U1 - Gallery of Evil


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Contributor

Janxious, thanks, my friend. I know what you mean about Ivy District. You want to know what's on the other side of the walls, right?. What districts border it? What kind of influence spills over? How do they interract with each other? I know, I know. I wanted to know this stuff as well when I was writing it, but I had to write about Ivy District with my own assumptions for the most part other than the little Jeremy Walker could tell me about what the Game Mastery folks wanted to do with Absalom. Blank canvas and all. Get it? Get it?

Spoiler:
Um, that was an art reference if you didn't get it. :p

By the way, when you end up running this adventure, beware...

Spoiler:
the first room in Imron's home. You know, the one with the animated rope, trapped ledger, and hiding painted servants? That room is far more dangerous than it seems. I bagged 2 characters in that room in the playtest, and the editors didn't change a thing from manuscript draft to print. The rope is lethal if a Small character has the bad luck of entering it's space and the ledger is just downright invonvenient if the PC has a crappy Will save. Ping, ping on both counts for my playtest group that happened to interract with those parts of the room. But, hey, it's fun when the hazards actually work the way they're intended to, right?

Thanks for the good words! Hope you enjoy running the adventure.

Contributor

Sebastian wrote:

Steve - I haven't gotten around to reading the module yet, and I've been meaning to do so before giving this comment, but I probably save it as airplane reading next week and wanted to post while this thread was relatively hot.

I have one small piece of constructive criticism. The Designer Notes are the first thing I read, and they really determine how quickly I will get to a module and tend to have the most valuable insight. The issue I had with yours is that a lot of them were about you, your gaming group, etc. Sometimes this was just a preface to a meaty piece of advice (like how to handle the dinner party) but other times I didn't see any connection to the adventure (the piece about you as the villian). I'd much rather see a discussion of why you chose a particular creature (e.g., an octopus) or the other considerations for designing a good encounter. I see those designer notes as an amazing opportunity to receive advice on how to set up a good encounter/adventure, and I felt that yours could have done more in that vein.

Point taken, Sebastian. The designer notes were a very new idea when I got the greenlight to write this adventure and were somewhat vague on how broad they wanted us to discuss personal insights about the adventure or tips, and other fun inside information. The original idea was somewhat closer to what I included for "Gallery of Evil". But the format that has come out in the rest of the Game Mastery modules and Pathfinders has been a bit more crunchy, so the precedent for what format to follow has kind of been established now after the fact that I had already written mine months ago.

My designer notes for "Sins of the Saviors" are more along the lines of what you are stating you would have liked to have seen. I had a bit more of an idea of what the editors were looking for at that point. There's a lot more crunch, suggestions for tweaking encounters, cautionary comments of how certain traps and creatures could really FUBAR your players' characters, stuff like that. I hope you enjoy the adventure itself, though, once you sit down to read it.

Dark Archive Bella Sara Charter Superscriber

Steve Greer wrote:


Point taken, Sebastian. The designer notes were a very new idea when I got the greenlight to write this adventure and were somewhat vague on how broad they wanted us to discuss personal insights about the adventure or tips, and other fun inside information. The original idea was somewhat closer to what I included for "Gallery of Evil". But the format that has come out in the rest of the Game Mastery modules and Pathfinders has been a bit more crunchy, so the precedent for what format to follow has kind of been established now after the fact that I had already written mine months ago.

My designer notes for "Sins of the Saviors" are more along the lines of what you are stating you would have liked to have seen. I had a bit more of an idea of what the editors were looking for at that point. There's a lot more crunch, suggestions for tweaking encounters, cautionary comments of how certain traps and creatures could really FUBAR your players' characters,...

Just following orders, eh? You know who else used that excuse? The Nazis!!! ;-)

That makes sense. Thanks Steve.

Liberty's Edge

Steve Greer wrote:
Janxious, thanks, my friend. I know what you mean about Ivy District. You want to know what's on the other side of the walls, right?. What districts border it? What kind of influence spills over? How do they interract with each other? I know, I know. I wanted to know this stuff as well when I was writing it, but I had to write about Ivy District with my own assumptions for the most part other than the little Jeremy Walker could tell me about what the Game Mastery folks wanted to do with Absalom.

I feel your pain! I, too, wanted to go exploring beyind the walls when working on the map. (Great map sketch, by the way! Easy to work from.) This seems like such a cool city; I hope I get to map the rest of it someday. :)

Contributor

Hey, Chris, the maps look really good! Great job, as usual :)

The Exchange

Christopher West wrote:
<snip> I hope I get to map the rest of it someday. :)

Me, too! The map looks excellent.

Of course, I'm convinced there's a Chelaxian Burial Ground under Ivy Hill, whose denizens are just waiting to haunt the poor people of the District.


I have been reading this, what a delight. I will be using this later in pieces. A question,

Spoiler:
where do the pcs end up when they touch the painting (the other side of the canvas). It wasn't specified. I figured that you could roll 2d20 and get an x / y location to place them, rerolling if they land on anything.

This is a shoe-in fit for my Ptolus campaign, thanks for saving me a bit of work :)

Contributor

Festivus wrote:

I have been reading this, what a delight. I will be using this later in pieces. A question, ** spoiler omitted **

This is a shoe-in fit for my Ptolus campaign, thanks for saving me a bit of work :)

Glad you're liking it, Festivus. To answer your question...

Spoiler:
I left that out so GMs could place the characters wherever they want on the map. If it was me, I would place them in the area 5-7 squares precisely to the left of the Soul Harvester's position. This puts them within a single move to close with the demons and the SH, but forces them to double move to reach the soul worm of Endrik Archerus, which means they may also get nipped at by the other soul worms they have to move past to reach him. At any rate, it places them in a starting position free from any AOO's for casting spells, drinking potions, etc. as they start the encounter.

Alternately, if you like random placement, pick the square at the very center of the map and use that as your starting point. For each PC, roll a d8 as if you were determining a miss with a thrown weapon (see the diagram on pg. 158 of the PHB) to determine which direction to go and roll another d8 to determine how many squares from that center square to place them. That might make things a little more interesting if the PCs end up scattered all over the battlefield. Re-roll if the result puts them in an occupied square.

Make sure to call for Spot checks so some of them notice the position of Endrik Archerus. You should make sure he stands out from the other soul worms. While they don't really have to do anything with Endrik other than destroy the demons and Soul Harvester to save him (and themselves), it's not bad to give the impression that he needs to be protected from the Soul Harvester eying him and licking her lips. That kind of thing.


Good luck running the adventure. I hope your players have a great time.

Liberty's Edge

I totally love this adventure. It's so easy to get the pcs involved, with those hooks in the module only scratching the surface. In an ongoing campaign it's easy to get them to the first encounter.
I can't see any problems putting this adventure into any city of any campaign world. This should be no problem. Ptolus, Sharn, Waterdeep, Greyhawk, or whatever you have!
Changing the monsters with those you like more? Just change the description of one of those pictures, and there you have it!
The ballroom scene - totally awesome. I can't wait to tell my players "you have 10 rounds, go get him!"
The whole story teems (right word?) with potentially further adventures or sidetreks, and the id portrait will be awesome to have in my campaign world (Ptolus) - so many possibilities!
The flow of the adventure is also superbly done, as it doesn't matter how a given encounter plays out, there's always an easy way to get the pcs on track again without getting them the feeling of being railroaded.
As my players are just hitting 6ht level and start The BANEWARRENS, I will surely use GoE in the near future to give them a break from the Warrens and give them also a chance to attain another level.
Nicely done, and I can't wait to see more! Whenever I am going to change things, I'll let you know, because I can imagine as a writer you always like to know how things could be different.
For me as a non-native speaker, this is the very first module, which I don't have to read a second time, because it seems to be run very easy!
Thanx for this adventure!

Liberty's Edge

Hey Steve:

I'm glad to see an author engaged in the communit and actively soliciting feedback. What I like even better is the opportunity to ask questions and get answers 'from the horse's mouth' as it were. So, before I say anything else, I'd like to start by saying 'You're awesome', and 'I hope fame doesn't change you.'

I thought Gallery of Evil is extremely well written, and I think it will be a lot of fun to run for my players (unfortunately, not in the current campaign because the strong horror/low magic feel of the campaign won't jive well with the adventure as written). I've been waiting for an adventure like this for a long time. One of the earlier Dungeon magazines I have features an Al-Quadim adventure in which an assassin is hiding in a painting that is an extra-dimensional space. I'm fond of seeing that theme continued, and may endeavor to connect them in some way at some time in the future. (Note - the Al-Quaddim may have actually featured a woven rug, but it felt the same).

One question I do have. When I run adventures, our characters tend to have higher than normal stats. We've lately decided that we have a lot of fun with the following ability scores: 17, 16, 14, 13, 11, 10. The current campaign features rolls, but I'll probably go back to that in the future. If I did this in the case of Imron, there is a good chance that I'd end up with a Charimsa score with a modifier better than +1 (since his 12 for Charisma is tied for his third highest stat). If I had a higher Charisma score for him, what other alternate versions can you think of? Even if it didn't help in his case (and it might) it might help for some of the higher Charisma PCs. If someone is going to get 4 or even 5 'factions', what type of personalities do you think should come forth?

I also had a question regarding the mapping that I found just a little confusing. Approaching the Dugneon Level from the hidden trapdoor is marked clearly enough - entering from the trap door in the pantry. Judging by the relative position of the trapdoor, there is a stairway next to room 7 in the hallway. The hallway has no description or number, so it doesn't indicate that the stairs do go down to the Dungeon Level. Am I right in assuming that they are supposed to? My thought is that if the Rake were forced to flee, the stairway would make more sense for the simple reason that he won't have to move sacks of beans or crates. Thoughts?

This is a criticism not so much of your particular adventure, but the Gamemastery line in general, and it can be considered a form of compliment. Just a few more pages would be nice. I don't know what the additional cost of 10 extra pages would be, but I have the feeling that they could be used, and could expand on some of the things in the adventure to really make them outstanding.

I really like the art (I know, not your doing), but I thought I would mention it. I prefer art of this style over some others (like the picture for Ameiko in Pathfinder #1 or Ironbrian in Pathfinder #2 - very different styles, but not ones I'm fond of).

The items were interesting and well thought out. THe crystal figurine is the kind of item I really wish there were more of. It's the kind of magical knick-knack players can treasure even though it does nothing to enhance combat prowess, and I hate the items where the magic is linked inextricably to the room.

In all, I think it will be fun to run, fun to play and it was certainly fun to read.


I've noticed on the web page for this adventure that it's statted out for an 8th level party. For those who have read it, how tough would it be for a 6th or 7th level party, and how far would it take them in experience? I'm going to build up an urban campaign centered around Expedition to the Ruins of Greyhawk, but that one is also set for 8th level, and I'd like the party to be at the right level when they start it. So I'd like to run this on earlier, if possible.

Thanks,
Greg

Contributor

DeadDMWalking wrote:

Hey Steve:

I'm glad to see an author engaged in the communit and actively soliciting feedback. What I like even better is the opportunity to ask questions and get answers 'from the horse's mouth' as it were. So, before I say anything else, I'd like to start by saying 'You're awesome', and 'I hope fame doesn't change you.'

That's "awesome" to hear ;) Seriously, though, thank you! I have a wife/player that keeps me humble, so no worries there.

DeadDMWalking wrote:
One question I do have. When I run adventures, our characters tend to have higher than normal stats. We've lately decided that we have a lot of fun with the following ability scores: 17, 16, 14, 13, 11, 10. The current campaign features rolls, but I'll probably go back to that in the future. If I did this in the case of Imron, there is a good chance that I'd end up with a Charimsa score with a modifier better than +1 (since his 12 for Charisma is tied for his third highest stat). If I had a higher Charisma score for him, what other alternate versions can you think of? Even if it didn't help in his case (and it might) it might help for some of the higher Charisma PCs. If someone is going to get 4 or even 5 'factions', what type of personalities do you think should come forth?

Well, if you're looking for some additional personalties for Imron, you could go with a simpering coward that tends to be afraid of everything and easily cowed by the PCs to play up on his secret fears (Commoner, I'd think, but you could use any class actually). Another might be a meticulous, scheming killer fascinated by poisons and death eager to kill (Assassin or maybe Cleric of a death god, perhaps both).

DeadDMWalking wrote:

I also had a question regarding the mapping that I found just a little confusing. {snip}re: the stairs going down...{snip} Am I right in assuming that they are supposed to? My thought is that if the Rake were forced to flee, the stairway would make more sense for the simple reason that he won't have to move sacks of beans or crates. Thoughts?

Yes. Correct. The stairs start in one direction and wind around back on themselves about halfway down so that they go south, then east, double back north, and then finally make one more twist to the west where they open out on the small antechamber just before the gallery. Basically, it's nearly a 360 revolution of turns. Sorry for the confusion. I used to be an architecture major in college so I have a habit of trying to keep basement levels within the foundation area of most buildings I draw. I have hang ups with load bearing walls and stuff like that, too. Don't ask...

The trapdoor was simply hidden behind a stack of sacks when I ran it, so it's not hard to find if you enter and look around. With that in mind, it's not hard for the Rake to hop over them, pull the trapdoor open and clamber down. In all, it might take roughly the same time, but the point is to get down to the gallery unseen. Either way, you want to go with it though. Depends on what way is best in the actual game play situation to get there unseen.

Contributor

GregH wrote:

I've noticed on the web page for this adventure that it's statted out for an 8th level party. For those who have read it, how tough would it be for a 6th or 7th level party, and how far would it take them in experience? I'm going to build up an urban campaign centered around Expedition to the Ruins of Greyhawk, but that one is also set for 8th level, and I'd like the party to be at the right level when they start it. So I'd like to run this on earlier, if possible.

Thanks,
Greg

Greg, what makes this adventure so portable and easy to scale is that you can swap out the painted constructs and simply slap the template on whatever creature would make a more fitting challenge for your group whether it's for a stronger or weaker party. Other encounters, you can just add or subtract elements of each encounter...

Spoiler:
like removing one of the bearded devils at Belfor's Dinner Party, remove one of the painted servants from each encounter in the manor, remove 2 or so of the animated suits of plate mail in the lower areas, etc., etc. It's pretty easy, actually.

Whenever you get around to running it for you Greyhawk campaign I'd love to hear how it went. I'm actually about to run my own players through Expetition to the Ruins of Greyhawk, so it'll be neat to hear how you adapted it into the course of events.


Steve Greer wrote:

Greg, what makes this adventure so portable and easy to scale is that you can swap out the painted constructs and simply slap the template on whatever creature would make a more fitting challenge for your group whether it's for a stronger or weaker party. Other encounters, you can just add or subtract elements of each encounter...

** spoiler omitted **

Whenever you get around to running it for you Greyhawk campaign I'd love to hear how it went. I'm actually about to run my own players through Expetition to the Ruins of Greyhawk, so it'll be neat to hear how you adapted it into the course of events.

Thanks for the input, Steve. I really appreciate it. This will definitely go on my "to buy" list.

Unfortunately, you'll have a long, long way to wait for that. See, I'm really looking ahead here. I'm in the processing of running a party through Maure Castle as the "next-to-last" adventure in campaign that started a few years ago, in Hommelet and ran through RttToEE. After this campaign (which will probably wrap up early to mid next year) I want to run Age of Worms. After that, I want to run this urban campaign. :-) So, yeah, I'm talking many years down the road (assuming my gaming group holds together that long :-). But since AoW is pretty much all laid out, I've jumped ahead and started to think of the next campaign. Plus I plan on running 3.5 until then (and further, cause I'd like to run Savage Tide, too) so I need to make sure all the good 3.5 stuff doesn't go out of stock in the meantime.

Greg


Steve Greer wrote:
Greg, what makes this adventure so portable and easy to scale is that you can swap out the painted constructs and simply slap the template on whatever creature would make a more fitting challenge for your group whether it's for a stronger or weaker party. Other encounters, you can just add or subtract elements of each encounter...

Sorry, one more thing, will this adventure (if scaled properly) bump up players 1 or 2 (or more) levels by the end?

Thanks,
Greg

Contributor

Greg, it may or may not give the PCs 2 levels. It depends a lot on how many of the encounters they hit. For instance, there's a lot things in the ballroom of the Belfor's Dinner Party encounter they could simply avoid. Same with the manor if they go straight down to the dungeon levels as well as Ad Hoc XP awards for role-playing encounters and certain other things they do. But if they manage to hit most of the encounters and assuming they aren't starting the adventure right at the beginning of their current level, I think they should probably manage 2 levels by its completion.

If you're trying to gauge what level to start it so they don't end up being too high of level for the start of Expedition to the Ruins of Greyhawk, I would play it conservative and bank on them managing to level up once.


Steve Greer wrote:
If you're trying to gauge what level to start it so they don't end up being too high of level for the start of Expedition to the Ruins of Greyhawk, I would play it conservative and bank on them managing to level up once.

Thanks a lot Steve, I really appreciate it. I will definitely put this on my "to buy" list.

Thanks again,
Greg


Steve,

On a post about the Foxglove sisters (RotR#2) here., I'm informed one of them makes an appearance in GoE. Can you give me a little bit of a spoiler, just about her, so I can see if this ties in with my current line of thinking for a side adventure.

Cheers

Contributor

firedancer wrote:

Steve,

On a post about the Foxglove sisters (RotR#2) here., I'm informed one of them makes an appearance in GoE. Can you give me a little bit of a spoiler, just about her, so I can see if this ties in with my current line of thinking for a side adventure.

Cheers

You can find some information on his sister Sendeli on pg. 26. FYI, that was not my doing. The editors added that in as a very nice way to connect their products. I suspect Mr. Jeremy Walker probably added her in. (correct me if I'm wrong, Jeremy) Good call.

I should point out, she doesn't really play a role in the adventure itself. She is one of the notable NPCs described in the backdrop info on the Ivy District. Of course...

Spoiler:
if you wanted to make her a part of the adventure, I would suggest allowing the PCs to meet her during Belfor's dinner party. Or you could steer the PCs towards the Golden Serpent and have her meet them there.

Contributor

We had a bit of extra space after Gallery got laid out, and so James and I put our heads together to see if we could work in a few more connections between the GM modules and Pathfinder (Sendeli is one, the other is under the Perfumers Conglomerate entry).

In the backdrop, she is described as a recent arrival in town with a troubled past, who recently purchased an old resturant with a sinister reputation, and has had great success so far. She gets a 3 paragraph write up in the module.

Contributor

Oh! I missed the Perfumer's Conglomerate connection.
::anxiously opening up the .pdf to see::

Liberty's Edge

This mod isn't a damn railroad too, is it? ;)

Contributor

Heathansson wrote:
This mod isn't a damn railroad too, is it? ;)

LOL! Um, by that crackhead's definition, ABSOLUTELY!

Jeremy, just saw what you are referring to. I must have missed that the first time I read it. Very cool.

Liberty's Edge

Look, Sir Toppem Hat. I'm tired of being a really useful engine, tired of Alec Baldwin's and George Carlin's narration, and I'm just tired. I'm not hauling your freight no more. I'm not hauling your passengers no more.
Smurf it!!!!! REVOLUTION NOW!!!!

Contributor

You just busted out a Thomas & Friends reference on my thread?! What's the world coming to???

Dark Archive Contributor

Heathansson wrote:

Look, Sir Toppem Hat. I'm tired of being a really useful engine, tired of Alec Baldwin's and George Carlin's narration, and I'm just tired. I'm not hauling your freight no more. I'm not hauling your passengers no more.

Smurf it!!!!! REVOLUTION NOW!!!!

Smurf it, smurf!

*holds up banner that reads "Down with smurf. Up with the smurf!"*

Spoiler:

Man... how do smurfs not have long arguments about definitions and meanings?

Liberty's Edge

Is this the Isle of Dread or the Isle of Sodor?

Oops, wrong thread.

Dark Archive

Dryder wrote:
As my players are just hitting 6ht level and start The BANEWARRENS, I will surely use GoE in the near future to give them a break from the Warrens and give them also a chance to attain another level.

Way to go! That's the way to run things in Ptolus. Mingling adventure threads so that the whole feels more natural and alive, I mean. :)


I am reading through Gallery of Evil now.. Well-Dressed Gentleman? Methinks Mr. Greer watched X-Files in his younger days, and picked up a thing or two about naming conspiratorial fellows with no names :)

Even if Darius Finch actually has a name, I think I will remove that part of his story when I eventually run this module in my upcoming urban Waterdeep campaign.

Contributor

trellian wrote:

I am reading through Gallery of Evil now.. Well-Dressed Gentleman? Methinks Mr. Greer watched X-Files in his younger days, and picked up a thing or two about naming conspiratorial fellows with no names :)

Even if Darius Finch actually has a name, I think I will remove that part of his story when I eventually run this module in my upcoming urban Waterdeep campaign.

I was never a regular viewer of X-Files, so it's just a coincidence, but names are one of the easiest things to change in a published adventure. Also, in the sidebar his nickname is "The Gent". You can use that in place of the other if it's too recognizable as someone else to you and your players. Or just use his real name. Doesn't really matter too much, I guess.

Hope you have fun with it!

Sczarni

Steve Greer wrote:
trellian wrote:

I am reading through Gallery of Evil now.. Well-Dressed Gentleman? Methinks Mr. Greer watched X-Files in his younger days, and picked up a thing or two about naming conspiratorial fellows with no names :)

Even if Darius Finch actually has a name, I think I will remove that part of his story when I eventually run this module in my upcoming urban Waterdeep campaign.

Or just use his real name. Doesn't really matter too much, I guess.

Hope you have fun with it!

trellian speaks of the "cigarette smokeing man" who was one of the protagonists for years in X-Files IIRC. He was a clever plotter, and patient planner, using the law and the investigator's own beliefs to manipulate the investigation. in other words, he is a very good example of lawful evil....


Cpt_kirstov wrote:


trellian speaks of the "cigarette smokeing man" who was one of the protagonists for years in X-Files IIRC. He was a clever plotter, and patient planner, using the law and the investigator's own beliefs to manipulate the investigation. in other words, he is a very good example of lawful evil....

And The Well-Manicured Man and many other, minor characters who were listed only as "XXX man", based on how he looked. Awesome.


So my regular games are on hold for the holiday season. I asked around to see if anybody was interested in a game for Dec 23 and maybe another day before New Year, and found four volunteers. I then showed them DCC Sunless Garden and all the GameMastery modules and asked them to pick one.

And they picked Gallery of Evil!

So I started doing some serious reading. Hopefully I'll be able to post a play review in two weeks. :)

Contributor

Kensanata wrote:

So my regular games are on hold for the holiday season. I asked around to see if anybody was interested in a game for Dec 23 and maybe another day before New Year, and found four volunteers. I then showed them DCC Sunless Garden and all the GameMastery modules and asked them to pick one.

And they picked Gallery of Evil!

So I started doing some serious reading. Hopefully I'll be able to post a play review in two weeks. :)

That would be awesome, Kensanata! Hope the game goes well and I'd definitely like to hear how things play out.


So, we played through it all in about ten hours. Nice!

I liked how each fight was easy to run because they were all essentially one-trick ponies. Players feel good about this, because once they find a way to beat them at it, it's an obvious success.

I loved the fight against the

Spoiler:
angry warrior with his Improved Sunder feat
, but my players hated it.

I loved it once the captured one of the villains

Spoiler:
with a high Bluff check who tried to trick them into burning the picture containing his competitor and trying to make sure he got locked away such that his master could later escape unhindered.

The first fight ended with the sudden death of our fighter. That was a shock for the gaming table. We rebooted the game and the second time around, they were a lot more cautious.

Spoiler:
Moving around the corner into the room and avoiding an attack of opportunity made sure you got at least eight +10 attacks with poison. The player hadn't realized that as he moved further into the room. And then there's the second tentacle monster. That's hard to survive.

Of Appendix I we only used Zharep Apul. It truly was but a one-shot.

The big social encounter in area 2 didn't really work for our group. Nobody had strong diplomacy skills (the pregens come with a single Cha +4), and going in turns went against the sense of urgency the players felt. Thus I basically let one player handle all encounters until he was delayed and had another player take over. That worked ok.

Spoiler:
In the end the fighter was grappling all the bouncers, the cleric was shouting and buffing, the rogue was talking to the servants outside, and the sorceress had cast Grease taking out the noble and Invisility to take the painting and burn it in an oven... That worked really well.

Thanks for a nice Sunday one-shot!

Contributor

Thanks for sharing your experience with running this module, Kensanata! And I also appreciate the review in the products section :)

It's funny that you mention the opening encounter with the two octopoid constructs because I had actually given a warning to watch that encounter for its potential to kill PCs off in my previous post. I edited it out because I didn't want to come off like I was telling you how to run the adventure. I figured it would be best just to keep my mouth shut and let the adventure develop naturally for you on its own. In retrospect, I guess I should have stuck with my first instinct.

The original draft only had one of of those creatures and it was a pretty tough encounter, but the playtest characters managed to get through it if just barely.

In the encounter entry the Tentacled Horror is listed as a CR 9, but in the Appendix it's listed as a CR 6. The original draft had the Appendix stat block correct as a CR 9, but I think there may have been some tinkering involved in editing in which the intent was to lower its overall power level to make it a CR 6 or perhaps it was just an honest mistake or typo made somewhere in editing. I don't know. But that CR 6 typo is responsible for you getting TWO of those CR 9 (not CR 6) constructs at the begging of the adventure and their overall difficulty due to reach and damage reduction should have resulted in an EL 9. In reality, having two of them makes for a whopping EL 11! Tough, indeed.

So, even though you rebooted the encounter. Congratulate your players for me on defeating them the second time around without any deaths and getting through it the first time with only one! Sorry that mistake almost derailed the game for you early on :|


Steve Greer wrote:
But that CR 6 typo is responsible for you getting TWO of those CR 9 (not CR 6) constructs at the begging of the adventure and their overall difficulty due to reach and damage reduction should have resulted in an EL 9.

Ah, that explains it! :)

I strongly recommend using only one tentacle monster, or provide strong warnings for your players. Crunshing slurping noises as if giants were being butchered, a mass of tentacles visible through the windows whether they plan on looking through them or not, that kind of thing. The monsters can be beaten using magic and by drawing them into the corridorm, allowing you to fight them one after another. But running into the room = certain death. :)

One of my players also commented on the session on my blog. He notes that the rogue should not have been able to backstab the high-level barbarian and concludes by saying he would "strongly discourage anyone from taking a rogue." If you're planning to backstabbing a lot, he's probably right.


Steve Greer wrote:
But that CR 6 typo is responsible for you getting TWO of those CR 9 (not CR 6) constructs at the begging of the adventure and their overall difficulty due to reach and damage reduction should have resulted in an EL 9.

I recently ran the first half of Gallery of Evil and my party walked through the first encounter without even the slightest hesitation. Mind you, I missed the part where it said "DR 10/—; Immune construct traits" in my rush prep the session. But as two CR 6 creatures vs. an APL 8 party, it seemed appropriate without that line.

BTW, I really like the adventure so far, it was a great side-trek from the Undermountain campaign I am currently running, and the social encounters / race condition in ballroom where a refreshing change. Everybody got involved in the action and RP that followed was hilarious, the whole group had a blast.

Highlights of the scene include:
- The rogue using the falling down drunk as a springboard to jump directly up on the stage and start grappling Belfor.
- The paladin leading one of the bouncers into an adjacent room with sly promises and a silver tongue (and no I didn’t ask her to make a bluff check, apparently I rolled a natural 1 on my sense motive ;)
- The warblade beating the snot out of the remaining three bouncers while trying to pick up a near by guest.
- Belfor pushing the Rogue off the stage into a group of onlookers in defense of his precious painting.
- And the wizard getting into a fist fight with the drunken Belfor prior to setting the painting (and adjacent curtains) ablaze.

Also I have a question. The Sorcerous Pigments have a price of 9900 but a cost to create of 36000. Which figure is correct? I presume its the first, but no harm in asking.

Contributor

Arius wrote:

I recently ran the first half of Gallery of Evil and my party walked through the first encounter without even the slightest hesitation. Mind you, I missed the part where it said "DR 10/—; Immune construct traits" in my rush prep the session. But as two CR 6 creatures vs. an APL 8 party, it seemed appropriate without that line.

BTW, I really like the adventure so far, it was a great side-trek from the Undermountain campaign I am currently running, and the social encounters / race condition in ballroom where a refreshing change. Everybody got involved in the action and RP that followed was hilarious, the whole group had a blast.

Highlights of the scene include:
- The rogue using the falling down drunk as a springboard to jump directly up on the stage and start grappling Belfor.
- The paladin leading one of the bouncers into an adjacent room with sly promises and a silver tongue (and no I didn’t ask her to make a bluff check, apparently I rolled a natural 1 on my sense motive ;)
- The warblade beating the snot out of the remaining three bouncers while trying to pick up a near by guest.
- Belfor pushing the Rogue off the stage into a group of onlookers in defense of his precious painting.
- And the wizard getting into a fist fight with the drunken Belfor prior to setting the painting (and adjacent curtains) ablaze.

Also I have a question. The Sorcerous Pigments have a price of 9900 but a cost to create of 36000. Which figure is correct? I presume its the first, but no harm in asking.

That's great stuff, Arius! I'm happy to hear that you and your players are having so much fun with it. The dinner party is a blast to run.

As far as the sorcerous pigments go, I just looked at my original manuscript and I had written that it cost 36,000 gp to create and had a price of 72,000 gp. Jason, Mike or Jeremy may have seen something wrong in my creation mechanics and started to change it in editing, but then forgot to finish. That's my first guess, but I'm not sure. It was a difficult item to set a price tag on because the pigments create a very unusual affect. Failing an editorial clarification here, I would go with 36,000/72,000 gp.


Sounds good, thanks for the quick response Steve.

Dark Archive

Hey guys. I thought I would post this question here since it pertains to the Gallery of Evil module. So my players completed the module and great fun was had by all, but now they are sitting around with an artifact that is not inherently evil but is quite powerful. A few of them want to lock the thing up in their vault, but a number of them want to try and sell it. Even if its only a minor artifact, that is still quite a sum of money and I can't exactly think of a way to stop it. I'm sure many a powerful mercahnt/noble/wizard/planar power would love to give up some gold for it. How should I proceed without them basically breaking the bank and getting far more gold than they should have at their level?

Contributor

Sean Halloran wrote:
Hey guys. I thought I would post this question here since it pertains to the Gallery of Evil module. So my players completed the module and great fun was had by all, but now they are sitting around with an artifact that is not inherently evil but is quite powerful. A few of them want to lock the thing up in their vault, but a number of them want to try and sell it. Even if its only a minor artifact, that is still quite a sum of money and I can't exactly think of a way to stop it. I'm sure many a powerful mercahnt/noble/wizard/planar power would love to give up some gold for it. How should I proceed without them basically breaking the bank and getting far more gold than they should have at their level?

Here is my advice:

1- Underbid on it. Not everyone interested in it will have the kind of coin on hand this thing might actually be worth.

2- Offer a trade of several strong (but not too powerful) items that allows each of the players to get something really nice without giving them one big overpowered item and maybe a bit of coin to top it off.

3- Have the local museum or antiquities shop offer to buy it for a modest price with benefits, perhaps services redeemed with a token throughout Golarion where they have contacts.

4- Launch a sequel to the adventure when Imron's old adventuring buddies show up and reclaim it right before they can sell it for what would be a King's ransom. Tracking them and winning it back could be fun and challenging.

That's all I've got. Good luck.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I was playing a hidden object game over the weekend since I was snowed in.

It was called Grim Tales: The Legacy by Big Fish Games.

Imagine my surprise when on the fifth screen (I think), there was a picture above the fireplace that was familiar to me.

It was a picture that would be very recognizeable to anyone who played Gallery of Sin.

It was the painting of Imron Gauthfallow from page 23.

The only difference is instead of having a crystal ball under his left had there was a skull.

This just shows the popularity of Paizo and Pathfinder, it finds its way everywhere.

Paizo Employee Chief Technical Officer

Are you saying it *is* that art, or just something that looks a lot like it?


Vic Wertz wrote:
Are you saying it *is* that art, or just something that looks a lot like it?

It's a bit hard to tell, but from the 2nd screen shot on this page, I'd say that it was Paizo's art.

EDIT/UPDATE
Here's a larger version of the image. It's certainly been altered, but I think that it's fairly obvious what the original source is.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

It is definately the same art, you can even see the bookshelves in the background when doing a close up. Like I said, the only difference is the crystal ball has been replaced with a skull.

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