Shades of Ice III. Why is it so easy? spoilers!


GM Discussion

Shadow Lodge 3/5

Hey guys,
I'm new to the forums really, but after running 10 slots of PFS at GenCon. (Most awesome thing ever!) I thought I would try and invest some time in yet another brower-based distraction.
So, gripe #1:
I ran 3 slots of Shades III during GenCon, after having run I and II at Scotty's just before (yup it was a 13 slot PFS week!)
I and II were awesome, even in the crazyness that was Scotty's and I think all of my party really enjoyed them.

However, this is when I then got to part III.

Spoiler Alert!!!
I ran the first encounter with a table of 5/6s in the tier 4-5, so I knew they were gonna do well. But there was one guy with a power gaming summoner, who would have taken down the wolverine in a single hit. Following on this trend, none of the encounters would have challenged the party and not just because of this stupidly overpowered summoner.

They would have just blown up the dinos, (what party doesn't fireball a cave just in case) and the final fight they would have done in a round! I just don't know how that is tier 4-5!
This was then confirmed for me when I ran my 3rd slot of it for 1-2 level characters at tier 4-5 (I warned them that they very very well could die)
In no way did they breeze through it at tier 4-5, in fact the final fight only had 2 guys standing and all the others guys bleeding out (one was just saved by one round after combat as a party member charged to him, wand in hand and made the UMD check)
But still, level 1-2 characters at tier 4-5?

So, in my second slot and half of my first slot I made a few changes.
Ran the first two as normal, but made the ambushers rougue/ barbarians for sneak attack damage, they also hid a decoy weapon just showing out of one snowpile!

Dinos are just past the cave in, so when each party started clearing it the small ones jump over the hauling people's heads and attack the squishy mages (that'll teach them for never doing manual labour), then after 1 round an anklyosaurus busts through the rock fall, doing bludgeoning damage (mainly so I wouldn't kill them!)

In the final fight I really wanted to add in a white dragon of some kind, who flies in and takes revenge by going for whoever has the axe at that time, believing him to be a descendant of the king. This would have meant much more hitpoint to the woman, because she would be taking damage from the dragon, but it would have been far more cool. Then if the party want to take off with the axe, then they have to slay the white dragon.
Unfortunately I did not have time to run this as the final encounter, due to the roleplayiong and set-up section taking a while.
I would love to see how this works, to provide a fitting end to what really could have been an awesome series.

Obviously, it's a bit mean to kill party members due to making things tougher, but the secenario is just not a challenge at all, and that's what PFS is about, the risks (and possible rewards) of life as a pathfinder!

Hope people eventually got through all of that and have some comments, if you didn't, hey! don't worry, I'm not exactly going to read it now for horrible spelling mistakes!

Matt

4/5

How in Shelyn's name did the 1-2 party survive the aurochs stampede? We played it with three 4s, a 1, a 2, and my level 5 cleric, and the only reason the level 1 Paladin lived to fight another day is because of my readied actions to channel positive energy. Granted, if you have a group that is excellent at climb, that's one thing, but the Paladin in armor was never going to make it.

It's illegal to play a level 6 in Shades of Ice. This fact actually caused our group to remake 1st level characters, since half of us were 6 just before playing Shades of Ice Part I at Gencon.

Also, the wolverine went down fast but was also a hard-hitter. I bet it could have killed the eidolon with a single full attack (unless the summoner was level 6, which was illegal).

Fireballing randomly into the cave? Seriously? That's going to lose them faction missions in the long run, as the cave could easily have contained the friendly barbarians who in fact came after the crevasse. The velociraptors have pounce, which can be devastating to a squishy. True they do die almost immediately after. I do agree that the snowbank barbarians were easy. For the final encounter, the GM had Desna's own luck, confirming crits with the archers three times in the first two rounds and bringing me (the cleric) down. It probably would have been a fatality if all three crits hit the same character, but when I did cleric stuff, as per tactics the BBEG had them switch to me. This actually caused the fight to be a nailbiter, since no one had a good chance to bring me back to conscious (I was at -10, so no single CLW would have done it), but they did win regardless.

Liberty's Edge 5/5

Um... as far as I'm aware you can't play up unless your average party level falls in the middle range (2.5 or higher).

I also don't know how a level 6 can even play a 1-5 module.

4/5

Andrew Christian wrote:

Um... as far as I'm aware you can't play up unless your average party level falls in the middle range (2.5 or higher).

It's possible that he had 6 characters with an APL that rounded up to 2, +1 for being 6.

5/5

Andrew Christian wrote:

Um... as far as I'm aware you can't play up unless your average party level falls in the middle range (2.5 or higher).

I also don't know how a level 6 can even play a 1-5 module.

Version 4.0 of the guide requires APL be rounded down. Even if you are APL 2.9 in this situation, you're playing tier 1-2.

Shadow Lodge 3/5

Rogue Eidolon wrote:
Andrew Christian wrote:

Um... as far as I'm aware you can't play up unless your average party level falls in the middle range (2.5 or higher).

It's possible that he had 6 characters with an APL that rounded up to 2, +1 for being 6.

Yeah, that's how they played up. I wasn't sure about the 6th level guys, maybe they were 5 and strong. I just got sent players!

They spotted the stampede way in advance, so managed to easily avoid the damage from that (some good perception rolls)

The wolverine hits fairly hard yeah, but doesn't even have reach! They definitely took it down in round, which is not challenging. The party looked into the cave quick, saw nothing in there, walked out and fireballed it! I was like... okay... so I put the dinos past the rockfall just so it wasn't an hour & 30 min long module (since he actually hit 34 damage from the fireball).

Are people's opinion's generally that this isn't an easy mod, it just really seemed like it to me, maybe I wasn't running it right somewhere (hopefully not).

Did people like the stuff I added in, or thought it was definitely unnecessary? I just felt this epic 3part module deserved more challenge, but maybe I had strong partys...

Thanks guys.
Matt


Pathfinder Starfinder Roleplaying Game Subscriber
Matthew Hinton wrote:


Are people's opinion's generally that this isn't an easy mod, it just really seemed like it to me, maybe I wasn't running it right somewhere (hopefully not).

Did people like the stuff I added in, or thought it was definitely unnecessary? I just felt this epic 3part module deserved more challenge, but maybe I had strong partys...

I ran this in 4 slots this past weekend and compared to the other mods I ran for the other 4 slots this was by far the least challenging to the players (IMO). Not one of these slots sniffed the 3 hour mark, and the last 3 times I ran it it only made it about 2.5 hours becasue I added an extra mob to the end (an Ice Mephit with Sorcerer levels) that greatly increased the encounter time.

The only really challenging encounter each time I ran it, was the wolverine (and then again only when playing in the 4-5 tier). I did have one player die during the stampede, but that was more of a fluke as it was the only time it happened. Most other encounters they steamrolled through.

I really did like the story arc for the 3, but I did think challenge-wise the last part fell a little flat.

On that note however, everyone seemed to enjoy themselves, and I didn't sense any level of frustration regarding the slot only running 2+ hours.

Shadow Lodge 3/5

Mike Alchus wrote:


I really did like the story arc for the 3, but I did think challenge-wise the last part fell a little flat.

On that note however, everyone seemed to enjoy themselves, and I didn't sense any level of frustration regarding the slot only running 2+ hours.

I suppose the main thing is that everyone enjoys themselves! That's my number one thing as a GM, rules ALWAYS comes second to fun.

I'm just hoping people liked the way I ran it, it ended up being around the 4 hour mark, with about 45 mins for the rping scene each time, that was nice.

Matt

4/5

Matthew Hinton wrote:


They spotted the stampede way in advance, so managed to easily avoid the damage from that (some good perception rolls)

We also made excellent Perception (I think someone had 25 or so) and were given two rounds. Barring Fly (which obviously a 1-2 party wouldn't have), I don't see how the bad climbers in a party could possibly have made it to safety in two rounds. Even our group didn't have Fly, so the best we could do was grappling hook for the level 2 archer to climb, let the Barbarian 4 climb the sheer wall, and the rest of us buff and hope for the best.

Liberty's Edge

Kyle Baird wrote:
Andrew Christian wrote:

Um... as far as I'm aware you can't play up unless your average party level falls in the middle range (2.5 or higher).

I also don't know how a level 6 can even play a 1-5 module.

Version 4.0 of the guide requires APL be rounded down. Even if you are APL 2.9 in this situation, you're playing tier 1-2.

And IMHO, this needs to be changed...if you fall in between, you should have the choice as a table. A 2.9 APL will steamroll a 1-2, get done early and have very little challenge. And honestly, who wants that? If they play up, they will have it a bit hard, sure, but that encourages creativity, planning, strategy and can even bring out extra role playing if you want.

These games should be fun & challenging - a bit of edge, a bit of a chance to die in a mod, a bit of fear, otherwise, we might as well just have the GM read the box text and sign our Chronicles instead of sitting down to play so we can go join another table that offers a challenge.

Liberty's Edge 5/5 **

I tend to agree. The combat in most PFS modules is already absurdly easy even for average/unoptimized tables. In my experience a single min/maxed character can solo most encounters and this often leaves the rest of the party with nothing to do.


In my opinion, the problem is with table size. I understand the mods need to be written to assume 4 players, but most cons/game shops run 6-7. The only recourse currently is to increase the tier, which is clunky. I think they should rewrite these scenarios so that there are two types of difficulty increase, the tier bump for APL and an increase in foes fought for larger table sizes.

Honestly, I've been in non-optimized groups that steamroll over "big boss" encounters due to sheer numbers, no matter how nasty the foes are tier-wise. At GenCon this past weekend, I rolled last in initiative and the fight was litterally over (6 PCs vs 4 NPCs) before I got to act. Bumping up the number of foes (and hence Cleave opportunities!) rather than the strength of foes might aleviate this problem.

1/5

The last fight is a little under dramatic. That is unless you are my group and your charging barbarian takes a thrown axe of death critical to the face in the first round. For those who have seen the weapon stats, it's about the worst thing that can happen in that fight. Nothing makes you praise hit points like loosing 46 of them in one hit. The deadliest part was definitely the trample trap. Full plate = buff and pray because there is no way you are getting up that wall in a round.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

TwoWolves wrote:


In my opinion, the problem is with table size. I understand the mods need to be written to assume 4 players, but most cons/game shops run 6-7. The only recourse currently is to increase the tier, which is clunky. I think they should rewrite these scenarios so that there are two types of difficulty increase, the tier bump for APL and an increase in foes fought for larger table sizes.

The scenarios are pretty challenging to write with just two subtiers. The more options you try and build into a scenario the less space for story and the less polished the existing choices become. Adding more 'types' of changes you make the less quality scenario you are going to get.

Six player tables are tolerable and seven player tables are just plain bad for the game. We've pretty much banned seven player tables at both our LGSs because it just makes for a bad experience. Play at character level and wipe the floor or play up and risk characters getting one shotted.

2/5 *

Matthew Hinton wrote:
Stuff

I completely agree with you. Shades 3 wasn't a very good scenario.

It wasn't interesting at all, was anti-epic (if that word exists, lol), no decent roleplay, no thinking was required, the encounters were too easy and/or filled with spike damage.

At subtier 4-5, the wolverine was fairly deadly, not to the group, but to the first victim. I believe the GM pulled his punches and saved our pregen Valeros. The trampling encounter was more like a trap, but it shouldn't have been (we didn't have any time to prep, even with good perception rolls, it was basically a Reflex save). It actually killed our pregen Ninja, but he was also saved. The last encounter, if the boss gets lucky, can kill players. That still doesn't make it fun.

Other than killing single players, there was no challenge or anything interesting in the encounter design at all.

Needless to say, if I ever run Shades of Ice for my home group, I'll probably end it at #2. (I'm considering not bothering with the series). The only reason to play #3 is for the boon.

To be honest, I don't even know how authors are supposed to write scenarios these days. Summoners, 2H fighters, Zen Archers, Magus, etc. can easily do 15+ points of damage each round, at 2rd level. Meanwhile you have PCs who are using magic missile and doing 2 hp per round (yes, it happenned with a level 4 pregen wizard, each encounter). How are they supposed to account for this much variability?


Dennis Baker wrote:
TwoWolves wrote:


In my opinion, the problem is with table size. I understand the mods need to be written to assume 4 players, but most cons/game shops run 6-7. The only recourse currently is to increase the tier, which is clunky. I think they should rewrite these scenarios so that there are two types of difficulty increase, the tier bump for APL and an increase in foes fought for larger table sizes.

The scenarios are pretty challenging to write with just two subtiers. The more options you try and build into a scenario the less space for story and the less polished the existing choices become. Adding more 'types' of changes you make the less quality scenario you are going to get.

Six player tables are tolerable and seven player tables are just plain bad for the game. We've pretty much banned seven player tables at both our LGSs because it just makes for a bad experience. Play at character level and wipe the floor or play up and risk characters getting one shotted.

It can be as simple as saying "if the party has 5 players, add 1 extra mook, 2 extra for 6 players". Maybe an option for a minion or two for big boss fights, or an extra NPC for party vs party fights.

Shadow Lodge 3/5

I'm glad it's not just me that believes that this is an easy mod.
I know that there is a difference in the dpr of certain classes at the moment, but I think that a load of pregens could get through this easy, and they are definitely not optimized.

Just such a shame.
Incidentally. They all had either decent climbs or decent rolls (or were levitated by a very kind wizard)! So I guess they were lucky with that!

what would the rules be adding in other stuff to make it more... shall we say, challenging? E.g. the dragon coming at the end. I know I really shouldn't kill PCs by making it harder, since that's kinda not fair. But I'm assuming it is allowed? If so, would anyone want to run it with these extra modifications and if they do. Let me know how people like it.

Thanks again guys,
Matt

4/5

Matthew Hinton wrote:

I'm glad it's not just me that believes that this is an easy mod.

I know that there is a difference in the dpr of certain classes at the moment, but I think that a load of pregens could get through this easy, and they are definitely not optimized.

Just such a shame.
Incidentally. They all had either decent climbs or decent rolls (or were levitated by a very kind wizard)! So I guess they were lucky with that!

what would the rules be adding in other stuff to make it more... shall we say, challenging? E.g. the dragon coming at the end. I know I really shouldn't kill PCs by making it harder, since that's kinda not fair. But I'm assuming it is allowed? If so, would anyone want to run it with these extra modifications and if they do. Let me know how people like it.

Thanks again guys,
Matt

OK, so someone had levitate and was actually level 3. That I can believe. There's just no way that 1-2s would have the resources to beat that stampede.

Also, the ridge was 40 feet high (at least in our game). It's actually impossible to climb to the top even with a 30 foot speed before the stampede comes without accelerated climbing (-5 to your check, so that's going to be very hard to make three times in a row) and after the stampede appeared, the DC for climbing went way up (20 or more, and you had to roll reactively or fall).

But yeah--other than the stampede, which I think is at least somewhat likely to generate kills without area healing, it is certainly true that the humanoids were mainly chumps and the animals glass cannons.

Scarab Sages 3/5

Yeah, I totally agree that without the level 3 Wizard they would have been toast, or at least the guy in heavy armour would have been toast.
They did just get 25 feet up the cliff side and hung on for dear life, good climb on the party made it.
Thanks for the feedback.
Matt

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