic scout or guard? We're out of medics and casters.

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RIP Besnik and Zadrian. I'll launch the aid mission tomorrow some time.

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Reported a second Relic success. Two Medic Aid Mission successes so far, but I'm still waiting for two more players to roll their dice before I report those.

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Only 11 tables have reported their aid mission successes. Please remember to report 0 if your table doesn't have any, so I know everyone who wants to participate has had a chance before I announce the result.

GM Doug H |

Anyone got a medic token? My players are doing the Black Caverns after the pillar and are running dry on buffs and spells.
I think this advanced nightwing is worse than the dragon on "champion" mode.