Tergiver's alpha 3 playtests


Alpha Release 3 General Discussion


I have a few games to write up here, somewhat belatedly. On the bright side, it's a good sign that I was able to run a few Pathfinder games with no time to prep or write up results. Hopefully some part of the writeup will still be useful...

The first game was a continuation of this game, finishing up the free WOTC adventure Hasken's Manor.

When last we left our intrepid heroes, the party's cleric had been shredded by an annis and the surviving heroes had defeated the annis. There was a *THUMP*, and the entire abandoned manor house shook...

After the change from alpha 2 to alpha 2:
- the wizard vanishes
- the fighter becomes braver
- the rogue sneaks off and is replaced by a wizard who has coincidentally happened to use as many powers and spells as the old wizard
- Somewhere else, a mysterious stranger decides not to bleed to death while waiting for the party to investigate the strange noise.

Some comments from character creation:
- It would be good to have a list of the spells that changed from 3.5 to Pathfinder, to find out
- One player wanted to create a bard with a guitar of charming, despite the suggestion of an adamantine sousaphone.

The fighter and wizard went upstairs, and explored some of the rooms. They found a hidden stash with love letters in it, which was a plot hook for later adventures. They went back downstairs, did a bit more exploring, then discovered an unconscious skum on the ground. After some discussion about the fact that the cleric was dead, the party managed to scrounge up some healing potions to revive the skum.

The skum (female, as it turned out, not that the party ever noticed) explained that her people were enslaved by Neogi in the local Underdark, and she had heard a story of the 'manacles of freedom' from a captured adventurer. Not knowing what they were, but knowing that they sounded like something she wanted, she brought three companions and broke in to the manor through the back door. The skum found a secret door, managed to open it, and ran afoul of a clay golem.

(At this point I belatedly realized that clay golem wounds can't be magically healed without a caster level check, which potions are very unlikely to succeed at. This doesn't make a lot of sense, and it screwed up continuity, so I ignored it. If Paizo is revisiting golems, that might be something to tweak.)

The revived skum was a psychic warrior, and used some psionics to partially heal. The party followed the skum around as they traced the tracks of the clay golem as it barreled out the manor (fortunately) and into the into the Underdark.

After this, they entered the secret room, discussed their options, and quickly set off a trap that conjured three astral constructs. They were in a bad way here - the wizard was threatened and without an easy way out, the psychic warrior was still seriously injured, and there was no cleric.

The wizard used blink and escaped the room by running through a wall and under the stairwell. The psychic warrior fought defensively, and the party was battered but able to prevail and obtain the manacles of freedom.

Thoughts:
1) The Pathfinder cleave feat seems to work better for the monsters
2) The party was in -really- bad shape without a cleric

(Looks like I broke the board with a subjectless post - oops! Please delete that one and leave this one.)

Dark Archive

Sounds like an exciting adventure so far. I hope you don't mind if I borrow some of your ideas.


Not at all - swipe away!

By the way, this is a duplicate and I've started posting new entries in the other thread (even though I had said I'd do it in this one). Impressive, I know.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Alpha Playtest Feedback / Alpha Release 3 / General Discussion / Tergiver's alpha 3 playtests All Messageboards
Recent threads in General Discussion