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Pathfinder Adventure Path Subscriber. Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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KawasakiNinja wrote:
Reebo Kesh wrote:
Darrell Impey UK wrote:
Reebo Kesh wrote:

... and Critical Hits from a bite attack vs a spell caster with low AC tend to remove the ability to Step away.

Cause they're at Dying 2.

This happened twice in that one combat.

"You carefully move 5 feet. Unlike most types of movement,Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square."

https://2e.aonprd.com/Actions.aspx?ID=87

Or you're saying that they teleported in and critically hit on the attack, which meant that the ability to AoO wasn't involved in it.

The general rule is AoO in monsters in rare in Pathfinder 2e and even rarer at low levels. Most players knowing this will assume a monster doesn't have AoO at 1st level and just try and move out of range which would lead to an AoO.

This specifically happened twice in that combat so I hand waved it for just this combat to save two to four players rolling new characters in session 2.

You'd think after it triggering the first time they would figure out that it was a thing...

Also, you can give it out as info on a Recall Knowledge.

Isnt it also kind of meta gamey to assume every lvl monster doesn't have AoO , but since a fighter does have it from lvl 1 there is still alot of lvl 1 monsters that has it aswell actually most fighter based creatures or classes has it..I think your players are misinformed or you told them this and ..well :)


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Has anyone reflected upon the trap in the Temple of Precience the one with the moving statues , to me it is a complete illogical traps since it's obvious this temple should have been a victim of looters so many times that trap room should be filled with corpses and the next room should have atleast some thiefs reach that chamber and set that demon free ..If you just run trough the room anyone can make it .It's been standing here for 20 years according to the books..This temple should be completly rannsacked and maybe trap not disabled but most likely that aswell , atleast destroyed..


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thewastedwalrus wrote:
Oggvurm is there in the arena before the party, so they might decide to investigate him directly and discover the bomb early. There's all sorts of ways the Irorium encounters could work out depending on how the party chooses to approach it, that statement just covers what happens if the party figures out who has the bomb beforehand.

Yeah I agree , but this isn't really how PAIZO normally write these books since it doesn't say that and even the mentioning of an area(The STAND) that isn't even described leads me to belive that they planned to write about it but forgot or it got lost somehow, It's the final encounter after all. How does he react if discovered early etc etc !!


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So , Im getting close to the end in the Irorium Arena and was wondering about Oggvurm, the book mention that the players can have interacted with Oggvurm and even apprehanded him before meeting Franca, yet there is no such encounter . The only time they see Oggvurm is in the pit briefly spitting on the floor before entering to battle the Eberarks ...or is supposed to be an encounter after the match and they sort of just confront him with no reason what so ever to do so ..after the arena encounter ?? Or did I miss something ? I noticed that the section "backstage at the big show" is mentioning a place called the "stands" where they could have met Oggvurm yet it's mentioned by name only !!


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quibblemuch wrote:

The Husk of Xhamen-Dor's unspeakable presence worked awesomely at our table. The players nearly all failed the save. Having half their actions taken up by complying with a Great Old One's horrifying will (i.e., moving towards it) and the other half fighting against it made for a perfect lovecraftian horror RP experience.

"I must destroy this thing! I must move towards this thing!"

Fantastic!

I have a question I failed to get an answer to by googling on "Unspeakable Precence" do you get one save on this ability ? and If you failed are there any ways to get rid of the effect !! Also, If you succeed at the save is the effect ongoing and require a new save ?


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Rainingmight wrote:
GayBirdGM wrote:
Moximus wrote:

Oh yeah, Chapter 4 is all dungeon crawl and combat! After the party has been focusing on skill use and de-escalating combats, this chapter is brutal in comparison!

The Fiendflesh Siege happened a few years ago, an was played out as a Gencon, multi-table Society Scenario.

https://paizo.com/products/btpy9tld?Pathfinder-Society-Scenario-900-Assault -on-Absalom

Link!

Thank's Moximus! I was going to ask the same thing.

I absolutely love the random Dark Tapestry creature in the catacombs. Eldritch horror? I'm into that. More please.

Speaking of the Dark Tapestry creature, its stat block says it has 320 HP?! Is that correct? Most other level 10 creatures have below 200 HP. It seems really high.

This monster looks seriously like it's much larger than what is listed (LARGE) , it seems like atleast huge by the look at that picture I have changed it's size to match the picture to HUGE


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Marcus Gehrcke wrote:
Do Dr. Henri Meirtmane play a roll in the AP?

No, but one of my players has been one of he's students At Sincomacti School of Science, so I had one book written by Count Lowl's to shame Henry in he's backpack. They talk about this book in "rule of fear"

“The Stars Are Not Among Us: An
Undeniable Refutation of the
Works of the Doomsaying
Pseudo-Scholar Dr. Henri
Meirtmane”

So later when they find books witten by Henry Meirtmane in Lossandro's Office He remembers he has seen this book in he's backpack..


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Marcus Gehrcke wrote:

Iam going to run this AP in the neer future. But i feel that iam missing something, when reading this.

1. Do the inmates of the asylum, have a standard set of clothes - like a grey robe and sandalds ?? What did you do??

2. Do the players stumble abon the 3 sarkonian godstones - that ariadnah made?

3. Were is Briarstone island vs. thrushmoor - were does the rowboat dock?

I had mine apear naked in the cells, stripped of everything including their pride . (It's a horror adventure after all)

2 NO

3. Briarstone is built on an Island in the Danver River (delta?) to protect Trushmoor from Pirates originially as it was ment to be a fort from the beginning, this information is told in the section (reaserch in Briarstone) The Island is said to have a small dock in the last section about Winter halping them get off the Island..


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kadance wrote:
As 1-v-1 with the tatterman is likely a death sentence, I'd recommend he just drop someone off in a room with a ghoul, a courtyard with a haunt, or in the fog just outside the asylum (maybe outside the chapel so his obvious choice of getting out of the fog is breaking through the stained glass windows).

I like that idea aswell, but my initial thought was not to have him Shadowwalk very far, maybe to the next floor , there he could even be attacked by some dellusional cultist or ghouls even. The players should be able to Catch up in a few rounds , 1-3(unless they are panicked ofcourse) But, I will consider your idea , I like it :)


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quibblemuch wrote:

I know.

The fear aura wasn't what got them. (I misspoke on the post above about that combat).

Frightful presence does cause the frightened condition on a failed save, or panicked if they're 4 HD or fewer. The Tatterman attacked during the surprise round, which triggered the frightful presence ability on everyone in 30 feet. The DC on the save isn't high, but a couple players just rolled very badly. The nightmare template does not explicitly say that the frightful presence only works within the 30 foot radius (unlike the fear aura), so I went with the default 5d6 in the universal monster ability description.

Next, he moved on to cause fear, which he'd use as people got over their panic, in between ripping up the more courageous PCs and regenerating what little damage managed to get through his DR.

I will have him use Vanish instead of cause fear to snuff out all candles in the room , felt like a real scary thing to do, then they may also be able to follow him trough the room as all candles blows out then he will use "Shadowwalk" with one PC..


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Ekaj wrote:
Should the Tatterman's Fear Aura and Frightful Presence have durations on them? I've looked into both abilities and they usually say that the description should have a duration on them, or the duration is around 5d6. That's an average of 17-18 turns which just seems way too long for any encounter. My party stopped a few turns into the battle because one member had to leave and I hate missing people, so I've been looking into the Tatterman's abilities more. Two members failed their saving throws and are currently running (one of which is a psychic-blood sorcerer so he's kinda boned for this encounter). Should they be getting saves every turn? Or is there a duration?

He's a nightmare Creature !!

So..When they leave the area (60 Feet) the effect ends, also regardless if they save or fail they are immune to the AURA for 24 HOURS

https://www.d20pfsrd.com/bestiary/monster-listings/templates/nightmare-crea ture-cr-1/

I did the same mistake and used the "FEAR SPELL" as the AURA the first time i ran this, this makes the fight alot easier, so If you need a more challange :)


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I have a question regarding Ms Freeling in her Wheelchair, my players got the idea to move her Wheelchair, ae take it with them even :) Not sure how to handle that really.

Can they really move the wheelchair at all ?

I let them turn the wheelchair towards the opposite direction, and then they got the idea to take the wheelchair with them use it as a barricade Weapon to protect the Chapel area(A morbid but a somewhat good idea)

Looking at the haunt there is no indication that this can't be done ?


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quibblemuch wrote:

Interesting. I may use it as a chance to foreshadow Miacknian Mun and Katheer.

Re: the Tatterman, he just wore them down. The only player with a weapon that could overcome his DR (and suppress the regeneration) spent most of the fight fleeing, or trying to get back into the fight--and then used alchemist's fire instead of the silver dagger that would've stopped the regeneration. The fight went on for 20+ rounds, and between the Tatterman's DR/regeneration & the PCs' bad rolls and eventual depletion of healing resources, he finally ground them down.

I felt bad bringing in an NPC to save them, but at least she didn't kill the bad guy. She just got them on their feet and helped them flee.

The Tatterman is a Nightmare Creature so he's 60 FOOT FEAR AURA is not that terrifying it will only make them "Shaken" then they are immune to it aswell..

https://www.d20pfsrd.com/bestiary/monster-listings/templates/nightmare-crea ture-cr-1/

This is the second time i run this AP (This book atleast) First time i ran the Campaign i also had all my players running away cowering in fear


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Serum wrote:
Junker wrote:

A questions regarding the beginning of the "Maiden Mother Crone"

The riddle for the Challange of Endurance, What does that actually mean ? And how does it relate to solving the problem

Each night it Visits
Sometimes Horror
Sometimes Wonder
Sometimes prophet
When dawn wakes, It flees

I understand as much that It talks about the animate Dream and Dreams in general but what clues to solving this is related to the Animate Dream and her desires. PLEASE EXPLAIN THIS TO ME !!

It's also strange since every other raven riddle has it's explanation but not this one !!

Her desires is Revenge and that the everlasting dream ends, but how this ties together to the strange riddle is totally beyond me, simply I do not understand it at all.

My worries here , without me giving away to much(railroading) How on earth are they supposedly figure this one out..

The encounter in this book is NOT very well explained , there is no examples on questions to this weird "animate dream" yet the encounter is very detailed but then again not.

I also see that there is several GM's that has mentioned this encounter, but not anyone is mentioning the strange ridddle.

How did you other GM's handled this encounter ?

The riddle just a round-about way of saying that it's an animated dream. They don't have to tell the raven that it is an animated dream, they just need to get the information from it, something the raven specifically asks for.

I heavily modified section A, so I can't tell you how this room went for my players. You can try looking at the play-by-post games on this forum. Eg this game, or this game.

Well, I understand that the answer to the riddle is "Dream"!! What I have problems with is "How the hell is the players going to figure out what to say to this Dream .. First they need to figure out they have to bluff the Dream.. I'm totally Clueless to how this encounter is going to play out, since I barely understand it myself. Ohh Well...Thanks for helping me :)


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Serum wrote:
Junker wrote:

Still the whole things very weak and there is still the issue with Logrivish and his Tower, First a Young dragon is hardly that powerful and the adventure makes it clear that the Death of this powerful dragon makes it possible to create chaos in the city, after all he's just 1 dragon, how much Control can he really have ?

and the party can just fly up to his lair bypassing the whole Tower ..

He's just one dragon... Going up against low level soldiers and commoners. He has an endlessly recharging breath weapon that he can strafe the rebels with and is mostly immune to any return fire. His massive flight speed can get him anywhere in the city in less than a minute. It's hard to do any kind of guerilla fighting with that kind of air dominance. I'm pretty sure that the army guarding the forest will wipe out the uprising as well (given the power of monsters and spellcasters that will be responding), but they will take time to route the rebels, which gives your party time to get to the Hut and continue their quest to save Baba Yaga. I'm pretty sure the resistance knows they'll mostly all die, but their entire point is to call attention upon themselves to get the army to move, but most of the army won't need to get involved if Logrivich can scout for them and provide air support.

For your second part,note that Solveig asks the party to find the Bella inside the tower, and the singer will tell the party about the children. That will lead them to the first floor, and the children there will tell the about the girl that's currently on the second floor. That should be enough to get the party through all the intended encounters, even if they deal with Logrivich first.

If the PCs ignore this, despite all the queues and Bella's insistence, you can add more encounters as the PCs travel to and through the Endless Forest to make up the difference.

Hmm..low level Soldiers and Commoners ? Where did you get this information. It sounds to me that the "Iron guard veterans" most certainly are no low level Soldiers and commoners. That dragon had 66 HP , yes it can fly , yet it let's itself be defeated by 4 lvl 5-6 PC with a couple of firespells and a few well aimed blows instead of just flying away instantly. I just find this encounter silly and not very logical at all, the evidence for this is in this thread , not many (if any)will run this encounter as intended, It's to weak !!


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Second Thing I wonder about is the Witch Tree riddle, by itself it's a good riddle but..

How on Earth is it even remotly possible, If as written in the details for the Witch Tree encounter this riddle was placed there by Baba Yaga herself.

In my book, this riddle is "handpicked" for the PC , as it refers to them talking with the black rider, a riddle no one else will be able to solve and furthermore if Baba Yaga already knew this ..Why the hell did she fall for the trap set by Elvanna and Rasputin in the first Place..

Ohh Well


Pathfinder Adventure Path Subscriber

A questions regarding the beginning of the "Maiden Mother Crone"

The riddle for the Challange of Endurance, What does that actually mean ? And how does it relate to solving the problem

Each night it Visits
Sometimes Horror
Sometimes Wonder
Sometimes prophet
When dawn wakes, It flees

I understand as much that It talks about the animate Dream and Dreams in general but what clues to solving this is related to the Animate Dream and her desires. PLEASE EXPLAIN THIS TO ME !!

It's also strange since every other raven riddle has it's explanation but not this one !!

Her desires is Revenge and that the everlasting dream ends, but how this ties together to the strange riddle is totally beyond me, simply I do not understand it at all.

My worries here , without me giving away to much(railroading) How on earth are they supposedly figure this one out..

The encounter in this book is NOT very well explained , there is no examples on questions to this weird "animate dream" yet the encounter is very detailed but then again not.

I also see that there is several GM's that has mentioned this encounter, but not anyone is mentioning the strange ridddle.

How did you other GM's handled this encounter ?


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Yeah, I moved the Caryaton Columns from the entrence and made a Jadviga "Glockenspiel" with the rails and small wagons that animate after 1 round or so. They break the PC's armor and will be a serious nuisance to the Group while tampering with the dragon aswell.


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I noticed now by Reading in the module more that using flying is actually covered in the module since the overgrowth of the "supernatural forest" grows together creating a "roof" of sorts..But this should have been shown more clearly IMO. Still the whole things very weak and there is still the issue with Logrivish and his Tower, First a Young dragon is hardly that powerful and the adventure makes it clear that the Death of this powerful dragon makes it possible to create chaos in the city, after all he's just 1 dragon, how much Control can he really have ?

and the party can just fly up to his lair bypassing the whole Tower ..


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I have some questions regarding the Supernatural Forest in the Market Square !!

1.I understand that the Dancing hut is Path i blocked of by this antilife portal/Shell. But since Nazhena obviously lives behind this portal it's protection obviously only covers the entrence into this clearing

But what about flying ? I see no problems in flying to the hut. Infact, my players flew over this "supernatural forest" to scout it out as they stumbled upon the Market Square and saw the forest before they even got to talk with Solveig Ayerdahl. I had them unable to fly down and land in the forest because some supernatural force prevented them from doing so, but It felt very silly.

So, Queen Elvanna has most of her troops riled up in market square "cutting trees" and guard this place, so the "reason" they can't enter the forest is a large army. But the soldiers is obviously not by the "hut" Only Nazhena is, and behind that "barrier" How did she even get there ? Been there all the time ?

So..I have a hard time explaining to myself why they simply coudn't just fly down there , kill Nazhena and jump inside the hut.? I stopped them from doing so naturally , because it would alllow them to skip more than half the content in the book + they are only lvl 4-5 .

And ..Furthermore Why in all hells would killing Logrivish be such a huge deal , yes chaos in the city etc etc.

All the reasons why the players should do certain things in Whitethrone seems all VERY weak and I have a hard time explaining for the players that they can't do this and that because of....

Same with Logrivich's clock tower, they can just climb/fly up and kill the dragon, he's not really that tough at all and the adventure takes for granted that the players has gone trough all the trolls to get to him and therefor be in a very bad state when they get up to him.

Sure , not everyone in a party has fly, but It's highly possible !! also there is spiderclimb etc.

So..I stopped my druid from landing in the "maze" , I said a supernatural force stopped him from doing so, but that felt wrong, since obviously half the forest is full of soldiers and critters.

Now , what should I tell them when they say, well let's just fly up to Logrivish lair, IMO the "best" way to do this since they obviously know hes up there..lol

Reign of Winter has been a blast to play, but this part of the adventure feels so very weak in many of it's explanations, even "getting into the city proper" felt over complicated and poor..I mean, It's IMPOSSIBLE to get inside the city without papers, but they have a disctrict with a hole in the wall that "insn't very well guarded " since they only let in white wolfes , yet they let in a couple of peasants that are suppose to deliver fish to citizens. How come this familly is even there, It makes no sence to me !!


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AnonMD wrote:
Junker wrote:

Even if you changed the encounter to something else the room is full of strategic possibillity where it would be impossible for the enemies to shoot.like behind the pillars and in the niches.

You can just run away and take him in another room. There is alot of big rooms. Well nevermind your players obviously didn't figure this one out so..

Being rude to someone isn't going to help make the game anymore fun, man. The party never expected to get annihilated within a single round, which is why they didn't have the time to explore the avenues you're talking about. This wasn't a drawn out fight either time, this was near instantaneous death. And as for changing things, this is a playtest. They were given a scenario to beat. They did not beat the scenario. If you were to alter it so they could beat it, the feedback goes out the window.

Sorry, if i sounded rude that was not my intention. I didnt mention to alter anything about the scenario. Just use all available or other options .


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CaptainSteel wrote:
Junker wrote:

1 the gobblins in the long hall is SUPPOSE to charge your group recklessly, not cleaverly hide and shoot from darkness. This room offers some great places to hide and there is ALOT of opertunity to get cover. Much of the rest of the discriptions follow the same harch penalties etc etc.

Replace the goblins with level 0 humans and the problem remains the same: Critical rules and dying rules and the current combat system is overly grueling at low levels.

Junker wrote:


The last boss seems difficult but what about running away ? Take another aprouch there should be atleast 4 players 3 if he downd one with aoo.
What other approach? Have you played the scenario? Given the narrow chokepoints there is no other real feasible approach for dealing with Drakus.

Even if you changed the encounter to something else the room is full of strategic possibillity where it would be impossible for the enemies to shoot.like behind the pillars and in the niches.

You can just run away and take him in another room. There is alot of big rooms. Well nevermind your players obviously didn't figure this one out so..


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From what i can gather reading trough your immence post is that ..

1 the gobblins in the long hall is SUPPOSE to charge your group recklessly, not cleaverly hide and shoot from darkness. This room offers some great places to hide and there is ALOT of opertunity to get cover. Much of the rest of the discriptions follow the same harch penalties etc etc.

Also it seems you misunderstood alot of the games rules and guidelines,
Like the exploration mode.

From what i can read you are trying to WIN against the players by not letting them do anything but dying .

The last boss seems difficult but what about running away ? Take another aprouch there should be atleast 4 players 3 if he downd one with aoo.

Its a playtest , sure, but its a playtest of a roleplaying game not a miniatur combat game where you are supposed to slaughter your players. You didnt read the rules properly and the scenario.. Goblins are no tactical masterminds they charge screeming..


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Pan wrote:
This assumes folks who play PF also play SF in significant numbers. Im not sure thsts true.

Why would it have to be true ? It's not that BIG of a diffrence between the games just because one is sci-fi and the other fantasy. They are even in the same universe. Ohh well


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LukeM wrote:

Different design teams with different timelines.

Both games were being developed in parallel and one had a much shorter release timeline

Well if that is the case then its stupid. Even if they naturally has 2 design teams for these to games i refuse to believe that they do not talk to one another or plan accordingly. Even if most players woud not be playing both games this for me seems counter productive to say the least


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Tim Statler wrote:

I haven't had a chance to get in depth with 2E yet, but I have already seen several similarities between Starfinder and 2E.

I think they tried out a few rules in Starfinder first to see if they worked,

Yeah, I think so to but woud it not be convinient to have one ruleset to both these games. I think that the way things are now there is a huge possibillity that things will get very confusing for players. Atleast in the big diffrences between rulesets,like the action economy in 2e and the stamina system in starfinder


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Im certain that this has been talked about, but to me it seems a little ilogical to just newly release a ruleset in Starfinder then relese another a few years later. Why not use that ruleset for both games? Most players will maybe play both these games , so learning 2 diffrent systems could be very ..ehmm mixing and daunting or confusing, like how was it now? Is this from pathfinder or starfinder, nah thats from the super old 1e system..lol


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I have a question about the dreamquest "The Viscount's Signet Ring"

It sais in the quest that the Time stands still in Celephais, how can it ever become "Sunset" as in the Sunset Waltz, or did i miss something?!!

The information regarding this quest talks about it "briefly" , mentioning that the PC can take as much time needed to find the 3 missing partygoers, because time stands still:)

To me this indicated that when the PC actually has completed the viscounts quest, time actually passes to "sunset" or ?


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CorvusMask wrote:
<_< Umm, Rise of the Runelord doesn't have super hard bosses that can be only beat as min maxer... I mean, if you are talking about Erylium, she isn't hard, she is uber annoying :'D

Well..I guess you are right in a way, She's not hard in a way that she Doesn't do much damage so no one will die , so after battling or rather trying to battle her for like an hour or so they fled. But thats not very heroic or very fun at all...


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Douglas Muir 406 wrote:

It would IMO be totally legit to have the Tatterman toy with the PCs like a cat with mice. Suboptimal, yes, but legitimate. He enjoys instilling fear just as much as he does killing.

I agree that his fear aura means that it's possible for half the party to fail their saves, leaving the others in a very sticky situation. If you like, you could replace this with some weird/creepy terrain effects -- undulating surfaces, time slowing down (maybe instead of fleeing, PCs get hit with a Slow spell), bizarre sensory effects, you name it. That's the good thing about being on the borders of the Dreamlands: you really have carte blanche to get weird and creative.

Doug M.

Ideas and Clues such as these should have been incorporated in the adventure...It's already tough as it is to get ready for an adventure like this, and If you actually have to reconstruct or alter much of it it's even tougher..

I have learned my lesson as a GM now, atleast regarding these adventure paths.

I have also GM'd Rise of the Runelords, and It's basically same thing there, super hard bosses that you simply can't beat unless you are a min/max player and know every option you have available, in that case it was Cold Iron. :)But atleast there they could Flee :)


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CorvusMask wrote:
Honestly, silver is classic anti evil creature material, so thats not really that meta gamey. And its plausible to identify unique creature's weakness with knowledge check even if they don't know what creature precisely is. YMMV though I guess

What kind of Knowledge Check would that be ? A creature that is not mentioned anywhere, how could anyone notice that a creature has a particular weakness without actually trying, this is also a very poor solution and a flaw in this game , if this is the only way to do it. Besides, If they mid fight actually succeded in a knowledge check with I guess super high DC and found it out, they would most likely be dead already.

Yes, for you and the players it's just that, a "Classic anti evil" material thats just why it is a poor clue and even meta gamey, Hey now we have found 3 silverdaggers and Silver Sheen , maybe we will encounter a warewolf soon, better equip these more/less useless weapons so that we are prepared.

They atleast could have made some other beeings Before Tatterman require silver weapons, that way they would have had them ready more naturally, maybe :)

My players didnt even remember that they had those daggers, since they had better weapons like Red Destiny for example..

Well you get the idea, It could have been done so much better.


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WARNING SPOILERS

We finished the first book "In search of Sanity" this weekend and here are my thoughts about it.

The overall adventure is VERY good, maybe abit to railroaded but ok..The CREEPINESS IS A TOTAL BLAST.

But there is ONE HUGE complain thou, and that is TATTERMAN not the characther or the idea of a Freddie Cruger like villain , that is awesome.

BUT..

Hes just impossible to beat without cheating as GM or metagaming as a player.

And yes..I could let the players roll a knowledge whatever, but..this is a unique characther and remember the charachers are lvl 1 when they enter with a fugue state, It makes Little to no sence at all that the characthers would be able to know anything at ALL about this mythic beiing. Once they all got all the stupid silver weapons up from their backpacks mid fight they would be dead.

1 I could have made him easier as a GM, but why ? , isn't this suppose to be an adventure for 4 Characthers , I played it with 5 but I'd argue that hes still impossible, Hes at AC 20, most of the time they wont even hit him, and when they do he will just regenerate it back. And he also has DR 5, and flying ...

2 Yeah I know you get silver daggers and silver Sheen etc etc, but thats metagaming, infact it's rather silly having the cultist running around with silver daggers, just because this is the loot they need to kill the last boss. As an experienced Pathfinder player you would probably see this as a hint/clue ..but thats just a stupid clue/or matagamey since the characthers has no WAY of knowing that they should have changed their own weapons against a silverweapon that i worse than what they are carrying to beat a boss, It's daggers after all and silver.

AS a GM you could certainly ADD hints, books or other such thing and in this case the best way you could have hinted about how to beat him in the Dreams, but for that to happen you would have to be very experienced as a GM, this should have been done BY THE Authors of the adventure.

Finally they could flee , but to where ? Seriously :)

It's a cool concept to figure out how to kill a Nighmare Creature like Tatterman, but when half of the team has been running away like scared rabbits and the rest is trying to beat him with waterguns it's not fun, just frustrating. and I absolutly didnt wan't to TPK the party after the first episode because it's just poorly thought trough, did they even playtest this ?

My team was also composed of classes recommended from the players guide, like Gravedigger , detective, cleric, inqiusitor. and a rouge type


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Thomas Seitz wrote:
Or if some how they manage to gain a size modifier...

Woudn't that mean they would get a totally diffrent damage stat from their bite attack ?, if they somehow became "Normal" sized fetuses, hmm grotesque


Pathfinder Adventure Path Subscriber
Rysky wrote:
Junker wrote:
Thomas Seitz wrote:

Junker,

Some times in horror, it's not about the kills, it about the wounds you suffer.

Well I figured as much , but as a plain rule question why do tiny creatures have damage stats that doesn't actually do damage, The To hit chance would have been enough in this case ?
They still deal 1 point of non lethal when their damage is like that. So they can still hurt you in a fashion. They can also get crits. Or their damage boosted.

Ok..Thanks , that clears things abit.


Pathfinder Adventure Path Subscriber
Thomas Seitz wrote:

Junker,

Some times in horror, it's not about the kills, it about the wounds you suffer.

Well I figured as much , but as a plain rule question why do tiny creatures have damage stats that doesn't actually do damage, The To hit chance would have been enough in this case ?


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Pathfinder Adventure Path Subscriber

I'm getting ready to run this AP next weakend and it's seems very good :)

However...

One thing that I find odd is that there is monsters in this AP has extremly low damage like the Pickled Punks attack, Im guessing its just to see if they attach ? or activate their abilities ?

1d3-4 is even negative damage, whats the Point of this ?


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elcaleeb wrote:

Most of our party took one look at the picture of Black Magga and said nope and ran away. Except for the fighter, whose background was from Turtleback Ferry. He chose to try to hold it back while the village evacuated. It worked, in the sense that he stopped Black Magga from getting any villagers, but cost him his own life.

Well..that on the other hand is not very heroic, you running away that is. It's suppose to be a somewhat scary moment and It's suppose to be a moment for ALL the PC to have a NEAR Death experience..

but..

As a GM myself I would have "lessened the damage" or let him succeed just barely with his Life..Just so he could have told the others they were cowards.


Pathfinder Adventure Path Subscriber

To me..The Black Magga is an encounter ment to be the same as the encounters with Giants from films like Kong or Godzilla, an encounter that is there to create panic with an overwhelming enemy ...It's very obvious..Thrash some Buildings and show off immense Power than withdraw..

First and Foremost she is already "half" way in her HP, to those wondering why she actually flees after 4 rounds and It states that more less aswell, Why am I here ? Ohh..I fell down a mountain..Ok let's Go :)That she knocks down a couple of houses and a few villagers and 1 or 2 players is just a bonus.

Secondly..TO those that "claims" to have beaten her---lol I'd say without actually gaming the game with a lvl 7-9 characther there should be almost 0 chance of anyone beating this monster in 4 rounds. Everytime Black Magga sets out to do anything offensive against the PC of those levels it WILL succeed and it will literally grapple an entire Group in one round.

This is actually a great encounter but It's also obvious to me that it's not ment to be a "killable" one, It's there for one thing only and that is to tell the characthers that there is something wrong at the Dam.