So some quick rule questions, interested on how other GMs handle these things: First of all, with a magic artefact like "Whispering Reeds" that most definetly has a downside with the curse and all, what information do you give the players?
Second question is with the many Ghosts that have a Rejuvination condition. Is this information that can be given after a successfull recall knowledge check? Or is it kind of hinted at but never disclosed? How do you play that at your table? Bonus question: Concerning a haunt, is the needed disable check also information that can be acquired with a roll or do the players have to find out "on their own"? (Bonus to the bonus: Is one successfull disable check enough to end the whole haunt?) Stay safe, healthy and looking forward to the replies :)
Are there anymore deaths? Really interested in that! We are in level 2 right now and the Graulgust Fight turned into a massively challenging fight, as a former captured morlock scavenger joined the fight and the PCs attack attacked Graulgust on Round 1. Ended with the monk and cleric being the last heroes standing finishing off the abberation pet! Tonight we are going to fight the weblurker and I sense danger, will report how it goes :)
Hey Narchy I just want to add that we switched from the original maps to yours last session and my players are blown away from your maps! This is insanely good stuff. And I, as the GM, want to really thank you with all my heart that you made a foundry module, so easy to use! I am so looking forward to the next book and am especially excited for book three and the infamous 1 square = 10 feet map
What I do, to make it easier for me - as someone who exclusivley used milestone leveling his whole life - is to use the Goblin Figh Club Encounter creator: https://pathfinder.bulik.dev/ I just set the level of the PCs then add the appropiate level of monsters, even if the library doesn't have all the module specific monsters I just use a different one of the same level, and it does the math for me. Super easy and helps me a lot :)
Thanks for the recommendation but I am rather looking for information to drop in the beginning of the adventure so that it will have a satisfying conclusion when the adventure moves in that direction. For example: If I play up Brelda being distraught about the loss of her son, it could be more satisfying if the PCs save him at the end of book 1. Or if the PCs have a connection to Dorianna Menhemes they will be much more involved when she gets sick in book 2. So I am looking for those kinds of things, trying to add to my list :)
After reading Book 1 and flipping through Book 2, I am thinking about what to foreshadow at the start of the adventure! (After moving to Foundry VTT we will finally start next wednesday.) Things I have considered:
What should I add?
aett wrote: "Perfect Vision" module will do the trick. Easy peasy I am having serious brain farts today, I cannot - for the life of me - wrap my head around this module haha I have a goblin PC, who should have darkvision. But with the mod on all PCs have the same vision, I also don't get how to simulate no illumantion zones like in the first level of the dungeon. Could you maybe explain to me what settings you are using?
So after getting all the character sheets of my players and seeing that two of them are spellcasters I am really afraid of the Voidglutton encounter in Chapter 4. It is a level 8 creature, has a AC of 30 and is immune to magic (with some execptions). Just to see, I leveled the rogue up to level 5 and even then he would have to roll a 17+ to even hit the Voidglutton. My players aren't really min-maxing to the fullest and while I really enjoy high stakes and the occasional PC death, I have found TPKs to kind of demotivate the whole group. Our Plaguestone group really dove after having a total of 7 characters die in a four player game. Is anyone else frightend? Or am I overreacting? I want to run the AP as written but can't help thinking of nerfing the encounter...
SuperBidi wrote:
Ah, great thing to point out. Thank you, for explaining :)
The bleed damage done by the Blood of Belcorra haunt (p.13) at the base of the lighthouse, is that bleed damage in the sense of persistent damage? If so, would that mean, that any PC would take 1d10(w/ fail +6 or even w/ crit fail 2d10+6) bleed damage at the end of their turn as long as they couldn't get rid of the p-damage? I got my partys character sheets today and I am concerned for their well-being haha
Aaron Shanks wrote: BTW, for those that don't do it themselves, both Fantasy Grounds and Roll20 are working on bringing this AP to market. I'll announce it when they do. Cheers. My group is eagerly awaiting the roll20 release. We have postponed our first session alread and are hoping for a release in the next few days. I am also on the roll20 forum asking about this, but no one associated with roll20 is answering so - in risk of annoying you, which I am sorry about - do you know when they approximately are going to release the module?
I am having trouble keeping up what the differences are between what I know and what the players/townsfolk NPCs should know. So for example the Story of the Rogue Otari. Does everybody know about the Roseguard? And that Otari was supposedly slain? And what do the common people know about Belcorra? Or the Kobold tribe? Is it all just "legends/stories" or do they for sure know that it happend - I mean there is the museum at Oseph Menhemes Manor. Of course this may differ from NPC to NPC, but I was just wondering how other GMs are going to handle this. I want to tease information, but don't want to just give out information that would otherwise be discovered :)
Oh, good idea! I have been wondering how Wrin should comment after hearing about symbols etc. of Nhimbaloth. It could be a good moment of giving info on Nhimbaloth when the PCs return to her and describe what they found. Or how will you handle that? A side/extra quest I am working on is having NPCs (from the book but also one's my players and me have made up in backstory creation) dear to the PCs being in the Dawnflower Library when the undead attack in the beginning of chapter 2. Maybe another few combats saving townsfolk. That way the connection to Otari is deepend further.
James Jacobs wrote:
Thank you, I didn't know where to look.
James Jacobs wrote: For sure... but to be fair, the same awkwardness would exist in pretty much any adventure. Nhimbaloth is not a good choice for someone to worship in a group where no one else worships her (sort of the same for most of the Elder Mythos, with a few exceptions like Yog-Sothoth or Yig). Definetly! My group will have cleric of sarenrae and a monk dwarf following Torag. For the cleric I am thinking of creating a bond to Vendy first of all and maybe creating a friendly colleague NPC in the clergy that comes under attack (maybe even dies - I have another Idea of how the school children were on a "school day trip" tour in the Library when the attack hits) when Chamber 2 starts and all the undead rain down on the Dawnflower Library. I have another clarification question: What does Volluk's Discorporate characteristic do? Does that mean if he turns into swarm form he just can be stomped out? I don't get what the "dispatch the fleeing vermin" is referring to.
James Jacobs wrote: If you're not a worshiper of Nhimbaloth, you are exposed to the Empth Death every time you use any of the abilities that start with "Activate" granted by the artifact. Even using an activation from this artifact once exposes you. The only way to dodge that is to be a worshiper of Nhimbaloth, which wouldn't be a good thematic choice for this adventure or party unity. Ah, okay, thank you very much for clarifying :) Yes, being a worshiper of Nhimbaloth would make the adventure rather awkwaaaard haha
Ah, yes! Good ideas! I like that sleeping near Gauntlight prevents a good nights rest. Maybe they get the bonuses from a full nights rest but still get the fatigued condition. I have a question about the artifact "The Whispering Reeds" (p.79).
Steel_Wind wrote: I do expect that Ruins of Gauntlight will become THE iconic adventure for PF2, just as Burnt Offerings was for PF1. As for whether Abomination Vaults as a whole will become PF2's "RotRL", well that remains to be seen. But the answer is -- *maybe*. I wholeheartedly agree! I think it will become very clear, that if someone starts playing PF2 they will be pointed toward this adventure.
James Jacobs wrote:
Thank you so much for replying and the tip! I think it is so cool, that the author of the adventure is in the comments giving advice :)
Unicore wrote: Honestly, I would probably recommend most newer PF2 GMs pick up this AP as a starting place because it really makes it clear how to integrate things like down time and story rewards into the campaign. I am interested in when you would give the PCs some downtime? Especially when Chapter 2 begins it seems it would give the PCs a ton of agency to not dillydaddle around but to delve deeper to stop further attacks. It's one of the things I am curious about, as I want the PCs to spend time in Otari and meet the NPCs, but I am unsure how much time they will actually spend. Any ideas how to manage that if the PCs are mainly spending time in the dungeons? Also I am curious about how other GMs are going to run the beginning of Chapter 2! Depending on the wounded state I forsee potential player death
Sounds absolutely awesome! Can't wait! I am counting the dasy until the 27th. This will be the first full AP I am going to GM for a group that has only run a mini campaign, Pathfinder Society Scenarios and other One-Shots. I have devoured the Player's Guide, is there anything else you would recommend so I could pre-prep it in anticipation? :D |