PFS #22 Fingerprints of the Fiend


GM Discussion


Well, people should be starting to hit 6th level and higher, has anyone ran this? What are some of your thoughts? Please use spoilers.

Sovereign Court 4/5

I'm not gonna run any Tier 7 minimum before I have a full table of at least 7th level characters. These encounters are just purely shafting the players and their characters.

Lost at Bitter End especially.

The Exchange 1/5

Larcifer wrote:
Well, people should be starting to hit 6th level and higher, has anyone ran this? What are some of your thoughts? Please use spoilers.

Myself and 5 others ran it the other weekend. We were not all level appropriate though and probably would have suffered a TPK if the GM hadn't taken pity and softballed some of the encounters. Namely the first one.

Sovereign Court 4/5

Tilquinith wrote:
Myself and 5 others ran it the other weekend. We were not all level appropriate though and probably would have suffered a TPK if the GM hadn't taken pity and softballed some of the encounters. Namely the first one.

Just read the encounter myself as well. To me it seems odd these .. unfavourable conditions should be counted towards the EL, although they are not. The situation described should be like +1 to EL, maybe even more if the DM is really careful to go by the rules.

Spoiler only for those who have read or played #22 Fingerprints of the Fiend!

Spoiler:
It should be noted a character can't use but one hand to fight and only if he/she isn't going to climb more. Also losing the dexterity modifier to AC makes the character's so vurnerable to the Erinyes' attacks it's ridiculous.

Also, the Erinyes attacks when the PCs are at about 100 feet away from the edge, and 100 feet from the bottom. Despite the low climb DC, it's easily failed after multiple shots from the bow. 10d6 damage from falling, ouch! And trying to climb to the top is a lost cause, as it would require equal to 400 feet of normal movement (30 ft), that's 14 rounds. A monk with +9 to climb and a speed of 50 ft would reach the top in 8 rounds. Still too slow.


It's a good thing I have chosen not to run this adventure until the PCs are high-enough level, and well prepared.

The Exchange 1/5

Just read the encounter myself as well. To me it seems odd these .. unfavourable conditions should be counted towards the EL, although they are not. The situation described should be like +1 to EL, maybe even more if the DM is really careful to go by the rules.

Spoiler only for those who have read or played #22 Fingerprints of the Fiend!
** spoiler omitted **
It's a good thing I have chosen not to run this adventure until the PCs are high-enough level, and well prepared.

I would agree a party of appropriate level should definitely be recomended and will I'm sure still be a challenge.

Spoiler:
Actually the climb wasn't too bad. Our monk made it to the top in 2 rounds. Climbing equals one quarter movement with a normal check, half with an increased check, and its a move action to climb so you can do it twice each round. He had 50ft of movement. He also drew most of the fire since he was racing for the top. And the GM let him keep his one free knocked away arrow each round despite climbing. Of course the rest of us were a bit slower. Fezzik wasn't there to cart us all up the cliffs of insanity. Not being able to reach our opponent was the worst once we reached the top, not to mention the sheer amount of damage that was possible to be dealt.

Sovereign Court 4/5

Tilquinith wrote:

I would agree a party of appropriate level should definitely be recomended and will I'm sure still be a challenge.

** spoiler omitted **

Guh, you are right. I don't know what I was counting there ...


Hey guys! Thanks for the comments. Ya this scenerio has some tough issues, although at appropriate levels some can be handled or bypassed completely.

Spoiler:
a simple fly/levitate, spiderclimb, teleport by a spell caster makes the terrain inconsequential. Fighter types without ranged attacks can suffer...thanks for clarifing the monks climb, saved me from stating that.

Any questions I'd love to answer, thanks guys for reading and running this scenerio, it was an amazing opportunity to write it.


Tilquinith
How did the rest of the Scenerio go? I am very curious to get feedback so I can improve.
thanks
Larry "Larcifer" Wilhelm

The Exchange 1/5

Larcifer wrote:

Hey guys! thanks for the comments, Ya this scenerio has some tough issues, although at appropriate levels some can be handled or bypassed completely.

** spoiler omitted **
Any questions I'd love to answer, thanks guys for reading and running this scenerio, it was an amazing opportunity to write it.

Yeah I was the fighter without good ranged, although it did encourage me to fix that. After the mod I bought a +1 comp longbow str 4.

Spoiler:
Couldn't quite come up with the gold at the time for the +1 comp str5 flaming longbow that the Eryines was shafting us with. Luckily we had a cleric in the party with access to Enlarge Person, so had it become necesary I actually could have used her bow during the mod with the slight bump to strength.


I could see that being a pain, were there any other comments good or bad on any of the other encounters?

The Exchange 1/5

Larcifer wrote:
I could see that being a pain, were there any other comments good or bad on any of the other encounters?

Spoiler:
We had to stop after the fight with the guards at the cave/mine entrance due to time constraints. I thought that particular encounter went really well despite some poor choices made by our rogue. My character uses a guisarme as a reach fighter, and one of the two clerics buffed me with an enlarge person and a bulls strength, so while challenging, I think it still went well.

So far the only complaints I remember hearing were the one sidedness of the first encounter, since we didn't have quite enough levels to make it easier.

Paizo Employee Director of Brand Strategy

Larcifer wrote:
I could see that being a pain, were there any other comments good or bad on any of the other encounters?

I played this last week and our game went pretty well.

Spoiler:
The GM forgot about SR on the first encounter and she failed to summon any additional help. So GM error and luck made the first one not so bad.

Third encounter was a ton of fun, and got us really excited about the Indiana Jones style railway car ride, but in the end, two fireballs and the encounter was over after just a few rounds. Sort of a let down.

The fourth encounter was the one that really would have been a TPK had it not been for a generous GM. We had no adamandine weapons because they must be found in chronicles and there simply aren't enough or the right kinds, nor did we have a tank with power attack to whittle away at DR. In the end, the Chelaxian wizard "saw" the rod he was looking for in the belt of one of the morlocks and we were able to play hot potato with it, passing it from person to person as we ran circles around the golem trying to maintain flanks. Pre-damaged golems aren't a huge help when the party can't get past DR and they have additional foes to face. Something like that really requires a specifically built PC or the focus of the entire party.


thanks Yoda,

Spoiler:
Ya I was fearful of that tactic, cause the rails can be a cool game moment. Did your party find the scroll in the rail cart? that scroll makes it WAY easier to deal with the big bad in ACT 4. How did Act 5 go?

The Exchange 1/5

Larcifer wrote:

thanks Yoda,

** spoiler omitted **

After reading more from others expirience, I so much wish we wouldn't have run out of time. It sounds like it would have been alot of fun. I don't think I would have even minded my character dying which probably would have been the result of continuing.


Well T I encourage your group to run through it again, or even you can purchase it from Paizo and run it for a group, plus tell Josh HOW cool it is so I can write a "Return to Rachikan" please Josh....

Paizo Employee Director of Brand Strategy

Larcifer wrote:

thanks Yoda,

** spoiler omitted **

Act 5 went ok.

Spoiler:
My monk charged immediately at the cleric, taking an AoO from the hidden thug, and getting trapped with the caster on one side of the wall of fire. It made for a great "oh s~*!" moment on my part and that of the party. But then we realized a simple haste could get everyone around the wall in only a turn or two, so I sucked up a searing light but otherwise kept him from buffing. Also, the wizard flying over the wall of fire with his empowered magic missile helped. Act 4 was definitely hardest for us. If we found a scroll I don't think it was revealed to us, though we did loot everyone. I know the one you're speaking of, but we either didn't have it at the time or didn't think to use it. My monk wouldn't have been the one making those decisions in any case.

Overall, I have to say this is one of my favorite scenarios to date. I think the NPC and encounter motivations are sound and the story progressed logically. There was variation among the combats, both in terms of the enemies and the environmental factors. I can't wait for the next one!

Now get a pic and bio up on the wiki!

The Exchange 1/5

Larcifer wrote:
Well T I encourage your group to run through it again, or even you can purchase it from Paizo and run it for a group, plus tell Josh HOW cool it is so I can write a "Return to Rachikan" please Josh....

I don't think the rules for the PFS would allow us to run through it again since the GM still gave us credit, although thats what I'd rather do. But I'll definitely pick it up and run it for another group. It's on my list of must have's.

Note to J. Frost- We want more from this author, it was a lot of fun.

And on that note, you should have some kind of special tag for your forum avatar, contributor or whatever it is.


You've got at least one more thing from him in the works.

2/5 5/55/55/55/5 * Venture-Agent, Ohio—Cincinnati

Tilquinith wrote:
And on that note, you should have some kind of special tag for your forum avatar, contributor or whatever it is.

This is a really good RSS link if you want to follow Joshua J. Frost's posts:

http://paizo.com/people/JoshuaJFrost/posts&xml=atom

Paizo Employee Director of Brand Strategy

Astos wrote:
Tilquinith wrote:
And on that note, you should have some kind of special tag for your forum avatar, contributor or whatever it is.

This is a really good RSS link if you want to follow Joshua J. Frost's posts:

http://paizo.com/people/JoshuaJFrost/posts&xml=atom

I believe he was speaking to Larcifer, who has his subscriber tags, but no contributor tag. IIRC, one can only get the contributor tags if they change their screen name to their real name under which they have published work from Paizo. Some contributors choose to change their screen name to get the tag, others don't. Larcifer might also not know that it's an option, or they might not offer the same tag for PFS open call writers.

4/5 5/5 **** Venture-Agent, Michigan—Detroit

Larcifer wrote:
I am very curious to get feedback so I can improve.

I will be running this in a couple weeks and have begun prepping the mod. There is one thing I've found that I believe is incorrect in Zahur Karn's stat block.

Spoiler:

Zahur Karn's stat block for the tier 10-11 version lists his hp as "55 (6d10+18)". It does not seem take into account Zarn's 3 additional fighter levels, at least for the d10s. I believe his hit points should be something like "71 (9d10+18)".


Jeffery look below

Spoiler:
I did make the mistake of keeping the 6d10, but in my version (unedited Zahur had 108 HP [max!] so they were calculated) My version has too many HPs if we use the MM as a guide we get 9 levels of d10 at an average of 5.5 hp/hd for 49.5 hp, add to this the 18 HP for the con mod and it becomes 67.5 or 67 HP. I will let Josh speak to this as 55 may seem a bit low. BUT is FAR better than the large amount I had him at! Alternatively, we could do Zahur's HD as if he was built like a PFS character max at 1st level then a standard flat number after that. Like I said Josh is the final authority.

Best of luck running this an dlet us know how it goes!

The Exchange 1/5

yoda8myhead wrote:
Astos wrote:
Tilquinith wrote:
And on that note, you should have some kind of special tag for your forum avatar, contributor or whatever it is.

This is a really good RSS link if you want to follow Joshua J. Frost's posts:

http://paizo.com/people/JoshuaJFrost/posts&xml=atom

I believe he was speaking to Larcifer, who has his subscriber tags, but no contributor tag. IIRC, one can only get the contributor tags if they change their screen name to their real name under which they have published work from Paizo. Some contributors choose to change their screen name to get the tag, others don't. Larcifer might also not know that it's an option, or they might not offer the same tag for PFS open call writers.

Yep, thats what I was referring to.

Thanks for the rss link though, it's a good resource and quicker than searching the forums for the last end all be all for PFS decisions.

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

Thread necro!

I'm gearing up to run this one in a week (followed the week after by Fury of the Fiend, followed a week after by the brand new Fate of the Fiend), and I hit upon something kind of cool I wanted to share.

For the Indiana Jones style mine-shaft chase, I've acquired two of these: Star Wars Troop Cart and a friend of mine is cutting out the driver and putting on a less futuristic paint job on them. I'm hoping my players really enjoy riding in an actual cart with their minis for this!

Although, as I prep, I'm sort of lamenting the stats for all of the fights except the first and last ones. Thank Aroden that most of our local players have learned to buy a Snapleaf for all of their characters by the time they hit this level!

Grand Lodge 4/5

I hope you are lucky enough to get to do the chase scene. When I ran it, at sub-tier 10-11, the PCs were a bit ... arcane overpowered, and throwing heavy duty fireballs all over the place.

Empowered 10d6 fireball on the cart, and the chase pretty much ended before it began. And they had already prevented the person they wanted to talk to from getting in the cart by casting a flesh to stone on her with a fairly high DC. Sigh.

And I found the last fight sort of disappointing, as well, since they used another flesh to stone on the big bad, which left me with the minions...

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

That's... I was about to type "unfortunate" but I think "sad" is the only way to convey it... that chase scene, and the cliffside-fight, are what make the scenario memorable and amazing, really...

If I get PCs throwing around fireballs with the guards outside, I might just rule the ones inside get the perception check and have their cart already rolling when the PCs break inside...

3/5

Yes I played this this weekend too and ended the chase filling her cart with mad monkeys.

I made myself make concentration checks to cast the spell in heavy movement.

Silver Crusade 3/5

1 person marked this as a favorite.

Well, for us the cart "chase" ended with the enemies in Confuse and whacking each other while the party bard played Benny Hill or some such in the background.

I put chase in quotes because the speeds the carts were going at never rose very high, and everything just felt very slowed when some one calculated what the speed would be in real life (km/h).

Grand Lodge 4/5

1 person marked this as a favorite.

This was a pretty fun scenario despite munchkined power creep characters dominating the encounters. The first fight is very much a 'oh crap' moment, but also one of the rare times that my rogue's Wall Climber talent comes in handy. :)

Dark Archive 4/5 5/5 ** Venture-Agent, Australia—QLD—Brisbane

I've run the scenario twice now. The first time around, the cliff scene was a real challenge, right up until the Barbarian finally climbed all the way to the top of the cliff...the second time around, the cliff scene (at low tier) was finished by a single Slumber Hex (as seems to happen a lot now...).

The Mine Cart scene was a great idea, and was fun the first time. The second time around, it looked like it was going to be great fun again...until the Witch cast Black Tentacles on the lead cart...scene over.

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

The first time I ran it, the PCs had a halfling cavalier who fed his mount a potion of fly to keep the attackers busy until people could climb up. The second time, the PCs had two zen archers who pulled off some amazingly high acrobatics rolls and clustered shots from ground-level.

The mine shaft the first time was hilarious, especially with an Indiana Jones-like Archaeologist Bard (complete with whip and pistol) having the time of his life... while the Orc cavalier's horse and the Druid's wolf got an empty cart to themselves to slowly follow them down, the animals looking very confused over the edges as they followed the spiraling battle. Second time...two zen archers...'nuff said.

Grand Lodge 4/5

Going to run this tomorrow at Phoenix Comicon and it occurred to me that Karn has word of recall prepped in the high tier but no mention of where it takes him. It seems that would be a much wiser course of action while retreating instead of obscuring mist, but the tactics don't mention it. Would there be a problem fleeing that way, since he carries a few chronicle items?

The Exchange 5/5

1 person marked this as a favorite.

The word of recall likely takes him back to Westcrown in Cheliax where the Consortium is based. Assuming that he survives long enough after being reduced below 10hp (with his scary 18 armor class) to cast word of recall on his next turn, yeah, that's what I'd do.

Sovereign Court 2/5

I'm running this tomorrow and I have a question about the

Spoiler:
old school cleric, that doesn't have channel energy, do I play him as is or do I add in the channel energy?

Because they will destroy him as is. Thank you in advance!

5/5 *****

If you think they will destroy him as is then channel won't make a difference. In fact he will probably go down more quickly if he wastes his action healing a handful of d6 hp instead of doing something useful.

Sovereign Court 2/5

Thanks for your opinion! But I do need to know how to correctly run the encounter regardless.

5/5

No, he doesn't get Channel Energy.

He's got *some* bite to him - remember, he was built on the assumption of a 4 player table.

5/5 *****

Austin Suter wrote:
Thanks for your opinion! But I do need to know how to correctly run the encounter regardless.

Page 33 of the Season 6 guide answers your question:

Quote:
Season 0 (Scenarios #1–#28): Season 0 scenarios were written under the 3.5 rules set of the world’s oldest roleplaying game, before the release of the Pathfinder Roleplaying Game. Scenarios are to be run with minimal changes by GMs, limited to adding CMB/CMD scores to NPCs and monsters and using newly combined skills such as Stealth and Perception instead of Move Silently and Spot. If a creature in the scenario also appears in the Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, or Pathfinder RPG Bestiary 3 and maintains the same CR between both rules sets, you may use the Pathfinder RPG stats in place of the 3.5 stats. This is the only substitution allowed in these scenarios.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

*casts raise thread*

Running this tonight. Looking forward to the minecart chase.
Sadly the human npcs appear to not have aged well. With such low AC they will be push overs Im afraid.

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