The Infernal Syndrome (GM Reference)


Council of Thieves

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So.... what's the deal with the mirror room? (this was posted earlier but has gotten no responses.) There are the mirrors, the feelings associated with the different layers viewed, and talk of ability damage if Liebdaga looks through the mirror at somebody. However, there is no mention of the exact game mechanics of what happens. What is the DC for this attack? What is the ability damage mentioned?? Are the effects different for differing mirrors or is it a blanket effect for all of them? My group still has two weeks before they get there, but any help would be appreciated.

Paizo Employee Creative Director

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The mirror room's main purpose is to inform the PCs about the devil they're going to be confronting, so that when they get to the locks at areas F33–F36, they'll in theory be able to answer the questions and bypass some or all of the locks, but also so that the PCs have a chance to start learning about the backstory of what the dungeon is for and why it was built. It's no good if an adventure presents a huge dungeon backstory that the PCs never have a chance to learn at least some hints about.

The key bit about how MUCH ability damage a mirror causes is, alas, missing. The hellscape mirror table on page 45 was originally supposed to list the ability damage each mirror caused. The clue to what happened lies in the five categories listed at the top of that table. Note how the fourth column actually has two words: "Sensation" and "Object." Originally, the effects of looking in the mirror were to have been listed under the "Description" column, and the emotions were to have been listed under the "Sensation" column. Then the items would have been under the "Object" column. For whatever reason, the effects that SHOULD have been put under "Description" were just never written, and the missing effects were missed on the editing passes. Sigh.

Listed below are my recreation of what effects should strike the PCs if they fail their saves; note that the effects somewhat match the description of each mirror's emotional or mental effect.

1 Avernus: Sickened for 24 hours
2 Dis: 1d6 Charisma damage
3 Erebus: 1d6 Wisdom damage
4 Phlegethon: 1d6 Intelligence damage
5 Stygia; Nauseated for 1 hour
6 Malebolge: Confused for 1d10 rounds
7 Cocytus: 1d6 Strength damage
8 Cania: 1d4 negative levels and exhausted


Man, answers straight from the top! Let me just say that Paizo rules; one of the few companies where if I post a question, its typically answered in a day and by the creative director no less. You rule, James!


About... Improved Vital Strike of a certain denizen from Hell...

Spoiler:
Is it correct to assume that Liebdaga can deal 12d6+8 points of damage with a bite attack using Improved Vital Strike as a standard action in the staggered condition? That would be 50 points on average [plus poison F24 and disease F24].

Ouch!

Paizo Employee Creative Director

Yup; he can indeed do that kind of bite attack. Being able to do 50 points of damage in a single round is not all that outlandish for a "boss monster" against characters of that level, though.


James Jacobs wrote:
... is not all that outlandish for a "boss monster" ...

It's more "ouch-landish". Pardon the pun. ;o)

By the way, how often can...

Spoiler:
... this certain denizen activate the Tenacious Soul ability? Is it once per encounter or each time the PCs bring him below -24 hp?

I fear the "worst".

Paizo Employee Creative Director

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For that ability...

Spoiler:

...Tenacious Soul can be activated at will, but it can only cast breath of life on the body once per activation. So, if the PCs drop Liebdaga to –30 hp, his soul comes out and casts breath of life on the body and brings him up to, say, 5 hp. Liebdaga is alive again and gets up to fight some more. Two rounds later, the PCs manage to drop Liebdaga down to –40 hp. His soul comes out again, casts breath of life, and brings him up to, say, –15 hp. The soul goes away again, and Liebdaga is alive again but still unconscious. The PCs then reduce him to –80 hp; his soul comes out a THIRD time and casts breath of life, but this time let's say that breath of life is only able to bring Liebdaga's hp up to –30. At that point, Liebdaga dies for good.


Thanx for the clerification. My players will appreciate it. *devilish grin*

Sovereign Court

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About the "Missing Nobles" side quest on page 9: where is Sascar Tilernos, actually? I searched through the module, but could not find her mentioned anywhere. Is she one of the prisoners of the Bone Devil in area D4?


Moonbeam wrote:
About the "Missing Nobles" side quest on page 9: where is Sascar Tilernos, actually? I searched through the module, but could not find her mentioned anywhere. Is she one of the prisoners of the Bone Devil in area D4?

She's one of the guests of the Cornucopia mentioned in The Sixfold Trial.

Sovereign Court

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Scharlata wrote:
Moonbeam wrote:
About the "Missing Nobles" side quest on page 9: where is Sascar Tilernos, actually? I searched through the module, but could not find her mentioned anywhere. Is she one of the prisoners of the Bone Devil in area D4?
She's one of the guests of the Cornucopia mentioned in The Sixfold Trial.

I know, however, in The Infernal Syndrome, there's a quest about her being missing, with a reward if the PC's return her to safety. But I can't find in The Infernal Syndrome where she's being held captive.

Unless, of course, she was still passed out from the Cornucopia on a sofa somewhere in Aberian's Folly when it exploded, even though the party occurred 2 adventures ago. ;)

Paizo Employee Creative Director

Moonbeam wrote:
Scharlata wrote:
Moonbeam wrote:
About the "Missing Nobles" side quest on page 9: where is Sascar Tilernos, actually? I searched through the module, but could not find her mentioned anywhere. Is she one of the prisoners of the Bone Devil in area D4?
She's one of the guests of the Cornucopia mentioned in The Sixfold Trial.

I know, however, in The Infernal Syndrome, there's a quest about her being missing, with a reward if the PC's return her to safety. But I can't find in The Infernal Syndrome where she's being held captive.

Unless, of course, she was still passed out from the Cornucopia on a sofa somewhere in Aberian's Folly when it exploded, even though the party occurred 2 adventures ago. ;)

I believe that she may end up being captured by...

Spoiler:
...the succubus that's taken over the tiefling area? Can't remember exactly...


James Jacobs wrote:
Moonbeam wrote:
Scharlata wrote:
Moonbeam wrote:
About the "Missing Nobles" side quest on page 9: where is Sascar Tilernos, actually? I searched through the module, but could not find her mentioned anywhere. Is she one of the prisoners of the Bone Devil in area D4?
She's one of the guests of the Cornucopia mentioned in The Sixfold Trial.

I know, however, in The Infernal Syndrome, there's a quest about her being missing, with a reward if the PC's return her to safety. But I can't find in The Infernal Syndrome where she's being held captive.

Unless, of course, she was still passed out from the Cornucopia on a sofa somewhere in Aberian's Folly when it exploded, even though the party occurred 2 adventures ago. ;)

I believe that she may end up being captured by...

** spoiler omitted **

She could also be one of the people Nyxervex is gathering up in the storeroom of area D... I think.


Liebdaga's Poison/Disease Save DC is 27? My entire party dropped like flies dying from d6 con damage each round from the bite, most of us unable to make the save unless we roll 19s and 20s. Was our DM running this wrong or is this for real? If this is real, I can't see how any party could have survived against this thing.


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DeathCon 00 wrote:
Liebdaga's Poison/Disease Save DC is 27? My entire party dropped like flies dying from d6 con damage each round from the bite, most of us unable to make the save unless we roll 19s and 20s. Was our DM running this wrong or is this for real? If this is real, I can't see how any party could have survived against this thing.

The save DC should be 23, if I calculate it correctly. The DC is not actually listed in the adventure, but that's what you get when taking (10 + 1/2 HD + CON). Of course, that assumes the party did everything they should have done before facing Liebdaga. It could be much higher if they failed to do some things :)

Dark Archive

DeathCon 00 wrote:
Liebdaga's Poison/Disease Save DC is 27? My entire party dropped like flies dying from d6 con damage each round from the bite, most of us unable to make the save unless we roll 19s and 20s. Was our DM running this wrong or is this for real? If this is real, I can't see how any party could have survived against this thing.

Not to give too much away but:

If your party had completed the tasks set out before them then by the time they met Liebdaga, the pit fiend shuld have had 5 neg. levels and could only perform actions every other round.


As a DM myself, the DM of the game let me see the stat block while I set there dead and annoyed at the table, and I informed him that the save was 22 ( 10 + 5 [half HD, rounded down] + 7 [Con Bonus]). So we went back and restarted at the part from where we first had to make saves. We did do all the things to make him weaker, and we proceeded in beating him to a pulp, twice (after he ressurected), and only lost one party member instead of 4. Happy day!

Dark Archive

DeathCon 00 wrote:
As a DM myself, the DM of the game let me see the stat block while I set there dead and annoyed at the table, and I informed him that the save was 22 ( 10 + 5 [half HD, rounded down] + 7 [Con Bonus]). So we went back and restarted at the part from where we first had to make saves. We did do all the things to make him weaker, and we proceeded in beating him to a pulp, twice (after he ressurected), and only lost one party member instead of 4. Happy day!

That was a good move by the DM.

In the game I ran, the damn cage that housed Liebdaga gave the party more problems than the pit fiend.


Demiurge 1138 wrote:

Liebdaga's attack bonuses are all 1 point too high--the negative levels are accounted for, but not his -1 for being Large. His primary attacks should be at +14 and his secondary attacks at +9.

Of the four monsters in the Bestiary section, two of them are built as two-weapon fighters, and neither actually has the Two-Weapon Fighting feat! Their attack bonuses include no penalties, and in fact the Adukhait is treated as if it has the Improved TWF feat for free! With their feats as written, they should have the following attack bonuses:

Adukhait: Masterwork kukri +11/+6 and masterwork kukri +7

Uniila: +1 dagger +13/+8 and 3 +1 daggers +9

And that's not very impressive. In order to get more acceptable attack bonuses, feats need to be replaced. Let's say, replace the adukhait's Combat Reflexes and Lightning Reflexes for TWF and Improved TWF, and the uniila's Lightning Reflexes with Multiweapon Fighting. Now we get:

Adukhait: 2 masterwork kukris +13/+8

Uniila: +1 dagger +15/+10 and 3 +1 daggers +15

On a related note, Zovarue's snakebite attack roll fails to account for its secondary attack penalty, and should be at +10 and lack any Str bonus to damage (where the +3 came from, I do not know). Her gaze DC is also 1 point too low, and should be DC 19.

Speaking of cabal devils (& my apologies for resurrecting this particular subtopic), are they always s'posed to be incorporeal? If so, it raises a bunch of questions as to how effective they are or can operate. If not, other questions arise.


saucercrab wrote:
Speaking of cabal devils (& my apologies for resurrecting this particular subtopic), are they always s'posed to be incorporeal? If so, it raises a bunch of questions as to how effective they are or can operate. If not, other questions arise.

They have the incorporeal subtype, which means they're always incorporeal, yes.


Are wrote:
saucercrab wrote:
Speaking of cabal devils (& my apologies for resurrecting this particular subtopic), are they always s'posed to be incorporeal? If so, it raises a bunch of questions as to how effective they are or can operate. If not, other questions arise.

They have the incorporeal subtype, which means they're always incorporeal, yes.

Damn real life, getting in the way of message boarding! ;-)

Okay, if she is always incorporeal, these questions pop up:
1. Why does the Uniila have a Strength score? And an 11? It looks like it was a conscious decision to put one of the three, standard 11's there.
2. Do each of her daggers have the ghost touch property?
3. Spells & material components; an Uniila doesn't have Eschew Components, so how does she cast some of her spells?
4. Her Scroll Mastery special ability; does she rely entirely on mage hand & unseen servant to create scrolls? What about materials & costs?
5. How does she carry her treasure?

Paizo Employee Creative Director

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The easiest solution is to not make them incorporeal. There's not really anything among their powers or flavor text that implies they SHOULD be incorporeal. I actually suspect that, for whatever reason, the incorporeal subtype snuck in as an error, to be honest. Certainly the artwork doesn't look like she's incorporeal. And if they WERE intended to be incorporeal, then incorporeal should have also been listed as a defensive ability.

So that's the official solution—they're not incorporeal at all.


James Jacobs wrote:

The easiest solution is to not make them incorporeal. There's not really anything among their powers or flavor text that implies they SHOULD be incorporeal. I actually suspect that, for whatever reason, the incorporeal subtype snuck in as an error, to be honest. Certainly the artwork doesn't look like she's incorporeal. And if they WERE intended to be incorporeal, then incorporeal should have also been listed as a defensive ability.

So that's the official solution—they're not incorporeal at all.

Okay, I can get behind that. Thanks, boss-man.

So, a +5 natural armor bonus to replace the deflection bonus seems reasonable. Should they keep the flight & add... say, 30' land speed? The art looks like she's just floating there.

Anything else to revise/add/whatever?

Paizo Employee Creative Director

saucercrab wrote:
James Jacobs wrote:

The easiest solution is to not make them incorporeal. There's not really anything among their powers or flavor text that implies they SHOULD be incorporeal. I actually suspect that, for whatever reason, the incorporeal subtype snuck in as an error, to be honest. Certainly the artwork doesn't look like she's incorporeal. And if they WERE intended to be incorporeal, then incorporeal should have also been listed as a defensive ability.

So that's the official solution—they're not incorporeal at all.

Okay, I can get behind that. Thanks, boss-man.

So, a +5 natural armor bonus to replace the deflection bonus seems reasonable. Should they keep the flight & add... say, 30' land speed? The art looks like she's just floating there.

Anything else to revise/add/whatever?

Actually, I'd keep the deflection bonus as it is. It's a devil, after all. It can have weird powers like a natural deflection bonus to its AC. And keep the flight as well. Flight is an important element to keep in mind for monsters that aren't low or mid level.


James Jacobs wrote:
Actually, I'd keep the deflection bonus as it is. It's a devil, after all. It can have weird powers like a natural deflection bonus to its AC. And keep the flight as well. Flight is an important element to keep in mind for monsters that aren't low or mid level.

Hmm, I guess so. It is a bit odd for a devil to not have natural armor, but whatever, it's a small matter. :-)

The deflection bonus is/was based on the Charisma bonus, though. If advancing a(n) Uniila, should the bonus scale with the bonus? Like, give her a similar ability to what a nymph has, but only affecting AC?

And thanks for the continued responses.

Paizo Employee Creative Director

saucercrab wrote:
James Jacobs wrote:
Actually, I'd keep the deflection bonus as it is. It's a devil, after all. It can have weird powers like a natural deflection bonus to its AC. And keep the flight as well. Flight is an important element to keep in mind for monsters that aren't low or mid level.

Hmm, I guess so. It is a bit odd for a devil to not have natural armor, but whatever, it's a small matter. :-)

The deflection bonus is/was based on the Charisma bonus, though. If advancing a(n) Uniila, should the bonus scale with the bonus? Like, give her a similar ability to what a nymph has, but only affecting AC?

And thanks for the continued responses.

That's up to you. My preference would be to just leave it as is; a static +5 deflection bonus that's not tied to an ability score.

If I were officially rebuilding/revising the devil, I'd probably just turn it into a natural armor bonus to keep things from raising too many unnecessary questions, though. ;-P


James Jacobs wrote:
If I were officially rebuilding/revising the devil, I'd probably just turn it into a natural armor bonus to keep things from raising too many unnecessary questions, though. ;-P

Bickity bam! My thoughts exactly. Weird stuff for weird creatures is all well & good, but stuff like this I think should have some consistency.

BTW, my APG came in the mail today (earlier than I expected). I effin' love it! :-D


I'm not sure, if this prestige class rule question belongs to this particular thread, but as the PrC forum is closed and an encounter is based on this PrC I'd like to ask how one of its class features functions...

Spoiler:
Aberten is a Harrower and can use his Harrow Casting ability more than once per day. My question is: In an encounter, must he discard the drawn cards (as a free action) or can he shuffle them into the deck (as a free action) before he draws three new cards?

:)


A question about... [don't read further if you're a player]

Spoiler:
... Liebdaga's talisman

Page 23 of AP #28 says "Liebdaga's talisman itself has, apparently, been recovered from the treasury below, and is in the possession of the diabolist Avahzi..."

Page 33 of AP #28 says "Avahzi Serafian, Combat Gear ... [missing entry about Liebdaga's talisman]"...

As I read the background story, it should be sound to assume that the passage on page 23 is void, or did I miss something? Avahzi didn't break into the treasury or the encounters beyond area F 13 should be modified, I guess...?

Please enlighten me. :o)

And I would be happy if someone could give me a hint about the question from the post before (directly above this one).

Paizo Employee Creative Director

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To answer Scharlata's questions in one fell swoop:

1:

Spoiler:
A harrower always draws cards from a full deck when he uses his abilities; once a card is drawn, it's immediately shuffled back into the deck before the next one is drawn. Only if multiple cards are drawn in a single round does this not apply—in this case, all the cards are drawn at once.

2:

Spoiler:
The entry on page 23 is incorrect; Avahzi's talisman is in fact located behind the Avernus mirror in area F27.


James Jacobs wrote:
To answer Scharlata's questions in one fell swoop:

Thank you very much, Mr Jacobs. As swift as ever.


Does anyone else feel a massive amount of sympathy for Jezeletrix? I kinda want mu PC's to redeem her and maybe make her a cohort rather than be kill crazy. Just curious.


Bahamut wrote:
Does anyone else feel a massive amount of sympathy for Jezeletrix? I kinda want mu PC's to redeem her and maybe make her a cohort rather than be kill crazy. Just curious.

I felt a lot of sympathy for Liebdaga, but that's probably just me..

Jezeletrix has a very sympathy-evoking backstory, certainly. Paizo are pretty good at making enemies that you as the DM feel really bad about your players killing. Which at least makes me want the NPC to succeed, and probably makes me play them better/smarter than I otherwise would have.

Dark Archive

Bahamut wrote:
? I kinda want mu PC's to redeem her and maybe make her a cohort rather than be kill crazy. Just curious.

Pretty much what happened in my game

Scarab Sages

So Joriavah's (the succubus) strategy depends a lot on teleportation. That's probably how she's intended to have been leaving to attack nobles.

*However*

Teleportation in the spiral is wonky. A DC 20 caster level check just to make it work. A failure by 5 or less means the spell doesn't work, but wasn't wasted. A failure by more than 5 means being physically moved, taking 3d6 damage, and a DC 20 will save to avoid one round of being gone and 1d10 CHA damage, extra bad for a succubus.

Is she intended to make this three times (once to buff, once to come back, and once to retreat)?


Deidre Tiriel wrote:
Is she intended to make this three times (once to buff, once to come back, and once to retreat)?

That part of her tactics amused me, too. I kind of skipped the checks. Perhaps, there's some kind of "demonic power boost" behind her to support her tactic? *grin*

Paizo Employee Creative Director

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It's unfair to let the succubus ignore the teleportation issue; she should be hit by it just as much as the PCs.


James Jacobs wrote:
It's unfair to let the succubus ignore the teleportation issue; she should be hit by it just as much as the PCs.

But it's unfair to the countless bodies of victims that the succubus has kidnapped and murdered. Did she have to check each time for the "teleportation" effect?

Besides, the succubus (as all of the devils and demons) couldn't bring along any of those victims because she can only teleport HERSELF and some pounds of objects (but not enough for a grown up person), IIRC.

Sometimes it's necessarily to skip some checks and limitations, I guess? ;)


The victims don't necessarily have to be transported by teleportation. After they've been charmed/dominated, she could just walk there with them. Getting past the thieves unnoticed shouldn't present too much of a problem for a crafty Succubus.

She has greater teleport at will, so getting out and back in will work eventually, even if she fails. She has a caster level of 12, so she only needs to get an 8 to succeed. Failing by more than 5 would require a roll of 1 or 2. That shouldn't happen often enough to be more than a minor inconvenience for her.

If it does, the physical damage is easily dealt with by some cure light wounds. If she also fails her Will save and takes charisma damage, she might want to wait one day to prepare some lesser restoration spells before trying again. So, a brief break from cavorting in the city if that happens.

In actual combat, failing would be bad for her, but she knows that. No reason to change the rules just for her, imo :)


Your calculations are correct, but the assumption of getting past the thieves unnoticed with a bound and gagged victim is a little off IMHO. :)
If she fails her check, she only can get the result of 1d10 Charisma damage, which wouldn't become her and her Cha-based abilities (such as her SLAs). It wouldn't be fun to assume that the PCs will confront a very "ugly" succubus with easy DCs against her SLAs.

As a side note: I run the encounter the other day. After teasing the PCs, dominating the party's monk, and charming the party's bard/rogue the PCs got the upper hand later. She was flanked and brought below 30 hp - the point to teleport away to safety. Joriavah attempted to cast defensively and ruined her SLA for that round.... her last round standing. ;)

It was fun, even if I skipped the teleportation checks and ignored the weight limitations of teleport before.


Scharlata wrote:
Your calculations are correct, but the assumption of getting past the thieves unnoticed with a bound and gagged victim is a little off IMHO. :)

No need for the victim to be bound and gagged; it's a charmed or dominated victim, after all :)

Silver Crusade

Adding to the mystery that is Zol...

I noticed that there is no mention of his rage ability in his stat block. Am I to believe that he doesn't use this in conjunction with his attacks because of his monk training or that he can't use it as it is canceled out by said training? I would like clarification on this as it will affect how I make use of him when pitting my PCs against him (I've exported a slighty depowered version of him from this adventure to lead the Chelish Legionnaires that Paracount Julistar is bringing with him (along with others from Her Majestrix's Expeditionary - only the bard is absent) as rivals to my PCs as they race to claim the Shory sky-city for the Pactmasters of Katapesh before the Consortium does in my own campaign. (The Expeditionary are the closest to handle the job, being already in Osirion and though they are out of their element in the Expanse, the Consortium feels they are more than capable of performing the task of claiming the city for them and the Empire.)

Paizo Employee Creative Director

Blayde MacRonan wrote:

Adding to the mystery that is Zol...

I noticed that there is no mention of his rage ability in his stat block. Am I to believe that he doesn't use this in conjunction with his attacks because of his monk training or that he can't use it as it is canceled out by said training? I would like clarification on this as it will affect how I make use of him when pitting my PCs against him (I've exported a slighty depowered version of him from this adventure to lead the Chelish Legionnaires that Paracount Julistar is bringing with him (along with others from Her Majestrix's Expeditionary - only the bard is absent) as rivals to my PCs as they race to claim the Shory sky-city for the Pactmasters of Katapesh before the Consortium does in my own campaign. (The Expeditionary are the closest to handle the job, being already in Osirion and though they are out of their element in the Expanse, the Consortium feels they are more than capable of performing the task of claiming the city for them and the Empire.)

Once you become lawful, you can't use barbarian rage anymore. See the last paragraph under the barbarian's rules on page 34.

Silver Crusade

James Jacobs wrote:
Blayde MacRonan wrote:

Adding to the mystery that is Zol...

I noticed that there is no mention of his rage ability in his stat block. Am I to believe that he doesn't use this in conjunction with his attacks because of his monk training or that he can't use it as it is canceled out by said training? I would like clarification on this as it will affect how I make use of him when pitting my PCs against him (I've exported a slighty depowered version of him from this adventure to lead the Chelish Legionnaires that Paracount Julistar is bringing with him (along with others from Her Majestrix's Expeditionary - only the bard is absent) as rivals to my PCs as they race to claim the Shory sky-city for the Pactmasters of Katapesh before the Consortium does in my own campaign. (The Expeditionary are the closest to handle the job, being already in Osirion and though they are out of their element in the Expanse, the Consortium feels they are more than capable of performing the task of claiming the city for them and the Empire.)

Once you become lawful, you can't use barbarian rage anymore. See the last paragraph under the barbarian's rules on page 34.

Wow! That explains that. I can't believe I actually overlooked that when I read the the rage ability earlier. Thanks for the response.

Dark Archive Vendor - Fantasiapelit Tampere

Question-waht is the information that Mayor Arvanxi has about council of thieves? if he mentions them in his speech, pc:s are likely to ask about it since their information is not so good. Just wonderin'


Rosgakori wrote:
Question-waht is the information that Mayor Arvanxi has about council of thieves? if he mentions them in his speech, pc:s are likely to ask about it since their information is not so good. Just wonderin'

I think there's some stuff in a nearby side-bar that you're allowed to dole out as you see fit. Basically, I think he knows there's a schism going on. Loyalists vs some new blood. He also knows that the Council is real, which I think may be the first time the PCs get that tidbit.

Scarab Sages

In the room with the mirrors and the pool of "gold:"

This room doesn't mention any CRs for the hazards.

Considering the room has the potential of:

10d6 damage
Sickened for 24 hours
1d6 Charisma damage
1d6 Wisdom damage
1d6 Intelligence damage
Nauseated for 1 hour
Confused for 1d10 rounds
1d6 Strength damage
1d4 negative levels and exhausted

This room really should have some kind of CR & xp.

Any suggestions?


Deidre Tiriel wrote:

In the room with the mirrors and the pool of "gold:"

This room doesn't mention any CRs for the hazards.

Considering the room has the potential of:

10d6 damage
Sickened for 24 hours
1d6 Charisma damage
1d6 Wisdom damage
1d6 Intelligence damage
Nauseated for 1 hour
Confused for 1d10 rounds
1d6 Strength damage
1d4 negative levels and exhausted

This room really should have some kind of CR & xp.

Any suggestions?

James came up with that table above. Page 44 actually gives the saves for all of the different things in the room including the mirrors and the "gold".

Scarab Sages

I wasn't talking about the effects or the DCs.

The room should have a CR rating and XP for the players.

Does anyone have any suggestions as to what CR the pool hazard and the mirror hazards are?

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Anguish wrote:
Rosgakori wrote:
Question-waht is the information that Mayor Arvanxi has about council of thieves? if he mentions them in his speech, pc:s are likely to ask about it since their information is not so good. Just wonderin'
I think there's some stuff in a nearby side-bar that you're allowed to dole out as you see fit. Basically, I think he knows there's a schism going on. Loyalists vs some new blood. He also knows that the Council is real, which I think may be the first time the PCs get that tidbit.

Actually, that stuff is to inform the GM as to the groups circling the crater. The mayor might have picked some of it up though.

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