PFS #49: Among the Dead [Spoilers]


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Woo, necro!

As with the first poster, WHAT do I do with the zombie in the first room?

He hears people, makes his way 10' down the wide hall, sees the pit trap, and turns back?

Anyone with range will take this guy down. Does he hope that their arrows don't penetrate DR and then wait for someone to meet him while he squeezes? That seems impossibly lame.

4/5 5/5 *

Boom, necro again!

What Rachel said above plus:

Concerning the Aura of Misfortune, it says all creatures in the aura take a -4 to checks and saving throws. Does this include attack rolls and damage rolls? That would be harsh, particularly the damage.

The Exchange 5/5

Bongo BigBounce wrote:

Boom, necro again!

What Rachel said above plus:

Concerning the Aura of Misfortune, it says all creatures in the aura take a -4 to checks and saving throws. Does this include attack rolls and damage rolls? That would be harsh, particularly the damage.

About the Zombie:

Having run this 3 times, I have yet to have a party just stand back and shoot him (though that is what I would do). I think PFS players are just indoctrinated to go fight the Bad Guys toe-to-toe or something. I've even seen a PC in this with NO missile weapons, who didn't get a missile weapon even after it... He jumped the pit when the Zombie moved back to squeeze into a side hall - so that he could fight him in melee. thus reinforceing his belief that he didn't need a missle weapon - he could do everything with his great sword...

The only PC death I've had in here was actually against this Zombie - squeezed into a side tunnel...

Aura of Misfortune Aura of Misfortune (Su)
Every creature within 10 feet of a fortune-spurned creature gains the diminished criticals and unlucky strike special qualities of the fortune-spurned template as long as it remains within range. Furthermore, each such creature takes a – 4 penalty on all of its checks and saving throws.
...

It appears to me that the "-4 to checks" would not apply to attack rolls or damage rolls as these are not "checks" or "saving throws". "Checks" normally indicates skill checks. "Saving throws" would be ... well, saves.

so no, the -4 does not apply to attacks or damage...


I am a little confused about the calamities caused by the A10 cultists. There does not seem to be much guidance in the mod, which is fine but leaves it open to be very different depending on the GM. We played this in PFS (Low Tier 1-2) resulting in two character deaths, both took well in excess of their HP (one took 86 points of damage from a geyser) after failing a DC 25 reflex check.

2/5

Pardon for the necro, but this seems best a place as any to ask.

My team's at the part with the poltergeist.

1) Are the rocks he's carrying supposed to be visible or not?
2) Does it hold those rocks inside its own square, or not? As it is using telekinesis.

From tactics, it would be suggested he's undetectable until he needs to pick up new rocks to throw.

Atm, because i don't know the answer, the rocks are 'floating' in the air.

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

I would say the rocks are visible, but he doesnt need to hold them in his square, as telekinesis has reach.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

VerteNoir wrote:
I am a little confused about the calamities caused by the A10 cultists. There does not seem to be much guidance in the mod, which is fine but leaves it open to be very different depending on the GM. We played this in PFS (Low Tier 1-2) resulting in two character deaths, both took well in excess of their HP (one took 86 points of damage from a geyser) after failing a DC 25 reflex check.

Yeah, as written the calamities are pretty much up to whatever the GM feels like. I ran this tonight and had one go off that was a minor tunnel collapse. I gave an arbitrary reflex 15 or get trapped in the fall. Failure meant you had to spend a full-round action to dig yourself out and couldn't take any other actions. It also filled the passage between the two.

But I did ask if any of the players wanted their characters to die, because I could also have declared that the tunnel caves in over my cultist and a PC, with a DC 88 reflex save for half damage on a 387d12 tunnel collapse. (None of them took me up on the offer, though I have a player at another table who might have)

2/5

A geyser as the summoned calamity?

That's rather harsh on lvl 1 PCs, or i must be mild.

I had them fight near the hole below, where the ceiling dropped a few rocks, one failed his reflex and fell down, or blinded from descending debris' dust.

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

As the description talks about a small stream on the ground, I had them make a reflex against falling prone.

Sczarni 5/5 5/55/5 ***

What a flashback. This was like the 3rd or 4th scenario I ever played (almost 4 years ago!), and I'm finally running it for the first time. Quick question regarding the Secondary Success Condition, since it didn't exist when this scenario was written:

Secondary Success Conditions, pg. 3 wrote:
The PCs trigger and are damaged by traps no more than twice during the adventure.

So I take it we ignore the "Too many traps?" sidebar on page 2?

Sovereign Court 4/5 5/5 **** Venture-Agent, Nebraska—Omaha

If they have already failed the Secondary Success Condition, you might want to ignore some later traps, per the sidebar.

If they haven't failed, they are probably dealing with the traps just fine, and the sidebar wouldn't apply.

Sovereign Court 2/5

KingOfAnything wrote:

If they have already failed the Secondary Success Condition, you might want to ignore some later traps, per the sidebar.

If they haven't failed, they are probably dealing with the traps just fine, and the sidebar wouldn't apply.

So what threshold do I use under the "Too Many Traps"? Do I have Players run into the first couple traps and go with that for the secondary Success condition.

Sovereign Court 4/5 5/5 **** Venture-Agent, Nebraska—Omaha

You can find the Secondary Success Conditions document here.

#49: Among the Dead wrote:
Secondary: The PCs trigger and are damaged by traps no more than twice during the adventure.

Keep all traps as written until they have triggered and taken damage from three traps. Then consider having some be already sprung.

Sovereign Court 2/5

Thanks

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