Any problems with Echos over Everwar yet?


GM Discussion

Sczarni 4/5

since i'm running the first two echos of Everwar tomorrow, I figured I'd ask if others had any hiccups I should be ready for when running. They both look well done and ready to go, although the big map in the first one was hard to draw out, even with 1 inch = 10 feet.


I wouldn't draw the whole map. Of course, if you already did, then cool (I want to see a picture of it!).

Draw the

Spoiler:
area that includes the cornfields and the inn and then draw the levels of the wood fortress and the crater below

and keep a separate copy of the printed map out with the tags blacked out for the PCs to look over.

Let me know how it goes. I got to run #36 for a group at Neon Con and they had a blast. I got to kill Daigle in the first swing of the first combat, so that was even more fun.

Sczarni 4/5

Joshua J. Frost wrote:

I wouldn't draw the whole map. Of course, if you already did, then cool (I want to see a picture of it!).

When I get my new computer that has a memory card reader, I'll take a picture of the big map my 13 year old brother drew (I told him he has to appreciate the dm before I'd teach him to play - and I threw him a few $ for it) It took him 3 sheets of the 1" gridded presentation pad to get it all staying with the 1" = 10' it wasn't worth the headache of making it all 1inch = 5 ft (and it wouldn't fit on the table)

1/5

Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

To Mr. Frost and the Cartographers:

Spoiler:
Thank you for designing the first of the two cave areas to resemble something anatomical. Our players do not make enough crude jokes.

Seriously, though, I am looking forward to starting this series up with our group on Tuesday.

I think the mini-APs for society play are great, and would love to see a series for mid-to-high-level characters where they establish/re-establish a Pathfinder Lodge somewhere.

Sczarni 4/5

my thoughts on the path so far (spoiler heavy)
Part 1;

Spoiler:
The adventure story itself was really good, but for a lvl 8 group they could only get hit less than 25% of the time (both front line fighters have AC's at least 29 before buffing spells). They didn't ask around at all at any of the stops before the ridge above skull hill. Unfortunately, thy also had no Qadirans, so the shaman didn't get to talk. The two traps were much too similar. after finding the first one, they grappled the second tower and pulled until it toppled over.

I almost forgot the moonflower was huge, I thought it was large when preparing for the adventure

We had 3 people level up after this scenario which put the APL to 9. They chose to play up the next part

Part 2:

Spoiler:
Greater Bargehsts - in the bestiary have 85 HP in the adventure they are labeled as having 45 (same as the regular Bargehsts) I'm guessing this is a typo, but it was still a good encounter.. I think this is the first time in about 10 scenarios with this group that the clerics had to channel mid fight to save someone (not for lack of me trying to kill someone) casting blink on themselves before entering was nice, as was the greater spells in the first round. The size of the room with a party of 6 means that the enlarged grater bargests have very little if any room to move though.

The Xorn was the only thing that they didn't kill on sight, and it was a fun RP encounter... I think it would be fun to see him again.

The Greater Earth elemental got off a power attack/cleave, forcing them to heal again... the fiendish gargoyle went down without much fight though... when the monk (chelish) ran 80 feet in front of everyone else he attacked, the gargoyles needed a 20 to hit the monk though, and the fiendish one needed close to that as well... The earth elemental did over 80 more damage than all the gargoyles combined (something like 85 damage for the earth elemental, and 2 for all the gargoyles combined)

Once the roper started reaching out and touching people, I thought I might have had one of them dead to rights, but he had a natural 1 when rolling init. and got hit by a Crit with a Bastard Sword being wielded 2 handed... for almost 75 points... Unfortunately I forgot the strands were touch attacks the first round, otherwise it would have been much closer.

I tried to bold the important parts... the group still doesn't know
Spoiler:
that they are getting the artifacts for the trader, or any of the real back story not told by the venture-captain

1/5

Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

Echoes of the Everwar I - Maps

From our gameplay. While it did take a bit of time to put together, that's it's own sort of fun. Drew in pencil, used a pen to solidify the lines, then used colored pencils to fill in.

Inked Lines

At the Table 1

At the Table 2

At the Table 3

Lantern Lodge 4/5

I've recently GMed Parts I and II of Echoes of the Everwar, and was wondering ...

Spoiler:
Both chronicle sheets have checkboxes to record who took the story-item rings, staff etc. Should only one player record possession of each item, or is it like Faction missions, if the group as a whole retrieved the item, then all players record the success (item possession)?
Thanks,
DarkWhite

5/5

DarkWhite wrote:
if the group as a whole retrieved the item, then all players record the success

This

Grand Lodge 4/5

I ran these a few times this past Gen Con, and it mostly went well. Are you running III and IV?

III:

I ran this twice. Paizo's recommended map sets the mood really well, and its easy to draw the lair as they can see it, especially if you use hash marks on your paper beforehand.

I found it really, really useful to play Adagre as a cheerful sort, especially if/once the characters agree to watch the market. By this time, they're probably distrustful of the Venture Captain, so giving them someone who's genuine helped catch their attention. For the ranger, I faked a bit of a country accent to make him sound like a good old boy, and the players bit.

As far as the fights, I was at Gen Con, so maybe I ran into more power gamer types than you might have playing, but I played the vampires HARD. They scouted well before coming into the market. Improved invisibility and fireballs are your friend, especially if you can get a mohrg to paralyze the healer or any rogues. I used the rooftops to my advantage, firing and then moving. Because it's night, it worked like a charm and really gave the players a good run - just make sure the vampires get too confident somewhere - it's no fun to go into a battle of attrition.

Whatever you do, give the spawn good tactics, because they are useless unless the PCs capture one - then they are really useless!

IV:

Map-wise: draw out the Lodge beforehand. The PCs have been there at least six times, so they will know their way around. The tombs, on the other hand, I liked drawing as we went.

The sphinx is supposed to be awesome. My advice: be loud, gruff and get your snarl on if it won't distract or bother someone. Stand up. It's fun to intimidate the players! :D

The fights in this are a mixed bag; your players' skill and party makeup will determine the difficulty. See if you can get them to split up if it seems too easy. Have a cultist turn tail just to bite the players later if they aren't finished. I found that the outer wall worked well, the PCs never let them get to the sphinx statues. Don't forget your rune traps, either!

Be careful if players have summoned wild creatures here. One blew up Balentiir in one of my sessions by setting off the ward and, "Attacking whoever it saw." Bad command, I know. ;)

Then there were the tombs. Extra description helped early on, and they found the fights to be a breeze. A pregen Wizard actually broke the last battle with one well-placed casting of black tentacles. Outside of that, I found the tombs really straightforward. :)

If you're running III and IV, I hope my experiences help! :)

Lantern Lodge 4/5

@Kyle: these appeared to be *story* items, not regular treasure/equipment, and might have later significance, such as being revealed as cursed items, or being keys to a ritual in the final part - probably not, but until I've read the final part, there's no way of knowing. So I didn't know if these were to be treated like regular treasure/equipment or something special?

@Michael: I'll be running part III this weekend, and hopefully part IV prior to PaizoConOz the week after. Thanks for your insights, I'll keep them in mind as I read over the scenarios in the coming days.

Cheers,
DarkWhite

Grand Lodge 4/5

DarkWhite wrote:

@Kyle: these appeared to be *story* items, not regular treasure/equipment, and might have later significance, such as being revealed as cursed items, or being keys to a ritual in the final part - probably not, but until I've read the final part, there's no way of knowing. So I didn't know if these were to be treated like regular treasure/equipment or something special?

The artifacts do have special significance in IV, and there's a whole section on that in the adventure itself.

To use them, they're considered just like any other loot in PFS: usable during the scenario, requiring purchase to be used after the scenario, etc.

If the players recovered the items, the box on the Chronicle should be checked. It's not really a huge deal if you're running them through IV.

Howeverwar....:

If I recall correctly, in IV, if at all possible, it is assumed that Balentiir has sent someone else to get them. I was a little let down; the items seem understated and are not given much spotlight in the adventure itself, but it's up to you to know if giving that detail more attention is worthwhile for your players' enjoyment. :D

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