Trial of the Beast (GM Reference)


Carrion Crown

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You obviously must run this how you feel works best for your players, but you're right, the beast could easily overpower puny 2nd level guards if it wanted to.

The question in my mind was would it want to...

Rich


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Spacelard wrote:
Toadkiller Dog wrote:
So, the AP states that guardsmen arrived and overpowered the Beast. How...? They're 6 lvl 2 warriors, they can't even put a dent in a raging CR 13 Flesh Golem, god forbid subdue him somehow.
Best guess...The WW just let it happen when they were in control mode...

AP states that when the Beast delivered Seasage Effigy to them, WW stopped controlling it went into rage and started demolishing everything around it. Pretty sure that in that state it wouldn't just quietly go.

Of course, it's not a real issue, I can say that there were some higher lvl NPCs with them, or that there was a large force of guardsmen, but what's strange is that there's no reported death of ANY guardsmen, which would be kinda logical. It could be used as a nail in the coffin of the Beast, or at least that it isn't completely blameless, and it isn't even charged with crimes of breaking and entering.

Liberty's Edge

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Toadkiller Dog wrote:
So, the AP states that guardsmen arrived and overpowered the Beast. How...?

I might assume that the Beast stops itself as soon as it ceases to beserk, and full of shame at the realization of the destruction it's caused, allows the guards to take it it. The guards, of course, will tell of their epic battle against the beast for decades to come, how they narrowly escaped death to bring the foul creature down...

I have also considered introducing a party of three Order of the Pike Hellknights visiting town (on their way to the Worldwound), who defeated the creature.

Scarab Sages

Ok, so Karb Island Sactuary Ruins...

Party finds the 3' wide hole and takes the Mission Impossible routine instead of climbing down. Of course, they all taunt whatever is stinking at the bottom of the hole, so when the Rogue's head pops in, 4 leaping readied claw slashes go off. All fails. The group yanks the Rogue out of the hole as the Ghasts start pursuit up the hole.

Round 2, there are 2 ghasts in the shaft, the Pal proceeds to bull rush them with the butt of his longspear back down the shaft (falling damage ensues). Stealth Fun time starts when the Oracle casts Obscuring mist so that the last bit of mist is level with the roof in the basement. The Rogue goes back down and gets a readied bite to the face and manages to kill one hanging from the ceiling.

The other three jump to kill and one manages to paralyze her. The group pulls her back up and the ghasts give chase again. This time, though, they kill the one at the top of the hole (stench makes the paralyzed rogue sickened too), causing it to fall onto its buddies. The Barbarian finishes it off by doing a cannonball into the hole, knocking the two remaining ghasts off of their grips only to fall back to the floor below.

The falling damage killed one of the ghasts, and the barbarian attacked from prone, doing in the final ghast.

My group is all in agreement that this has been the best fight yet.


Toadkiller Dog wrote:
So, the AP states that guardsmen arrived and overpowered the Beast. How...? They're 6 lvl 2 warriors, they can't even put a dent in a raging CR 13 Flesh Golem, god forbid subdue him somehow.

I pondered the same issue and am very happy my PC's haven't questioned it.

If it gets brought up I'll probably just run with something like "His great rage had ended by the time the guard arrived and he was finally subdued when local mages and alchemists were able to incapacitate him."

Then they can sit there and puzzle out for a while. I bet one of my crew would consider it a great thought exercise.

Owner - House of Books and Games LLC

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Triskitguru wrote:
Toadkiller Dog wrote:
So, the AP states that guardsmen arrived and overpowered the Beast. How...? They're 6 lvl 2 warriors, they can't even put a dent in a raging CR 13 Flesh Golem, god forbid subdue him somehow.

I pondered the same issue and am very happy my PC's haven't questioned it.

If it gets brought up I'll probably just run with something like "His great rage had ended by the time the guard arrived and he was finally subdued when local mages and alchemists were able to incapacitate him."

Then they can sit there and puzzle out for a while. I bet one of my crew would consider it a great thought exercise.

Probably set a trap for him. Drop him in a pit and keep throwing ropes and nets over him and sooner or later he's going down. Same would be true if they set up a trap in an alley that got him all tangled up.


Except that it explicitly states that they caught him in the university and overpowered him. :P


Toadkiller Dog wrote:
Except that it explicitly states that they caught him in the university and overpowered him. :P

Overpowering could just mean dog-piling on him and tying him up. After all, if Frankenstein's Monster can get captured and imprisoned in the exact same way the Beast is in a world without magic, why can't the Beast?


Well for starters Frankenstein's Monster is made of human parts, whereas the Beast is much larger and made from god-knows what.


I suppose with fatigue tacked on he'd be theoretically possibly to ensnare, that would leave him with what? A 19 Str and a 3 Dex? I guess he'd would be rather easy to subdue then, assuming the guards held back while he raged around the building for a while.


Toadkiller Dog wrote:
Well for starters Frankenstein's Monster is made of human parts, whereas the Beast is much larger and made from god-knows what.

Admittedly, there's going to be plot fiat in this case. But he's not immune to being entangled or grappled. Get enough people trying to tie him down and it's going to happen eventually.

That and they know he's in the building and probably have some spells or something set up to catch him if he tries to break free anyway.


I could swear that I read somewhere that the 6 guards at the university had help from the city guards to capture the Beast... I had a feel like they went "what's that noise? *look in antiquities department, see the Beast having a hissy-fit* Oh geez!, get some help!"

...of course, I can't seem to find that passage in the AP now - maybe my brain was on auto-correct when I read it?


thenobledrake wrote:
I could swear that I read somewhere that the 6 guards at the university had help from the city guards to capture the Beast... I had a feel like they went "what's that noise? *look in antiquities department, see the Beast having a hissy-fit* Oh geez!, get some help!"

The alarm spell called the Guards. They arrived after 6 rounds...

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Morning everyone,

the beast is more than just a mindless attacking monster. The intention is for the PCs to understand just that, and the fact that low level guards overpowered him without suffering death should be enough to make the PCs wonder why.

Perhaps it should have been more explicit in the adventure but the intention was to infer there wasn't much of a fight. In other words, the beast didn't put up much of one.

Rich


Well Richard cleared that up for us. :) My PCs did't really understand that Beast let himself be taken, because I told them how it happened, ie. he rampaged around the room where Seasage Effigy was. Being a golem who's prone to berserking they assumed that he was doing just that.

Of course I told them that some higher lvl sergeants helped them, it's not like they know he's CR 13. :D

Quote:
I suppose with fatigue tacked on he'd be theoretically possibly to ensnare, that would leave him with what?

Construct. Immune to fatigue.

Silver Crusade

Pathfinder Rulebook Subscriber

I'll probably play up the amount of power and destructive capability the beast has through the damage he wreaked on the university to get his power across to the players.


I am going to have them happen upon him just as him rage is ending. He will be rational and not resist. :)


Toadkiller Dog wrote:


Quote:
I suppose with fatigue tacked on he'd be theoretically possibly to ensnare, that would leave him with what?
Construct. Immune to fatigue.

Wow, huge slip-up on my behalf.

@Richard Pett: It would have been a great great for an NPC to have an offhand comment about it. But alas, as a DM I failed to think of something like that when I reached that point.


Triskitguru wrote:
Toadkiller Dog wrote:


Quote:
I suppose with fatigue tacked on he'd be theoretically possibly to ensnare, that would leave him with what?
Construct. Immune to fatigue.

Wow, huge slip-up on my behalf.

@Richard Pett: It would have been a great great for an NPC to have an offhand comment about it. But alas, as a DM I failed to think of something like that when I reached that point.

Given that the Beast is "inteligent" (poetry etc) I decided it GAVE UP and let its self been captured as it just had enought with humanity. Which lets a new deapth to the whole story (from my point of view)

Silver Crusade

Pathfinder Rulebook Subscriber

My players interrogated the poor guards and intimidated them into admitting the beast had just given up. They didn't buy the "they subdued" it by force of arms bit.


I am completely baffled by the description of the G3 room in Schloss Caromarc:

Quote:
The portrait above the fireplace is of Count Caromarc, and shows him as a deeply curious man, surrounded by objects in his museum. PCs making a DC 20 Perception check can see through a painted window behind the figure how the bridge connecting the Alchemy Wing (area H) to the Living Museum (area J) looked before it was blown up a few months ago. A DC 35 Perception check reveals a figure in a mirror behind Caromarc, a four-armed white ape with clearly visible stitching—the flesh golem girallon encountered in area L1.

Is this all depicted in the portrait? What painted window? How can they see through it if it's in the picture? What mirror? Why would they see Girallon in it?


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Toadkiller Dog wrote:

I am completely baffled by the description of the G3 room in Schloss Caromarc:

Quote:
The portrait above the fireplace is of Count Caromarc, and shows him as a deeply curious man, surrounded by objects in his museum. PCs making a DC 20 Perception check can see through a painted window behind the figure how the bridge connecting the Alchemy Wing (area H) to the Living Museum (area J) looked before it was blown up a few months ago. A DC 35 Perception check reveals a figure in a mirror behind Caromarc, a four-armed white ape with clearly visible stitching—the flesh golem girallon encountered in area L1.
Is this all depicted in the portrait? What painted window? How can they see through it if it's in the picture? What mirror? Why would they see Girallon in it?

In the portrait, Caromarc is standing in front of a painted window. In the portrait, they can see a bridge through the painted window. In the portrait, there is a mirror behind Caromarc. In the portrait, this mirror has the girallon flesh golem painted into it.


Well, kudos to the artist who painted that. It just seems odd that he would add such a monstrosity (and in such tiny detail) to a portrait.


One more thing. Where is the Beast when party arrives at Schloss Caromarc? The AP states that Beast is 2d4 rounds away from the tower, meaning, he's pretty damn near. And if he invited the PCs to come to Schloss (assuming he was found not guilty), why wouldn't he wait for them somewhere (asside from the fact that he's CR 13 and could solo the whole Schloss) ?

The whole Bondslave Thrall thing is kinda messy. The Promethean is allegedly too hard for the PCs, yet Bondslave can be activated ONLY with UMD and with not a small DC. The only clue to its existence is through DC 30 Linguistics (who puts that many ranks into linguistics?) or with Comprehend Languages (which will rarely be prepared when PCs are expecting a construct-filled dungeon).

I'm not sure whether my PCs will even figure out what does Bondslave do, let alone activate it (since none of them has UMD). And even if I change it so they can activate it, the issue of Beast arriving (from where?) and stealing their glory still stands...


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Toadkiller Dog wrote:
Well, kudos to the artist who painted that. It just seems odd that he would add such a monstrosity (and in such tiny detail) to a portrait.

It's really weird, yes.

Maybe the girallon painted the portrait?


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Toadkiller Dog wrote:

One more thing. Where is the Beast when party arrives at Schloss Caromarc? The AP states that Beast is 2d4 rounds away from the tower, meaning, he's pretty damn near. And if he invited the PCs to come to Schloss (assuming he was found not guilty), why wouldn't he wait for them somewhere (asside from the fact that he's CR 13 and could solo the whole Schloss) ?

The whole Bondslave Thrall thing is kinda messy. The Promethean is allegedly too hard for the PCs, yet Bondslave can be activated ONLY with UMD and with not a small DC. The only clue to its existence is through DC 30 Linguistics (who puts that many ranks into linguistics?) or with Comprehend Languages (which will rarely be prepared when PCs are expecting a construct-filled dungeon).

I'm not sure whether my PCs will even figure out what does Bondslave do, let alone activate it (since none of them has UMD). And even if I change it so they can activate it, the issue of Beast arriving (from where?) and stealing their glory still stands...

If you're worried about the Beast stealing the PC's glory, then tone down the Promethean by having the Beast fighting it when the PCs arrive. It subjugates him and webs him up on a wall. Now the PCs are saving him, instead.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ice Titan wrote:
If you're worried about the Beast stealing the PC's glory, then tone down the Promethean by having the Beast fighting it when the PCs arrive. It subjugates him and webs him up on a wall. Now the PCs are saving him, instead.

How would you recommend adjusting the Promethean for such an eventuality, so that it doesn't curbstomp the party?


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magnuskn wrote:
Ice Titan wrote:
If you're worried about the Beast stealing the PC's glory, then tone down the Promethean by having the Beast fighting it when the PCs arrive. It subjugates him and webs him up on a wall. Now the PCs are saving him, instead.
How would you recommend adjusting the Promethean for such an eventuality, so that it doesn't curbstomp the party?

To be completely honest, my PCs almost killed it in two rounds. The wizard didn't even participate in the combat.

I would make the PCs 7th level, lower his AC and Atk/CMB by 4. Lower his damage to 3d6+7 (34 avg damage per round) and he's about CR 7. Add on all of his goodies-- fear, nauseate cone, paralytic tentacles, strangle, and now he's cooking. Add on magic immunity and he's definitely CR 10 or so, which the PCs should be able to take... if you drop his DR down by 5 points as well.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ice Titan wrote:
magnuskn wrote:
Ice Titan wrote:
If you're worried about the Beast stealing the PC's glory, then tone down the Promethean by having the Beast fighting it when the PCs arrive. It subjugates him and webs him up on a wall. Now the PCs are saving him, instead.
How would you recommend adjusting the Promethean for such an eventuality, so that it doesn't curbstomp the party?

To be completely honest, my PCs almost killed it in two rounds. The wizard didn't even participate in the combat.

I would make the PCs 7th level, lower his AC and Atk/CMB by 4. Lower his damage to 3d6+7 (34 avg damage per round) and he's about CR 7. Add on all of his goodies-- fear, nauseate cone, paralytic tentacles, strangle, and now he's cooking. Add on magic immunity and he's definitely CR 10 or so, which the PCs should be able to take... if you drop his DR down by 5 points as well.

That sounds very good. I was also worrying about the nebulous "The Beast is 2d4 rounds away" in the module and about my players not being too keen on having the Beast take down the final opponent of the module.

Thanks for the advice! :)


It'd be nice if Richard Pett would again grace us with his presence and clarify it for us. :D

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Aha!

Hmm, tricky one in that the brief required the beast to be around without him taking an overt part of the adventure in the Schloss. Part Three begins with a brief summary of where the beast goes, but is deliberately generic 'in the swamp', but by the time the PCs activate the Bondslave Thrall the beast is 2d4 rounds away.

Again the beasts's movements must be generic from the scenario point of view becuase if the beast is at X and Y the PCs may ask it to join if they meet it (assuming they've been helping it). Hence the desire for it to be 'nearby' when the bondslave kicks into action. At this point it could easily be wandering the nearby mountains, drawn by the PCs actions, or heading to the tower to seek its creator. The end intention with the bondslave is not only to give the PCs a little help, but also to give them an insight into the beast's mind

The other obvious way of doing it would have been to have the bondslave teleport the beast to its location but that feels a little too like 'beam up the help' to me.

You could use other ways, depending upon how things pan out during the trial - does the beast fear the PCs are being followed and watch them from afar, does it secretly wish to expose its master's dabbling at last, or is the beast simply raving, a child without its parent?

In many ways, the combination of the 3 opposing forces (promethean, PCs and beast) is a very hard one to pull together in a one size fits all way, but the PC's actions in the schloss and before should give GMs a few inroads, like those mentioned above, but which to go into greater detail in the adventure would eat up a lot of theoretical word count at the cost of encounters.

In much the same way that it's also a fair point to make that some DCs of skills would be high for some groups, the aim is to provide a tough challenge to make finding clues tricky and to inject a certain sherlock holmesness into proceedings. In its simplest form however, if they're too tough for your group, lower them so that they continue to be a challenge to your group but aren't impossible. You each know your players much better than anyone and with a lot of variables it's tricky to predict each group's approach. The bottom line is to provide a memorable experience for you and your players to build upon.

I'm sure the fine and worthy folks on these boards have come up with other ways and will continue to do so, and if I can help clarrify things I'd be delighted to do so. Carrion Crown as a whole I think has some very tricky challenges and alliances, but Paizo always seem brave when it comes to challenging players and GMs (and give their writers headaches:)) and that's a big part of why I'm always honoured to write for them.

Huzzah!
Rich

Contributor

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The other thing of course is that some groups don't like to have NPCs provide overt assistance, and that's fine and undertsandable too. Again pulling back the promethean's powers to make it an appropriate CR for the group can be done relatively easily if you want to play the climax in that way.

Rich


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks for the insights, Richard.

BTW, since you are writing module four of Jade Regent, Forest of Shadows, I can only hope that it will be just as roleplaying heavy as Trial of the Beast. After all, that AP has been a bit of a disappointment so far in the RP department.


Because my players got so heavily involved in Prof. Lorrimor, I am concerned that part of the drop off between Book 1 and 2 is the idea that we are "Tracking Lorrimor's killers". I appreciated the ideas in Book 6 about introducing Advion early and presenting opportunities for the players to keep holding on to the trail of the WW, but...

I would like to see some examples of ways to keep the WW in the foreground and as a motivating factor in what the players are doing and why, in the end. I love the story here, and I LOVE Frankenstein, but I am really looking for ways to make this less and less detour-y feeling.

Hints, help, appreciated.

Grand Lodge

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Harlan wrote:

Because my players got so heavily involved in Prof. Lorrimor, I am concerned that part of the drop off between Book 1 and 2 is the idea that we are "Tracking Lorrimor's killers". I appreciated the ideas in Book 6 about introducing Advion early and presenting opportunities for the players to keep holding on to the trail of the WW, but...

I would like to see some examples of ways to keep the WW in the foreground and as a motivating factor in what the players are doing and why, in the end. I love the story here, and I LOVE Frankenstein, but I am really looking for ways to make this less and less detour-y feeling.

Hints, help, appreciated.

Spoiler:

I plan on giving the beast visions/dreams of its time under control and "Hooded People with funny skull staffs". It should give the party enough of a clue that the WW is still involved.

Incidently I am not a big fan of the ending - I think I will have the beast head back to destroy the possibility of being controlled again, somewhat pissed about the whole thing... and a desire to confront 'Father'.

Dark Archive

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I had two things happen to me that caught me a little off guard because I'm fairly new to GMing, the first being the blackmail notes found in the lock box by the Ghasts. The Cleric simply cast mending to fix the papers (and had a make whole prepared if that wasn't enough) In 3.5 mending and such could not repair fire damaged objects, but the Pathfinder version seems a little vague in that respect. No Linguistics check was necessary and all that information was revealed. Am I missing something obvious?

The other one was the blind witness that the prosecution calls to testify against the beast. Were his eyes utterly destroyed by the fire? The PCs simply removed his blindness and the witness easily pointed out that it wasn't the beast who killed his master/etc...

What would you do in that situation? It certainly made things easier and wasn't game breaking, but I'm curious if I let things pass that shouldn't have been possible/ were intended.


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I would not have allowed mending to work upon the burned papers. They were not simply torn with all the pieces there to put together, they were burned. I understand that this is up in the air as to the ruling but that would have been mine.

However, I would have allowed make whole to work. If the spell can fix magic items then it can restore a burned paper. I would have allowed them to discover from the papers that Vorkstag, Grine, and Brada were conducting some under-the-table dealings and it involved bodies or parts of bodies. This evidence, while seemingly damning, wouldn't have held up on its own in court as they could be forged. I'd have neither Vorkstag nor Grine stupid enough to actually sign any papers like that. Either way, reward them for the effort.

When I read that Karl's sight was destroyed in the fire I interpreted that as there was enough damage from the heat to do that. I had his face badly burned and his eyes had heated to the point where they popped like grapes. Remove blindness/deafness specifically states that it does not restore eyes that have been lost. I would count that as being lost and would not have allowed that to work in my game.

I do like to be fair when I can and would allow things to work when they would. However, for some reason both of those actions smack as being slightly lazy. Maybe I'm wrong in thinking that simply casting a spell would stifle the creativity that would otherwise occur. However, I like occasionally forcing a party to think beyond consulting their spell lists and they like it too. Your mileage may vary. Thankfully, neither of these came up in my game.

TL;DR = You didn't do anything wrong, I would have done it differently but most DMs would as they tend to interpret things differently. So long as it didn't detrail the game you're fine.


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Pathfinder Adventure Path, Rulebook Subscriber

Personally, I think the sting of "helping the Beast fight," would be alleviated by handing the Beast's stats over to the players and letting them run him during the Promethean Battle.

It makes sense that the PCs wired into the Bondslave Thrall would have a full idea of his capabilities. Having a cool overpowered monster character to mess around with for a session should be more than enough to make people excited and engaged with the dramatic finale.

Scarab Sages

Wow, what a fight.

My group got to Schloss Caromarc last night, and boy oh boy is the gatehouse one hellova encounter.

On paper it doesn't look that bad, 1 cr5, 1 cr6, and 1 cr7 room. Oh wait, the cr6 room gets a perception check to not be enraptured by the golem hound, and the cr7 room joins the fight when the cr5 room barks. Three rounds after the opening volleys... One big fun, CR9-10, terrain advantageous brawl!

((An aside, my group just recently obtained the 'spark' spell, and since burning the ruins of Hergstag to the ground (after the trial, one wraith was all the 'evidence' they needed), they have decided to become good aligned pyro's and bought 30 flasks of lamp oil to completely screw over their enemies. I laughed cause I knew trolls were coming up.))

Anyway, the group emerged mostly victorious, with only the Barbarian dying from a Leroy Jenkins-esque "Run up the stairs to attack those two trolls." The two trolls promptly replied "Nom nom, slash slash, rend rend" for 64 damage, felling the poor barbarian.

So if you've not made it there yet, be aware, the gatehouse can definitely be a make-it or break-it encounter.


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Drakli wrote:

Personally, I think the sting of "helping the Beast fight," would be alleviated by handing the Beast's stats over to the players and letting them run him during the Promethean Battle.

It makes sense that the PCs wired into the Bondslave Thrall would have a full idea of his capabilities. Having a cool overpowered monster character to mess around with for a session should be more than enough to make people excited and engaged with the dramatic finale.

That could be pretty cool presentation (and also, if you've got someone who's less combat-oriented, or low on spell slots, or what have you, it can give a character a good way to participate if otherwise they'd have trouble).

My real concern with the final fight (I'll be running the module soon-ish, but my group is in the last chunk of Haunting of Harrowstone) is the lightning. I mean, the tower's covered in lightning rods but every round one of the characters gets struck for 3d6? While fighting the Promethean? Even with the Reflex Save and the evasion for being hooked into the Bondslave Thrall, that just seems excessive to me. Have people just been handwaving that or what? I've considered instituting a random chance that none of the PCs or NPCs gets hit (and have ideas in mind for how to handle it), but I'm wondering how other GMs implemented that (if at all).

Silver Crusade

Pathfinder Rulebook Subscriber
MythicFox wrote:


My real concern with the final fight (I'll be running the module soon-ish, but my group is in the last chunk of Haunting of Harrowstone) is the lightning. I mean, the tower's covered in lightning rods but every round one of the characters gets struck for 3d6? While fighting the Promethean? Even with the Reflex Save and the evasion for being hooked into the Bondslave Thrall, that just seems excessive to me. Have people just been handwaving that or what? I've considered instituting a random chance that none of the PCs or NPCs gets hit (and have ideas in mind for how to handle it), but I'm wondering how other GMs implemented that (if at all).

I am wondering what other's did/experienced as well.


ThornDJL7 wrote:
MythicFox wrote:


My real concern with the final fight (I'll be running the module soon-ish, but my group is in the last chunk of Haunting of Harrowstone) is the lightning. I mean, the tower's covered in lightning rods but every round one of the characters gets struck for 3d6? While fighting the Promethean? Even with the Reflex Save and the evasion for being hooked into the Bondslave Thrall, that just seems excessive to me. Have people just been handwaving that or what? I've considered instituting a random chance that none of the PCs or NPCs gets hit (and have ideas in mind for how to handle it), but I'm wondering how other GMs implemented that (if at all).
I am wondering what other's did/experienced as well.

My group through up energy resistance and ended up taking very little damage from it.


ThornDJL7 wrote:
MythicFox wrote:


My real concern with the final fight (I'll be running the module soon-ish, but my group is in the last chunk of Haunting of Harrowstone) is the lightning. I mean, the tower's covered in lightning rods but every round one of the characters gets struck for 3d6? While fighting the Promethean? Even with the Reflex Save and the evasion for being hooked into the Bondslave Thrall, that just seems excessive to me. Have people just been handwaving that or what? I've considered instituting a random chance that none of the PCs or NPCs gets hit (and have ideas in mind for how to handle it), but I'm wondering how other GMs implemented that (if at all).
I am wondering what other's did/experienced as well.

I was going to make it largely cinematic in nature with a lot of close calls. It'll probably be three sessions before we get there though so I have plenty of time to think it over. I'll let you know how it goes.


I am going to remove the lightening most likely, especially if they don't use the beast to fight the boss.

Silver Crusade

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Pathfinder Rulebook Subscriber
wraithstrike wrote:
I am going to remove the lightening most likely, especially if they don't use the beast to fight the boss.

The lightening only comes if you activate the machine to use the beast.


Pathfinder Adventure Path, Rulebook Subscriber
MythicFox wrote:

That could be pretty cool presentation (and also, if you've got someone who's less combat-oriented, or low on spell slots, or what have you, it can give a character a good way to participate if otherwise they'd have trouble).

My real concern with the final fight (I'll be running the module soon-ish, but my group is in the last chunk of Haunting of Harrowstone) is the lightning. I mean, the tower's covered in lightning rods but every round one of the characters gets struck for 3d6? While fighting the Promethean? Even with the Reflex Save and the evasion for being hooked into the Bondslave Thrall, that just seems excessive to me. Have people just been handwaving that or what? I've considered instituting a random chance that none of the PCs or NPCs gets hit (and have ideas in mind for how to handle it), but I'm wondering how other GMs implemented that (if at all).

Thanks! I'm looking forward to the expression on their faces when I hand them the stats of the Beast (or Ven, as the party calls him,) for the night. :)

As for the lightning strikes, honestly that's a non-issue in my mind. It's like Call Lightning, a third level spell. A 5th level druid could cast it and they're all likely to be 7th level by then. Besides, it's only one strike per round, and frankly, I think it's the only thing that's going to be attacking them at all. Once Ven of Lepistat shows up, the Aberrant Promethean's going to focus all of its rage on him. And since the party's infernal sorceress is likely to keep the Promethean burning, that's only one attack a round anyway.

No, my concern is the DC 25 Use Magic Device check. Frankly, our party has no bards or rogues, and I don't think anyone in my group ever takes ranks in Use Magic Device if they aren't playing one of them. That's what I might hand-wave.


ThornDJL7 wrote:
wraithstrike wrote:
I am going to remove the lightening most likely, especially if they don't use the beast to fight the boss.
The lightening only comes if you activate the machine to use the beast.

Good point. I do need to read that last section again. I did notice that only one player gets to control the beast each round though. I know that won't go over well. I may have Caromarc trapped in a force field of his own design, not because he can't lower it, but because the Whispering Way left outsiders there to deal with him, and he was caught off guard so he can't fight them. They are content to see him starve to death.

I also don't know why someone with so much money could not have his wife returned to life. I understand why for plot reasons, but if he is going to hand out 6000 gp to the PC's that will be questioned. I will need another excuse for the experiments or another reason to state why he is unable to return her to life.

If I missed something let me know.


wraithstrike wrote:
ThornDJL7 wrote:
wraithstrike wrote:
I am going to remove the lightening most likely, especially if they don't use the beast to fight the boss.
The lightening only comes if you activate the machine to use the beast.

Good point. I do need to read that last section again. I did notice that only one player gets to control the beast each round though. I know that won't go over well. I may have Caromarc trapped in a force field of his own design, not because he can't lower it, but because the Whispering Way left outsiders there to deal with him, and he was caught off guard so he can't fight them. They are content to see him starve to death.

I also don't know why someone with so much money could not have his wife returned to life. I understand why for plot reasons, but if he is going to hand out 6000 gp to the PC's that will be questioned. I will need another excuse for the experiments or another reason to state why he is unable to return her to life.

If I missed something let me know.

Pssst. Time limits on Raise Dead. She's been dead longer than one day per caster level.

Silver Crusade

Pathfinder Rulebook Subscriber
wraithstrike wrote:


I also don't know why someone with so much money could not have his wife returned to life. I understand why for plot reasons, but if he is going to hand out 6000 gp to the PC's that will be questioned. I will need another excuse for the experiments or another reason to state why he is unable to return her to life.

If I missed something let me know.

In the Complete Divine for 3.5 it detailed why a soul wouldn't desire to return to life. If a soul goes to heaven, why would it want to return to the material plane? It is heaven after all. Maybe he tried to raise her from the dead and she decided it was much nicer in heaven like most people would. It went on to explain that mostly only heroes with a burning need to finish their heroing tend to take a raise dead offered to them. Most NPC's would have no desire to live in such a drab and painful world after experiencing heaven.

Another possible reason, maybe her body isn't capable of living anymore. Illnesses, cancer, and other defects may have made her living vessel incapable of retaining her soul.


ThornDJL7 wrote:
wraithstrike wrote:


I also don't know why someone with so much money could not have his wife returned to life. I understand why for plot reasons, but if he is going to hand out 6000 gp to the PC's that will be questioned. I will need another excuse for the experiments or another reason to state why he is unable to return her to life.

If I missed something let me know.

In the Complete Divine for 3.5 it detailed why a soul wouldn't desire to return to life. If a soul goes to heaven, why would it want to return to the material plane? It is heaven after all. Maybe he tried to raise her from the dead and she decided it was much nicer in heaven like most people would. It went on to explain that mostly only heroes with a burning need to finish their heroing tend to take a raise dead offered to them. Most NPC's would have no desire to live in such a drab and painful world after experiencing heaven.

Another possible reason, maybe her body isn't capable of living anymore. Illnesses, cancer, and other defects may have made her living vessel incapable of retaining her soul.

That might work. I might also say he did not the funds when they were needed, and now the time has passed for whatever he can afford. They will come up with reincarnate next though, but I can just say she would just refuse.

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