The Infernal Syndrome (GM Reference)


Council of Thieves

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Silver Crusade

Perfect, thank you Orthos. That'll make things a little more interesting in my opinion.


Joshua North wrote:

Imars, your idea about printing out this map isn't a half bad idea. My group only has a small'ish battle map which we typically use since we use mini's as well. Was the 4x5 print out big enough to use mini's on?

Yes it was big enough to use minis on. It was roughly 30 inches wide and 50 inches long made of 20 sheets of paper.

I actually ended up doing the same thing with the buildings on the plaza and the dungeon itself. I selected sections 8 squares by 11 squares and printed room by room. I left out most of the hallways, since few of the encounters happen there. When the players get to a room I slap it down on the room on the battlemat. If I need the hallway I draw it there.

A quick note: You can see how I printed the map and rooms in my blog posts on the Infernal Syndrome.


Hi, i ask here because my other post is being ignored(¿?)

1) Hello, what is a good explanation of why, when destroying a cooling chamber, Liebgala gets a negative level?
2) How can i increse de CR of the lich shade for a party of 6 players levels 8/8/8/7/7/6?
3) Is there any guide i can read for adjusting the save DC of the molten pool in area F28? Will 15 seems too low, even for the danger it represents
4) i need better passwords and riddles for the areas F33-F36 because im sure my players don't know the answers to any of them, even with the library. i accept any ideas.

Thx.

Sovereign Court

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Nik the fan wrote:

Hi, i ask here because my other post is being ignored(¿?)

1) Hello, what is a good explanation of why, when destroying a cooling chamber, Liebgala gets a negative level?
2) How can i increse de CR of the lich shade for a party of 6 players levels 8/8/8/7/7/6?
3) Is there any guide i can read for adjusting the save DC of the molten pool in area F28? Will 15 seems too low, even for the danger it represents
4) i need better passwords and riddles for the areas F33-F36 because im sure my players don't know the answers to any of them, even with the library. i accept any ideas.

Thx.

1) The disruption to syphoning the energy from the pit fiend results in a backlash giving him a negative level.

2) Use the same negative energy template as the triceratops in Adventure 3
3) Wing it, make it 20 and give a bonus of X to the rolls (perhaps 5), when one character fails the save and takes damage.
4) What? The first three should be really obvious to anyone that is only halfway invested in the story and the whereabouts of this campaign, only the last riddle is more difficult, as you need to make the connection of the place of discovery of the Talisman to the circle of Hell the pit fiend comes from. Give more clues from the discussion during the banquet and the other agents of the Council of Thieves. If your players are really the sit-back-and-enjoy-the show-until-a-fight-comus-up variant that do not remember anything of the environment where this story is placed, you can always use Intelligence checks to give them the solutions (but that makes for a terrible experience at the table). If your players have trouble even remembering the name of the pit fiend from the various hints from the other Council agents, perhaps you should abolish the doors completely? Or make it like the doors in Episode 1, transparent and only one or two of the group will be let through. This way you stagger the arrival of the group for the final fight.

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I have a solution to the problem with the placement of the missing "McGuffins" in the Nessian Spiral. The information gleaned from the Council agents has following modifications.

1) (as per answer from James Jacobs) The divination magic places the Talisman near the center of the Nessian Spiral, but not directly in it (just a bit east of the center).

2) The divination magic showed the Stygian Keyrod is in the eastern dungeon part. Avahzi has been trying desperately to find the Keyrod for several days now, but the death of the high-level rogue (and former leader) crippled their ability to find the secret doors that lead to the lair of the tunnel rats.


I really can't get how Joriavah brought people into her den. She can't tp them, she even has some difficulties teleporting herself; She can dominate and force them to go there on their own, but how could they bypass the guards? Unless the victims were already on site (Martis or Rasdovian) I can't see how they can get there.

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Puh. Probably she went out disguised as a guard (Alter self) and brought her victim with her and used Charm Monster to bring her victim into the Spiral.


Alter Self is in the Succubus's description but not in Joriavah's. I guess I can change it....being the GM :D

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Laprof wrote:
Alter Self is in the Succubus's description but not in Joriavah's. I guess I can change it....being the GM :D

I believe that it was intended to be in her description.

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Aye, that is an ability from her being a succubus, so it is just missing from her statblock.


Nyxervex paralyzes his victims with poison, which brings them to 0 STR. Its cure is 2 ST. My question is: once the victim is 0 STR and then unconscious, is there any chance she can make further saving throws and wake up? I mean, damage to STR isn't permanent, so one can regain STR points after 24 hrs...I feel I'm missing something.


The fact is that it took 7 days for the group to deal with Nyxervex, and a friend of them had been captured one day before the explosion took place. If the captives stayed paralyzed and unconscious all the way they would be dead of thirst by now.


Hi there, I need your help once more. The bard used Lore Master to study the Talisman of the Twin. The book doesn't say anything about it, except it was Liebdaga's and it shows the remains of an oppressive aura. So what could I tell her?

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Laprof wrote:
Hi there, I need your help once more. The bard used Lore Master to study the Talisman of the Twin. The book doesn't say anything about it, except it was Liebdaga's and it shows the remains of an oppressive aura. So what could I tell her?

Tell her what the Talisman does (page 53 of The Infernal Syndrome)


Should I tell her it staggers Liebdaga? How on earth could she know it? It really freaks me out, the book only says it once belonged to the Twin and it gives this condition to the devil until it's within 1.6 km.
Lore Master grants her with a 3x check, but it's so meaningless...it lacks depth and to me it's frustrating.

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Laprof wrote:

Should I tell her it staggers Liebdaga? How on earth could she know it? It really freaks me out, the book only says it once belonged to the Twin and it gives this condition to the devil until it's within 1.6 km.

Lore Master grants her with a 3x check, but it's so meaningless...it lacks depth and to me it's frustrating.

Yes. Tell her that it is connected to the Archdevil and can be used against him.


Utter nonsense.

From the book:"Liebdaga opens combat by casting fireball at the densest group of PCs. On the second round of combat, he takes a round to focus his thoughts so that on the third round of combat he can make a full attack action. He repeats these tactics, saving his spell-like abilities to use against foes if he can’t engage them in melee"

Also form the book: spell-Like Abilities (CL 11th; concentration +9)At Will—greater scrying (DC 20)
1/day—fireball (DC 16), greater dispel magic, scorching ray, wall of fire.

1/day....so...what tactic can he repeat? Grater scrying?

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Fireball, focus, full attack, focus, full attack...


Oliver von Spreckelsen wrote:
Fireball, focus, full attack, focus, full attack...

Maybe I misunderstood the "repeat", but it says "saving his spell like abilities to use them when he can't be in melee". But if he uses fireball as his opening move he can't use it anymore.


The group il fighting Liebdaga's cage. They cannot deal enough damage to lower its HP with weapons. Does magic have to exceed the cage's hardness too?

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Laprof wrote:
The group il fighting Liebdaga's cage. They cannot deal enough damage to lower its HP with weapons. Does magic have to exceed the cage's hardness too?

Yes. Unless there is some bypassing property (such as robots and electrical attacks), then spells that deal damage must also overcome Hardness. (As I am running Iron Gods, I am painfully aware of the Hardness rules.)


They've come up with an idea, which means problems for me but being a good one I think I'll let them go with it: transmute metal to stone. It's a druid spell, lvl 7, which means there must be a lvl 13 druid in Westcrown. I could let them find one in 1d4 days (their contact in the Dusk Market is quite resourceful). What do you think about this solution?


Lord Fyre wrote:
(such as robots and electrical attacks),

Electrical damage can overcome the hardness? There is no mention about it in the cage's description, no weakness, only immunity to fire and construct traits...does it come with metal itself?

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Laprof wrote:
Lord Fyre wrote:
(such as robots and electrical attacks),
Electrical damage can overcome the hardness? There is no mention about it in the cage's description, no weakness, only immunity to fire and construct traits...does it come with metal itself?

The Cage is not a Robot.

Laprof wrote:
They've come up with an idea, which means problems for me but being a good one I think I'll let them go with it: transmute metal to stone. It's a druid spell, lvl 7, which means there must be a lvl 13 druid in Westcrown. I could let them find one in 1d4 days (their contact in the Dusk Market is quite resourceful). What do you think about this solution?

Remember, Westcrown is also a major port city. There doesn't need to be a Lvl 13 druid in the area for this to become available.


Lord Fyre wrote:


The Cage is not a Robot.

Sorry, I misunderstood

Lord Fyre wrote:


Remember, Westcrown is also a major port city. There doesn't need to be a Lvl 13 druid in the area for this to become available.

You're right.

Plus, they're fed up with dungeon crawling so I'm not dragging it out

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Laprof wrote:
Lord Fyre wrote:
Remember, Westcrown is also a major port city. There doesn't need to be a Lvl 13 druid in the area for this to become available.
Plus, they're fed up with dungeon crawling so I'm not dragging it out

Is there a farmlands type adventure that you could drop out there while they try to find that Lvl 13 Druid of Erastil?


Lord Fyre wrote:


Is there a farmlands type adventure that you could drop out there while they try to find that Lvl 13 Druid of Erastil?

I didn't think about that...you have something on your mind?

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Laprof wrote:
Lord Fyre wrote:


Is there a farmlands type adventure that you could drop out there while they try to find that Lvl 13 Druid of Erastil?

I didn't think about that...you have something on your mind?

I do not.

But, your PCs are not interested in another dungeon. A wilderness adventure might be just the break they want.


Something to ease their mind before the Mother of Flies sends her minion. It's a good idea, provided that they take the bait T_T


Ok, this is how Transmute metal to wood works:

This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has Spell Resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.

Liebby's Cage isn't magic, it's a construct. So it can be turned to wood, but how can I adjust its stats? Lowering its AC (as if it was an armor) won't help, because the problem is its hardness. Should I lower it as much as its AC?

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Laprof wrote:

Ok, this is how Transmute metal to wood works:

This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has Spell Resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.

Liebby's Cage isn't magic, it's a construct. So it can be turned to wood, but how can I adjust its stats? Lowering its AC (as if it was an armor) won't help, because the problem is its hardness. Should I lower it as much as its AC?

It would be consistent with the Pathfinder 1st RAI (Rules As Intended) to treat the cage as a big Magical Object. This will not help as much as the players may hope.

Making the Animate Object spell (which was actually used to create the Cage) Permanent requires a 14th Level Wizard (Pathfinder Core, p318 of the English version). so the cage will have an SR of 34!

If the spell is successful, Wood has a default hardness of 5.


Thanks for the 34 T_T and the Hardeness value, which I couldn't find anywhere.


How did you find the DC34? I would use the counterspell rule that says If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level) which sums up to 15+5 (permanency)= 20 and 15+6(animate object)=21.


No, sorry, I'd use Dispel magic rules, which means 11+EL= 24


OK, I've found the 34. 20+EL to transmute a magic object. But one can dispel magic before transmuting it...maybe?

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Laprof wrote:
OK, I've found the 34. 20+EL to transmute a magic object. But one can dispel magic before transmuting it...maybe?

Nope. The reason the Transmute Metal to Wood spell specifically calls out "A magic object made of metal effectively has Spell Resistance equal to 20 + its caster level against this spell." is that dispelling the permanent spell that animates the object (the cage in this case) cannot be separately dispelled.


What about this:

A caster can use the animate objects spell to instantly create a temporary construct. A permanency spell cast upon an Animated Object makes the construct permanent; however, it can still be dispelled or suppressed by antimagic.

Sorry, I know I'm annoying, but I must understand and I always feel like I'm missing something when I read an english text.

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Laprof wrote:

What about this:

A caster can use the animate objects spell to instantly create a temporary construct. A permanency spell cast upon an Animated Object makes the construct permanent; however, it can still be dispelled or suppressed by antimagic.

Sorry, I know I'm annoying, but I must understand and I always feel like I'm missing something when I read an English text.

You are correct. By the Rules as Written, it is possible to dispel the Permanency itself can be dispelled (which would immediately end the Animate Object spell.

I was using a widely accepted "house rule" that treats a spell treated with Permanency as a magic item.

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