Direct to Ghartok - WARNING (Spoilers)


Legacy of Fire


The adventure says the party should be 6th level, minimum, before reaching the lower areas. To all DMs: that's an imperative, not a suggestion.

A party of four (5th level, with full hp and full resources) enters the compound via the gargoyles' tower, finds area D, knocks open the door, and descends to I4. Ghartok hears them coming down; when they emerge, the fighter walks into a full attack and dies instantly. The bard takes out the wives with a spell and moves to flank; the barbarian rages, swings, and misses; and the cleric casts spiritual weapon. Round two: Ghartok reduces the barbarian, extra rage hp and all, to -10 hp. Everyone misses him except the bard; cleric attempts to revive barbarian with a cure wounds and fails, because he's dead. Round three: Ghartok kills the bard. Cleric tries to heal bard, but fails to revive him, too, because he's also dead; spiritual weapon crits Ghartok -- a minor flesh wound. Round four: Ghartok kills the cleric. End of AP.

The moral of the story: if your group is 5th level and/or lacks a meteor swarm scroll, a couple of dozen wishes, and an army of high-level mercenaries, DO NOT LET THEM REMOVE THE ARCANE LOCK ON THE TOWER DOOR. Just don't. It's not a difficult fight; it's an absurd, very quick straight-up slaughter with absolutely no chance of survival whatsoever, and no chance to flee, either.

P.S. No PCs were harmed during the running of this playtest. Like a good DM, when things looked a bit tough to me, I decided to try a trial run at home before I actually submit live players to this. That's why the party was miraculously at full health and full spells even after fighting a nest of gargoyles. Even so, most of them couldn't hit Ghaurok, and he in turn couldn't miss. His full attack killed anyone he directed it at.

Liberty's Edge

Wow, that's brutal.

I think James Jacobs has suggested somewhere on the boards that the characters should be level 6 or 7 before facing the Carrion King (although obviously, if they find and use the minaret entrance they can get to him at 5th level), not sure what difference that would have made though.

Was he getting particularly good to hit or damage rolls (or the players poor ones) or is that pretty much the way it would have played out regardless of the luck of the dice?

I wonder if he would have waited and attacked first round as you described, or whether he would have tried to capture the PCS for sacrifice in the pit, or something?


Mothman wrote:
Was he getting particularly good to hit or damage rolls (or the players poor ones) or is that pretty much the way it would have played out regardless of the luck of the dice?

The best AC in the party was the fighter's (AC 22), which was hard for him to miss. Everyone else had AC 17-18, which means he basisically can't miss unless he fumbles. And his damage output is just outrageous.

Mothman wrote:
I wonder if he would have waited and attacked first round as you described, or whether he would have tried to capture the PCS for sacrifice in the pit, or something?

Having him attack non-lethally is a great idea -- it would drop his attack bonus a bit, and also prevent an instant TPK. Thanks! My goal with this thread isn't just to warn DMs, but also to provide a "toolbox" of options for dealing with it. Your suggestion makes perfect sense in-story, and works mechanically as well. Good show!

Another option I'm considering is to allow the characters a check to recognize that he was raging, and hint to the cleric (who has the Charm domain) that a calm emotions spell will end his rage, if he fails the Will save.

Scarab Sages

I have to ask, but would being 6th level made enough of a difference? Maybe the damage the party took was really close to not killing them/knocking them out, but a level's worth of hit points isn't that huge, and level 6 doesn't give any 4th level spells or anything.

Sounds like a crazy fight. :D


Karui Kage wrote:
I have to ask, but would being 6th level made enough of a difference? Maybe the damage the party took was really close to not killing them/knocking them out, but a level's worth of hit points isn't that huge, and level 6 doesn't give any 4th level spells or anything.

It seemed like, at 6th, a full attack would have knocked the fighter out rather than killing him outright, so the cleric could have brought him back into the fight -- and he'd have 2 attacks/rd. instead of one (not that an attack at -5 would have any chance of hitting!) at that point.

With optimized characters, at 6th level you've got a number of 3rd level spells to fling around; displacement spells on the melee guys would sure have been a help. With a lot of multiclass characters, it's probably not enough, though.

Paizo Employee Creative Director

This is sort of a damned if you do, damned if you don't type problem. There's a few other threads out there that are criticizing Pathfinder for being too "railroady," a claim I think is unfairly applied, since we do try to present a story with multiple options for resolutions.

Ghartok IS supposed to be a tough foe, though, and the way the adventure's set up, it's a bad idea to bypass the rest of the dungeon and go straight to the main bad guy. This is actually something that I try to build into most of the dungeon crawls we publish; I try to ensure they're not linear, but put in plenty of rewards for PCs who take their time and are careful and explore fully. There's a lot of places in the upper levels where a party can learn about Ghartok or recruit allies in thier fight against him, needless to say gain XP or gain magic items to help them in the fights to come.

That said, if you ARE running the adventure and the PCs are heading toward Ghartok or another encounter that'll destroy them immediately, you should give the PCs plenty of hints that they're heading into danger. Not allowing them to bypass the arcane lock's a good way to do that.


James Jacobs wrote:
This is sort of a damned if you do, damned if you don't type problem.

Yeah, I can see exactly what you mean. In this case, I was impressed enough at the "sandbox/multiple options" approach to play out a few possibilities ahead of time, which is why this thread came up. To a certain point, more options = better, even though they create a concurrent need for an increased "toolbox" of mitigation strategies. I figure, if Paizo keeps including the options, the community can contribute plenty of "what to do if..." ideas!

So far the list of possibilities includes (but is by no means limited to) the following:

  • Raise CL of the arcane lock -- my initial solution. This has the unfortunate effect of increasing "railroady-ness," but it does prevent the instant TPK.
  • If a cleric PC uses an augury or other low-level divination spell, you can "hint" through the spell that exploring the upper ruins before confronting the King is a better bet.
  • Have the Carrion King attack nonlethally, to use the PCs as sacrifices in the pit (as Mothman suggested). This creates a nice "Star Wars" scene (a la the karlak pit in Return of the Jedi) and gives them the excitement of potentially breaking free -- and also mitigates the deadliness of the encounter, without creating a railroad.
  • Re-route the entrance to a lead to a slightly less dangerous area.
  • Other suggestions/comments/experiences are most welcome!


  • If the PC's are captured, the adventure has a built in "ally" in the form of the mysterious stranger who sent them here in the first place. You might also allow the PC's to interact with some of the gnolls and somehow make friends.

    Liberty's Edge

    The other thing to consider is that Ghartok won’t just be waiting around in I4 for PCs to turn up for him to slaughter; he’s there sleeping or eating or cavorting with his wives, anyone of which activities is liable to see him distracted or inattentive, potentially allowing the PCs (if they show at least a bit of stealth) to get the drop on him. It may also mean that he does not have Goreshred in hand (though doubtless close by) and his armour may be partially or completely off.


    Mothman wrote:
    The other thing to consider is that Ghartok won’t just be waiting around in I4 for PCs to turn up for him to slaughter; he’s there sleeping or eating or cavorting with his wives, anyone of which activities is liable to see him distracted or inattentive, potentially allowing the PCs (if they show at least a bit of stealth) to get the drop on him. It may also mean that he does not have Goreshred in hand (though doubtless close by) and his armour may be partially or completely off.

    Yeah; I gave the characters a Stealth check, and the king an opposed Perception roll. After all, they're descending a metal ladder in full armor; auto-surprise against Ghartok seems a bit absurd.


    James Jacobs wrote:
    This is sort of a damned if you do, damned if you don't type problem. There's a few other threads out there that are criticizing Pathfinder for being too "railroady," a claim I think is unfairly applied, since we do try to present a story with multiple options for resolutions.

    For what it is worth James, I don't think that Pathfinder, especially as it has become of late, is railroady at all. I personally feel you have struck a fantastic balance.

    Sean Mahoney


    A 6th level party that finishes off the gnolls in I1 quickly and has time to buff stands an even chance... although in my test run, (a) the cleric used calm emotions to end Ghartok's rage, and (b) the fighter (who had a shild other spell to keep him from instant death) managed to confirm crits with both attacks one round.

    P.S. Ghartok, while raging, should attack at +18/+13 (2d6+17), or else 3-point Power Attack for +15/+10 (2d6+23). The stats given for him seem to include the -3 for Power Attack, but not the feat or spell damage bumps.

    Silver Crusade

    *casts thread necromancy*

    I am very concerned for the health of my players when they face Ghartok. I just can't see how they are going to deal with him...

    Currently the party is as follows:

    Human Cleric of Sarenrae
    Human Bard
    Human Rogue (should be an assassin by the time he gets to this stage)
    Halfling Monk

    The players are just about to enter the battle market. They have had tough fights against Moknokk, Halruun and the Geier. I foresee continued tough fights against Kezurkian, Kardswann and Xulthos (although the bard's countersong should help on the last one.)

    Having said that I see no way that they can survive the monster that is Ghartok. A few hefty whacks and he will turn my party into little red stains...

    If the party TPK against Kardswann I have a work around. Same for Xulthos. But if they wipe against the Carrion King then that puts the continued campaign in peril as the Carrion King will still be alive and the scroll will not be found.

    I have already decided to replace the Human Bane quality of his axe with Keen instead. Does anyone have any suggestions about how to run or modify this encounter to give my PC's a chance?


    You might want to add an NPC if you dont mind running on. The PCs could rescue a fighter type from the battle market. You could make him another one of the members of Oxvard and Felliped's group.

    The battle with Ghartok is really rough. Because I had more than 4 characters and NPCs I added some additional Carrion guard, regular gnolls and a gnoll cleric of Rovagug. The gnolls were aware of the PCs and were waiting for them after losing several patrols to the PCs.

    The party I was DMing was composed of:

    Dwarven Barbarian (Died to Ghartok)
    Human Paladin (was near death and saved by his high Smite AC)
    Human Summoner (Eidolon was killed by Ghartok)
    Human Sorcerer
    NPC Oxvard human Cleric - killed by Ghartok
    NPC - Felliped Human Bard
    Dwarven druid/monk

    After the battle I had Zayfid barter with them and sold them a resurection scroll (to bring back the dwarven barbarian who returned as a lizardman) in exchange for Ghartok's gear. This is an option to bring back PCs that fall during the battle.

    Kelly

    RPG Superstar 2011 Top 16

    In general, I've found many TPKs come from the players not taking the situation seriously until round 2 when they realize the situation is already hopeless.

    In the case of an uber opponent like Ghartok - make sure they know what they're up against. Take a cue from James Bond and have him narrate about his master plan (in this case which would probably be just "sacrifice them to Rovagug", but play it up!). And create your own boxtext description to really drive things home. Personally, I would end the narration with something along the lines of "your bones shake from the noise as he leans his head back, letting out a powerful yell: the Howl of the Carrion King." to remind the players that this is the enemy that they've been psyching up for for the past 2 books!

    A little planning, a little extra daring, and willingness to burn every resource imaginable can go a long way.


    My team fought Ghartok at level 5 or so. One out of six PC died, and that includes my maximizing Ghartok's hit points (because I am an evil, evil man.)

    The party fighter "tanked", and wearing full plate had a decent AC. The rest of the party unloaded Hell on the Carrion King, including the expenditure of the entire necklace of fireballs.

    I think Ghartok works fine as is. He's a dangerous opponent, one that presents the potential for a TPK, which is fine. No chance of failure means no chance to be a hero!

    I would definitely do something to underscore his BAMF status. Maybe make a little vignette thing, with an illustration of the man, his name, and a quick slogan? Kinda like what you see in Borderlands. Ghartok, the Carrion King -This is going to sting-. If you do it to the key NPC villains in the game, it could become a recurring thing, and a nice way to instill fear in the players ("Oh crap, the GM just held up a boss intro image. Time to unload!")


    Kirth, I had a look at the notes on Garthok last night. Things aren’t as bad as they seem.
    The text says that if the PCs enter I2 without raising a general alert- which is what would happen if the PCs entered via that minaret- that Garthok is in I4 with his harem.
    You could easily increase the number of gnolls in I1, too. Note that it also says that the gnolls also watch I2 as well as I1, so if the PCs make too much noise in I2, then the gnolls would battle the PCs (and Garthok would enter the battle after 1d4+1 rounds in that case).
    So. If the PCs open the arcane locked door, then you describe I2, and say that the first PC popping his head round the door also sees “a large number of gnolls beyond pillars to the south”. If said player asks “how many?”, then you could just say “More than you think the group could handle right now”. If that’s not enough of a warning, then the PCs would deserve a TPK.
    Also don’t forget the goblin (Blobog?) could turn up to help save the PCs, if necessary.

    Silver Crusade

    Thanks for your responses guys.

    All useful stuff here. What I have decided to do is to send them in with some backup in the form of Felliped, Haleen and/or Oxvard. I have also statted Oxvard to be fond of using Summon Monster spells to give ol' Garthok something else to aim at :).

    I will play up the danger of Garthok. I have also prodded the PC's to take him seriously from a very early point.

    Hopefully it will lead to a good fight but not an impossible one.


    FallofCamelot wrote:

    Thanks for your responses guys.

    All useful stuff here. What I have decided to do is to send them in with some backup in the form of Felliped, Haleen and/or Oxvard. I have also statted Oxvard to be fond of using Summon Monster spells to give ol' Garthok something else to aim at :).

    I will play up the danger of Garthok. I have also prodded the PC's to take him seriously from a very early point.

    Hopefully it will lead to a good fight but not an impossible one.

    My players have just about finished HoTCK. I plan on running some side quests before they begin this book which will introduce them to just how bad ass Ghartok is. Hopefully they will take the hints they will receive seriously.


    Something else that helps reinforce how scary Ghartok is: do what I accidentally did.

    Off-handed remark right after initiative is rolled:
    "What the... Did they just start adding abilities to this guy? What does... oh." *chuckle*

    My players immediately got worried, as they should've, and treated him as befits hit stature.

    Silver Crusade

    Ryzoken wrote:

    Something else that helps reinforce how scary Ghartok is: do what I accidentally did.

    Off-handed remark right after initiative is rolled:
    "What the... Did they just start adding abilities to this guy? What does... oh." *chuckle*

    My players immediately got worried, as they should've, and treated him as befits hit stature.

    It's what I call an "Are you sure Gary?" moment after an infamous quote one of my GM's gave when running "Against the Giants"...

    Finished HotCK on Saturday with a near party wipe on Xulthos. Haleen and the PC Cleric were brutally ripped to shreds and the rest of the party survived by playing possum and running away (mainly due to a lucky hideous laughter that managed to get through Xulthos' will save.)

    Poor old Felliped has steadfastly refused to continue adventuring because he has almost been brutally murdered twice...

    So the party will head into House of the Beast with Oxvard providing clerical duties and a new Sorceress NPC to accompany the party.

    Sovereign Court

    In my campaign, the party had a much harder time against Xulthos and against Haidar in the first adventure, than against the Carrion King in the second one.


    See, my guys didn't have as big a problem fighting Xulthos. Things got a little hairy when the cleric failed a save against confusion, but otherwise the fighter plugged the exit after an enlarge person and everyone else just unloaded on the big bug as he sat there, unable to do much beyond full attack.

    I think it has to do with the powers each monster has and what environments they're in. Xulthos' abilities are geared toward more subtle manipulation than outright combat, and the dominate effect should ensure he has a pet to cover his escape under normal circumstances. Sadly, the way Howl is written, it's unlikely that Kardswann will survive to the Xulthos fight, as for all intents and purposes he appears to be the big bad (until the indict seal under the church is discussed with Almah, anyway). This leaves Xulthos alone, with abilities suited to misdirection and evasion, in a small area with a single exit that the players are blocking. Not a recipe for Xulthos' success.

    Compare to Ghartok, who is a brute with abilities geared primarily to beating face. His full attack is capable of bringing a high con dwarven fighter to low numbers with solid reliability, and when the fight starts turning to the players' favor, the big guy heals some of the damage he's taken and keeps on swinging away. He's also found in one of two areas where he has supporting npc's and other favorable terrain advantages (though I think he's more dangerous in the harem chamber than his throne room, unless you spring Thkot Tal on the players at the same time. But then, that's two CR 8's against a level 5-6 party... TPK much?)

    Silver Crusade

    So this weekend we finished House of the Beast.

    Ghartok appeared, charged and missed. Then on the second round he used his fear inducing roar which only the fighter failed provoking an AOO which did 29 damage to the fleeing dwarf.

    Ghartok didn't get a chance at a third round and instead got brutally stabbed to death...

    So much for my fear of the Carrion King wiping my party huh? He got precisely 2 attacks off and did a measly 29 damage.

    Frankly they had more of a problem with the Carrion Guard and Hyenadon's in the first fight than with the Carrion King himself.

    Ah well, on to Katapesh.


    We played this last night, we had just gained 6th level after clearing out most of the adventure. The party:

    Human Fighter (Aldori Dueling Master) Primary Damage Dealer
    Dwarven Fighter (Reach Weapons) Tank & Trip
    Half Elven Cleric (Battle Healer)
    Elven Sorceress (Fey Bloodline) Charm & Enchantment Control

    After resting in the slave area (whom we had gained as allies) the Carrion King attacked us.

    Wave one, four Unchosen, they died pretty easily.

    Wave two, four Gnolls riding large a little more difficult but still went down.

    Wave three, more Unchosen. Looks start to be exchanged between the players.

    Wave four, a large Air elemental and the Carrion King. TPK. The large Air elemental used its whirlwind to mess with our formations, keep the cleric off guard, and prevent us from retreating. My fighter (the primary damage dealer) failed his fear save, then took 54 (out of 67) points of damage from the Carrion King in a single hit.

    Our allies developed brain damage, doing everything possible to die quickly including leaving flanking positions, attacking piecemeal, and retreating out of healing range

    Our enchantress was rendered ineffective by by the ever-present immunities the Gnolls possessed. The Dwarf tried to keep the Carrion King on the ground while we went after the the Elemental, in the end though we were overwhelmed.

    Anyone else go through this ?


    Im actually very worried that this boss with not be as difficult for my PCs as it has been for others and my campaign is only a two person game! The major problem is one of my PCs is a magus, groups of monsters up to this point haven't been a problem due to color spray and bosses seem to be a joke because of Frigid Touch ( since most of the bosses get the chance to use more then one attack or would run after a certain amount of health the staggered condition has become a constant annoyance ).

    While i am certainly not unhappy at their success i feel they aren't getting as much out of this campaign as they could be, so without just out right cheating what should i do?! also would any more experienced GMs consider this an actual problem or am i making a bigger deal out of this then i should? Just sucks to build up to an encounter that is suppose to be holy shit hard and have them make it through without so much as a scratch.

    EDIT: The PCs are Magus lvl 6 and an inquisitor lvl 6, iv also added a summoner lvl 6 to aid for the rare occasion when something is truly over their heads and if nothing else but to be a mule of sorts


    I would give each of them a cohort of their level, because AP isn't really made for 2 PCs and usually they'll be far beyond the level they're supposed to be and have an easier time due to their higher level spells.


    James Jacobs wrote:
    This is sort of a damned if you do, damned if you don't type problem. There's a few other threads out there that are criticizing Pathfinder for being too "railroady," a claim I think is unfairly applied, since we do try to present a story with multiple options for resolutions.

    I think the problem is that D&D is railroady. It's a basic fact of any system that uses levels. You have two areas, one designed for level 5 characters, one for level 6 characters, so of course you're going to force players to do the level 5 area first then the level 6 area. If you want an adventure path that isn't railroady, paizo will have to start using a system like Savage Worlds.

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