Generic Villain |
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So I love this adventure. There's no two ways about it. But I do have some quibbles about the very beginning.
Right out of the gate, the PCs are required to hunt down and kill 3 doppelgangers, one of whom has a level in Mesmerist. And that of course means her stats are quite a bit higher than a standard doppelganger, which are already formidable CR 3 opponents. I would have much preferred if the orderly in the very first scene survived and vouched for the PCs, thus allowing them an opportunity to rest and recuperate between hunting foes far more powerful than they.
Another solid option would have been to swap the doppelgangers with some less intimidating ghouls, and move the doppelgangers elsewhere.
To make matters worse, the hypnotic doppelganger has crazy high (for 1st-level PCs) Bluff, Diplomacy, and Disguise skills, and explicitly tries to fool the party into sneaking her into the survivors' encampment. But the PCs need 3 doppelganger bodies, and Dr. Oathsday is one of them by necessity, so they can't technically even acquiesce to her request.
Also - and this is a comparatively minor quibble, though still bothersome - page numbers stop after page 25. Still, an awesome adventure by master of the macabre Mr. Schneider.
Generic Villain |
Generic Villain wrote:So I love this adventure. There's no two ways about it. But I do have some quibbles about the very beginning.** spoiler omitted **
Oh I get that. In fact...
Yes the doppelgangers are cut off from their compatriots. But still, the three of them (one of whom has a level of Mesmerist) are formidable opponents indeed for a party of approximately 4 1st-level adventurers. Even if the PCs gang up on them and manage to take them one at a time, a doppelganger can do serious damage and likely bring down even a well-built tank. According the the Core Rulebook, creatures with a CR 2 high than the PCs pose a "hard" encounter. Dear Mrs. Oathsday, at CR 4, is an "epic" fight. This just seems like a really poorly planned start to an otherwise awesome adventure. I can't help but imagine some TPKs, unless the GM really fudges things in his hapless PC's favor.
Just my thought on the matter. I haven't run this adventure. Though I certainly would like to - with a few adjustments.
captain yesterday |
I had your same concerns, however I noticed.
Balgin |
1 person marked this as a favorite. |
Now I don't know about the physical edition but in the pdf pages 25-55 inclusive have their page numbers missing. Now I know the adventure's supposed to be set in an asylum and meant to have the pc's questioning their sanity but the gm shouldn't have to find himself questioning his own sanity simply trying to read the thing :P.
There's no artwork that would cover up the page numbers or anything. They simply aren't there.
Joana |
People have gotten the PDF and hardcopies of this?
I'd say that is affirmative from what I'm reading in this thread.
How long ago did it ship for you guys?
They finished shipping subscriptions August 26th. Like the post says, if you didn't get yours, you should contact Customer Service and see what's up.
Ed Reppert |
No they didn't. Mine was shipped August 30th, and arrived today. To be fair, a couple things had to be put back in the sidecart, 'cause they weren't in the warehouse.
CBDunkerson |
I would be happy to leave a review for this, but I can't find the 'post a review' button. Amazing adventure!
You have to click on the 'Product Reviews' tab at the top of the page first... basically, you have to be on the page with the existing reviews (rather than this discussion of the product) to post a new one.
Kalindlara Contributor |
Junker |
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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 ?
Junker |
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 ?
Rysky |
Thomas Seitz wrote: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 ?Junker,
Some times in horror, it's not about the kills, it about the wounds you suffer.
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.
Junker |
Junker wrote: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.Thomas Seitz wrote: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 ?Junker,
Some times in horror, it's not about the kills, it about the wounds you suffer.
Ok..Thanks , that clears things abit.
Douglas Muir 406 |
About to start running this. There are six PCs and I want to establish their relationships to Lowls, so that I can drop hints and clues here and there. My thinking here is that Lowls sacrificed the people who were closest and most useful to him, not just random minions. I have a pretty good notion what three of the PCs were:
Paladin -- I think he used to be Lowls' muscle, chief of the thugs he sent out to enforce instructions and terrorize the locals. The high Cha might suggest some sort of caster, though? Or maybe he was just optimized for high Intimidate checks.
Wizard -- The wizard was a wizard, and he's going to find a spellbook with spells going up to 4th level. I think he was Lowls' companion in investigating the Great Old Ones.
Oracle -- The Oracle starts at middle age. He was Lowls' servant -- a valet, or perhaps an accountant.
That leaves three more: a Sczarni swindler rogue, a mesmerist, and a bard. Possible options might include lover, sibling, child, best friend, overseer, drinking buddy... but ideally, I'd like something that relates in some way to the build, and/or that will be interesting for the player to discover over time.
Thoughts?
Doug M.
Matthew Prior |
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This has been driving me mad extracting the maps for use in MapTool to play online. I'm ok with having to screencap the maps from the interactive PDF because of the layering, but the base resolution is only the same as in the print volume, so it expands pretty terribly. That alone is ok.. but the map squares are constantly out of true! Laying a digital grid over the map requires constant adjustment as they move around the board. Reviewing some maps, it seems to be the very large maps, such as Redlake Fort in 92 or as you mention the asylum in 109. I'd bet it's an artifact of working on them at a higher resolution and then shrinking them to fit on the page, it just works out terribly going in reverse for digital use.
Junker |
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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
Junker |
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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.
Douglas Muir 406 |
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.