Raistlin

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Damn, if this is still a thing please add me

galford (dot) slash (dot) samsho4 AT gmail.com


Hello everyone,

I'm a fairly new GM for PF2E, having run the Beginner's Box a couple of times, and now I'm GMing the Abomination Vaults Adventure Path with a table of 6 players. However, due to schedule issues, we effectively have 5 players with a rotating absence. I've received some advice on running the adventure using XP instead of Milestones, as it feels more natural for a Mega Dungeon.

Here are the characters in the party:

- Human cleric of Cayden Cailean
- Dwarf Fighter
- Human Wizard
- Goblin Alchemist
- Human Champion of Iomedae
- Halfling bard

The players have befriended the mitflits during the second encounter, and they are now working with them to clear the upper part of the dungeon from ghosts. Once they finish, they plan to proceed to clean the 2nd floor, which is inhabited by the "mushroom-eyed people."

We've had some memorable moments so far:
- The party decided to surround the keep and discovered the workshop, choosing to start from there.
- Everyone fell for the "Spookywisp" scam and delivered the "Shiny" to him.
- Mr. Beak caused a lot of damage, but nobody died, although everyone was in pretty bad shape.
- While the party was recovering from the Mr. Beak fight, the Fighter decided to "Go take a look" and got confused by the Flickerwisp, running amok with his own party still recovering.
- They discovered enough evidence of the river dragon and have been avoiding any bodies of water since then.
- Sneakily, they opened the secret door from B7 to B8, but everyone forgot they had a light source. The "mushroom-eyed people" noticed the light and attacked.
- The Champion reached 0 HP and fell, but the Cleric's AoE heal saved him. However, the Wizard's AoE spell put him down again with a "sorry." - Finally, they understood the danger of stacking wounded conditions.
- After that fight, they sealed the secret stairs at A12 with stones and rubble, with the help of the mitflits.

Since they befriended the mitflits, they are still level one at 810 XP. They have learned that haunts can be suppressed for a time, but extra effort is needed to destroy or put them to rest permanently. There is now a mini graveyard outside the keep with the tombs of 7 kobolds (6 from A7 and one from A3).

Next, they are about to go to A11 on the night where the Blood of Belcorra awaits them. If they manage to survive and be in good condition, they will then try their luck with the Vampiric Mist. However, even if they defeat both encounters, they will still be 30 XP away from reaching level 2.

I plan to start the Deadtide section once they defeat the Vampiric Mist for the first time or when they reach level 2, whichever comes first.

My main concern is that both the Blood of Belcorra and the Vampiric Mist reset once per night, and the way to destroy them is quite far away (D9). Once the players discover this, I'm afraid they might try to "compensate" for the lack of XP by using Gauntlight as a "Training room" and attempt to rerun both encounters every night until they find a way to destroy them. Initially, this might be dangerous, but as they level up, it will become easier.

I think this approach is clever and should be rewarded, maybe a couple of times, but it could become exploitable depending on how many days they take to reach D9. For instance, they could potentially gather 1,000 XP solely from these two rooms over 9 days at level 2, 13 days at level 3, and 17 days at level 4, double the time if haunts only award XP if they are destroyed (See bonus questions below).

My questions are as follows:
Am I wrong in thinking that this could become an issue? I have always used milestones, so encountering an XP farming issue is new to me.
If this is indeed an issue, how can I address it? Should I limit the number of times they can gain XP from these encounters? Should I deny XP from these two rooms once they reach level 2 or 3?

Bonus questions:
When do haunts usually award XP? Is it when they are disabled or when they are destroyed? If it's the former, could rooms with haunts also become "Training rooms"? Would this pose any issues in the future?

Thank you for your advice in advance and sorry for the long post!


Currently I'm running this campaign with two groups, still with 3.5 tho'

One group arrived two in-game days ago to Scuttlecove, the other is about to leave Farshore

Group 1:
Linen: Gnome Knigth/Death knigth
Puerkazo: Boar / Linen's mount via Wild Cohort feat
Eric: Cleric of Fahrlang
Mirdivar: Elf Ranger
Dorp: Gnome Wizard Ilusionist
Rag'Mar: Olman Druid/Rogue/DaggerSpell Shaper
Belathiel: Half-elf Monk

Group 2:
O'Hara: Human Sorcerer/Dragon hearth mage
Tuskara: Forest Elf Ranger/Fist of the forest/Monk/Bear warrior
Lili: Human Hexblade
Edhom: Half-elf Abjurer Wizard/Master specialist/Elemental Savant
Zanthy: Half-elf Duskblade
Mr biggins: Gnome knigth


Last session we started with this module, some PCs cashed out the items in Sasserine via teleport and the rest stayed in Farshore to calm the people and investigate what happened there, they discovered that the Ravens left a few days ago, I thought that it was enough advantage to meet their fates before the PCs arrive, but then they decided to catch up the ravens.

The wizard will cast sending to contact one Raven (they are in good terms with two of them and neutral with the rest) and tell her that in the next minutes he is going to cast scrying and greater teleport, so they should reject the will save of the scrying, stop the ship (just in case) and wait for them.

So, do you guys have some ideas of how to modify this part of the adventure for a "PCs and Ravens arrives together" scenario?