PFS# 2-07 Heresy of Man part 2 *SPOILER*


GM Discussion

Dark Archive 1/5

Hi all. I'm going to be running this mod soon, and found something in the statblock for some of the creatures I have a question about.

Male human dread ghoul monk 2 (Advanced Bestiary 76)

I was wondering what this Advanced Bestiary is, and where to get it? I did a product search on this site and no Advanced Bestiary was found. Is this an unlisted upcoming book? Or is it a misprint in the mod and it refers somewhere else?

Grand Lodge 2/5

Happosaai wrote:

(Advanced Bestiary 76)

I was wondering what this Advanced Bestiary is, and where to get it? I did a product search on this site and no Advanced Bestiary was found. Is this an unlisted upcoming book? Or is it a misprint in the mod and it refers somewhere else?

I'm guessing it's this.

Dark Archive 1/5

Mark Garringer wrote:
Happosaai wrote:


Male human dread ghoul monk 2 (Advanced Bestiary 76)

I was wondering what this Advanced Bestiary is, and where to get it? I did a product search on this site and no Advanced Bestiary was found. Is this an unlisted upcoming book? Or is it a misprint in the mod and it refers somewhere else?

I'm guessing it's this.

I rather hope not. That's a 5 year old 3.5 supplement? I thought the Season 0 mods were 3.5, and all of the newer Pathfinder mods were all done by the Pathfinder ruleset now?

Grand Lodge 2/5

Happosaai wrote:
I rather hope not. That's a 5 year old 3.5 supplement? I thought the Season 0 mods were 3.5, and all of the newer Pathfinder mods were all done by the Pathfinder ruleset now?

You might want to have a peek at this tread. I think #49 Among the Living also had stuff from the Tome of Horrors in it, if I recall correctly.

The Exchange 5/5

Can one of the web admins put a SPOILER tag on the title of this thread? Thanks!

Paizo Employee Director of Brand Strategy

Happosaai wrote:
Mark Garringer wrote:
Happosaai wrote:


Male human dread ghoul monk 2 (Advanced Bestiary 76)

I was wondering what this Advanced Bestiary is, and where to get it? I did a product search on this site and no Advanced Bestiary was found. Is this an unlisted upcoming book? Or is it a misprint in the mod and it refers somewhere else?

I'm guessing it's this.
I rather hope not. That's a 5 year old 3.5 supplement? I thought the Season 0 mods were 3.5, and all of the newer Pathfinder mods were all done by the Pathfinder ruleset now?

You are correct that only season 0 scenarios were written under the 3.5 rules set, but we use many OGL sources in all our product lines. The most common books used are Tome of Horrors (I, II, and III) and the Advanced Bestiary. While there were many changes to the rules from 3.5 to PFRPG, monsters and templates changed the least, and we do make adjustments as needed to convert them when using them in a PFRPG product.

Dark Archive 1/5

Mark Moreland wrote:


You are correct that only season 0 scenarios were written under the 3.5 rules set, but we use many OGL sources in all our product lines. The most common books used are Tome of Horrors (I, II, and III) and the Advanced Bestiary. While there were many changes to the rules from 3.5 to PFRPG, monsters and templates changed the least, and we do make adjustments as needed to convert them when using them in a PFRPG product.

Good to know, now. Guess I'll be looking into getting this book for future use.

Grand Lodge 4/5 5/55/5 ***

Ran this one last night. The group I GM'd had a much better time with it than my group as a player. Playing at sub-tier 8-9 with a fighter/cleric (plate armor, adamantine greatsword, power atk), inquisitor (heirloom weapon, PA/furious focus), wizard(diviner & knowledge monkey), fighter (adamantine plate, AC30+, greatsword, PA, step up & strike which was used a number of times to great effect)...

spoiler:
Most of the faction missions, IMHO, were a gimme. Even moreso than normal. Thought that was a little lame.

The first PC into the crypt was perception heavy, so they completely avoided the scarab beetles. No rogue, but a couple shots from the poisoned arrow traps was merely an inconvenience since the inquisitor and cleric had ample Lesser Restorations.

Act two was pretty under-whelming. The group made all their saves against the Mizra's magic/channels, except the inquisitor who used a Heroism to counter most of the effects of a curse for the rest of the scenario. The monk ghouls were tough due to their high AC, but since they did little damage, the group was not at much risk. The inquisitor was dink-n-dunked into the negatives (a couple of stunning fists as well), but was never really at risk of dying. No one failed a single save vs. paralysis or disease and only two failed saves vs. stun.

In act four, they decided to drink from both objects. The cobras rarely hit anyone and when they did, the damage was insignificant. Twice the bite damage didn't overcome the fighter's plate (DR3/-) so he didn't even have to make the poison saves.

Due to time constraints, we had to skip Act 4. Although, I expect that it would have been a cake walk since it was really only a melee combat encounter. Nothing special.

In act five, I expected them to have some issues, but they played it well. First, the wizard surprised the "hyenas" with Glitterdust. Both hyena's and one of the ghuls failed their save. He then won initiative and dropped a grease that later tripped up a hyena. They were using scent to fight blind. With the aid of a Haste, the players made quick work of the first ghul and the hyenas. By the time the second one could see, he was alone. During this time, Verdizaam was invisible and making his may to the wizard. He managed to drop a spider swarm, but it was dispatched by a fireball from the wiz. Two failed touch attacks (yeah, I roll a nat "2" back-to-back) from Verdizaam gave the party time to eliminate the remaining ghul. Once Verdizaam managed to hit with contagion (blinding sickness), the dice failed me and only did 1 STR damage, so no save vs. blindness was necessary. Then the inquisitor dropped an invisibility purge and the battle was essentially over.

Time prevented us from running Act 6. They never recovered the puzzle/map so technically, they couldn't get out. But with ample spells of create food and water, the cleric's admanatine greatsword, and the wizard's ability to summon a Hound Archon to teleport itself to get additional society assistance, they were able to justify an escape anyway. Albeit missing a couple factions missions, and less than full gp reward.

All-in-all, I had fun running, but it did not have much of a danger feel, due to the uber high AC's of the front liners and no one seemingly ever missing a save. When I did roll high for attacks, the damage was minimal. Hopefully, part III will pose them more of a challenge as I expect to run essentially the same group through it

The Exchange 5/5

TwilightKnight wrote:
All-in-all, I had fun running, but it did not have much of a danger feel, due to the uber high AC's of the front liners and no one seemingly ever missing a save. When I did roll high for attacks, the damage was minimal. Hopefully, part III will pose them more of a challenge as I expect to run essentially the same group through it

I played this this past Sunday had a similar experience to your party. Before the game, we were warned by a well-meaning PC that the adventure was "a killer" and told not to play up (our APL could've allowed us to play up or down). We opted for high and were happy with the loot.

Now my AC is decent (24) which I do not consider to be very high for level 8-9. I took aoos, was attacked,etc.

Spoiler:
During the adventure, my oracle of Rovagug took 4 damage and 2 Con from the beetle and that was it.

Adamantine "keys" solve a lot of things (which we didn't use).

JP

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