3-02 Sewer Dragons of Absalom [Spoilers!]


GM Discussion

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

I didn't find another thread for this when I searched, so I guess I'll start one for it.

I played in this one this past Monday and just finished reading it (I'm prepping to run it this Saturday). What an awesome module! Kudos to you, Dennis Baker. Excellent story, fun characters, and lots of different choices for a group to make, along with a final combat that is incredibly enjoyable. I hope Paizo gives you more to write.

I don't really have the time to go into depth on the game we played (or that I plan to run) as I have to get to my store, but I just wanted to drop in and say awesome job. I'll put more thoughts down later this weekend after running it.

5/5

I can subscribe to that. In generl I think the scenarios released at this point for the new season are very well put together.

1/5

Agreed. I really enjoyed the fact that he incorporated a

Spoiler:
Bolder Trap.
It gave it a nice classic D&D feel. I also really enjoyed the last fight.

The Exchange 5/5

Pathfinder Rulebook Subscriber

i played in it two weeks ago, it was a lot of fun.

The only thing I questioned, and looked up later were the entangling bolts. the GM ran them as entangling on a hit, and partially entangling on a miss.

Thats the ONLY weapon i'd ever heard of to do something to you on a missed attack. sure enough, when i got home, the bolts from the APG only entangle on a hit.

haven't run it, so i don't know. Was he running it right? something in the adventure that lets them do this? or is the mod not up to date on the bolts description ?

Dataphiles 4/5 5/55/55/55/5

This module features a lot of role playing options. I didn't really need combat rolls until towards the end.

My hats is off for the author writing the module as it rocked.

More like this please.

The only thing I would warn GM's is that the fist encounter can trigger a lot of faction missions which are not 100% against each other but it can accidentally cause some player strife but to be honest it made the module as the role playing element was very strong.

My table at GenCon that played this module thought it was their favorite module to date.

Combat wise this isn't a super hard scenario. The sense of accomplishment though is quite high if things are done correctly.

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

Thanks for the positive comments guys, glad you enjoyed it.

@Diego - Mark deserves a lot of credit for that, he does a great job.

@Seraphimpunk - As far as I know they only work on a hit.

2/5 *

I agree, as I've already written in my review, this was the best scenario (out of 8) that I played at Gen Con.

I'll be running it sometime in the next 6 months so I'll have more feedback then.

Grand Lodge 4/5 **

Prepping this for next week - here are a few questions I'd love suggestions on:

1. The last fight...

Spoiler:
...occurs in a theatre will the upper balcony filled with kobolds, in addition to the statted-out NPCs and monsters. What happens if the party engages the balcony kobolds? Or, if they choose not to negotiate after the first part of the fight, and the kobolds are forced to fight? How many are there, what are their stats, do we run this fight if the party just won't be deterred?

2. The Sczarni faction mission...

Spoiler:
... comes pretty close to violating the "no evil characters" rule of PFS. I can't see a good-aligned party standing for this, yet because it's a faction mission they'll have to.

3. The fight in the trap shop...

Spoiler:
... in the Tier 6-7 section, it implies Trapmaster Tok is in the loft, but that's not mentioned anywhere else. Makes sense, of course. Is the loft open to the lower level, is there a half-wall, a full wall, or what? Presumably it's a half-wall he can lob bombs over, but still remain in cover? Perhaps I just missed the description but I couldn't find the detail on this.

4. What do you folks use for...

Spoiler:
kobold voices? I've got my goblins down pat, but all of my lizard-like voices sound way too deep for the munchkins. Anyone have something that sounds good without being too silly?

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

1. The last fight... ** spoiler omitted **
I realized this when one of my groups did exactly this. You can either omit that from the description, or leave it in and simply have them run away and not engage the PCs. Regardless, they are a distraction best, use the stat-block for the generic kobold in the Monster Manual but don't have them attack, they should be unarmed and flee any confrontation.

2. The Sczarni faction mission... ** spoiler omitted **
My assumption is the player would figure out a chance to do this while the rest of the party is distracted. Possibly while the rest of the party is healing/ questioning the prisoner they came to fetch, or they can remain behind for a private meeting with him.

3. The fight in the trap shop... ** spoiler omitted **
There loft is open to the lower floor, with a railing around the outside (not really described). I would give him half cover at best. If your group is breezing through the dungeon you might consider giving him full cover but he's a pretty nasty encounter as is.

4. What do you folks use for... ** spoiler omitted **
Best of luck on that. I tend to go with something raspy and high pitched.

As a footnote, I've had a fair number of people comment that the scenario runs *long* so you might consider skipping the optional encounter with the trapmaster if you have a tight time slot (as painful as that is to me).

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

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The barbarian with no facial skills was the one left to sneak into the sold out opera (they split the party).
Winging it, he dressed as the pizza courier and went trough the side entrance.

It was hilarious.

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